three.core.js 1.3 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '182dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * An unsigned int 10_11_11 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt101111Type = 35899;
  648. /**
  649. * Discards the red, green and blue components and reads just the alpha component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const AlphaFormat = 1021;
  655. /**
  656. * Discards the alpha component and reads the red, green and blue component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBFormat = 1022;
  662. /**
  663. * Reads the red, green, blue and alpha components.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBAFormat = 1023;
  669. /**
  670. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const DepthFormat = 1026;
  676. /**
  677. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  678. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const DepthStencilFormat = 1027;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedFormat = 1028;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedIntegerFormat = 1029;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGFormat = 1030;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGIntegerFormat = 1031;
  712. /**
  713. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBIntegerFormat = 1032;
  719. /**
  720. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBAIntegerFormat = 1033;
  726. /**
  727. * A DXT1-compressed image in an RGB image format.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGB_S3TC_DXT1_Format = 33776;
  733. /**
  734. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT1_Format = 33777;
  740. /**
  741. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT3_Format = 33778;
  747. /**
  748. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  749. * compression in how the alpha compression is done.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGBA_S3TC_DXT5_Format = 33779;
  755. /**
  756. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_4BPPV1_Format = 35840;
  762. /**
  763. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_2BPPV1_Format = 35841;
  769. /**
  770. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_4BPPV1_Format = 35842;
  776. /**
  777. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_2BPPV1_Format = 35843;
  783. /**
  784. * ETC1 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC1_Format = 36196;
  790. /**
  791. * ETC2 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC2_Format = 37492;
  797. /**
  798. * ETC2 RGBA format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ETC2_EAC_Format = 37496;
  804. /**
  805. * EAC R11 UNORM format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const R11_EAC_Format = 37488; // 0x9270
  811. /**
  812. * EAC R11 SNORM format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const SIGNED_R11_EAC_Format = 37489; // 0x9271
  818. /**
  819. * EAC RG11 UNORM format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RG11_EAC_Format = 37490; // 0x9272
  825. /**
  826. * EAC RG11 SNORM format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const SIGNED_RG11_EAC_Format = 37491; // 0x9273
  832. /**
  833. * ASTC RGBA 4x4 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_4x4_Format = 37808;
  839. /**
  840. * ASTC RGBA 5x4 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_5x4_Format = 37809;
  846. /**
  847. * ASTC RGBA 5x5 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_5x5_Format = 37810;
  853. /**
  854. * ASTC RGBA 6x5 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_6x5_Format = 37811;
  860. /**
  861. * ASTC RGBA 6x6 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_6x6_Format = 37812;
  867. /**
  868. * ASTC RGBA 8x5 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_8x5_Format = 37813;
  874. /**
  875. * ASTC RGBA 8x6 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_8x6_Format = 37814;
  881. /**
  882. * ASTC RGBA 8x8 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_8x8_Format = 37815;
  888. /**
  889. * ASTC RGBA 10x5 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_10x5_Format = 37816;
  895. /**
  896. * ASTC RGBA 10x6 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_10x6_Format = 37817;
  902. /**
  903. * ASTC RGBA 10x8 format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_ASTC_10x8_Format = 37818;
  909. /**
  910. * ASTC RGBA 10x10 format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGBA_ASTC_10x10_Format = 37819;
  916. /**
  917. * ASTC RGBA 12x10 format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGBA_ASTC_12x10_Format = 37820;
  923. /**
  924. * ASTC RGBA 12x12 format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RGBA_ASTC_12x12_Format = 37821;
  930. /**
  931. * BPTC RGBA format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const RGBA_BPTC_Format = 36492;
  937. /**
  938. * BPTC Signed RGB format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RGB_BPTC_SIGNED_Format = 36494;
  944. /**
  945. * BPTC Unsigned RGB format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const RGB_BPTC_UNSIGNED_Format = 36495;
  951. /**
  952. * RGTC1 Red format.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const RED_RGTC1_Format = 36283;
  958. /**
  959. * RGTC1 Signed Red format.
  960. *
  961. * @type {number}
  962. * @constant
  963. */
  964. const SIGNED_RED_RGTC1_Format = 36284;
  965. /**
  966. * RGTC2 Red Green format.
  967. *
  968. * @type {number}
  969. * @constant
  970. */
  971. const RED_GREEN_RGTC2_Format = 36285;
  972. /**
  973. * RGTC2 Signed Red Green format.
  974. *
  975. * @type {number}
  976. * @constant
  977. */
  978. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  979. /**
  980. * Animations are played once.
  981. *
  982. * @type {number}
  983. * @constant
  984. */
  985. const LoopOnce = 2200;
  986. /**
  987. * Animations are played with a chosen number of repetitions, each time jumping from
  988. * the end of the clip directly to its beginning.
  989. *
  990. * @type {number}
  991. * @constant
  992. */
  993. const LoopRepeat = 2201;
  994. /**
  995. * Animations are played with a chosen number of repetitions, alternately playing forward
  996. * and backward.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const LoopPingPong = 2202;
  1002. /**
  1003. * Discrete interpolation mode for keyframe tracks.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const InterpolateDiscrete = 2300;
  1009. /**
  1010. * Linear interpolation mode for keyframe tracks.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const InterpolateLinear = 2301;
  1016. /**
  1017. * Smooth interpolation mode for keyframe tracks.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const InterpolateSmooth = 2302;
  1023. /**
  1024. * Zero curvature ending for animations.
  1025. *
  1026. * @type {number}
  1027. * @constant
  1028. */
  1029. const ZeroCurvatureEnding = 2400;
  1030. /**
  1031. * Zero slope ending for animations.
  1032. *
  1033. * @type {number}
  1034. * @constant
  1035. */
  1036. const ZeroSlopeEnding = 2401;
  1037. /**
  1038. * Wrap around ending for animations.
  1039. *
  1040. * @type {number}
  1041. * @constant
  1042. */
  1043. const WrapAroundEnding = 2402;
  1044. /**
  1045. * Default animation blend mode.
  1046. *
  1047. * @type {number}
  1048. * @constant
  1049. */
  1050. const NormalAnimationBlendMode = 2500;
  1051. /**
  1052. * Additive animation blend mode. Can be used to layer motions on top of
  1053. * each other to build complex performances from smaller re-usable assets.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const AdditiveAnimationBlendMode = 2501;
  1059. /**
  1060. * For every three vertices draw a single triangle.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const TrianglesDrawMode = 0;
  1066. /**
  1067. * For each vertex draw a triangle from the last three vertices.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const TriangleStripDrawMode = 1;
  1073. /**
  1074. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const TriangleFanDrawMode = 2;
  1080. /**
  1081. * The depth value is inverted (1.0 - z) for visualization purposes.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const BasicDepthPacking = 3200;
  1087. /**
  1088. * The depth value is packed into 32 bit RGBA.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const RGBADepthPacking = 3201;
  1094. /**
  1095. * The depth value is packed into 24 bit RGB.
  1096. *
  1097. * @type {number}
  1098. * @constant
  1099. */
  1100. const RGBDepthPacking = 3202;
  1101. /**
  1102. * The depth value is packed into 16 bit RG.
  1103. *
  1104. * @type {number}
  1105. * @constant
  1106. */
  1107. const RGDepthPacking = 3203;
  1108. /**
  1109. * The depth value is not packed.
  1110. *
  1111. * @type {number}
  1112. * @constant
  1113. */
  1114. const IdentityDepthPacking = 3204;
  1115. /**
  1116. * Normal information is relative to the underlying surface.
  1117. *
  1118. * @type {number}
  1119. * @constant
  1120. */
  1121. const TangentSpaceNormalMap = 0;
  1122. /**
  1123. * Normal information is relative to the object orientation.
  1124. *
  1125. * @type {number}
  1126. * @constant
  1127. */
  1128. const ObjectSpaceNormalMap = 1;
  1129. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1130. /**
  1131. * No color space.
  1132. *
  1133. * @type {string}
  1134. * @constant
  1135. */
  1136. const NoColorSpace = '';
  1137. /**
  1138. * sRGB color space.
  1139. *
  1140. * @type {string}
  1141. * @constant
  1142. */
  1143. const SRGBColorSpace = 'srgb';
  1144. /**
  1145. * sRGB-linear color space.
  1146. *
  1147. * @type {string}
  1148. * @constant
  1149. */
  1150. const LinearSRGBColorSpace = 'srgb-linear';
  1151. /**
  1152. * Linear transfer function.
  1153. *
  1154. * @type {string}
  1155. * @constant
  1156. */
  1157. const LinearTransfer = 'linear';
  1158. /**
  1159. * sRGB transfer function.
  1160. *
  1161. * @type {string}
  1162. * @constant
  1163. */
  1164. const SRGBTransfer = 'srgb';
  1165. /**
  1166. * No normal map packing.
  1167. *
  1168. * @type {string}
  1169. * @constant
  1170. */
  1171. const NoNormalPacking = '';
  1172. /**
  1173. * Normal RG packing.
  1174. *
  1175. * @type {string}
  1176. * @constant
  1177. */
  1178. const NormalRGPacking = 'rg';
  1179. /**
  1180. * Normal GA packing.
  1181. *
  1182. * @type {string}
  1183. * @constant
  1184. */
  1185. const NormalGAPacking = 'ga';
  1186. /**
  1187. * Sets the stencil buffer value to `0`.
  1188. *
  1189. * @type {number}
  1190. * @constant
  1191. */
  1192. const ZeroStencilOp = 0;
  1193. /**
  1194. * Keeps the current value.
  1195. *
  1196. * @type {number}
  1197. * @constant
  1198. */
  1199. const KeepStencilOp = 7680;
  1200. /**
  1201. * Sets the stencil buffer value to the specified reference value.
  1202. *
  1203. * @type {number}
  1204. * @constant
  1205. */
  1206. const ReplaceStencilOp = 7681;
  1207. /**
  1208. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1209. *
  1210. * @type {number}
  1211. * @constant
  1212. */
  1213. const IncrementStencilOp = 7682;
  1214. /**
  1215. * Decrements the current stencil buffer value. Clamps to `0`.
  1216. *
  1217. * @type {number}
  1218. * @constant
  1219. */
  1220. const DecrementStencilOp = 7683;
  1221. /**
  1222. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1223. * the maximum representable unsigned value.
  1224. *
  1225. * @type {number}
  1226. * @constant
  1227. */
  1228. const IncrementWrapStencilOp = 34055;
  1229. /**
  1230. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1231. * unsigned value when decrementing a stencil buffer value of `0`.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const DecrementWrapStencilOp = 34056;
  1237. /**
  1238. * Inverts the current stencil buffer value bitwise.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const InvertStencilOp = 5386;
  1244. /**
  1245. * Will never return true.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const NeverStencilFunc = 512;
  1251. /**
  1252. * Will return true if the stencil reference value is less than the current stencil value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const LessStencilFunc = 513;
  1258. /**
  1259. * Will return true if the stencil reference value is equal to the current stencil value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const EqualStencilFunc = 514;
  1265. /**
  1266. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const LessEqualStencilFunc = 515;
  1272. /**
  1273. * Will return true if the stencil reference value is greater than the current stencil value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const GreaterStencilFunc = 516;
  1279. /**
  1280. * Will return true if the stencil reference value is not equal to the current stencil value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const NotEqualStencilFunc = 517;
  1286. /**
  1287. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const GreaterEqualStencilFunc = 518;
  1293. /**
  1294. * Will always return true.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const AlwaysStencilFunc = 519;
  1300. /**
  1301. * Never pass.
  1302. *
  1303. * @type {number}
  1304. * @constant
  1305. */
  1306. const NeverCompare = 512;
  1307. /**
  1308. * Pass if the incoming value is less than the texture value.
  1309. *
  1310. * @type {number}
  1311. * @constant
  1312. */
  1313. const LessCompare = 513;
  1314. /**
  1315. * Pass if the incoming value equals the texture value.
  1316. *
  1317. * @type {number}
  1318. * @constant
  1319. */
  1320. const EqualCompare = 514;
  1321. /**
  1322. * Pass if the incoming value is less than or equal to the texture value.
  1323. *
  1324. * @type {number}
  1325. * @constant
  1326. */
  1327. const LessEqualCompare = 515;
  1328. /**
  1329. * Pass if the incoming value is greater than the texture value.
  1330. *
  1331. * @type {number}
  1332. * @constant
  1333. */
  1334. const GreaterCompare = 516;
  1335. /**
  1336. * Pass if the incoming value is not equal to the texture value.
  1337. *
  1338. * @type {number}
  1339. * @constant
  1340. */
  1341. const NotEqualCompare = 517;
  1342. /**
  1343. * Pass if the incoming value is greater than or equal to the texture value.
  1344. *
  1345. * @type {number}
  1346. * @constant
  1347. */
  1348. const GreaterEqualCompare = 518;
  1349. /**
  1350. * Always pass.
  1351. *
  1352. * @type {number}
  1353. * @constant
  1354. */
  1355. const AlwaysCompare = 519;
  1356. /**
  1357. * The contents are intended to be specified once by the application, and used many
  1358. * times as the source for drawing and image specification commands.
  1359. *
  1360. * @type {number}
  1361. * @constant
  1362. */
  1363. const StaticDrawUsage = 35044;
  1364. /**
  1365. * The contents are intended to be respecified repeatedly by the application, and
  1366. * used many times as the source for drawing and image specification commands.
  1367. *
  1368. * @type {number}
  1369. * @constant
  1370. */
  1371. const DynamicDrawUsage = 35048;
  1372. /**
  1373. * The contents are intended to be specified once by the application, and used at most
  1374. * a few times as the source for drawing and image specification commands.
  1375. *
  1376. * @type {number}
  1377. * @constant
  1378. */
  1379. const StreamDrawUsage = 35040;
  1380. /**
  1381. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1382. * many times by the application.
  1383. *
  1384. * @type {number}
  1385. * @constant
  1386. */
  1387. const StaticReadUsage = 35045;
  1388. /**
  1389. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1390. * many times by the application.
  1391. *
  1392. * @type {number}
  1393. * @constant
  1394. */
  1395. const DynamicReadUsage = 35049;
  1396. /**
  1397. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1398. * a few times by the application
  1399. *
  1400. * @type {number}
  1401. * @constant
  1402. */
  1403. const StreamReadUsage = 35041;
  1404. /**
  1405. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1406. * the source for WebGL drawing and image specification commands.
  1407. *
  1408. * @type {number}
  1409. * @constant
  1410. */
  1411. const StaticCopyUsage = 35046;
  1412. /**
  1413. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1414. * as the source for WebGL drawing and image specification commands.
  1415. *
  1416. * @type {number}
  1417. * @constant
  1418. */
  1419. const DynamicCopyUsage = 35050;
  1420. /**
  1421. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1422. * as the source for WebGL drawing and image specification commands.
  1423. *
  1424. * @type {number}
  1425. * @constant
  1426. */
  1427. const StreamCopyUsage = 35042;
  1428. /**
  1429. * GLSL 1 shader code.
  1430. *
  1431. * @type {string}
  1432. * @constant
  1433. */
  1434. const GLSL1 = '100';
  1435. /**
  1436. * GLSL 3 shader code.
  1437. *
  1438. * @type {string}
  1439. * @constant
  1440. */
  1441. const GLSL3 = '300 es';
  1442. /**
  1443. * WebGL coordinate system.
  1444. *
  1445. * @type {number}
  1446. * @constant
  1447. */
  1448. const WebGLCoordinateSystem = 2000;
  1449. /**
  1450. * WebGPU coordinate system.
  1451. *
  1452. * @type {number}
  1453. * @constant
  1454. */
  1455. const WebGPUCoordinateSystem = 2001;
  1456. /**
  1457. * Represents the different timestamp query types.
  1458. *
  1459. * @type {ConstantsTimestampQuery}
  1460. * @constant
  1461. */
  1462. const TimestampQuery = {
  1463. COMPUTE: 'compute',
  1464. RENDER: 'render'
  1465. };
  1466. /**
  1467. * Represents mouse buttons and interaction types in context of controls.
  1468. *
  1469. * @type {ConstantsInterpolationSamplingType}
  1470. * @constant
  1471. */
  1472. const InterpolationSamplingType = {
  1473. PERSPECTIVE: 'perspective',
  1474. LINEAR: 'linear',
  1475. FLAT: 'flat'
  1476. };
  1477. /**
  1478. * Represents the different interpolation sampling modes.
  1479. *
  1480. * @type {ConstantsInterpolationSamplingMode}
  1481. * @constant
  1482. */
  1483. const InterpolationSamplingMode = {
  1484. NORMAL: 'normal',
  1485. CENTROID: 'centroid',
  1486. SAMPLE: 'sample',
  1487. FIRST: 'first',
  1488. EITHER: 'either'
  1489. };
  1490. /**
  1491. * This type represents mouse buttons and interaction types in context of controls.
  1492. *
  1493. * @typedef {Object} ConstantsMouse
  1494. * @property {number} MIDDLE - The left mouse button.
  1495. * @property {number} LEFT - The middle mouse button.
  1496. * @property {number} RIGHT - The right mouse button.
  1497. * @property {number} ROTATE - A rotate interaction.
  1498. * @property {number} DOLLY - A dolly interaction.
  1499. * @property {number} PAN - A pan interaction.
  1500. **/
  1501. /**
  1502. * This type represents touch interaction types in context of controls.
  1503. *
  1504. * @typedef {Object} ConstantsTouch
  1505. * @property {number} ROTATE - A rotate interaction.
  1506. * @property {number} PAN - A pan interaction.
  1507. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1508. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1509. **/
  1510. /**
  1511. * This type represents the different timestamp query types.
  1512. *
  1513. * @typedef {Object} ConstantsTimestampQuery
  1514. * @property {string} COMPUTE - A `compute` timestamp query.
  1515. * @property {string} RENDER - A `render` timestamp query.
  1516. **/
  1517. /**
  1518. * Represents the different interpolation sampling types.
  1519. *
  1520. * @typedef {Object} ConstantsInterpolationSamplingType
  1521. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1522. * @property {string} LINEAR - Linear interpolation.
  1523. * @property {string} FLAT - Flat interpolation.
  1524. */
  1525. /**
  1526. * Represents the different interpolation sampling modes.
  1527. *
  1528. * @typedef {Object} ConstantsInterpolationSamplingMode
  1529. * @property {string} NORMAL - Normal sampling mode.
  1530. * @property {string} CENTROID - Centroid sampling mode.
  1531. * @property {string} SAMPLE - Sample-specific sampling mode.
  1532. * @property {string} FIRST - Flat interpolation using the first vertex.
  1533. * @property {string} EITHER - Flat interpolation using either vertex.
  1534. */
  1535. function arrayNeedsUint32( array ) {
  1536. // assumes larger values usually on last
  1537. for ( let i = array.length - 1; i >= 0; -- i ) {
  1538. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1539. }
  1540. return false;
  1541. }
  1542. const TYPED_ARRAYS = {
  1543. Int8Array: Int8Array,
  1544. Uint8Array: Uint8Array,
  1545. Uint8ClampedArray: Uint8ClampedArray,
  1546. Int16Array: Int16Array,
  1547. Uint16Array: Uint16Array,
  1548. Int32Array: Int32Array,
  1549. Uint32Array: Uint32Array,
  1550. Float32Array: Float32Array,
  1551. Float64Array: Float64Array
  1552. };
  1553. function getTypedArray( type, buffer ) {
  1554. return new TYPED_ARRAYS[ type ]( buffer );
  1555. }
  1556. /**
  1557. * Returns `true` if the given object is a typed array.
  1558. *
  1559. * @param {any} array - The object to check.
  1560. * @return {boolean} Whether the given object is a typed array.
  1561. */
  1562. function isTypedArray( array ) {
  1563. return ArrayBuffer.isView( array ) && ! ( array instanceof DataView );
  1564. }
  1565. function createElementNS( name ) {
  1566. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1567. }
  1568. function createCanvasElement() {
  1569. const canvas = createElementNS( 'canvas' );
  1570. canvas.style.display = 'block';
  1571. return canvas;
  1572. }
  1573. const _cache = {};
  1574. let _setConsoleFunction = null;
  1575. function setConsoleFunction( fn ) {
  1576. _setConsoleFunction = fn;
  1577. }
  1578. function getConsoleFunction() {
  1579. return _setConsoleFunction;
  1580. }
  1581. function log( ...params ) {
  1582. const message = 'THREE.' + params.shift();
  1583. if ( _setConsoleFunction ) {
  1584. _setConsoleFunction( 'log', message, ...params );
  1585. } else {
  1586. console.log( message, ...params );
  1587. }
  1588. }
  1589. function warn( ...params ) {
  1590. const message = 'THREE.' + params.shift();
  1591. if ( _setConsoleFunction ) {
  1592. _setConsoleFunction( 'warn', message, ...params );
  1593. } else {
  1594. console.warn( message, ...params );
  1595. }
  1596. }
  1597. function error( ...params ) {
  1598. const message = 'THREE.' + params.shift();
  1599. if ( _setConsoleFunction ) {
  1600. _setConsoleFunction( 'error', message, ...params );
  1601. } else {
  1602. console.error( message, ...params );
  1603. }
  1604. }
  1605. function warnOnce( ...params ) {
  1606. const message = params.join( ' ' );
  1607. if ( message in _cache ) return;
  1608. _cache[ message ] = true;
  1609. warn( ...params );
  1610. }
  1611. function probeAsync( gl, sync, interval ) {
  1612. return new Promise( function ( resolve, reject ) {
  1613. function probe() {
  1614. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1615. case gl.WAIT_FAILED:
  1616. reject();
  1617. break;
  1618. case gl.TIMEOUT_EXPIRED:
  1619. setTimeout( probe, interval );
  1620. break;
  1621. default:
  1622. resolve();
  1623. }
  1624. }
  1625. setTimeout( probe, interval );
  1626. } );
  1627. }
  1628. /**
  1629. * This modules allows to dispatch event objects on custom JavaScript objects.
  1630. *
  1631. * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/)
  1632. *
  1633. * Code Example:
  1634. * ```js
  1635. * class Car extends EventDispatcher {
  1636. * start() {
  1637. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1638. * }
  1639. *};
  1640. *
  1641. * // Using events with the custom object
  1642. * const car = new Car();
  1643. * car.addEventListener( 'start', function ( event ) {
  1644. * alert( event.message );
  1645. * } );
  1646. *
  1647. * car.start();
  1648. * ```
  1649. */
  1650. class EventDispatcher {
  1651. /**
  1652. * Adds the given event listener to the given event type.
  1653. *
  1654. * @param {string} type - The type of event to listen to.
  1655. * @param {Function} listener - The function that gets called when the event is fired.
  1656. */
  1657. addEventListener( type, listener ) {
  1658. if ( this._listeners === undefined ) this._listeners = {};
  1659. const listeners = this._listeners;
  1660. if ( listeners[ type ] === undefined ) {
  1661. listeners[ type ] = [];
  1662. }
  1663. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1664. listeners[ type ].push( listener );
  1665. }
  1666. }
  1667. /**
  1668. * Returns `true` if the given event listener has been added to the given event type.
  1669. *
  1670. * @param {string} type - The type of event.
  1671. * @param {Function} listener - The listener to check.
  1672. * @return {boolean} Whether the given event listener has been added to the given event type.
  1673. */
  1674. hasEventListener( type, listener ) {
  1675. const listeners = this._listeners;
  1676. if ( listeners === undefined ) return false;
  1677. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1678. }
  1679. /**
  1680. * Removes the given event listener from the given event type.
  1681. *
  1682. * @param {string} type - The type of event.
  1683. * @param {Function} listener - The listener to remove.
  1684. */
  1685. removeEventListener( type, listener ) {
  1686. const listeners = this._listeners;
  1687. if ( listeners === undefined ) return;
  1688. const listenerArray = listeners[ type ];
  1689. if ( listenerArray !== undefined ) {
  1690. const index = listenerArray.indexOf( listener );
  1691. if ( index !== -1 ) {
  1692. listenerArray.splice( index, 1 );
  1693. }
  1694. }
  1695. }
  1696. /**
  1697. * Dispatches an event object.
  1698. *
  1699. * @param {Object} event - The event that gets fired.
  1700. */
  1701. dispatchEvent( event ) {
  1702. const listeners = this._listeners;
  1703. if ( listeners === undefined ) return;
  1704. const listenerArray = listeners[ event.type ];
  1705. if ( listenerArray !== undefined ) {
  1706. event.target = this;
  1707. // Make a copy, in case listeners are removed while iterating.
  1708. const array = listenerArray.slice( 0 );
  1709. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1710. array[ i ].call( this, event );
  1711. }
  1712. event.target = null;
  1713. }
  1714. }
  1715. }
  1716. 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' ];
  1717. let _seed = 1234567;
  1718. const DEG2RAD = Math.PI / 180;
  1719. const RAD2DEG = 180 / Math.PI;
  1720. /**
  1721. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  1722. * (universally unique identifier).
  1723. *
  1724. * @return {string} The UUID.
  1725. */
  1726. function generateUUID() {
  1727. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1728. const d0 = Math.random() * 0xffffffff | 0;
  1729. const d1 = Math.random() * 0xffffffff | 0;
  1730. const d2 = Math.random() * 0xffffffff | 0;
  1731. const d3 = Math.random() * 0xffffffff | 0;
  1732. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1733. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1734. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1735. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1736. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1737. return uuid.toLowerCase();
  1738. }
  1739. /**
  1740. * Clamps the given value between min and max.
  1741. *
  1742. * @param {number} value - The value to clamp.
  1743. * @param {number} min - The min value.
  1744. * @param {number} max - The max value.
  1745. * @return {number} The clamped value.
  1746. */
  1747. function clamp( value, min, max ) {
  1748. return Math.max( min, Math.min( max, value ) );
  1749. }
  1750. /**
  1751. * Computes the Euclidean modulo of the given parameters that
  1752. * is `( ( n % m ) + m ) % m`.
  1753. *
  1754. * @param {number} n - The first parameter.
  1755. * @param {number} m - The second parameter.
  1756. * @return {number} The Euclidean modulo.
  1757. */
  1758. function euclideanModulo( n, m ) {
  1759. // https://en.wikipedia.org/wiki/Modulo_operation
  1760. return ( ( n % m ) + m ) % m;
  1761. }
  1762. /**
  1763. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1764. * for the given value.
  1765. *
  1766. * @param {number} x - The value to be mapped.
  1767. * @param {number} a1 - Minimum value for range A.
  1768. * @param {number} a2 - Maximum value for range A.
  1769. * @param {number} b1 - Minimum value for range B.
  1770. * @param {number} b2 - Maximum value for range B.
  1771. * @return {number} The mapped value.
  1772. */
  1773. function mapLinear( x, a1, a2, b1, b2 ) {
  1774. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1775. }
  1776. /**
  1777. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1778. * between the start and end point.
  1779. *
  1780. * @param {number} x - The start point
  1781. * @param {number} y - The end point.
  1782. * @param {number} value - A value between start and end.
  1783. * @return {number} The interpolation factor.
  1784. */
  1785. function inverseLerp( x, y, value ) {
  1786. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1787. if ( x !== y ) {
  1788. return ( value - x ) / ( y - x );
  1789. } else {
  1790. return 0;
  1791. }
  1792. }
  1793. /**
  1794. * Returns a value linearly interpolated from two known points based on the given interval -
  1795. * `t = 0` will return `x` and `t = 1` will return `y`.
  1796. *
  1797. * @param {number} x - The start point
  1798. * @param {number} y - The end point.
  1799. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1800. * @return {number} The interpolated value.
  1801. */
  1802. function lerp( x, y, t ) {
  1803. return ( 1 - t ) * x + t * y;
  1804. }
  1805. /**
  1806. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1807. * time to maintain frame rate independent movement. For details, see
  1808. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  1809. *
  1810. * @param {number} x - The current point.
  1811. * @param {number} y - The target point.
  1812. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1813. * and a lower value will make the movement more gradual.
  1814. * @param {number} dt - Delta time in seconds.
  1815. * @return {number} The interpolated value.
  1816. */
  1817. function damp( x, y, lambda, dt ) {
  1818. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1819. }
  1820. /**
  1821. * Returns a value that alternates between `0` and the given `length` parameter.
  1822. *
  1823. * @param {number} x - The value to pingpong.
  1824. * @param {number} [length=1] - The positive value the function will pingpong to.
  1825. * @return {number} The alternated value.
  1826. */
  1827. function pingpong( x, length = 1 ) {
  1828. // https://www.desmos.com/calculator/vcsjnyz7x4
  1829. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1830. }
  1831. /**
  1832. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1833. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1834. * the `min` and `max`.
  1835. *
  1836. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  1837. *
  1838. * @param {number} x - The value to evaluate based on its position between min and max.
  1839. * @param {number} min - The min value. Any x value below min will be `0`.
  1840. * @param {number} max - The max value. Any x value above max will be `1`.
  1841. * @return {number} The alternated value.
  1842. */
  1843. function smoothstep( x, min, max ) {
  1844. if ( x <= min ) return 0;
  1845. if ( x >= max ) return 1;
  1846. x = ( x - min ) / ( max - min );
  1847. return x * x * ( 3 - 2 * x );
  1848. }
  1849. /**
  1850. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  1851. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1852. *
  1853. * @param {number} x - The value to evaluate based on its position between min and max.
  1854. * @param {number} min - The min value. Any x value below min will be `0`.
  1855. * @param {number} max - The max value. Any x value above max will be `1`.
  1856. * @return {number} The alternated value.
  1857. */
  1858. function smootherstep( x, min, max ) {
  1859. if ( x <= min ) return 0;
  1860. if ( x >= max ) return 1;
  1861. x = ( x - min ) / ( max - min );
  1862. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1863. }
  1864. /**
  1865. * Returns a random integer from `<low, high>` interval.
  1866. *
  1867. * @param {number} low - The lower value boundary.
  1868. * @param {number} high - The upper value boundary
  1869. * @return {number} A random integer.
  1870. */
  1871. function randInt( low, high ) {
  1872. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1873. }
  1874. /**
  1875. * Returns a random float from `<low, high>` interval.
  1876. *
  1877. * @param {number} low - The lower value boundary.
  1878. * @param {number} high - The upper value boundary
  1879. * @return {number} A random float.
  1880. */
  1881. function randFloat( low, high ) {
  1882. return low + Math.random() * ( high - low );
  1883. }
  1884. /**
  1885. * Returns a random integer from `<-range/2, range/2>` interval.
  1886. *
  1887. * @param {number} range - Defines the value range.
  1888. * @return {number} A random float.
  1889. */
  1890. function randFloatSpread( range ) {
  1891. return range * ( 0.5 - Math.random() );
  1892. }
  1893. /**
  1894. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1895. *
  1896. * @param {number} [s] - The integer seed.
  1897. * @return {number} A random float.
  1898. */
  1899. function seededRandom( s ) {
  1900. if ( s !== undefined ) _seed = s;
  1901. // Mulberry32 generator
  1902. let t = _seed += 0x6D2B79F5;
  1903. t = Math.imul( t ^ t >>> 15, t | 1 );
  1904. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1905. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1906. }
  1907. /**
  1908. * Converts degrees to radians.
  1909. *
  1910. * @param {number} degrees - A value in degrees.
  1911. * @return {number} The converted value in radians.
  1912. */
  1913. function degToRad( degrees ) {
  1914. return degrees * DEG2RAD;
  1915. }
  1916. /**
  1917. * Converts radians to degrees.
  1918. *
  1919. * @param {number} radians - A value in radians.
  1920. * @return {number} The converted value in degrees.
  1921. */
  1922. function radToDeg( radians ) {
  1923. return radians * RAD2DEG;
  1924. }
  1925. /**
  1926. * Returns `true` if the given number is a power of two.
  1927. *
  1928. * @param {number} value - The value to check.
  1929. * @return {boolean} Whether the given number is a power of two or not.
  1930. */
  1931. function isPowerOfTwo( value ) {
  1932. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1933. }
  1934. /**
  1935. * Returns the smallest power of two that is greater than or equal to the given number.
  1936. *
  1937. * @param {number} value - The value to find a POT for.
  1938. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1939. */
  1940. function ceilPowerOfTwo( value ) {
  1941. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1942. }
  1943. /**
  1944. * Returns the largest power of two that is less than or equal to the given number.
  1945. *
  1946. * @param {number} value - The value to find a POT for.
  1947. * @return {number} The largest power of two that is less than or equal to the given number.
  1948. */
  1949. function floorPowerOfTwo( value ) {
  1950. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1951. }
  1952. /**
  1953. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  1954. * defined by the given angles and order.
  1955. *
  1956. * Rotations are applied to the axes in the order specified by order:
  1957. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1958. *
  1959. * @param {Quaternion} q - The quaternion to set.
  1960. * @param {number} a - The rotation applied to the first axis, in radians.
  1961. * @param {number} b - The rotation applied to the second axis, in radians.
  1962. * @param {number} c - The rotation applied to the third axis, in radians.
  1963. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1964. */
  1965. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1966. const cos = Math.cos;
  1967. const sin = Math.sin;
  1968. const c2 = cos( b / 2 );
  1969. const s2 = sin( b / 2 );
  1970. const c13 = cos( ( a + c ) / 2 );
  1971. const s13 = sin( ( a + c ) / 2 );
  1972. const c1_3 = cos( ( a - c ) / 2 );
  1973. const s1_3 = sin( ( a - c ) / 2 );
  1974. const c3_1 = cos( ( c - a ) / 2 );
  1975. const s3_1 = sin( ( c - a ) / 2 );
  1976. switch ( order ) {
  1977. case 'XYX':
  1978. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1979. break;
  1980. case 'YZY':
  1981. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1982. break;
  1983. case 'ZXZ':
  1984. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1985. break;
  1986. case 'XZX':
  1987. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1988. break;
  1989. case 'YXY':
  1990. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1991. break;
  1992. case 'ZYZ':
  1993. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1994. break;
  1995. default:
  1996. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1997. }
  1998. }
  1999. /**
  2000. * Denormalizes the given value according to the given typed array.
  2001. *
  2002. * @param {number} value - The value to denormalize.
  2003. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2004. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2005. */
  2006. function denormalize( value, array ) {
  2007. switch ( array.constructor ) {
  2008. case Float32Array:
  2009. return value;
  2010. case Uint32Array:
  2011. return value / 4294967295.0;
  2012. case Uint16Array:
  2013. return value / 65535.0;
  2014. case Uint8Array:
  2015. return value / 255.0;
  2016. case Int32Array:
  2017. return Math.max( value / 2147483647.0, -1 );
  2018. case Int16Array:
  2019. return Math.max( value / 32767.0, -1 );
  2020. case Int8Array:
  2021. return Math.max( value / 127.0, -1 );
  2022. default:
  2023. throw new Error( 'Invalid component type.' );
  2024. }
  2025. }
  2026. /**
  2027. * Normalizes the given value according to the given typed array.
  2028. *
  2029. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2030. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2031. * @return {number} The normalize value.
  2032. */
  2033. function normalize( value, array ) {
  2034. switch ( array.constructor ) {
  2035. case Float32Array:
  2036. return value;
  2037. case Uint32Array:
  2038. return Math.round( value * 4294967295.0 );
  2039. case Uint16Array:
  2040. return Math.round( value * 65535.0 );
  2041. case Uint8Array:
  2042. return Math.round( value * 255.0 );
  2043. case Int32Array:
  2044. return Math.round( value * 2147483647.0 );
  2045. case Int16Array:
  2046. return Math.round( value * 32767.0 );
  2047. case Int8Array:
  2048. return Math.round( value * 127.0 );
  2049. default:
  2050. throw new Error( 'Invalid component type.' );
  2051. }
  2052. }
  2053. /**
  2054. * @class
  2055. * @classdesc A collection of math utility functions.
  2056. * @hideconstructor
  2057. */
  2058. const MathUtils = {
  2059. DEG2RAD: DEG2RAD,
  2060. RAD2DEG: RAD2DEG,
  2061. /**
  2062. * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
  2063. * (universally unique identifier).
  2064. *
  2065. * @static
  2066. * @method
  2067. * @return {string} The UUID.
  2068. */
  2069. generateUUID: generateUUID,
  2070. /**
  2071. * Clamps the given value between min and max.
  2072. *
  2073. * @static
  2074. * @method
  2075. * @param {number} value - The value to clamp.
  2076. * @param {number} min - The min value.
  2077. * @param {number} max - The max value.
  2078. * @return {number} The clamped value.
  2079. */
  2080. clamp: clamp,
  2081. /**
  2082. * Computes the Euclidean modulo of the given parameters that
  2083. * is `( ( n % m ) + m ) % m`.
  2084. *
  2085. * @static
  2086. * @method
  2087. * @param {number} n - The first parameter.
  2088. * @param {number} m - The second parameter.
  2089. * @return {number} The Euclidean modulo.
  2090. */
  2091. euclideanModulo: euclideanModulo,
  2092. /**
  2093. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2094. * for the given value.
  2095. *
  2096. * @static
  2097. * @method
  2098. * @param {number} x - The value to be mapped.
  2099. * @param {number} a1 - Minimum value for range A.
  2100. * @param {number} a2 - Maximum value for range A.
  2101. * @param {number} b1 - Minimum value for range B.
  2102. * @param {number} b2 - Maximum value for range B.
  2103. * @return {number} The mapped value.
  2104. */
  2105. mapLinear: mapLinear,
  2106. /**
  2107. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2108. * between the start and end point.
  2109. *
  2110. * @static
  2111. * @method
  2112. * @param {number} x - The start point
  2113. * @param {number} y - The end point.
  2114. * @param {number} value - A value between start and end.
  2115. * @return {number} The interpolation factor.
  2116. */
  2117. inverseLerp: inverseLerp,
  2118. /**
  2119. * Returns a value linearly interpolated from two known points based on the given interval -
  2120. * `t = 0` will return `x` and `t = 1` will return `y`.
  2121. *
  2122. * @static
  2123. * @method
  2124. * @param {number} x - The start point
  2125. * @param {number} y - The end point.
  2126. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2127. * @return {number} The interpolated value.
  2128. */
  2129. lerp: lerp,
  2130. /**
  2131. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2132. * time to maintain frame rate independent movement. For details, see
  2133. * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
  2134. *
  2135. * @static
  2136. * @method
  2137. * @param {number} x - The current point.
  2138. * @param {number} y - The target point.
  2139. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2140. * and a lower value will make the movement more gradual.
  2141. * @param {number} dt - Delta time in seconds.
  2142. * @return {number} The interpolated value.
  2143. */
  2144. damp: damp,
  2145. /**
  2146. * Returns a value that alternates between `0` and the given `length` parameter.
  2147. *
  2148. * @static
  2149. * @method
  2150. * @param {number} x - The value to pingpong.
  2151. * @param {number} [length=1] - The positive value the function will pingpong to.
  2152. * @return {number} The alternated value.
  2153. */
  2154. pingpong: pingpong,
  2155. /**
  2156. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2157. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2158. * the `min` and `max`.
  2159. *
  2160. * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
  2161. *
  2162. * @static
  2163. * @method
  2164. * @param {number} x - The value to evaluate based on its position between min and max.
  2165. * @param {number} min - The min value. Any x value below min will be `0`.
  2166. * @param {number} max - The max value. Any x value above max will be `1`.
  2167. * @return {number} The alternated value.
  2168. */
  2169. smoothstep: smoothstep,
  2170. /**
  2171. * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
  2172. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2173. *
  2174. * @static
  2175. * @method
  2176. * @param {number} x - The value to evaluate based on its position between min and max.
  2177. * @param {number} min - The min value. Any x value below min will be `0`.
  2178. * @param {number} max - The max value. Any x value above max will be `1`.
  2179. * @return {number} The alternated value.
  2180. */
  2181. smootherstep: smootherstep,
  2182. /**
  2183. * Returns a random integer from `<low, high>` interval.
  2184. *
  2185. * @static
  2186. * @method
  2187. * @param {number} low - The lower value boundary.
  2188. * @param {number} high - The upper value boundary
  2189. * @return {number} A random integer.
  2190. */
  2191. randInt: randInt,
  2192. /**
  2193. * Returns a random float from `<low, high>` interval.
  2194. *
  2195. * @static
  2196. * @method
  2197. * @param {number} low - The lower value boundary.
  2198. * @param {number} high - The upper value boundary
  2199. * @return {number} A random float.
  2200. */
  2201. randFloat: randFloat,
  2202. /**
  2203. * Returns a random integer from `<-range/2, range/2>` interval.
  2204. *
  2205. * @static
  2206. * @method
  2207. * @param {number} range - Defines the value range.
  2208. * @return {number} A random float.
  2209. */
  2210. randFloatSpread: randFloatSpread,
  2211. /**
  2212. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2213. *
  2214. * @static
  2215. * @method
  2216. * @param {number} [s] - The integer seed.
  2217. * @return {number} A random float.
  2218. */
  2219. seededRandom: seededRandom,
  2220. /**
  2221. * Converts degrees to radians.
  2222. *
  2223. * @static
  2224. * @method
  2225. * @param {number} degrees - A value in degrees.
  2226. * @return {number} The converted value in radians.
  2227. */
  2228. degToRad: degToRad,
  2229. /**
  2230. * Converts radians to degrees.
  2231. *
  2232. * @static
  2233. * @method
  2234. * @param {number} radians - A value in radians.
  2235. * @return {number} The converted value in degrees.
  2236. */
  2237. radToDeg: radToDeg,
  2238. /**
  2239. * Returns `true` if the given number is a power of two.
  2240. *
  2241. * @static
  2242. * @method
  2243. * @param {number} value - The value to check.
  2244. * @return {boolean} Whether the given number is a power of two or not.
  2245. */
  2246. isPowerOfTwo: isPowerOfTwo,
  2247. /**
  2248. * Returns the smallest power of two that is greater than or equal to the given number.
  2249. *
  2250. * @static
  2251. * @method
  2252. * @param {number} value - The value to find a POT for.
  2253. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2254. */
  2255. ceilPowerOfTwo: ceilPowerOfTwo,
  2256. /**
  2257. * Returns the largest power of two that is less than or equal to the given number.
  2258. *
  2259. * @static
  2260. * @method
  2261. * @param {number} value - The value to find a POT for.
  2262. * @return {number} The largest power of two that is less than or equal to the given number.
  2263. */
  2264. floorPowerOfTwo: floorPowerOfTwo,
  2265. /**
  2266. * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
  2267. * defined by the given angles and order.
  2268. *
  2269. * Rotations are applied to the axes in the order specified by order:
  2270. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2271. *
  2272. * @static
  2273. * @method
  2274. * @param {Quaternion} q - The quaternion to set.
  2275. * @param {number} a - The rotation applied to the first axis, in radians.
  2276. * @param {number} b - The rotation applied to the second axis, in radians.
  2277. * @param {number} c - The rotation applied to the third axis, in radians.
  2278. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2279. */
  2280. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2281. /**
  2282. * Normalizes the given value according to the given typed array.
  2283. *
  2284. * @static
  2285. * @method
  2286. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2287. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2288. * @return {number} The normalize value.
  2289. */
  2290. normalize: normalize,
  2291. /**
  2292. * Denormalizes the given value according to the given typed array.
  2293. *
  2294. * @static
  2295. * @method
  2296. * @param {number} value - The value to denormalize.
  2297. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2298. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2299. */
  2300. denormalize: denormalize
  2301. };
  2302. /**
  2303. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2304. * (labeled x and y), which can be used to represent a number of things, such as:
  2305. *
  2306. * - A point in 2D space (i.e. a position on a plane).
  2307. * - A direction and length across a plane. In three.js the length will
  2308. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2309. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2310. * - Any arbitrary ordered pair of numbers.
  2311. *
  2312. * There are other things a 2D vector can be used to represent, such as
  2313. * momentum vectors, complex numbers and so on, however these are the most
  2314. * common uses in three.js.
  2315. *
  2316. * Iterating through a vector instance will yield its components `(x, y)` in
  2317. * the corresponding order.
  2318. * ```js
  2319. * const a = new THREE.Vector2( 0, 1 );
  2320. *
  2321. * //no arguments; will be initialised to (0, 0)
  2322. * const b = new THREE.Vector2( );
  2323. *
  2324. * const d = a.distanceTo( b );
  2325. * ```
  2326. */
  2327. class Vector2 {
  2328. /**
  2329. * Constructs a new 2D vector.
  2330. *
  2331. * @param {number} [x=0] - The x value of this vector.
  2332. * @param {number} [y=0] - The y value of this vector.
  2333. */
  2334. constructor( x = 0, y = 0 ) {
  2335. /**
  2336. * This flag can be used for type testing.
  2337. *
  2338. * @type {boolean}
  2339. * @readonly
  2340. * @default true
  2341. */
  2342. Vector2.prototype.isVector2 = true;
  2343. /**
  2344. * The x value of this vector.
  2345. *
  2346. * @type {number}
  2347. */
  2348. this.x = x;
  2349. /**
  2350. * The y value of this vector.
  2351. *
  2352. * @type {number}
  2353. */
  2354. this.y = y;
  2355. }
  2356. /**
  2357. * Alias for {@link Vector2#x}.
  2358. *
  2359. * @type {number}
  2360. */
  2361. get width() {
  2362. return this.x;
  2363. }
  2364. set width( value ) {
  2365. this.x = value;
  2366. }
  2367. /**
  2368. * Alias for {@link Vector2#y}.
  2369. *
  2370. * @type {number}
  2371. */
  2372. get height() {
  2373. return this.y;
  2374. }
  2375. set height( value ) {
  2376. this.y = value;
  2377. }
  2378. /**
  2379. * Sets the vector components.
  2380. *
  2381. * @param {number} x - The value of the x component.
  2382. * @param {number} y - The value of the y component.
  2383. * @return {Vector2} A reference to this vector.
  2384. */
  2385. set( x, y ) {
  2386. this.x = x;
  2387. this.y = y;
  2388. return this;
  2389. }
  2390. /**
  2391. * Sets the vector components to the same value.
  2392. *
  2393. * @param {number} scalar - The value to set for all vector components.
  2394. * @return {Vector2} A reference to this vector.
  2395. */
  2396. setScalar( scalar ) {
  2397. this.x = scalar;
  2398. this.y = scalar;
  2399. return this;
  2400. }
  2401. /**
  2402. * Sets the vector's x component to the given value
  2403. *
  2404. * @param {number} x - The value to set.
  2405. * @return {Vector2} A reference to this vector.
  2406. */
  2407. setX( x ) {
  2408. this.x = x;
  2409. return this;
  2410. }
  2411. /**
  2412. * Sets the vector's y component to the given value
  2413. *
  2414. * @param {number} y - The value to set.
  2415. * @return {Vector2} A reference to this vector.
  2416. */
  2417. setY( y ) {
  2418. this.y = y;
  2419. return this;
  2420. }
  2421. /**
  2422. * Allows to set a vector component with an index.
  2423. *
  2424. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2425. * @param {number} value - The value to set.
  2426. * @return {Vector2} A reference to this vector.
  2427. */
  2428. setComponent( index, value ) {
  2429. switch ( index ) {
  2430. case 0: this.x = value; break;
  2431. case 1: this.y = value; break;
  2432. default: throw new Error( 'index is out of range: ' + index );
  2433. }
  2434. return this;
  2435. }
  2436. /**
  2437. * Returns the value of the vector component which matches the given index.
  2438. *
  2439. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2440. * @return {number} A vector component value.
  2441. */
  2442. getComponent( index ) {
  2443. switch ( index ) {
  2444. case 0: return this.x;
  2445. case 1: return this.y;
  2446. default: throw new Error( 'index is out of range: ' + index );
  2447. }
  2448. }
  2449. /**
  2450. * Returns a new vector with copied values from this instance.
  2451. *
  2452. * @return {Vector2} A clone of this instance.
  2453. */
  2454. clone() {
  2455. return new this.constructor( this.x, this.y );
  2456. }
  2457. /**
  2458. * Copies the values of the given vector to this instance.
  2459. *
  2460. * @param {Vector2} v - The vector to copy.
  2461. * @return {Vector2} A reference to this vector.
  2462. */
  2463. copy( v ) {
  2464. this.x = v.x;
  2465. this.y = v.y;
  2466. return this;
  2467. }
  2468. /**
  2469. * Adds the given vector to this instance.
  2470. *
  2471. * @param {Vector2} v - The vector to add.
  2472. * @return {Vector2} A reference to this vector.
  2473. */
  2474. add( v ) {
  2475. this.x += v.x;
  2476. this.y += v.y;
  2477. return this;
  2478. }
  2479. /**
  2480. * Adds the given scalar value to all components of this instance.
  2481. *
  2482. * @param {number} s - The scalar to add.
  2483. * @return {Vector2} A reference to this vector.
  2484. */
  2485. addScalar( s ) {
  2486. this.x += s;
  2487. this.y += s;
  2488. return this;
  2489. }
  2490. /**
  2491. * Adds the given vectors and stores the result in this instance.
  2492. *
  2493. * @param {Vector2} a - The first vector.
  2494. * @param {Vector2} b - The second vector.
  2495. * @return {Vector2} A reference to this vector.
  2496. */
  2497. addVectors( a, b ) {
  2498. this.x = a.x + b.x;
  2499. this.y = a.y + b.y;
  2500. return this;
  2501. }
  2502. /**
  2503. * Adds the given vector scaled by the given factor to this instance.
  2504. *
  2505. * @param {Vector2} v - The vector.
  2506. * @param {number} s - The factor that scales `v`.
  2507. * @return {Vector2} A reference to this vector.
  2508. */
  2509. addScaledVector( v, s ) {
  2510. this.x += v.x * s;
  2511. this.y += v.y * s;
  2512. return this;
  2513. }
  2514. /**
  2515. * Subtracts the given vector from this instance.
  2516. *
  2517. * @param {Vector2} v - The vector to subtract.
  2518. * @return {Vector2} A reference to this vector.
  2519. */
  2520. sub( v ) {
  2521. this.x -= v.x;
  2522. this.y -= v.y;
  2523. return this;
  2524. }
  2525. /**
  2526. * Subtracts the given scalar value from all components of this instance.
  2527. *
  2528. * @param {number} s - The scalar to subtract.
  2529. * @return {Vector2} A reference to this vector.
  2530. */
  2531. subScalar( s ) {
  2532. this.x -= s;
  2533. this.y -= s;
  2534. return this;
  2535. }
  2536. /**
  2537. * Subtracts the given vectors and stores the result in this instance.
  2538. *
  2539. * @param {Vector2} a - The first vector.
  2540. * @param {Vector2} b - The second vector.
  2541. * @return {Vector2} A reference to this vector.
  2542. */
  2543. subVectors( a, b ) {
  2544. this.x = a.x - b.x;
  2545. this.y = a.y - b.y;
  2546. return this;
  2547. }
  2548. /**
  2549. * Multiplies the given vector with this instance.
  2550. *
  2551. * @param {Vector2} v - The vector to multiply.
  2552. * @return {Vector2} A reference to this vector.
  2553. */
  2554. multiply( v ) {
  2555. this.x *= v.x;
  2556. this.y *= v.y;
  2557. return this;
  2558. }
  2559. /**
  2560. * Multiplies the given scalar value with all components of this instance.
  2561. *
  2562. * @param {number} scalar - The scalar to multiply.
  2563. * @return {Vector2} A reference to this vector.
  2564. */
  2565. multiplyScalar( scalar ) {
  2566. this.x *= scalar;
  2567. this.y *= scalar;
  2568. return this;
  2569. }
  2570. /**
  2571. * Divides this instance by the given vector.
  2572. *
  2573. * @param {Vector2} v - The vector to divide.
  2574. * @return {Vector2} A reference to this vector.
  2575. */
  2576. divide( v ) {
  2577. this.x /= v.x;
  2578. this.y /= v.y;
  2579. return this;
  2580. }
  2581. /**
  2582. * Divides this vector by the given scalar.
  2583. *
  2584. * @param {number} scalar - The scalar to divide.
  2585. * @return {Vector2} A reference to this vector.
  2586. */
  2587. divideScalar( scalar ) {
  2588. return this.multiplyScalar( 1 / scalar );
  2589. }
  2590. /**
  2591. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2592. * the given 3x3 matrix.
  2593. *
  2594. * @param {Matrix3} m - The matrix to apply.
  2595. * @return {Vector2} A reference to this vector.
  2596. */
  2597. applyMatrix3( m ) {
  2598. const x = this.x, y = this.y;
  2599. const e = m.elements;
  2600. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2601. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2602. return this;
  2603. }
  2604. /**
  2605. * If this vector's x or y value is greater than the given vector's x or y
  2606. * value, replace that value with the corresponding min value.
  2607. *
  2608. * @param {Vector2} v - The vector.
  2609. * @return {Vector2} A reference to this vector.
  2610. */
  2611. min( v ) {
  2612. this.x = Math.min( this.x, v.x );
  2613. this.y = Math.min( this.y, v.y );
  2614. return this;
  2615. }
  2616. /**
  2617. * If this vector's x or y value is less than the given vector's x or y
  2618. * value, replace that value with the corresponding max value.
  2619. *
  2620. * @param {Vector2} v - The vector.
  2621. * @return {Vector2} A reference to this vector.
  2622. */
  2623. max( v ) {
  2624. this.x = Math.max( this.x, v.x );
  2625. this.y = Math.max( this.y, v.y );
  2626. return this;
  2627. }
  2628. /**
  2629. * If this vector's x or y value is greater than the max vector's x or y
  2630. * value, it is replaced by the corresponding value.
  2631. * If this vector's x or y value is less than the min vector's x or y value,
  2632. * it is replaced by the corresponding value.
  2633. *
  2634. * @param {Vector2} min - The minimum x and y values.
  2635. * @param {Vector2} max - The maximum x and y values in the desired range.
  2636. * @return {Vector2} A reference to this vector.
  2637. */
  2638. clamp( min, max ) {
  2639. // assumes min < max, componentwise
  2640. this.x = clamp( this.x, min.x, max.x );
  2641. this.y = clamp( this.y, min.y, max.y );
  2642. return this;
  2643. }
  2644. /**
  2645. * If this vector's x or y values are greater than the max value, they are
  2646. * replaced by the max value.
  2647. * If this vector's x or y values are less than the min value, they are
  2648. * replaced by the min value.
  2649. *
  2650. * @param {number} minVal - The minimum value the components will be clamped to.
  2651. * @param {number} maxVal - The maximum value the components will be clamped to.
  2652. * @return {Vector2} A reference to this vector.
  2653. */
  2654. clampScalar( minVal, maxVal ) {
  2655. this.x = clamp( this.x, minVal, maxVal );
  2656. this.y = clamp( this.y, minVal, maxVal );
  2657. return this;
  2658. }
  2659. /**
  2660. * If this vector's length is greater than the max value, it is replaced by
  2661. * the max value.
  2662. * If this vector's length is less than the min value, it is replaced by the
  2663. * min value.
  2664. *
  2665. * @param {number} min - The minimum value the vector length will be clamped to.
  2666. * @param {number} max - The maximum value the vector length will be clamped to.
  2667. * @return {Vector2} A reference to this vector.
  2668. */
  2669. clampLength( min, max ) {
  2670. const length = this.length();
  2671. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2672. }
  2673. /**
  2674. * The components of this vector are rounded down to the nearest integer value.
  2675. *
  2676. * @return {Vector2} A reference to this vector.
  2677. */
  2678. floor() {
  2679. this.x = Math.floor( this.x );
  2680. this.y = Math.floor( this.y );
  2681. return this;
  2682. }
  2683. /**
  2684. * The components of this vector are rounded up to the nearest integer value.
  2685. *
  2686. * @return {Vector2} A reference to this vector.
  2687. */
  2688. ceil() {
  2689. this.x = Math.ceil( this.x );
  2690. this.y = Math.ceil( this.y );
  2691. return this;
  2692. }
  2693. /**
  2694. * The components of this vector are rounded to the nearest integer value
  2695. *
  2696. * @return {Vector2} A reference to this vector.
  2697. */
  2698. round() {
  2699. this.x = Math.round( this.x );
  2700. this.y = Math.round( this.y );
  2701. return this;
  2702. }
  2703. /**
  2704. * The components of this vector are rounded towards zero (up if negative,
  2705. * down if positive) to an integer value.
  2706. *
  2707. * @return {Vector2} A reference to this vector.
  2708. */
  2709. roundToZero() {
  2710. this.x = Math.trunc( this.x );
  2711. this.y = Math.trunc( this.y );
  2712. return this;
  2713. }
  2714. /**
  2715. * Inverts this vector - i.e. sets x = -x and y = -y.
  2716. *
  2717. * @return {Vector2} A reference to this vector.
  2718. */
  2719. negate() {
  2720. this.x = - this.x;
  2721. this.y = - this.y;
  2722. return this;
  2723. }
  2724. /**
  2725. * Calculates the dot product of the given vector with this instance.
  2726. *
  2727. * @param {Vector2} v - The vector to compute the dot product with.
  2728. * @return {number} The result of the dot product.
  2729. */
  2730. dot( v ) {
  2731. return this.x * v.x + this.y * v.y;
  2732. }
  2733. /**
  2734. * Calculates the cross product of the given vector with this instance.
  2735. *
  2736. * @param {Vector2} v - The vector to compute the cross product with.
  2737. * @return {number} The result of the cross product.
  2738. */
  2739. cross( v ) {
  2740. return this.x * v.y - this.y * v.x;
  2741. }
  2742. /**
  2743. * Computes the square of the Euclidean length (straight-line length) from
  2744. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2745. * compare the length squared instead as it is slightly more efficient to calculate.
  2746. *
  2747. * @return {number} The square length of this vector.
  2748. */
  2749. lengthSq() {
  2750. return this.x * this.x + this.y * this.y;
  2751. }
  2752. /**
  2753. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2754. *
  2755. * @return {number} The length of this vector.
  2756. */
  2757. length() {
  2758. return Math.sqrt( this.x * this.x + this.y * this.y );
  2759. }
  2760. /**
  2761. * Computes the Manhattan length of this vector.
  2762. *
  2763. * @return {number} The length of this vector.
  2764. */
  2765. manhattanLength() {
  2766. return Math.abs( this.x ) + Math.abs( this.y );
  2767. }
  2768. /**
  2769. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2770. * with the same direction as this one, but with a vector length of `1`.
  2771. *
  2772. * @return {Vector2} A reference to this vector.
  2773. */
  2774. normalize() {
  2775. return this.divideScalar( this.length() || 1 );
  2776. }
  2777. /**
  2778. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2779. *
  2780. * @return {number} The angle in radians.
  2781. */
  2782. angle() {
  2783. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2784. return angle;
  2785. }
  2786. /**
  2787. * Returns the angle between the given vector and this instance in radians.
  2788. *
  2789. * @param {Vector2} v - The vector to compute the angle with.
  2790. * @return {number} The angle in radians.
  2791. */
  2792. angleTo( v ) {
  2793. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2794. if ( denominator === 0 ) return Math.PI / 2;
  2795. const theta = this.dot( v ) / denominator;
  2796. // clamp, to handle numerical problems
  2797. return Math.acos( clamp( theta, -1, 1 ) );
  2798. }
  2799. /**
  2800. * Computes the distance from the given vector to this instance.
  2801. *
  2802. * @param {Vector2} v - The vector to compute the distance to.
  2803. * @return {number} The distance.
  2804. */
  2805. distanceTo( v ) {
  2806. return Math.sqrt( this.distanceToSquared( v ) );
  2807. }
  2808. /**
  2809. * Computes the squared distance from the given vector to this instance.
  2810. * If you are just comparing the distance with another distance, you should compare
  2811. * the distance squared instead as it is slightly more efficient to calculate.
  2812. *
  2813. * @param {Vector2} v - The vector to compute the squared distance to.
  2814. * @return {number} The squared distance.
  2815. */
  2816. distanceToSquared( v ) {
  2817. const dx = this.x - v.x, dy = this.y - v.y;
  2818. return dx * dx + dy * dy;
  2819. }
  2820. /**
  2821. * Computes the Manhattan distance from the given vector to this instance.
  2822. *
  2823. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2824. * @return {number} The Manhattan distance.
  2825. */
  2826. manhattanDistanceTo( v ) {
  2827. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2828. }
  2829. /**
  2830. * Sets this vector to a vector with the same direction as this one, but
  2831. * with the specified length.
  2832. *
  2833. * @param {number} length - The new length of this vector.
  2834. * @return {Vector2} A reference to this vector.
  2835. */
  2836. setLength( length ) {
  2837. return this.normalize().multiplyScalar( length );
  2838. }
  2839. /**
  2840. * Linearly interpolates between the given vector and this instance, where
  2841. * alpha is the percent distance along the line - alpha = 0 will be this
  2842. * vector, and alpha = 1 will be the given one.
  2843. *
  2844. * @param {Vector2} v - The vector to interpolate towards.
  2845. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2846. * @return {Vector2} A reference to this vector.
  2847. */
  2848. lerp( v, alpha ) {
  2849. this.x += ( v.x - this.x ) * alpha;
  2850. this.y += ( v.y - this.y ) * alpha;
  2851. return this;
  2852. }
  2853. /**
  2854. * Linearly interpolates between the given vectors, where alpha is the percent
  2855. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2856. * be the second one. The result is stored in this instance.
  2857. *
  2858. * @param {Vector2} v1 - The first vector.
  2859. * @param {Vector2} v2 - The second vector.
  2860. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2861. * @return {Vector2} A reference to this vector.
  2862. */
  2863. lerpVectors( v1, v2, alpha ) {
  2864. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2865. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2866. return this;
  2867. }
  2868. /**
  2869. * Returns `true` if this vector is equal with the given one.
  2870. *
  2871. * @param {Vector2} v - The vector to test for equality.
  2872. * @return {boolean} Whether this vector is equal with the given one.
  2873. */
  2874. equals( v ) {
  2875. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2876. }
  2877. /**
  2878. * Sets this vector's x value to be `array[ offset ]` and y
  2879. * value to be `array[ offset + 1 ]`.
  2880. *
  2881. * @param {Array<number>} array - An array holding the vector component values.
  2882. * @param {number} [offset=0] - The offset into the array.
  2883. * @return {Vector2} A reference to this vector.
  2884. */
  2885. fromArray( array, offset = 0 ) {
  2886. this.x = array[ offset ];
  2887. this.y = array[ offset + 1 ];
  2888. return this;
  2889. }
  2890. /**
  2891. * Writes the components of this vector to the given array. If no array is provided,
  2892. * the method returns a new instance.
  2893. *
  2894. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2895. * @param {number} [offset=0] - Index of the first element in the array.
  2896. * @return {Array<number>} The vector components.
  2897. */
  2898. toArray( array = [], offset = 0 ) {
  2899. array[ offset ] = this.x;
  2900. array[ offset + 1 ] = this.y;
  2901. return array;
  2902. }
  2903. /**
  2904. * Sets the components of this vector from the given buffer attribute.
  2905. *
  2906. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2907. * @param {number} index - The index into the attribute.
  2908. * @return {Vector2} A reference to this vector.
  2909. */
  2910. fromBufferAttribute( attribute, index ) {
  2911. this.x = attribute.getX( index );
  2912. this.y = attribute.getY( index );
  2913. return this;
  2914. }
  2915. /**
  2916. * Rotates this vector around the given center by the given angle.
  2917. *
  2918. * @param {Vector2} center - The point around which to rotate.
  2919. * @param {number} angle - The angle to rotate, in radians.
  2920. * @return {Vector2} A reference to this vector.
  2921. */
  2922. rotateAround( center, angle ) {
  2923. const c = Math.cos( angle ), s = Math.sin( angle );
  2924. const x = this.x - center.x;
  2925. const y = this.y - center.y;
  2926. this.x = x * c - y * s + center.x;
  2927. this.y = x * s + y * c + center.y;
  2928. return this;
  2929. }
  2930. /**
  2931. * Sets each component of this vector to a pseudo-random value between `0` and
  2932. * `1`, excluding `1`.
  2933. *
  2934. * @return {Vector2} A reference to this vector.
  2935. */
  2936. random() {
  2937. this.x = Math.random();
  2938. this.y = Math.random();
  2939. return this;
  2940. }
  2941. *[ Symbol.iterator ]() {
  2942. yield this.x;
  2943. yield this.y;
  2944. }
  2945. }
  2946. /**
  2947. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2948. *
  2949. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2950. * the corresponding order.
  2951. *
  2952. * Note that three.js expects Quaternions to be normalized.
  2953. * ```js
  2954. * const quaternion = new THREE.Quaternion();
  2955. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2956. *
  2957. * const vector = new THREE.Vector3( 1, 0, 0 );
  2958. * vector.applyQuaternion( quaternion );
  2959. * ```
  2960. */
  2961. class Quaternion {
  2962. /**
  2963. * Constructs a new quaternion.
  2964. *
  2965. * @param {number} [x=0] - The x value of this quaternion.
  2966. * @param {number} [y=0] - The y value of this quaternion.
  2967. * @param {number} [z=0] - The z value of this quaternion.
  2968. * @param {number} [w=1] - The w value of this quaternion.
  2969. */
  2970. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2971. /**
  2972. * This flag can be used for type testing.
  2973. *
  2974. * @type {boolean}
  2975. * @readonly
  2976. * @default true
  2977. */
  2978. this.isQuaternion = true;
  2979. this._x = x;
  2980. this._y = y;
  2981. this._z = z;
  2982. this._w = w;
  2983. }
  2984. /**
  2985. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2986. * quaternion data are managed in flat arrays.
  2987. *
  2988. * @param {Array<number>} dst - The destination array.
  2989. * @param {number} dstOffset - An offset into the destination array.
  2990. * @param {Array<number>} src0 - The source array of the first quaternion.
  2991. * @param {number} srcOffset0 - An offset into the first source array.
  2992. * @param {Array<number>} src1 - The source array of the second quaternion.
  2993. * @param {number} srcOffset1 - An offset into the second source array.
  2994. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2995. * @see {@link Quaternion#slerp}
  2996. */
  2997. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2998. let x0 = src0[ srcOffset0 + 0 ],
  2999. y0 = src0[ srcOffset0 + 1 ],
  3000. z0 = src0[ srcOffset0 + 2 ],
  3001. w0 = src0[ srcOffset0 + 3 ];
  3002. let x1 = src1[ srcOffset1 + 0 ],
  3003. y1 = src1[ srcOffset1 + 1 ],
  3004. z1 = src1[ srcOffset1 + 2 ],
  3005. w1 = src1[ srcOffset1 + 3 ];
  3006. if ( t <= 0 ) {
  3007. dst[ dstOffset + 0 ] = x0;
  3008. dst[ dstOffset + 1 ] = y0;
  3009. dst[ dstOffset + 2 ] = z0;
  3010. dst[ dstOffset + 3 ] = w0;
  3011. return;
  3012. }
  3013. if ( t >= 1 ) {
  3014. dst[ dstOffset + 0 ] = x1;
  3015. dst[ dstOffset + 1 ] = y1;
  3016. dst[ dstOffset + 2 ] = z1;
  3017. dst[ dstOffset + 3 ] = w1;
  3018. return;
  3019. }
  3020. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  3021. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  3022. if ( dot < 0 ) {
  3023. x1 = - x1;
  3024. y1 = - y1;
  3025. z1 = - z1;
  3026. w1 = - w1;
  3027. dot = - dot;
  3028. }
  3029. let s = 1 - t;
  3030. if ( dot < 0.9995 ) {
  3031. // slerp
  3032. const theta = Math.acos( dot );
  3033. const sin = Math.sin( theta );
  3034. s = Math.sin( s * theta ) / sin;
  3035. t = Math.sin( t * theta ) / sin;
  3036. x0 = x0 * s + x1 * t;
  3037. y0 = y0 * s + y1 * t;
  3038. z0 = z0 * s + z1 * t;
  3039. w0 = w0 * s + w1 * t;
  3040. } else {
  3041. // for small angles, lerp then normalize
  3042. x0 = x0 * s + x1 * t;
  3043. y0 = y0 * s + y1 * t;
  3044. z0 = z0 * s + z1 * t;
  3045. w0 = w0 * s + w1 * t;
  3046. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  3047. x0 *= f;
  3048. y0 *= f;
  3049. z0 *= f;
  3050. w0 *= f;
  3051. }
  3052. }
  3053. dst[ dstOffset ] = x0;
  3054. dst[ dstOffset + 1 ] = y0;
  3055. dst[ dstOffset + 2 ] = z0;
  3056. dst[ dstOffset + 3 ] = w0;
  3057. }
  3058. /**
  3059. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  3060. * in flat arrays.
  3061. *
  3062. * @param {Array<number>} dst - The destination array.
  3063. * @param {number} dstOffset - An offset into the destination array.
  3064. * @param {Array<number>} src0 - The source array of the first quaternion.
  3065. * @param {number} srcOffset0 - An offset into the first source array.
  3066. * @param {Array<number>} src1 - The source array of the second quaternion.
  3067. * @param {number} srcOffset1 - An offset into the second source array.
  3068. * @return {Array<number>} The destination array.
  3069. * @see {@link Quaternion#multiplyQuaternions}.
  3070. */
  3071. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3072. const x0 = src0[ srcOffset0 ];
  3073. const y0 = src0[ srcOffset0 + 1 ];
  3074. const z0 = src0[ srcOffset0 + 2 ];
  3075. const w0 = src0[ srcOffset0 + 3 ];
  3076. const x1 = src1[ srcOffset1 ];
  3077. const y1 = src1[ srcOffset1 + 1 ];
  3078. const z1 = src1[ srcOffset1 + 2 ];
  3079. const w1 = src1[ srcOffset1 + 3 ];
  3080. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3081. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3082. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3083. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3084. return dst;
  3085. }
  3086. /**
  3087. * The x value of this quaternion.
  3088. *
  3089. * @type {number}
  3090. * @default 0
  3091. */
  3092. get x() {
  3093. return this._x;
  3094. }
  3095. set x( value ) {
  3096. this._x = value;
  3097. this._onChangeCallback();
  3098. }
  3099. /**
  3100. * The y value of this quaternion.
  3101. *
  3102. * @type {number}
  3103. * @default 0
  3104. */
  3105. get y() {
  3106. return this._y;
  3107. }
  3108. set y( value ) {
  3109. this._y = value;
  3110. this._onChangeCallback();
  3111. }
  3112. /**
  3113. * The z value of this quaternion.
  3114. *
  3115. * @type {number}
  3116. * @default 0
  3117. */
  3118. get z() {
  3119. return this._z;
  3120. }
  3121. set z( value ) {
  3122. this._z = value;
  3123. this._onChangeCallback();
  3124. }
  3125. /**
  3126. * The w value of this quaternion.
  3127. *
  3128. * @type {number}
  3129. * @default 1
  3130. */
  3131. get w() {
  3132. return this._w;
  3133. }
  3134. set w( value ) {
  3135. this._w = value;
  3136. this._onChangeCallback();
  3137. }
  3138. /**
  3139. * Sets the quaternion components.
  3140. *
  3141. * @param {number} x - The x value of this quaternion.
  3142. * @param {number} y - The y value of this quaternion.
  3143. * @param {number} z - The z value of this quaternion.
  3144. * @param {number} w - The w value of this quaternion.
  3145. * @return {Quaternion} A reference to this quaternion.
  3146. */
  3147. set( x, y, z, w ) {
  3148. this._x = x;
  3149. this._y = y;
  3150. this._z = z;
  3151. this._w = w;
  3152. this._onChangeCallback();
  3153. return this;
  3154. }
  3155. /**
  3156. * Returns a new quaternion with copied values from this instance.
  3157. *
  3158. * @return {Quaternion} A clone of this instance.
  3159. */
  3160. clone() {
  3161. return new this.constructor( this._x, this._y, this._z, this._w );
  3162. }
  3163. /**
  3164. * Copies the values of the given quaternion to this instance.
  3165. *
  3166. * @param {Quaternion} quaternion - The quaternion to copy.
  3167. * @return {Quaternion} A reference to this quaternion.
  3168. */
  3169. copy( quaternion ) {
  3170. this._x = quaternion.x;
  3171. this._y = quaternion.y;
  3172. this._z = quaternion.z;
  3173. this._w = quaternion.w;
  3174. this._onChangeCallback();
  3175. return this;
  3176. }
  3177. /**
  3178. * Sets this quaternion from the rotation specified by the given
  3179. * Euler angles.
  3180. *
  3181. * @param {Euler} euler - The Euler angles.
  3182. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3183. * @return {Quaternion} A reference to this quaternion.
  3184. */
  3185. setFromEuler( euler, update = true ) {
  3186. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3187. // http://www.mathworks.com/matlabcentral/fileexchange/
  3188. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3189. // content/SpinCalc.m
  3190. const cos = Math.cos;
  3191. const sin = Math.sin;
  3192. const c1 = cos( x / 2 );
  3193. const c2 = cos( y / 2 );
  3194. const c3 = cos( z / 2 );
  3195. const s1 = sin( x / 2 );
  3196. const s2 = sin( y / 2 );
  3197. const s3 = sin( z / 2 );
  3198. switch ( order ) {
  3199. case 'XYZ':
  3200. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3201. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3202. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3203. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3204. break;
  3205. case 'YXZ':
  3206. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3207. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3208. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3209. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3210. break;
  3211. case 'ZXY':
  3212. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3213. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3214. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3215. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3216. break;
  3217. case 'ZYX':
  3218. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3219. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3220. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3221. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3222. break;
  3223. case 'YZX':
  3224. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3225. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3226. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3227. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3228. break;
  3229. case 'XZY':
  3230. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3231. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3232. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3233. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3234. break;
  3235. default:
  3236. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3237. }
  3238. if ( update === true ) this._onChangeCallback();
  3239. return this;
  3240. }
  3241. /**
  3242. * Sets this quaternion from the given axis and angle.
  3243. *
  3244. * @param {Vector3} axis - The normalized axis.
  3245. * @param {number} angle - The angle in radians.
  3246. * @return {Quaternion} A reference to this quaternion.
  3247. */
  3248. setFromAxisAngle( axis, angle ) {
  3249. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3250. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3251. this._x = axis.x * s;
  3252. this._y = axis.y * s;
  3253. this._z = axis.z * s;
  3254. this._w = Math.cos( halfAngle );
  3255. this._onChangeCallback();
  3256. return this;
  3257. }
  3258. /**
  3259. * Sets this quaternion from the given rotation matrix.
  3260. *
  3261. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3262. * @return {Quaternion} A reference to this quaternion.
  3263. */
  3264. setFromRotationMatrix( m ) {
  3265. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3266. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3267. const te = m.elements,
  3268. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3269. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3270. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3271. trace = m11 + m22 + m33;
  3272. if ( trace > 0 ) {
  3273. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3274. this._w = 0.25 / s;
  3275. this._x = ( m32 - m23 ) * s;
  3276. this._y = ( m13 - m31 ) * s;
  3277. this._z = ( m21 - m12 ) * s;
  3278. } else if ( m11 > m22 && m11 > m33 ) {
  3279. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3280. this._w = ( m32 - m23 ) / s;
  3281. this._x = 0.25 * s;
  3282. this._y = ( m12 + m21 ) / s;
  3283. this._z = ( m13 + m31 ) / s;
  3284. } else if ( m22 > m33 ) {
  3285. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3286. this._w = ( m13 - m31 ) / s;
  3287. this._x = ( m12 + m21 ) / s;
  3288. this._y = 0.25 * s;
  3289. this._z = ( m23 + m32 ) / s;
  3290. } else {
  3291. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3292. this._w = ( m21 - m12 ) / s;
  3293. this._x = ( m13 + m31 ) / s;
  3294. this._y = ( m23 + m32 ) / s;
  3295. this._z = 0.25 * s;
  3296. }
  3297. this._onChangeCallback();
  3298. return this;
  3299. }
  3300. /**
  3301. * Sets this quaternion to the rotation required to rotate the direction vector
  3302. * `vFrom` to the direction vector `vTo`.
  3303. *
  3304. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3305. * @param {Vector3} vTo - The second (normalized) direction vector.
  3306. * @return {Quaternion} A reference to this quaternion.
  3307. */
  3308. setFromUnitVectors( vFrom, vTo ) {
  3309. // assumes direction vectors vFrom and vTo are normalized
  3310. let r = vFrom.dot( vTo ) + 1;
  3311. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3312. // vFrom and vTo point in opposite directions
  3313. r = 0;
  3314. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3315. this._x = - vFrom.y;
  3316. this._y = vFrom.x;
  3317. this._z = 0;
  3318. this._w = r;
  3319. } else {
  3320. this._x = 0;
  3321. this._y = - vFrom.z;
  3322. this._z = vFrom.y;
  3323. this._w = r;
  3324. }
  3325. } else {
  3326. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3327. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3328. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3329. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3330. this._w = r;
  3331. }
  3332. return this.normalize();
  3333. }
  3334. /**
  3335. * Returns the angle between this quaternion and the given one in radians.
  3336. *
  3337. * @param {Quaternion} q - The quaternion to compute the angle with.
  3338. * @return {number} The angle in radians.
  3339. */
  3340. angleTo( q ) {
  3341. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3342. }
  3343. /**
  3344. * Rotates this quaternion by a given angular step to the given quaternion.
  3345. * The method ensures that the final quaternion will not overshoot `q`.
  3346. *
  3347. * @param {Quaternion} q - The target quaternion.
  3348. * @param {number} step - The angular step in radians.
  3349. * @return {Quaternion} A reference to this quaternion.
  3350. */
  3351. rotateTowards( q, step ) {
  3352. const angle = this.angleTo( q );
  3353. if ( angle === 0 ) return this;
  3354. const t = Math.min( 1, step / angle );
  3355. this.slerp( q, t );
  3356. return this;
  3357. }
  3358. /**
  3359. * Sets this quaternion to the identity quaternion; that is, to the
  3360. * quaternion that represents "no rotation".
  3361. *
  3362. * @return {Quaternion} A reference to this quaternion.
  3363. */
  3364. identity() {
  3365. return this.set( 0, 0, 0, 1 );
  3366. }
  3367. /**
  3368. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3369. * quaternion is assumed to have unit length.
  3370. *
  3371. * @return {Quaternion} A reference to this quaternion.
  3372. */
  3373. invert() {
  3374. return this.conjugate();
  3375. }
  3376. /**
  3377. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3378. * quaternion represents the same rotation in the opposite direction about
  3379. * the rotational axis.
  3380. *
  3381. * @return {Quaternion} A reference to this quaternion.
  3382. */
  3383. conjugate() {
  3384. this._x *= -1;
  3385. this._y *= -1;
  3386. this._z *= -1;
  3387. this._onChangeCallback();
  3388. return this;
  3389. }
  3390. /**
  3391. * Calculates the dot product of this quaternion and the given one.
  3392. *
  3393. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3394. * @return {number} The result of the dot product.
  3395. */
  3396. dot( v ) {
  3397. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3398. }
  3399. /**
  3400. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3401. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3402. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3403. * {@link Quaternion#length}.
  3404. *
  3405. * @return {number} The squared Euclidean length.
  3406. */
  3407. lengthSq() {
  3408. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3409. }
  3410. /**
  3411. * Computes the Euclidean length (straight-line length) of this quaternion,
  3412. * considered as a 4 dimensional vector.
  3413. *
  3414. * @return {number} The Euclidean length.
  3415. */
  3416. length() {
  3417. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3418. }
  3419. /**
  3420. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3421. * the same rotation as this one, but has a length equal to `1`.
  3422. *
  3423. * @return {Quaternion} A reference to this quaternion.
  3424. */
  3425. normalize() {
  3426. let l = this.length();
  3427. if ( l === 0 ) {
  3428. this._x = 0;
  3429. this._y = 0;
  3430. this._z = 0;
  3431. this._w = 1;
  3432. } else {
  3433. l = 1 / l;
  3434. this._x = this._x * l;
  3435. this._y = this._y * l;
  3436. this._z = this._z * l;
  3437. this._w = this._w * l;
  3438. }
  3439. this._onChangeCallback();
  3440. return this;
  3441. }
  3442. /**
  3443. * Multiplies this quaternion by the given one.
  3444. *
  3445. * @param {Quaternion} q - The quaternion.
  3446. * @return {Quaternion} A reference to this quaternion.
  3447. */
  3448. multiply( q ) {
  3449. return this.multiplyQuaternions( this, q );
  3450. }
  3451. /**
  3452. * Pre-multiplies this quaternion by the given one.
  3453. *
  3454. * @param {Quaternion} q - The quaternion.
  3455. * @return {Quaternion} A reference to this quaternion.
  3456. */
  3457. premultiply( q ) {
  3458. return this.multiplyQuaternions( q, this );
  3459. }
  3460. /**
  3461. * Multiplies the given quaternions and stores the result in this instance.
  3462. *
  3463. * @param {Quaternion} a - The first quaternion.
  3464. * @param {Quaternion} b - The second quaternion.
  3465. * @return {Quaternion} A reference to this quaternion.
  3466. */
  3467. multiplyQuaternions( a, b ) {
  3468. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3469. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3470. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3471. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3472. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3473. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3474. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3475. this._onChangeCallback();
  3476. return this;
  3477. }
  3478. /**
  3479. * Performs a spherical linear interpolation between quaternions.
  3480. *
  3481. * @param {Quaternion} qb - The target quaternion.
  3482. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3483. * @return {Quaternion} A reference to this quaternion.
  3484. */
  3485. slerp( qb, t ) {
  3486. if ( t <= 0 ) return this;
  3487. if ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()
  3488. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3489. let dot = this.dot( qb );
  3490. if ( dot < 0 ) {
  3491. x = - x;
  3492. y = - y;
  3493. z = - z;
  3494. w = - w;
  3495. dot = - dot;
  3496. }
  3497. let s = 1 - t;
  3498. if ( dot < 0.9995 ) {
  3499. // slerp
  3500. const theta = Math.acos( dot );
  3501. const sin = Math.sin( theta );
  3502. s = Math.sin( s * theta ) / sin;
  3503. t = Math.sin( t * theta ) / sin;
  3504. this._x = this._x * s + x * t;
  3505. this._y = this._y * s + y * t;
  3506. this._z = this._z * s + z * t;
  3507. this._w = this._w * s + w * t;
  3508. this._onChangeCallback();
  3509. } else {
  3510. // for small angles, lerp then normalize
  3511. this._x = this._x * s + x * t;
  3512. this._y = this._y * s + y * t;
  3513. this._z = this._z * s + z * t;
  3514. this._w = this._w * s + w * t;
  3515. this.normalize(); // normalize calls _onChangeCallback()
  3516. }
  3517. return this;
  3518. }
  3519. /**
  3520. * Performs a spherical linear interpolation between the given quaternions
  3521. * and stores the result in this quaternion.
  3522. *
  3523. * @param {Quaternion} qa - The source quaternion.
  3524. * @param {Quaternion} qb - The target quaternion.
  3525. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3526. * @return {Quaternion} A reference to this quaternion.
  3527. */
  3528. slerpQuaternions( qa, qb, t ) {
  3529. return this.copy( qa ).slerp( qb, t );
  3530. }
  3531. /**
  3532. * Sets this quaternion to a uniformly random, normalized quaternion.
  3533. *
  3534. * @return {Quaternion} A reference to this quaternion.
  3535. */
  3536. random() {
  3537. // Ken Shoemake
  3538. // Uniform random rotations
  3539. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3540. const theta1 = 2 * Math.PI * Math.random();
  3541. const theta2 = 2 * Math.PI * Math.random();
  3542. const x0 = Math.random();
  3543. const r1 = Math.sqrt( 1 - x0 );
  3544. const r2 = Math.sqrt( x0 );
  3545. return this.set(
  3546. r1 * Math.sin( theta1 ),
  3547. r1 * Math.cos( theta1 ),
  3548. r2 * Math.sin( theta2 ),
  3549. r2 * Math.cos( theta2 ),
  3550. );
  3551. }
  3552. /**
  3553. * Returns `true` if this quaternion is equal with the given one.
  3554. *
  3555. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3556. * @return {boolean} Whether this quaternion is equal with the given one.
  3557. */
  3558. equals( quaternion ) {
  3559. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3560. }
  3561. /**
  3562. * Sets this quaternion's components from the given array.
  3563. *
  3564. * @param {Array<number>} array - An array holding the quaternion component values.
  3565. * @param {number} [offset=0] - The offset into the array.
  3566. * @return {Quaternion} A reference to this quaternion.
  3567. */
  3568. fromArray( array, offset = 0 ) {
  3569. this._x = array[ offset ];
  3570. this._y = array[ offset + 1 ];
  3571. this._z = array[ offset + 2 ];
  3572. this._w = array[ offset + 3 ];
  3573. this._onChangeCallback();
  3574. return this;
  3575. }
  3576. /**
  3577. * Writes the components of this quaternion to the given array. If no array is provided,
  3578. * the method returns a new instance.
  3579. *
  3580. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3581. * @param {number} [offset=0] - Index of the first element in the array.
  3582. * @return {Array<number>} The quaternion components.
  3583. */
  3584. toArray( array = [], offset = 0 ) {
  3585. array[ offset ] = this._x;
  3586. array[ offset + 1 ] = this._y;
  3587. array[ offset + 2 ] = this._z;
  3588. array[ offset + 3 ] = this._w;
  3589. return array;
  3590. }
  3591. /**
  3592. * Sets the components of this quaternion from the given buffer attribute.
  3593. *
  3594. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3595. * @param {number} index - The index into the attribute.
  3596. * @return {Quaternion} A reference to this quaternion.
  3597. */
  3598. fromBufferAttribute( attribute, index ) {
  3599. this._x = attribute.getX( index );
  3600. this._y = attribute.getY( index );
  3601. this._z = attribute.getZ( index );
  3602. this._w = attribute.getW( index );
  3603. this._onChangeCallback();
  3604. return this;
  3605. }
  3606. /**
  3607. * This methods defines the serialization result of this class. Returns the
  3608. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3609. *
  3610. * @return {Array<number>} The serialized quaternion.
  3611. */
  3612. toJSON() {
  3613. return this.toArray();
  3614. }
  3615. _onChange( callback ) {
  3616. this._onChangeCallback = callback;
  3617. return this;
  3618. }
  3619. _onChangeCallback() {}
  3620. *[ Symbol.iterator ]() {
  3621. yield this._x;
  3622. yield this._y;
  3623. yield this._z;
  3624. yield this._w;
  3625. }
  3626. }
  3627. /**
  3628. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3629. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3630. *
  3631. * - A point in 3D space.
  3632. * - A direction and length in 3D space. In three.js the length will
  3633. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3634. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3635. * - Any arbitrary ordered triplet of numbers.
  3636. *
  3637. * There are other things a 3D vector can be used to represent, such as
  3638. * momentum vectors and so on, however these are the most
  3639. * common uses in three.js.
  3640. *
  3641. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3642. * the corresponding order.
  3643. * ```js
  3644. * const a = new THREE.Vector3( 0, 1, 0 );
  3645. *
  3646. * //no arguments; will be initialised to (0, 0, 0)
  3647. * const b = new THREE.Vector3( );
  3648. *
  3649. * const d = a.distanceTo( b );
  3650. * ```
  3651. */
  3652. class Vector3 {
  3653. /**
  3654. * Constructs a new 3D vector.
  3655. *
  3656. * @param {number} [x=0] - The x value of this vector.
  3657. * @param {number} [y=0] - The y value of this vector.
  3658. * @param {number} [z=0] - The z value of this vector.
  3659. */
  3660. constructor( x = 0, y = 0, z = 0 ) {
  3661. /**
  3662. * This flag can be used for type testing.
  3663. *
  3664. * @type {boolean}
  3665. * @readonly
  3666. * @default true
  3667. */
  3668. Vector3.prototype.isVector3 = true;
  3669. /**
  3670. * The x value of this vector.
  3671. *
  3672. * @type {number}
  3673. */
  3674. this.x = x;
  3675. /**
  3676. * The y value of this vector.
  3677. *
  3678. * @type {number}
  3679. */
  3680. this.y = y;
  3681. /**
  3682. * The z value of this vector.
  3683. *
  3684. * @type {number}
  3685. */
  3686. this.z = z;
  3687. }
  3688. /**
  3689. * Sets the vector components.
  3690. *
  3691. * @param {number} x - The value of the x component.
  3692. * @param {number} y - The value of the y component.
  3693. * @param {number} z - The value of the z component.
  3694. * @return {Vector3} A reference to this vector.
  3695. */
  3696. set( x, y, z ) {
  3697. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3698. this.x = x;
  3699. this.y = y;
  3700. this.z = z;
  3701. return this;
  3702. }
  3703. /**
  3704. * Sets the vector components to the same value.
  3705. *
  3706. * @param {number} scalar - The value to set for all vector components.
  3707. * @return {Vector3} A reference to this vector.
  3708. */
  3709. setScalar( scalar ) {
  3710. this.x = scalar;
  3711. this.y = scalar;
  3712. this.z = scalar;
  3713. return this;
  3714. }
  3715. /**
  3716. * Sets the vector's x component to the given value
  3717. *
  3718. * @param {number} x - The value to set.
  3719. * @return {Vector3} A reference to this vector.
  3720. */
  3721. setX( x ) {
  3722. this.x = x;
  3723. return this;
  3724. }
  3725. /**
  3726. * Sets the vector's y component to the given value
  3727. *
  3728. * @param {number} y - The value to set.
  3729. * @return {Vector3} A reference to this vector.
  3730. */
  3731. setY( y ) {
  3732. this.y = y;
  3733. return this;
  3734. }
  3735. /**
  3736. * Sets the vector's z component to the given value
  3737. *
  3738. * @param {number} z - The value to set.
  3739. * @return {Vector3} A reference to this vector.
  3740. */
  3741. setZ( z ) {
  3742. this.z = z;
  3743. return this;
  3744. }
  3745. /**
  3746. * Allows to set a vector component with an index.
  3747. *
  3748. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3749. * @param {number} value - The value to set.
  3750. * @return {Vector3} A reference to this vector.
  3751. */
  3752. setComponent( index, value ) {
  3753. switch ( index ) {
  3754. case 0: this.x = value; break;
  3755. case 1: this.y = value; break;
  3756. case 2: this.z = value; break;
  3757. default: throw new Error( 'index is out of range: ' + index );
  3758. }
  3759. return this;
  3760. }
  3761. /**
  3762. * Returns the value of the vector component which matches the given index.
  3763. *
  3764. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3765. * @return {number} A vector component value.
  3766. */
  3767. getComponent( index ) {
  3768. switch ( index ) {
  3769. case 0: return this.x;
  3770. case 1: return this.y;
  3771. case 2: return this.z;
  3772. default: throw new Error( 'index is out of range: ' + index );
  3773. }
  3774. }
  3775. /**
  3776. * Returns a new vector with copied values from this instance.
  3777. *
  3778. * @return {Vector3} A clone of this instance.
  3779. */
  3780. clone() {
  3781. return new this.constructor( this.x, this.y, this.z );
  3782. }
  3783. /**
  3784. * Copies the values of the given vector to this instance.
  3785. *
  3786. * @param {Vector3} v - The vector to copy.
  3787. * @return {Vector3} A reference to this vector.
  3788. */
  3789. copy( v ) {
  3790. this.x = v.x;
  3791. this.y = v.y;
  3792. this.z = v.z;
  3793. return this;
  3794. }
  3795. /**
  3796. * Adds the given vector to this instance.
  3797. *
  3798. * @param {Vector3} v - The vector to add.
  3799. * @return {Vector3} A reference to this vector.
  3800. */
  3801. add( v ) {
  3802. this.x += v.x;
  3803. this.y += v.y;
  3804. this.z += v.z;
  3805. return this;
  3806. }
  3807. /**
  3808. * Adds the given scalar value to all components of this instance.
  3809. *
  3810. * @param {number} s - The scalar to add.
  3811. * @return {Vector3} A reference to this vector.
  3812. */
  3813. addScalar( s ) {
  3814. this.x += s;
  3815. this.y += s;
  3816. this.z += s;
  3817. return this;
  3818. }
  3819. /**
  3820. * Adds the given vectors and stores the result in this instance.
  3821. *
  3822. * @param {Vector3} a - The first vector.
  3823. * @param {Vector3} b - The second vector.
  3824. * @return {Vector3} A reference to this vector.
  3825. */
  3826. addVectors( a, b ) {
  3827. this.x = a.x + b.x;
  3828. this.y = a.y + b.y;
  3829. this.z = a.z + b.z;
  3830. return this;
  3831. }
  3832. /**
  3833. * Adds the given vector scaled by the given factor to this instance.
  3834. *
  3835. * @param {Vector3|Vector4} v - The vector.
  3836. * @param {number} s - The factor that scales `v`.
  3837. * @return {Vector3} A reference to this vector.
  3838. */
  3839. addScaledVector( v, s ) {
  3840. this.x += v.x * s;
  3841. this.y += v.y * s;
  3842. this.z += v.z * s;
  3843. return this;
  3844. }
  3845. /**
  3846. * Subtracts the given vector from this instance.
  3847. *
  3848. * @param {Vector3} v - The vector to subtract.
  3849. * @return {Vector3} A reference to this vector.
  3850. */
  3851. sub( v ) {
  3852. this.x -= v.x;
  3853. this.y -= v.y;
  3854. this.z -= v.z;
  3855. return this;
  3856. }
  3857. /**
  3858. * Subtracts the given scalar value from all components of this instance.
  3859. *
  3860. * @param {number} s - The scalar to subtract.
  3861. * @return {Vector3} A reference to this vector.
  3862. */
  3863. subScalar( s ) {
  3864. this.x -= s;
  3865. this.y -= s;
  3866. this.z -= s;
  3867. return this;
  3868. }
  3869. /**
  3870. * Subtracts the given vectors and stores the result in this instance.
  3871. *
  3872. * @param {Vector3} a - The first vector.
  3873. * @param {Vector3} b - The second vector.
  3874. * @return {Vector3} A reference to this vector.
  3875. */
  3876. subVectors( a, b ) {
  3877. this.x = a.x - b.x;
  3878. this.y = a.y - b.y;
  3879. this.z = a.z - b.z;
  3880. return this;
  3881. }
  3882. /**
  3883. * Multiplies the given vector with this instance.
  3884. *
  3885. * @param {Vector3} v - The vector to multiply.
  3886. * @return {Vector3} A reference to this vector.
  3887. */
  3888. multiply( v ) {
  3889. this.x *= v.x;
  3890. this.y *= v.y;
  3891. this.z *= v.z;
  3892. return this;
  3893. }
  3894. /**
  3895. * Multiplies the given scalar value with all components of this instance.
  3896. *
  3897. * @param {number} scalar - The scalar to multiply.
  3898. * @return {Vector3} A reference to this vector.
  3899. */
  3900. multiplyScalar( scalar ) {
  3901. this.x *= scalar;
  3902. this.y *= scalar;
  3903. this.z *= scalar;
  3904. return this;
  3905. }
  3906. /**
  3907. * Multiplies the given vectors and stores the result in this instance.
  3908. *
  3909. * @param {Vector3} a - The first vector.
  3910. * @param {Vector3} b - The second vector.
  3911. * @return {Vector3} A reference to this vector.
  3912. */
  3913. multiplyVectors( a, b ) {
  3914. this.x = a.x * b.x;
  3915. this.y = a.y * b.y;
  3916. this.z = a.z * b.z;
  3917. return this;
  3918. }
  3919. /**
  3920. * Applies the given Euler rotation to this vector.
  3921. *
  3922. * @param {Euler} euler - The Euler angles.
  3923. * @return {Vector3} A reference to this vector.
  3924. */
  3925. applyEuler( euler ) {
  3926. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3927. }
  3928. /**
  3929. * Applies a rotation specified by an axis and an angle to this vector.
  3930. *
  3931. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3932. * @param {number} angle - The angle in radians.
  3933. * @return {Vector3} A reference to this vector.
  3934. */
  3935. applyAxisAngle( axis, angle ) {
  3936. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3937. }
  3938. /**
  3939. * Multiplies this vector with the given 3x3 matrix.
  3940. *
  3941. * @param {Matrix3} m - The 3x3 matrix.
  3942. * @return {Vector3} A reference to this vector.
  3943. */
  3944. applyMatrix3( m ) {
  3945. const x = this.x, y = this.y, z = this.z;
  3946. const e = m.elements;
  3947. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3948. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3949. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3950. return this;
  3951. }
  3952. /**
  3953. * Multiplies this vector by the given normal matrix and normalizes
  3954. * the result.
  3955. *
  3956. * @param {Matrix3} m - The normal matrix.
  3957. * @return {Vector3} A reference to this vector.
  3958. */
  3959. applyNormalMatrix( m ) {
  3960. return this.applyMatrix3( m ).normalize();
  3961. }
  3962. /**
  3963. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3964. * divides by perspective.
  3965. *
  3966. * @param {Matrix4} m - The matrix to apply.
  3967. * @return {Vector3} A reference to this vector.
  3968. */
  3969. applyMatrix4( m ) {
  3970. const x = this.x, y = this.y, z = this.z;
  3971. const e = m.elements;
  3972. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3973. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3974. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3975. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3976. return this;
  3977. }
  3978. /**
  3979. * Applies the given Quaternion to this vector.
  3980. *
  3981. * @param {Quaternion} q - The Quaternion.
  3982. * @return {Vector3} A reference to this vector.
  3983. */
  3984. applyQuaternion( q ) {
  3985. // quaternion q is assumed to have unit length
  3986. const vx = this.x, vy = this.y, vz = this.z;
  3987. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3988. // t = 2 * cross( q.xyz, v );
  3989. const tx = 2 * ( qy * vz - qz * vy );
  3990. const ty = 2 * ( qz * vx - qx * vz );
  3991. const tz = 2 * ( qx * vy - qy * vx );
  3992. // v + q.w * t + cross( q.xyz, t );
  3993. this.x = vx + qw * tx + qy * tz - qz * ty;
  3994. this.y = vy + qw * ty + qz * tx - qx * tz;
  3995. this.z = vz + qw * tz + qx * ty - qy * tx;
  3996. return this;
  3997. }
  3998. /**
  3999. * Projects this vector from world space into the camera's normalized
  4000. * device coordinate (NDC) space.
  4001. *
  4002. * @param {Camera} camera - The camera.
  4003. * @return {Vector3} A reference to this vector.
  4004. */
  4005. project( camera ) {
  4006. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  4007. }
  4008. /**
  4009. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  4010. * space into world space.
  4011. *
  4012. * @param {Camera} camera - The camera.
  4013. * @return {Vector3} A reference to this vector.
  4014. */
  4015. unproject( camera ) {
  4016. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  4017. }
  4018. /**
  4019. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  4020. * subset of the given 4x4 matrix and then normalizes the result.
  4021. *
  4022. * @param {Matrix4} m - The matrix.
  4023. * @return {Vector3} A reference to this vector.
  4024. */
  4025. transformDirection( m ) {
  4026. // input: THREE.Matrix4 affine matrix
  4027. // vector interpreted as a direction
  4028. const x = this.x, y = this.y, z = this.z;
  4029. const e = m.elements;
  4030. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  4031. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  4032. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  4033. return this.normalize();
  4034. }
  4035. /**
  4036. * Divides this instance by the given vector.
  4037. *
  4038. * @param {Vector3} v - The vector to divide.
  4039. * @return {Vector3} A reference to this vector.
  4040. */
  4041. divide( v ) {
  4042. this.x /= v.x;
  4043. this.y /= v.y;
  4044. this.z /= v.z;
  4045. return this;
  4046. }
  4047. /**
  4048. * Divides this vector by the given scalar.
  4049. *
  4050. * @param {number} scalar - The scalar to divide.
  4051. * @return {Vector3} A reference to this vector.
  4052. */
  4053. divideScalar( scalar ) {
  4054. return this.multiplyScalar( 1 / scalar );
  4055. }
  4056. /**
  4057. * If this vector's x, y or z value is greater than the given vector's x, y or z
  4058. * value, replace that value with the corresponding min value.
  4059. *
  4060. * @param {Vector3} v - The vector.
  4061. * @return {Vector3} A reference to this vector.
  4062. */
  4063. min( v ) {
  4064. this.x = Math.min( this.x, v.x );
  4065. this.y = Math.min( this.y, v.y );
  4066. this.z = Math.min( this.z, v.z );
  4067. return this;
  4068. }
  4069. /**
  4070. * If this vector's x, y or z value is less than the given vector's x, y or z
  4071. * value, replace that value with the corresponding max value.
  4072. *
  4073. * @param {Vector3} v - The vector.
  4074. * @return {Vector3} A reference to this vector.
  4075. */
  4076. max( v ) {
  4077. this.x = Math.max( this.x, v.x );
  4078. this.y = Math.max( this.y, v.y );
  4079. this.z = Math.max( this.z, v.z );
  4080. return this;
  4081. }
  4082. /**
  4083. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4084. * value, it is replaced by the corresponding value.
  4085. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4086. * it is replaced by the corresponding value.
  4087. *
  4088. * @param {Vector3} min - The minimum x, y and z values.
  4089. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4090. * @return {Vector3} A reference to this vector.
  4091. */
  4092. clamp( min, max ) {
  4093. // assumes min < max, componentwise
  4094. this.x = clamp( this.x, min.x, max.x );
  4095. this.y = clamp( this.y, min.y, max.y );
  4096. this.z = clamp( this.z, min.z, max.z );
  4097. return this;
  4098. }
  4099. /**
  4100. * If this vector's x, y or z values are greater than the max value, they are
  4101. * replaced by the max value.
  4102. * If this vector's x, y or z values are less than the min value, they are
  4103. * replaced by the min value.
  4104. *
  4105. * @param {number} minVal - The minimum value the components will be clamped to.
  4106. * @param {number} maxVal - The maximum value the components will be clamped to.
  4107. * @return {Vector3} A reference to this vector.
  4108. */
  4109. clampScalar( minVal, maxVal ) {
  4110. this.x = clamp( this.x, minVal, maxVal );
  4111. this.y = clamp( this.y, minVal, maxVal );
  4112. this.z = clamp( this.z, minVal, maxVal );
  4113. return this;
  4114. }
  4115. /**
  4116. * If this vector's length is greater than the max value, it is replaced by
  4117. * the max value.
  4118. * If this vector's length is less than the min value, it is replaced by the
  4119. * min value.
  4120. *
  4121. * @param {number} min - The minimum value the vector length will be clamped to.
  4122. * @param {number} max - The maximum value the vector length will be clamped to.
  4123. * @return {Vector3} A reference to this vector.
  4124. */
  4125. clampLength( min, max ) {
  4126. const length = this.length();
  4127. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4128. }
  4129. /**
  4130. * The components of this vector are rounded down to the nearest integer value.
  4131. *
  4132. * @return {Vector3} A reference to this vector.
  4133. */
  4134. floor() {
  4135. this.x = Math.floor( this.x );
  4136. this.y = Math.floor( this.y );
  4137. this.z = Math.floor( this.z );
  4138. return this;
  4139. }
  4140. /**
  4141. * The components of this vector are rounded up to the nearest integer value.
  4142. *
  4143. * @return {Vector3} A reference to this vector.
  4144. */
  4145. ceil() {
  4146. this.x = Math.ceil( this.x );
  4147. this.y = Math.ceil( this.y );
  4148. this.z = Math.ceil( this.z );
  4149. return this;
  4150. }
  4151. /**
  4152. * The components of this vector are rounded to the nearest integer value
  4153. *
  4154. * @return {Vector3} A reference to this vector.
  4155. */
  4156. round() {
  4157. this.x = Math.round( this.x );
  4158. this.y = Math.round( this.y );
  4159. this.z = Math.round( this.z );
  4160. return this;
  4161. }
  4162. /**
  4163. * The components of this vector are rounded towards zero (up if negative,
  4164. * down if positive) to an integer value.
  4165. *
  4166. * @return {Vector3} A reference to this vector.
  4167. */
  4168. roundToZero() {
  4169. this.x = Math.trunc( this.x );
  4170. this.y = Math.trunc( this.y );
  4171. this.z = Math.trunc( this.z );
  4172. return this;
  4173. }
  4174. /**
  4175. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4176. *
  4177. * @return {Vector3} A reference to this vector.
  4178. */
  4179. negate() {
  4180. this.x = - this.x;
  4181. this.y = - this.y;
  4182. this.z = - this.z;
  4183. return this;
  4184. }
  4185. /**
  4186. * Calculates the dot product of the given vector with this instance.
  4187. *
  4188. * @param {Vector3} v - The vector to compute the dot product with.
  4189. * @return {number} The result of the dot product.
  4190. */
  4191. dot( v ) {
  4192. return this.x * v.x + this.y * v.y + this.z * v.z;
  4193. }
  4194. /**
  4195. * Computes the square of the Euclidean length (straight-line length) from
  4196. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4197. * compare the length squared instead as it is slightly more efficient to calculate.
  4198. *
  4199. * @return {number} The square length of this vector.
  4200. */
  4201. lengthSq() {
  4202. return this.x * this.x + this.y * this.y + this.z * this.z;
  4203. }
  4204. /**
  4205. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4206. *
  4207. * @return {number} The length of this vector.
  4208. */
  4209. length() {
  4210. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4211. }
  4212. /**
  4213. * Computes the Manhattan length of this vector.
  4214. *
  4215. * @return {number} The length of this vector.
  4216. */
  4217. manhattanLength() {
  4218. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4219. }
  4220. /**
  4221. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4222. * with the same direction as this one, but with a vector length of `1`.
  4223. *
  4224. * @return {Vector3} A reference to this vector.
  4225. */
  4226. normalize() {
  4227. return this.divideScalar( this.length() || 1 );
  4228. }
  4229. /**
  4230. * Sets this vector to a vector with the same direction as this one, but
  4231. * with the specified length.
  4232. *
  4233. * @param {number} length - The new length of this vector.
  4234. * @return {Vector3} A reference to this vector.
  4235. */
  4236. setLength( length ) {
  4237. return this.normalize().multiplyScalar( length );
  4238. }
  4239. /**
  4240. * Linearly interpolates between the given vector and this instance, where
  4241. * alpha is the percent distance along the line - alpha = 0 will be this
  4242. * vector, and alpha = 1 will be the given one.
  4243. *
  4244. * @param {Vector3} v - The vector to interpolate towards.
  4245. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4246. * @return {Vector3} A reference to this vector.
  4247. */
  4248. lerp( v, alpha ) {
  4249. this.x += ( v.x - this.x ) * alpha;
  4250. this.y += ( v.y - this.y ) * alpha;
  4251. this.z += ( v.z - this.z ) * alpha;
  4252. return this;
  4253. }
  4254. /**
  4255. * Linearly interpolates between the given vectors, where alpha is the percent
  4256. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4257. * be the second one. The result is stored in this instance.
  4258. *
  4259. * @param {Vector3} v1 - The first vector.
  4260. * @param {Vector3} v2 - The second vector.
  4261. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4262. * @return {Vector3} A reference to this vector.
  4263. */
  4264. lerpVectors( v1, v2, alpha ) {
  4265. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4266. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4267. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4268. return this;
  4269. }
  4270. /**
  4271. * Calculates the cross product of the given vector with this instance.
  4272. *
  4273. * @param {Vector3} v - The vector to compute the cross product with.
  4274. * @return {Vector3} The result of the cross product.
  4275. */
  4276. cross( v ) {
  4277. return this.crossVectors( this, v );
  4278. }
  4279. /**
  4280. * Calculates the cross product of the given vectors and stores the result
  4281. * in this instance.
  4282. *
  4283. * @param {Vector3} a - The first vector.
  4284. * @param {Vector3} b - The second vector.
  4285. * @return {Vector3} A reference to this vector.
  4286. */
  4287. crossVectors( a, b ) {
  4288. const ax = a.x, ay = a.y, az = a.z;
  4289. const bx = b.x, by = b.y, bz = b.z;
  4290. this.x = ay * bz - az * by;
  4291. this.y = az * bx - ax * bz;
  4292. this.z = ax * by - ay * bx;
  4293. return this;
  4294. }
  4295. /**
  4296. * Projects this vector onto the given one.
  4297. *
  4298. * @param {Vector3} v - The vector to project to.
  4299. * @return {Vector3} A reference to this vector.
  4300. */
  4301. projectOnVector( v ) {
  4302. const denominator = v.lengthSq();
  4303. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4304. const scalar = v.dot( this ) / denominator;
  4305. return this.copy( v ).multiplyScalar( scalar );
  4306. }
  4307. /**
  4308. * Projects this vector onto a plane by subtracting this
  4309. * vector projected onto the plane's normal from this vector.
  4310. *
  4311. * @param {Vector3} planeNormal - The plane normal.
  4312. * @return {Vector3} A reference to this vector.
  4313. */
  4314. projectOnPlane( planeNormal ) {
  4315. _vector$c.copy( this ).projectOnVector( planeNormal );
  4316. return this.sub( _vector$c );
  4317. }
  4318. /**
  4319. * Reflects this vector off a plane orthogonal to the given normal vector.
  4320. *
  4321. * @param {Vector3} normal - The (normalized) normal vector.
  4322. * @return {Vector3} A reference to this vector.
  4323. */
  4324. reflect( normal ) {
  4325. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4326. }
  4327. /**
  4328. * Returns the angle between the given vector and this instance in radians.
  4329. *
  4330. * @param {Vector3} v - The vector to compute the angle with.
  4331. * @return {number} The angle in radians.
  4332. */
  4333. angleTo( v ) {
  4334. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4335. if ( denominator === 0 ) return Math.PI / 2;
  4336. const theta = this.dot( v ) / denominator;
  4337. // clamp, to handle numerical problems
  4338. return Math.acos( clamp( theta, -1, 1 ) );
  4339. }
  4340. /**
  4341. * Computes the distance from the given vector to this instance.
  4342. *
  4343. * @param {Vector3} v - The vector to compute the distance to.
  4344. * @return {number} The distance.
  4345. */
  4346. distanceTo( v ) {
  4347. return Math.sqrt( this.distanceToSquared( v ) );
  4348. }
  4349. /**
  4350. * Computes the squared distance from the given vector to this instance.
  4351. * If you are just comparing the distance with another distance, you should compare
  4352. * the distance squared instead as it is slightly more efficient to calculate.
  4353. *
  4354. * @param {Vector3} v - The vector to compute the squared distance to.
  4355. * @return {number} The squared distance.
  4356. */
  4357. distanceToSquared( v ) {
  4358. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4359. return dx * dx + dy * dy + dz * dz;
  4360. }
  4361. /**
  4362. * Computes the Manhattan distance from the given vector to this instance.
  4363. *
  4364. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4365. * @return {number} The Manhattan distance.
  4366. */
  4367. manhattanDistanceTo( v ) {
  4368. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4369. }
  4370. /**
  4371. * Sets the vector components from the given spherical coordinates.
  4372. *
  4373. * @param {Spherical} s - The spherical coordinates.
  4374. * @return {Vector3} A reference to this vector.
  4375. */
  4376. setFromSpherical( s ) {
  4377. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4378. }
  4379. /**
  4380. * Sets the vector components from the given spherical coordinates.
  4381. *
  4382. * @param {number} radius - The radius.
  4383. * @param {number} phi - The phi angle in radians.
  4384. * @param {number} theta - The theta angle in radians.
  4385. * @return {Vector3} A reference to this vector.
  4386. */
  4387. setFromSphericalCoords( radius, phi, theta ) {
  4388. const sinPhiRadius = Math.sin( phi ) * radius;
  4389. this.x = sinPhiRadius * Math.sin( theta );
  4390. this.y = Math.cos( phi ) * radius;
  4391. this.z = sinPhiRadius * Math.cos( theta );
  4392. return this;
  4393. }
  4394. /**
  4395. * Sets the vector components from the given cylindrical coordinates.
  4396. *
  4397. * @param {Cylindrical} c - The cylindrical coordinates.
  4398. * @return {Vector3} A reference to this vector.
  4399. */
  4400. setFromCylindrical( c ) {
  4401. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4402. }
  4403. /**
  4404. * Sets the vector components from the given cylindrical coordinates.
  4405. *
  4406. * @param {number} radius - The radius.
  4407. * @param {number} theta - The theta angle in radians.
  4408. * @param {number} y - The y value.
  4409. * @return {Vector3} A reference to this vector.
  4410. */
  4411. setFromCylindricalCoords( radius, theta, y ) {
  4412. this.x = radius * Math.sin( theta );
  4413. this.y = y;
  4414. this.z = radius * Math.cos( theta );
  4415. return this;
  4416. }
  4417. /**
  4418. * Sets the vector components to the position elements of the
  4419. * given transformation matrix.
  4420. *
  4421. * @param {Matrix4} m - The 4x4 matrix.
  4422. * @return {Vector3} A reference to this vector.
  4423. */
  4424. setFromMatrixPosition( m ) {
  4425. const e = m.elements;
  4426. this.x = e[ 12 ];
  4427. this.y = e[ 13 ];
  4428. this.z = e[ 14 ];
  4429. return this;
  4430. }
  4431. /**
  4432. * Sets the vector components to the scale elements of the
  4433. * given transformation matrix.
  4434. *
  4435. * @param {Matrix4} m - The 4x4 matrix.
  4436. * @return {Vector3} A reference to this vector.
  4437. */
  4438. setFromMatrixScale( m ) {
  4439. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4440. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4441. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4442. this.x = sx;
  4443. this.y = sy;
  4444. this.z = sz;
  4445. return this;
  4446. }
  4447. /**
  4448. * Sets the vector components from the specified matrix column.
  4449. *
  4450. * @param {Matrix4} m - The 4x4 matrix.
  4451. * @param {number} index - The column index.
  4452. * @return {Vector3} A reference to this vector.
  4453. */
  4454. setFromMatrixColumn( m, index ) {
  4455. return this.fromArray( m.elements, index * 4 );
  4456. }
  4457. /**
  4458. * Sets the vector components from the specified matrix column.
  4459. *
  4460. * @param {Matrix3} m - The 3x3 matrix.
  4461. * @param {number} index - The column index.
  4462. * @return {Vector3} A reference to this vector.
  4463. */
  4464. setFromMatrix3Column( m, index ) {
  4465. return this.fromArray( m.elements, index * 3 );
  4466. }
  4467. /**
  4468. * Sets the vector components from the given Euler angles.
  4469. *
  4470. * @param {Euler} e - The Euler angles to set.
  4471. * @return {Vector3} A reference to this vector.
  4472. */
  4473. setFromEuler( e ) {
  4474. this.x = e._x;
  4475. this.y = e._y;
  4476. this.z = e._z;
  4477. return this;
  4478. }
  4479. /**
  4480. * Sets the vector components from the RGB components of the
  4481. * given color.
  4482. *
  4483. * @param {Color} c - The color to set.
  4484. * @return {Vector3} A reference to this vector.
  4485. */
  4486. setFromColor( c ) {
  4487. this.x = c.r;
  4488. this.y = c.g;
  4489. this.z = c.b;
  4490. return this;
  4491. }
  4492. /**
  4493. * Returns `true` if this vector is equal with the given one.
  4494. *
  4495. * @param {Vector3} v - The vector to test for equality.
  4496. * @return {boolean} Whether this vector is equal with the given one.
  4497. */
  4498. equals( v ) {
  4499. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4500. }
  4501. /**
  4502. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4503. * and z value to be `array[ offset + 2 ]`.
  4504. *
  4505. * @param {Array<number>} array - An array holding the vector component values.
  4506. * @param {number} [offset=0] - The offset into the array.
  4507. * @return {Vector3} A reference to this vector.
  4508. */
  4509. fromArray( array, offset = 0 ) {
  4510. this.x = array[ offset ];
  4511. this.y = array[ offset + 1 ];
  4512. this.z = array[ offset + 2 ];
  4513. return this;
  4514. }
  4515. /**
  4516. * Writes the components of this vector to the given array. If no array is provided,
  4517. * the method returns a new instance.
  4518. *
  4519. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4520. * @param {number} [offset=0] - Index of the first element in the array.
  4521. * @return {Array<number>} The vector components.
  4522. */
  4523. toArray( array = [], offset = 0 ) {
  4524. array[ offset ] = this.x;
  4525. array[ offset + 1 ] = this.y;
  4526. array[ offset + 2 ] = this.z;
  4527. return array;
  4528. }
  4529. /**
  4530. * Sets the components of this vector from the given buffer attribute.
  4531. *
  4532. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4533. * @param {number} index - The index into the attribute.
  4534. * @return {Vector3} A reference to this vector.
  4535. */
  4536. fromBufferAttribute( attribute, index ) {
  4537. this.x = attribute.getX( index );
  4538. this.y = attribute.getY( index );
  4539. this.z = attribute.getZ( index );
  4540. return this;
  4541. }
  4542. /**
  4543. * Sets each component of this vector to a pseudo-random value between `0` and
  4544. * `1`, excluding `1`.
  4545. *
  4546. * @return {Vector3} A reference to this vector.
  4547. */
  4548. random() {
  4549. this.x = Math.random();
  4550. this.y = Math.random();
  4551. this.z = Math.random();
  4552. return this;
  4553. }
  4554. /**
  4555. * Sets this vector to a uniformly random point on a unit sphere.
  4556. *
  4557. * @return {Vector3} A reference to this vector.
  4558. */
  4559. randomDirection() {
  4560. // https://mathworld.wolfram.com/SpherePointPicking.html
  4561. const theta = Math.random() * Math.PI * 2;
  4562. const u = Math.random() * 2 - 1;
  4563. const c = Math.sqrt( 1 - u * u );
  4564. this.x = c * Math.cos( theta );
  4565. this.y = u;
  4566. this.z = c * Math.sin( theta );
  4567. return this;
  4568. }
  4569. *[ Symbol.iterator ]() {
  4570. yield this.x;
  4571. yield this.y;
  4572. yield this.z;
  4573. }
  4574. }
  4575. const _vector$c = /*@__PURE__*/ new Vector3();
  4576. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4577. /**
  4578. * Represents a 3x3 matrix.
  4579. *
  4580. * A Note on Row-Major and Column-Major Ordering:
  4581. *
  4582. * The constructor and {@link Matrix3#set} method take arguments in
  4583. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  4584. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4585. * This means that calling:
  4586. * ```js
  4587. * const m = new THREE.Matrix();
  4588. * m.set( 11, 12, 13,
  4589. * 21, 22, 23,
  4590. * 31, 32, 33 );
  4591. * ```
  4592. * will result in the elements array containing:
  4593. * ```js
  4594. * m.elements = [ 11, 21, 31,
  4595. * 12, 22, 32,
  4596. * 13, 23, 33 ];
  4597. * ```
  4598. * and internally all calculations are performed using column-major ordering.
  4599. * However, as the actual ordering makes no difference mathematically and
  4600. * most people are used to thinking about matrices in row-major order, the
  4601. * three.js documentation shows matrices in row-major order. Just bear in
  4602. * mind that if you are reading the source code, you'll have to take the
  4603. * transpose of any matrices outlined here to make sense of the calculations.
  4604. */
  4605. class Matrix3 {
  4606. /**
  4607. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4608. * in row-major order. If no arguments are provided, the constructor
  4609. * initializes the matrix as an identity matrix.
  4610. *
  4611. * @param {number} [n11] - 1-1 matrix element.
  4612. * @param {number} [n12] - 1-2 matrix element.
  4613. * @param {number} [n13] - 1-3 matrix element.
  4614. * @param {number} [n21] - 2-1 matrix element.
  4615. * @param {number} [n22] - 2-2 matrix element.
  4616. * @param {number} [n23] - 2-3 matrix element.
  4617. * @param {number} [n31] - 3-1 matrix element.
  4618. * @param {number} [n32] - 3-2 matrix element.
  4619. * @param {number} [n33] - 3-3 matrix element.
  4620. */
  4621. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4622. /**
  4623. * This flag can be used for type testing.
  4624. *
  4625. * @type {boolean}
  4626. * @readonly
  4627. * @default true
  4628. */
  4629. Matrix3.prototype.isMatrix3 = true;
  4630. /**
  4631. * A column-major list of matrix values.
  4632. *
  4633. * @type {Array<number>}
  4634. */
  4635. this.elements = [
  4636. 1, 0, 0,
  4637. 0, 1, 0,
  4638. 0, 0, 1
  4639. ];
  4640. if ( n11 !== undefined ) {
  4641. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4642. }
  4643. }
  4644. /**
  4645. * Sets the elements of the matrix.The arguments are supposed to be
  4646. * in row-major order.
  4647. *
  4648. * @param {number} [n11] - 1-1 matrix element.
  4649. * @param {number} [n12] - 1-2 matrix element.
  4650. * @param {number} [n13] - 1-3 matrix element.
  4651. * @param {number} [n21] - 2-1 matrix element.
  4652. * @param {number} [n22] - 2-2 matrix element.
  4653. * @param {number} [n23] - 2-3 matrix element.
  4654. * @param {number} [n31] - 3-1 matrix element.
  4655. * @param {number} [n32] - 3-2 matrix element.
  4656. * @param {number} [n33] - 3-3 matrix element.
  4657. * @return {Matrix3} A reference to this matrix.
  4658. */
  4659. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4660. const te = this.elements;
  4661. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4662. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4663. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4664. return this;
  4665. }
  4666. /**
  4667. * Sets this matrix to the 3x3 identity matrix.
  4668. *
  4669. * @return {Matrix3} A reference to this matrix.
  4670. */
  4671. identity() {
  4672. this.set(
  4673. 1, 0, 0,
  4674. 0, 1, 0,
  4675. 0, 0, 1
  4676. );
  4677. return this;
  4678. }
  4679. /**
  4680. * Copies the values of the given matrix to this instance.
  4681. *
  4682. * @param {Matrix3} m - The matrix to copy.
  4683. * @return {Matrix3} A reference to this matrix.
  4684. */
  4685. copy( m ) {
  4686. const te = this.elements;
  4687. const me = m.elements;
  4688. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4689. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4690. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4691. return this;
  4692. }
  4693. /**
  4694. * Extracts the basis of this matrix into the three axis vectors provided.
  4695. *
  4696. * @param {Vector3} xAxis - The basis's x axis.
  4697. * @param {Vector3} yAxis - The basis's y axis.
  4698. * @param {Vector3} zAxis - The basis's z axis.
  4699. * @return {Matrix3} A reference to this matrix.
  4700. */
  4701. extractBasis( xAxis, yAxis, zAxis ) {
  4702. xAxis.setFromMatrix3Column( this, 0 );
  4703. yAxis.setFromMatrix3Column( this, 1 );
  4704. zAxis.setFromMatrix3Column( this, 2 );
  4705. return this;
  4706. }
  4707. /**
  4708. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4709. *
  4710. * @param {Matrix4} m - The 4x4 matrix.
  4711. * @return {Matrix3} A reference to this matrix.
  4712. */
  4713. setFromMatrix4( m ) {
  4714. const me = m.elements;
  4715. this.set(
  4716. me[ 0 ], me[ 4 ], me[ 8 ],
  4717. me[ 1 ], me[ 5 ], me[ 9 ],
  4718. me[ 2 ], me[ 6 ], me[ 10 ]
  4719. );
  4720. return this;
  4721. }
  4722. /**
  4723. * Post-multiplies this matrix by the given 3x3 matrix.
  4724. *
  4725. * @param {Matrix3} m - The matrix to multiply with.
  4726. * @return {Matrix3} A reference to this matrix.
  4727. */
  4728. multiply( m ) {
  4729. return this.multiplyMatrices( this, m );
  4730. }
  4731. /**
  4732. * Pre-multiplies this matrix by the given 3x3 matrix.
  4733. *
  4734. * @param {Matrix3} m - The matrix to multiply with.
  4735. * @return {Matrix3} A reference to this matrix.
  4736. */
  4737. premultiply( m ) {
  4738. return this.multiplyMatrices( m, this );
  4739. }
  4740. /**
  4741. * Multiples the given 3x3 matrices and stores the result
  4742. * in this matrix.
  4743. *
  4744. * @param {Matrix3} a - The first matrix.
  4745. * @param {Matrix3} b - The second matrix.
  4746. * @return {Matrix3} A reference to this matrix.
  4747. */
  4748. multiplyMatrices( a, b ) {
  4749. const ae = a.elements;
  4750. const be = b.elements;
  4751. const te = this.elements;
  4752. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4753. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4754. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4755. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4756. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4757. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4758. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4759. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4760. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4761. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4762. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4763. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4764. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4765. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4766. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4767. return this;
  4768. }
  4769. /**
  4770. * Multiplies every component of the matrix by the given scalar.
  4771. *
  4772. * @param {number} s - The scalar.
  4773. * @return {Matrix3} A reference to this matrix.
  4774. */
  4775. multiplyScalar( s ) {
  4776. const te = this.elements;
  4777. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4778. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4779. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4780. return this;
  4781. }
  4782. /**
  4783. * Computes and returns the determinant of this matrix.
  4784. *
  4785. * @return {number} The determinant.
  4786. */
  4787. determinant() {
  4788. const te = this.elements;
  4789. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4790. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4791. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4792. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4793. }
  4794. /**
  4795. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  4796. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4797. * a zero matrix instead.
  4798. *
  4799. * @return {Matrix3} A reference to this matrix.
  4800. */
  4801. invert() {
  4802. const te = this.elements,
  4803. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4804. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4805. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4806. t11 = n33 * n22 - n32 * n23,
  4807. t12 = n32 * n13 - n33 * n12,
  4808. t13 = n23 * n12 - n22 * n13,
  4809. det = n11 * t11 + n21 * t12 + n31 * t13;
  4810. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4811. const detInv = 1 / det;
  4812. te[ 0 ] = t11 * detInv;
  4813. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4814. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4815. te[ 3 ] = t12 * detInv;
  4816. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4817. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4818. te[ 6 ] = t13 * detInv;
  4819. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4820. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4821. return this;
  4822. }
  4823. /**
  4824. * Transposes this matrix in place.
  4825. *
  4826. * @return {Matrix3} A reference to this matrix.
  4827. */
  4828. transpose() {
  4829. let tmp;
  4830. const m = this.elements;
  4831. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4832. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4833. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4834. return this;
  4835. }
  4836. /**
  4837. * Computes the normal matrix which is the inverse transpose of the upper
  4838. * left 3x3 portion of the given 4x4 matrix.
  4839. *
  4840. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4841. * @return {Matrix3} A reference to this matrix.
  4842. */
  4843. getNormalMatrix( matrix4 ) {
  4844. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4845. }
  4846. /**
  4847. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4848. *
  4849. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4850. * @return {Matrix3} A reference to this matrix.
  4851. */
  4852. transposeIntoArray( r ) {
  4853. const m = this.elements;
  4854. r[ 0 ] = m[ 0 ];
  4855. r[ 1 ] = m[ 3 ];
  4856. r[ 2 ] = m[ 6 ];
  4857. r[ 3 ] = m[ 1 ];
  4858. r[ 4 ] = m[ 4 ];
  4859. r[ 5 ] = m[ 7 ];
  4860. r[ 6 ] = m[ 2 ];
  4861. r[ 7 ] = m[ 5 ];
  4862. r[ 8 ] = m[ 8 ];
  4863. return this;
  4864. }
  4865. /**
  4866. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4867. *
  4868. * @param {number} tx - Offset x.
  4869. * @param {number} ty - Offset y.
  4870. * @param {number} sx - Repeat x.
  4871. * @param {number} sy - Repeat y.
  4872. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4873. * @param {number} cx - Center x of rotation.
  4874. * @param {number} cy - Center y of rotation
  4875. * @return {Matrix3} A reference to this matrix.
  4876. */
  4877. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4878. const c = Math.cos( rotation );
  4879. const s = Math.sin( rotation );
  4880. this.set(
  4881. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4882. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4883. 0, 0, 1
  4884. );
  4885. return this;
  4886. }
  4887. /**
  4888. * Scales this matrix with the given scalar values.
  4889. *
  4890. * @param {number} sx - The amount to scale in the X axis.
  4891. * @param {number} sy - The amount to scale in the Y axis.
  4892. * @return {Matrix3} A reference to this matrix.
  4893. */
  4894. scale( sx, sy ) {
  4895. this.premultiply( _m3.makeScale( sx, sy ) );
  4896. return this;
  4897. }
  4898. /**
  4899. * Rotates this matrix by the given angle.
  4900. *
  4901. * @param {number} theta - The rotation in radians.
  4902. * @return {Matrix3} A reference to this matrix.
  4903. */
  4904. rotate( theta ) {
  4905. this.premultiply( _m3.makeRotation( - theta ) );
  4906. return this;
  4907. }
  4908. /**
  4909. * Translates this matrix by the given scalar values.
  4910. *
  4911. * @param {number} tx - The amount to translate in the X axis.
  4912. * @param {number} ty - The amount to translate in the Y axis.
  4913. * @return {Matrix3} A reference to this matrix.
  4914. */
  4915. translate( tx, ty ) {
  4916. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4917. return this;
  4918. }
  4919. // for 2D Transforms
  4920. /**
  4921. * Sets this matrix as a 2D translation transform.
  4922. *
  4923. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4924. * @param {number} y - The amount to translate in the Y axis.
  4925. * @return {Matrix3} A reference to this matrix.
  4926. */
  4927. makeTranslation( x, y ) {
  4928. if ( x.isVector2 ) {
  4929. this.set(
  4930. 1, 0, x.x,
  4931. 0, 1, x.y,
  4932. 0, 0, 1
  4933. );
  4934. } else {
  4935. this.set(
  4936. 1, 0, x,
  4937. 0, 1, y,
  4938. 0, 0, 1
  4939. );
  4940. }
  4941. return this;
  4942. }
  4943. /**
  4944. * Sets this matrix as a 2D rotational transformation.
  4945. *
  4946. * @param {number} theta - The rotation in radians.
  4947. * @return {Matrix3} A reference to this matrix.
  4948. */
  4949. makeRotation( theta ) {
  4950. // counterclockwise
  4951. const c = Math.cos( theta );
  4952. const s = Math.sin( theta );
  4953. this.set(
  4954. c, - s, 0,
  4955. s, c, 0,
  4956. 0, 0, 1
  4957. );
  4958. return this;
  4959. }
  4960. /**
  4961. * Sets this matrix as a 2D scale transform.
  4962. *
  4963. * @param {number} x - The amount to scale in the X axis.
  4964. * @param {number} y - The amount to scale in the Y axis.
  4965. * @return {Matrix3} A reference to this matrix.
  4966. */
  4967. makeScale( x, y ) {
  4968. this.set(
  4969. x, 0, 0,
  4970. 0, y, 0,
  4971. 0, 0, 1
  4972. );
  4973. return this;
  4974. }
  4975. /**
  4976. * Returns `true` if this matrix is equal with the given one.
  4977. *
  4978. * @param {Matrix3} matrix - The matrix to test for equality.
  4979. * @return {boolean} Whether this matrix is equal with the given one.
  4980. */
  4981. equals( matrix ) {
  4982. const te = this.elements;
  4983. const me = matrix.elements;
  4984. for ( let i = 0; i < 9; i ++ ) {
  4985. if ( te[ i ] !== me[ i ] ) return false;
  4986. }
  4987. return true;
  4988. }
  4989. /**
  4990. * Sets the elements of the matrix from the given array.
  4991. *
  4992. * @param {Array<number>} array - The matrix elements in column-major order.
  4993. * @param {number} [offset=0] - Index of the first element in the array.
  4994. * @return {Matrix3} A reference to this matrix.
  4995. */
  4996. fromArray( array, offset = 0 ) {
  4997. for ( let i = 0; i < 9; i ++ ) {
  4998. this.elements[ i ] = array[ i + offset ];
  4999. }
  5000. return this;
  5001. }
  5002. /**
  5003. * Writes the elements of this matrix to the given array. If no array is provided,
  5004. * the method returns a new instance.
  5005. *
  5006. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  5007. * @param {number} [offset=0] - Index of the first element in the array.
  5008. * @return {Array<number>} The matrix elements in column-major order.
  5009. */
  5010. toArray( array = [], offset = 0 ) {
  5011. const te = this.elements;
  5012. array[ offset ] = te[ 0 ];
  5013. array[ offset + 1 ] = te[ 1 ];
  5014. array[ offset + 2 ] = te[ 2 ];
  5015. array[ offset + 3 ] = te[ 3 ];
  5016. array[ offset + 4 ] = te[ 4 ];
  5017. array[ offset + 5 ] = te[ 5 ];
  5018. array[ offset + 6 ] = te[ 6 ];
  5019. array[ offset + 7 ] = te[ 7 ];
  5020. array[ offset + 8 ] = te[ 8 ];
  5021. return array;
  5022. }
  5023. /**
  5024. * Returns a matrix with copied values from this instance.
  5025. *
  5026. * @return {Matrix3} A clone of this instance.
  5027. */
  5028. clone() {
  5029. return new this.constructor().fromArray( this.elements );
  5030. }
  5031. }
  5032. const _m3 = /*@__PURE__*/ new Matrix3();
  5033. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  5034. 0.4123908, 0.3575843, 0.1804808,
  5035. 0.2126390, 0.7151687, 0.0721923,
  5036. 0.0193308, 0.1191948, 0.9505322
  5037. );
  5038. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  5039. 3.2409699, -1.5373832, -0.4986108,
  5040. -0.9692436, 1.8759675, 0.0415551,
  5041. 0.0556301, -0.203977, 1.0569715
  5042. );
  5043. function createColorManagement() {
  5044. const ColorManagement = {
  5045. enabled: true,
  5046. workingColorSpace: LinearSRGBColorSpace,
  5047. /**
  5048. * Implementations of supported color spaces.
  5049. *
  5050. * Required:
  5051. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  5052. * - whitePoint: reference white [ x y ]
  5053. * - transfer: transfer function (pre-defined)
  5054. * - toXYZ: Matrix3 RGB to XYZ transform
  5055. * - fromXYZ: Matrix3 XYZ to RGB transform
  5056. * - luminanceCoefficients: RGB luminance coefficients
  5057. *
  5058. * Optional:
  5059. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  5060. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  5061. *
  5062. * Reference:
  5063. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5064. */
  5065. spaces: {},
  5066. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5067. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5068. return color;
  5069. }
  5070. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5071. color.r = SRGBToLinear( color.r );
  5072. color.g = SRGBToLinear( color.g );
  5073. color.b = SRGBToLinear( color.b );
  5074. }
  5075. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5076. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5077. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5078. }
  5079. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5080. color.r = LinearToSRGB( color.r );
  5081. color.g = LinearToSRGB( color.g );
  5082. color.b = LinearToSRGB( color.b );
  5083. }
  5084. return color;
  5085. },
  5086. workingToColorSpace: function ( color, targetColorSpace ) {
  5087. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5088. },
  5089. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5090. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5091. },
  5092. getPrimaries: function ( colorSpace ) {
  5093. return this.spaces[ colorSpace ].primaries;
  5094. },
  5095. getTransfer: function ( colorSpace ) {
  5096. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5097. return this.spaces[ colorSpace ].transfer;
  5098. },
  5099. getToneMappingMode: function ( colorSpace ) {
  5100. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5101. },
  5102. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5103. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5104. },
  5105. define: function ( colorSpaces ) {
  5106. Object.assign( this.spaces, colorSpaces );
  5107. },
  5108. // Internal APIs
  5109. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5110. return targetMatrix
  5111. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5112. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5113. },
  5114. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5115. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5116. },
  5117. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5118. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5119. },
  5120. // Deprecated
  5121. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5122. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5123. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5124. },
  5125. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5126. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5127. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5128. },
  5129. };
  5130. /******************************************************************************
  5131. * sRGB definitions
  5132. */
  5133. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5134. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5135. const D65 = [ 0.3127, 0.3290 ];
  5136. ColorManagement.define( {
  5137. [ LinearSRGBColorSpace ]: {
  5138. primaries: REC709_PRIMARIES,
  5139. whitePoint: D65,
  5140. transfer: LinearTransfer,
  5141. toXYZ: LINEAR_REC709_TO_XYZ,
  5142. fromXYZ: XYZ_TO_LINEAR_REC709,
  5143. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5144. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5145. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5146. },
  5147. [ SRGBColorSpace ]: {
  5148. primaries: REC709_PRIMARIES,
  5149. whitePoint: D65,
  5150. transfer: SRGBTransfer,
  5151. toXYZ: LINEAR_REC709_TO_XYZ,
  5152. fromXYZ: XYZ_TO_LINEAR_REC709,
  5153. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5154. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5155. },
  5156. } );
  5157. return ColorManagement;
  5158. }
  5159. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5160. function SRGBToLinear( c ) {
  5161. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5162. }
  5163. function LinearToSRGB( c ) {
  5164. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5165. }
  5166. let _canvas;
  5167. /**
  5168. * A class containing utility functions for images.
  5169. *
  5170. * @hideconstructor
  5171. */
  5172. class ImageUtils {
  5173. /**
  5174. * Returns a data URI containing a representation of the given image.
  5175. *
  5176. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5177. * @param {string} [type='image/png'] - Indicates the image format.
  5178. * @return {string} The data URI.
  5179. */
  5180. static getDataURL( image, type = 'image/png' ) {
  5181. if ( /^data:/i.test( image.src ) ) {
  5182. return image.src;
  5183. }
  5184. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5185. return image.src;
  5186. }
  5187. let canvas;
  5188. if ( image instanceof HTMLCanvasElement ) {
  5189. canvas = image;
  5190. } else {
  5191. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5192. _canvas.width = image.width;
  5193. _canvas.height = image.height;
  5194. const context = _canvas.getContext( '2d' );
  5195. if ( image instanceof ImageData ) {
  5196. context.putImageData( image, 0, 0 );
  5197. } else {
  5198. context.drawImage( image, 0, 0, image.width, image.height );
  5199. }
  5200. canvas = _canvas;
  5201. }
  5202. return canvas.toDataURL( type );
  5203. }
  5204. /**
  5205. * Converts the given sRGB image data to linear color space.
  5206. *
  5207. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5208. * @return {HTMLCanvasElement|Object} The converted image.
  5209. */
  5210. static sRGBToLinear( image ) {
  5211. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5212. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5213. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5214. const canvas = createElementNS( 'canvas' );
  5215. canvas.width = image.width;
  5216. canvas.height = image.height;
  5217. const context = canvas.getContext( '2d' );
  5218. context.drawImage( image, 0, 0, image.width, image.height );
  5219. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5220. const data = imageData.data;
  5221. for ( let i = 0; i < data.length; i ++ ) {
  5222. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5223. }
  5224. context.putImageData( imageData, 0, 0 );
  5225. return canvas;
  5226. } else if ( image.data ) {
  5227. const data = image.data.slice( 0 );
  5228. for ( let i = 0; i < data.length; i ++ ) {
  5229. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5230. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5231. } else {
  5232. // assuming float
  5233. data[ i ] = SRGBToLinear( data[ i ] );
  5234. }
  5235. }
  5236. return {
  5237. data: data,
  5238. width: image.width,
  5239. height: image.height
  5240. };
  5241. } else {
  5242. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5243. return image;
  5244. }
  5245. }
  5246. }
  5247. let _sourceId = 0;
  5248. /**
  5249. * Represents the data source of a texture.
  5250. *
  5251. * The main purpose of this class is to decouple the data definition from the texture
  5252. * definition so the same data can be used with multiple texture instances.
  5253. */
  5254. class Source {
  5255. /**
  5256. * Constructs a new video texture.
  5257. *
  5258. * @param {any} [data=null] - The data definition of a texture.
  5259. */
  5260. constructor( data = null ) {
  5261. /**
  5262. * This flag can be used for type testing.
  5263. *
  5264. * @type {boolean}
  5265. * @readonly
  5266. * @default true
  5267. */
  5268. this.isSource = true;
  5269. /**
  5270. * The ID of the source.
  5271. *
  5272. * @name Source#id
  5273. * @type {number}
  5274. * @readonly
  5275. */
  5276. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5277. /**
  5278. * The UUID of the source.
  5279. *
  5280. * @type {string}
  5281. * @readonly
  5282. */
  5283. this.uuid = generateUUID();
  5284. /**
  5285. * The data definition of a texture.
  5286. *
  5287. * @type {any}
  5288. */
  5289. this.data = data;
  5290. /**
  5291. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5292. * provides more control on how texture data should be processed. When `dataReady` is set
  5293. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5294. * the data into the GPU memory.
  5295. *
  5296. * @type {boolean}
  5297. * @default true
  5298. */
  5299. this.dataReady = true;
  5300. /**
  5301. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5302. *
  5303. * @type {number}
  5304. * @readonly
  5305. * @default 0
  5306. */
  5307. this.version = 0;
  5308. }
  5309. /**
  5310. * Returns the dimensions of the source into the given target vector.
  5311. *
  5312. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5313. * @return {(Vector2|Vector3)} The dimensions of the source.
  5314. */
  5315. getSize( target ) {
  5316. const data = this.data;
  5317. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5318. target.set( data.videoWidth, data.videoHeight, 0 );
  5319. } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) {
  5320. target.set( data.displayHeight, data.displayWidth, 0 );
  5321. } else if ( data !== null ) {
  5322. target.set( data.width, data.height, data.depth || 0 );
  5323. } else {
  5324. target.set( 0, 0, 0 );
  5325. }
  5326. return target;
  5327. }
  5328. /**
  5329. * When the property is set to `true`, the engine allocates the memory
  5330. * for the texture (if necessary) and triggers the actual texture upload
  5331. * to the GPU next time the source is used.
  5332. *
  5333. * @type {boolean}
  5334. * @default false
  5335. * @param {boolean} value
  5336. */
  5337. set needsUpdate( value ) {
  5338. if ( value === true ) this.version ++;
  5339. }
  5340. /**
  5341. * Serializes the source into JSON.
  5342. *
  5343. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5344. * @return {Object} A JSON object representing the serialized source.
  5345. * @see {@link ObjectLoader#parse}
  5346. */
  5347. toJSON( meta ) {
  5348. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5349. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5350. return meta.images[ this.uuid ];
  5351. }
  5352. const output = {
  5353. uuid: this.uuid,
  5354. url: ''
  5355. };
  5356. const data = this.data;
  5357. if ( data !== null ) {
  5358. let url;
  5359. if ( Array.isArray( data ) ) {
  5360. // cube texture
  5361. url = [];
  5362. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5363. if ( data[ i ].isDataTexture ) {
  5364. url.push( serializeImage( data[ i ].image ) );
  5365. } else {
  5366. url.push( serializeImage( data[ i ] ) );
  5367. }
  5368. }
  5369. } else {
  5370. // texture
  5371. url = serializeImage( data );
  5372. }
  5373. output.url = url;
  5374. }
  5375. if ( ! isRootObject ) {
  5376. meta.images[ this.uuid ] = output;
  5377. }
  5378. return output;
  5379. }
  5380. }
  5381. function serializeImage( image ) {
  5382. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5383. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5384. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5385. // default images
  5386. return ImageUtils.getDataURL( image );
  5387. } else {
  5388. if ( image.data ) {
  5389. // images of DataTexture
  5390. return {
  5391. data: Array.from( image.data ),
  5392. width: image.width,
  5393. height: image.height,
  5394. type: image.data.constructor.name
  5395. };
  5396. } else {
  5397. warn( 'Texture: Unable to serialize Texture.' );
  5398. return {};
  5399. }
  5400. }
  5401. }
  5402. let _textureId = 0;
  5403. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5404. /**
  5405. * Base class for all textures.
  5406. *
  5407. * Note: After the initial use of a texture, its dimensions, format, and type
  5408. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5409. *
  5410. * @augments EventDispatcher
  5411. */
  5412. class Texture extends EventDispatcher {
  5413. /**
  5414. * Constructs a new texture.
  5415. *
  5416. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5417. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5418. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5419. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5420. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5421. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5422. * @param {number} [format=RGBAFormat] - The texture format.
  5423. * @param {number} [type=UnsignedByteType] - The texture type.
  5424. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5425. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5426. */
  5427. 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 ) {
  5428. super();
  5429. /**
  5430. * This flag can be used for type testing.
  5431. *
  5432. * @type {boolean}
  5433. * @readonly
  5434. * @default true
  5435. */
  5436. this.isTexture = true;
  5437. /**
  5438. * The ID of the texture.
  5439. *
  5440. * @name Texture#id
  5441. * @type {number}
  5442. * @readonly
  5443. */
  5444. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5445. /**
  5446. * The UUID of the material.
  5447. *
  5448. * @type {string}
  5449. * @readonly
  5450. */
  5451. this.uuid = generateUUID();
  5452. /**
  5453. * The name of the material.
  5454. *
  5455. * @type {string}
  5456. */
  5457. this.name = '';
  5458. /**
  5459. * The data definition of a texture. A reference to the data source can be
  5460. * shared across textures. This is often useful in context of spritesheets
  5461. * where multiple textures render the same data but with different texture
  5462. * transformations.
  5463. *
  5464. * @type {Source}
  5465. */
  5466. this.source = new Source( image );
  5467. /**
  5468. * An array holding user-defined mipmaps.
  5469. *
  5470. * @type {Array<Object>}
  5471. */
  5472. this.mipmaps = [];
  5473. /**
  5474. * How the texture is applied to the object. The value `UVMapping`
  5475. * is the default, where texture or uv coordinates are used to apply the map.
  5476. *
  5477. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5478. * @default UVMapping
  5479. */
  5480. this.mapping = mapping;
  5481. /**
  5482. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5483. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5484. *
  5485. * @type {number}
  5486. * @default 0
  5487. */
  5488. this.channel = 0;
  5489. /**
  5490. * This defines how the texture is wrapped horizontally and corresponds to
  5491. * *U* in UV mapping.
  5492. *
  5493. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5494. * @default ClampToEdgeWrapping
  5495. */
  5496. this.wrapS = wrapS;
  5497. /**
  5498. * This defines how the texture is wrapped horizontally and corresponds to
  5499. * *V* in UV mapping.
  5500. *
  5501. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5502. * @default ClampToEdgeWrapping
  5503. */
  5504. this.wrapT = wrapT;
  5505. /**
  5506. * How the texture is sampled when a texel covers more than one pixel.
  5507. *
  5508. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5509. * @default LinearFilter
  5510. */
  5511. this.magFilter = magFilter;
  5512. /**
  5513. * How the texture is sampled when a texel covers less than one pixel.
  5514. *
  5515. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5516. * @default LinearMipmapLinearFilter
  5517. */
  5518. this.minFilter = minFilter;
  5519. /**
  5520. * The number of samples taken along the axis through the pixel that has the
  5521. * highest density of texels. By default, this value is `1`. A higher value
  5522. * gives a less blurry result than a basic mipmap, at the cost of more
  5523. * texture samples being used.
  5524. *
  5525. * @type {number}
  5526. * @default Texture.DEFAULT_ANISOTROPY
  5527. */
  5528. this.anisotropy = anisotropy;
  5529. /**
  5530. * The format of the texture.
  5531. *
  5532. * @type {number}
  5533. * @default RGBAFormat
  5534. */
  5535. this.format = format;
  5536. /**
  5537. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5538. * defines how the texture data is going to be stored on the GPU.
  5539. *
  5540. * This property allows to overwrite the default format.
  5541. *
  5542. * @type {?string}
  5543. * @default null
  5544. */
  5545. this.internalFormat = null;
  5546. /**
  5547. * The data type of the texture.
  5548. *
  5549. * @type {number}
  5550. * @default UnsignedByteType
  5551. */
  5552. this.type = type;
  5553. /**
  5554. * How much a single repetition of the texture is offset from the beginning,
  5555. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5556. *
  5557. * @type {Vector2}
  5558. * @default (0,0)
  5559. */
  5560. this.offset = new Vector2( 0, 0 );
  5561. /**
  5562. * How many times the texture is repeated across the surface, in each
  5563. * direction U and V. If repeat is set greater than `1` in either direction,
  5564. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5565. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5566. *
  5567. * @type {Vector2}
  5568. * @default (1,1)
  5569. */
  5570. this.repeat = new Vector2( 1, 1 );
  5571. /**
  5572. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5573. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5574. *
  5575. * @type {Vector2}
  5576. * @default (0,0)
  5577. */
  5578. this.center = new Vector2( 0, 0 );
  5579. /**
  5580. * How much the texture is rotated around the center point, in radians.
  5581. * Positive values are counter-clockwise.
  5582. *
  5583. * @type {number}
  5584. * @default 0
  5585. */
  5586. this.rotation = 0;
  5587. /**
  5588. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5589. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5590. * {@link Texture#rotation}, and {@link Texture#center}.
  5591. *
  5592. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5593. *
  5594. * @type {boolean}
  5595. * @default true
  5596. */
  5597. this.matrixAutoUpdate = true;
  5598. /**
  5599. * The uv-transformation matrix of the texture.
  5600. *
  5601. * @type {Matrix3}
  5602. */
  5603. this.matrix = new Matrix3();
  5604. /**
  5605. * Whether to generate mipmaps (if possible) for a texture.
  5606. *
  5607. * Set this to `false` if you are creating mipmaps manually.
  5608. *
  5609. * @type {boolean}
  5610. * @default true
  5611. */
  5612. this.generateMipmaps = true;
  5613. /**
  5614. * If set to `true`, the alpha channel, if present, is multiplied into the
  5615. * color channels when the texture is uploaded to the GPU.
  5616. *
  5617. * Note that this property has no effect when using `ImageBitmap`. You need to
  5618. * configure premultiply alpha on bitmap creation instead.
  5619. *
  5620. * @type {boolean}
  5621. * @default false
  5622. */
  5623. this.premultiplyAlpha = false;
  5624. /**
  5625. * If set to `true`, the texture is flipped along the vertical axis when
  5626. * uploaded to the GPU.
  5627. *
  5628. * Note that this property has no effect when using `ImageBitmap`. You need to
  5629. * configure the flip on bitmap creation instead.
  5630. *
  5631. * @type {boolean}
  5632. * @default true
  5633. */
  5634. this.flipY = true;
  5635. /**
  5636. * Specifies the alignment requirements for the start of each pixel row in memory.
  5637. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5638. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5639. *
  5640. * @type {number}
  5641. * @default 4
  5642. */
  5643. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5644. /**
  5645. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5646. *
  5647. * @type {string}
  5648. * @default NoColorSpace
  5649. */
  5650. this.colorSpace = colorSpace;
  5651. /**
  5652. * An object that can be used to store custom data about the texture. It
  5653. * should not hold references to functions as these will not be cloned.
  5654. *
  5655. * @type {Object}
  5656. */
  5657. this.userData = {};
  5658. /**
  5659. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5660. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5661. *
  5662. * @type {Array<Object>}
  5663. */
  5664. this.updateRanges = [];
  5665. /**
  5666. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5667. *
  5668. * @type {number}
  5669. * @readonly
  5670. * @default 0
  5671. */
  5672. this.version = 0;
  5673. /**
  5674. * A callback function, called when the texture is updated (e.g., when
  5675. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5676. *
  5677. * @type {?Function}
  5678. * @default null
  5679. */
  5680. this.onUpdate = null;
  5681. /**
  5682. * An optional back reference to the textures render target.
  5683. *
  5684. * @type {?(RenderTarget|WebGLRenderTarget)}
  5685. * @default null
  5686. */
  5687. this.renderTarget = null;
  5688. /**
  5689. * Indicates whether a texture belongs to a render target or not.
  5690. *
  5691. * @type {boolean}
  5692. * @readonly
  5693. * @default false
  5694. */
  5695. this.isRenderTargetTexture = false;
  5696. /**
  5697. * Indicates if a texture should be handled like a texture array.
  5698. *
  5699. * @type {boolean}
  5700. * @readonly
  5701. * @default false
  5702. */
  5703. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5704. /**
  5705. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5706. * (only relevant for render target textures).
  5707. *
  5708. * @type {number}
  5709. * @readonly
  5710. * @default 0
  5711. */
  5712. this.pmremVersion = 0;
  5713. }
  5714. /**
  5715. * The width of the texture in pixels.
  5716. */
  5717. get width() {
  5718. return this.source.getSize( _tempVec3 ).x;
  5719. }
  5720. /**
  5721. * The height of the texture in pixels.
  5722. */
  5723. get height() {
  5724. return this.source.getSize( _tempVec3 ).y;
  5725. }
  5726. /**
  5727. * The depth of the texture in pixels.
  5728. */
  5729. get depth() {
  5730. return this.source.getSize( _tempVec3 ).z;
  5731. }
  5732. /**
  5733. * The image object holding the texture data.
  5734. *
  5735. * @type {?Object}
  5736. */
  5737. get image() {
  5738. return this.source.data;
  5739. }
  5740. set image( value = null ) {
  5741. this.source.data = value;
  5742. }
  5743. /**
  5744. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5745. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5746. */
  5747. updateMatrix() {
  5748. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5749. }
  5750. /**
  5751. * Adds a range of data in the data texture to be updated on the GPU.
  5752. *
  5753. * @param {number} start - Position at which to start update.
  5754. * @param {number} count - The number of components to update.
  5755. */
  5756. addUpdateRange( start, count ) {
  5757. this.updateRanges.push( { start, count } );
  5758. }
  5759. /**
  5760. * Clears the update ranges.
  5761. */
  5762. clearUpdateRanges() {
  5763. this.updateRanges.length = 0;
  5764. }
  5765. /**
  5766. * Returns a new texture with copied values from this instance.
  5767. *
  5768. * @return {Texture} A clone of this instance.
  5769. */
  5770. clone() {
  5771. return new this.constructor().copy( this );
  5772. }
  5773. /**
  5774. * Copies the values of the given texture to this instance.
  5775. *
  5776. * @param {Texture} source - The texture to copy.
  5777. * @return {Texture} A reference to this instance.
  5778. */
  5779. copy( source ) {
  5780. this.name = source.name;
  5781. this.source = source.source;
  5782. this.mipmaps = source.mipmaps.slice( 0 );
  5783. this.mapping = source.mapping;
  5784. this.channel = source.channel;
  5785. this.wrapS = source.wrapS;
  5786. this.wrapT = source.wrapT;
  5787. this.magFilter = source.magFilter;
  5788. this.minFilter = source.minFilter;
  5789. this.anisotropy = source.anisotropy;
  5790. this.format = source.format;
  5791. this.internalFormat = source.internalFormat;
  5792. this.type = source.type;
  5793. this.offset.copy( source.offset );
  5794. this.repeat.copy( source.repeat );
  5795. this.center.copy( source.center );
  5796. this.rotation = source.rotation;
  5797. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5798. this.matrix.copy( source.matrix );
  5799. this.generateMipmaps = source.generateMipmaps;
  5800. this.premultiplyAlpha = source.premultiplyAlpha;
  5801. this.flipY = source.flipY;
  5802. this.unpackAlignment = source.unpackAlignment;
  5803. this.colorSpace = source.colorSpace;
  5804. this.renderTarget = source.renderTarget;
  5805. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5806. this.isArrayTexture = source.isArrayTexture;
  5807. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5808. this.needsUpdate = true;
  5809. return this;
  5810. }
  5811. /**
  5812. * Sets this texture's properties based on `values`.
  5813. * @param {Object} values - A container with texture parameters.
  5814. */
  5815. setValues( values ) {
  5816. for ( const key in values ) {
  5817. const newValue = values[ key ];
  5818. if ( newValue === undefined ) {
  5819. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5820. continue;
  5821. }
  5822. const currentValue = this[ key ];
  5823. if ( currentValue === undefined ) {
  5824. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5825. continue;
  5826. }
  5827. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5828. currentValue.copy( newValue );
  5829. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5830. currentValue.copy( newValue );
  5831. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5832. currentValue.copy( newValue );
  5833. } else {
  5834. this[ key ] = newValue;
  5835. }
  5836. }
  5837. }
  5838. /**
  5839. * Serializes the texture into JSON.
  5840. *
  5841. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5842. * @return {Object} A JSON object representing the serialized texture.
  5843. * @see {@link ObjectLoader#parse}
  5844. */
  5845. toJSON( meta ) {
  5846. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5847. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5848. return meta.textures[ this.uuid ];
  5849. }
  5850. const output = {
  5851. metadata: {
  5852. version: 4.7,
  5853. type: 'Texture',
  5854. generator: 'Texture.toJSON'
  5855. },
  5856. uuid: this.uuid,
  5857. name: this.name,
  5858. image: this.source.toJSON( meta ).uuid,
  5859. mapping: this.mapping,
  5860. channel: this.channel,
  5861. repeat: [ this.repeat.x, this.repeat.y ],
  5862. offset: [ this.offset.x, this.offset.y ],
  5863. center: [ this.center.x, this.center.y ],
  5864. rotation: this.rotation,
  5865. wrap: [ this.wrapS, this.wrapT ],
  5866. format: this.format,
  5867. internalFormat: this.internalFormat,
  5868. type: this.type,
  5869. colorSpace: this.colorSpace,
  5870. minFilter: this.minFilter,
  5871. magFilter: this.magFilter,
  5872. anisotropy: this.anisotropy,
  5873. flipY: this.flipY,
  5874. generateMipmaps: this.generateMipmaps,
  5875. premultiplyAlpha: this.premultiplyAlpha,
  5876. unpackAlignment: this.unpackAlignment
  5877. };
  5878. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5879. if ( ! isRootObject ) {
  5880. meta.textures[ this.uuid ] = output;
  5881. }
  5882. return output;
  5883. }
  5884. /**
  5885. * Frees the GPU-related resources allocated by this instance. Call this
  5886. * method whenever this instance is no longer used in your app.
  5887. *
  5888. * @fires Texture#dispose
  5889. */
  5890. dispose() {
  5891. /**
  5892. * Fires when the texture has been disposed of.
  5893. *
  5894. * @event Texture#dispose
  5895. * @type {Object}
  5896. */
  5897. this.dispatchEvent( { type: 'dispose' } );
  5898. }
  5899. /**
  5900. * Transforms the given uv vector with the textures uv transformation matrix.
  5901. *
  5902. * @param {Vector2} uv - The uv vector.
  5903. * @return {Vector2} The transformed uv vector.
  5904. */
  5905. transformUv( uv ) {
  5906. if ( this.mapping !== UVMapping ) return uv;
  5907. uv.applyMatrix3( this.matrix );
  5908. if ( uv.x < 0 || uv.x > 1 ) {
  5909. switch ( this.wrapS ) {
  5910. case RepeatWrapping:
  5911. uv.x = uv.x - Math.floor( uv.x );
  5912. break;
  5913. case ClampToEdgeWrapping:
  5914. uv.x = uv.x < 0 ? 0 : 1;
  5915. break;
  5916. case MirroredRepeatWrapping:
  5917. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5918. uv.x = Math.ceil( uv.x ) - uv.x;
  5919. } else {
  5920. uv.x = uv.x - Math.floor( uv.x );
  5921. }
  5922. break;
  5923. }
  5924. }
  5925. if ( uv.y < 0 || uv.y > 1 ) {
  5926. switch ( this.wrapT ) {
  5927. case RepeatWrapping:
  5928. uv.y = uv.y - Math.floor( uv.y );
  5929. break;
  5930. case ClampToEdgeWrapping:
  5931. uv.y = uv.y < 0 ? 0 : 1;
  5932. break;
  5933. case MirroredRepeatWrapping:
  5934. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5935. uv.y = Math.ceil( uv.y ) - uv.y;
  5936. } else {
  5937. uv.y = uv.y - Math.floor( uv.y );
  5938. }
  5939. break;
  5940. }
  5941. }
  5942. if ( this.flipY ) {
  5943. uv.y = 1 - uv.y;
  5944. }
  5945. return uv;
  5946. }
  5947. /**
  5948. * Setting this property to `true` indicates the engine the texture
  5949. * must be updated in the next render. This triggers a texture upload
  5950. * to the GPU and ensures correct texture parameter configuration.
  5951. *
  5952. * @type {boolean}
  5953. * @default false
  5954. * @param {boolean} value
  5955. */
  5956. set needsUpdate( value ) {
  5957. if ( value === true ) {
  5958. this.version ++;
  5959. this.source.needsUpdate = true;
  5960. }
  5961. }
  5962. /**
  5963. * Setting this property to `true` indicates the engine the PMREM
  5964. * must be regenerated.
  5965. *
  5966. * @type {boolean}
  5967. * @default false
  5968. * @param {boolean} value
  5969. */
  5970. set needsPMREMUpdate( value ) {
  5971. if ( value === true ) {
  5972. this.pmremVersion ++;
  5973. }
  5974. }
  5975. }
  5976. /**
  5977. * The default image for all textures.
  5978. *
  5979. * @static
  5980. * @type {?Image}
  5981. * @default null
  5982. */
  5983. Texture.DEFAULT_IMAGE = null;
  5984. /**
  5985. * The default mapping for all textures.
  5986. *
  5987. * @static
  5988. * @type {number}
  5989. * @default UVMapping
  5990. */
  5991. Texture.DEFAULT_MAPPING = UVMapping;
  5992. /**
  5993. * The default anisotropy value for all textures.
  5994. *
  5995. * @static
  5996. * @type {number}
  5997. * @default 1
  5998. */
  5999. Texture.DEFAULT_ANISOTROPY = 1;
  6000. /**
  6001. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  6002. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  6003. *
  6004. * - A point in 4D space.
  6005. * - A direction and length in 4D space. In three.js the length will
  6006. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  6007. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  6008. * - Any arbitrary ordered quadruplet of numbers.
  6009. *
  6010. * There are other things a 4D vector can be used to represent, however these
  6011. * are the most common uses in *three.js*.
  6012. *
  6013. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  6014. * the corresponding order.
  6015. * ```js
  6016. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  6017. *
  6018. * //no arguments; will be initialised to (0, 0, 0, 1)
  6019. * const b = new THREE.Vector4( );
  6020. *
  6021. * const d = a.dot( b );
  6022. * ```
  6023. */
  6024. class Vector4 {
  6025. /**
  6026. * Constructs a new 4D vector.
  6027. *
  6028. * @param {number} [x=0] - The x value of this vector.
  6029. * @param {number} [y=0] - The y value of this vector.
  6030. * @param {number} [z=0] - The z value of this vector.
  6031. * @param {number} [w=1] - The w value of this vector.
  6032. */
  6033. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  6034. /**
  6035. * This flag can be used for type testing.
  6036. *
  6037. * @type {boolean}
  6038. * @readonly
  6039. * @default true
  6040. */
  6041. Vector4.prototype.isVector4 = true;
  6042. /**
  6043. * The x value of this vector.
  6044. *
  6045. * @type {number}
  6046. */
  6047. this.x = x;
  6048. /**
  6049. * The y value of this vector.
  6050. *
  6051. * @type {number}
  6052. */
  6053. this.y = y;
  6054. /**
  6055. * The z value of this vector.
  6056. *
  6057. * @type {number}
  6058. */
  6059. this.z = z;
  6060. /**
  6061. * The w value of this vector.
  6062. *
  6063. * @type {number}
  6064. */
  6065. this.w = w;
  6066. }
  6067. /**
  6068. * Alias for {@link Vector4#z}.
  6069. *
  6070. * @type {number}
  6071. */
  6072. get width() {
  6073. return this.z;
  6074. }
  6075. set width( value ) {
  6076. this.z = value;
  6077. }
  6078. /**
  6079. * Alias for {@link Vector4#w}.
  6080. *
  6081. * @type {number}
  6082. */
  6083. get height() {
  6084. return this.w;
  6085. }
  6086. set height( value ) {
  6087. this.w = value;
  6088. }
  6089. /**
  6090. * Sets the vector components.
  6091. *
  6092. * @param {number} x - The value of the x component.
  6093. * @param {number} y - The value of the y component.
  6094. * @param {number} z - The value of the z component.
  6095. * @param {number} w - The value of the w component.
  6096. * @return {Vector4} A reference to this vector.
  6097. */
  6098. set( x, y, z, w ) {
  6099. this.x = x;
  6100. this.y = y;
  6101. this.z = z;
  6102. this.w = w;
  6103. return this;
  6104. }
  6105. /**
  6106. * Sets the vector components to the same value.
  6107. *
  6108. * @param {number} scalar - The value to set for all vector components.
  6109. * @return {Vector4} A reference to this vector.
  6110. */
  6111. setScalar( scalar ) {
  6112. this.x = scalar;
  6113. this.y = scalar;
  6114. this.z = scalar;
  6115. this.w = scalar;
  6116. return this;
  6117. }
  6118. /**
  6119. * Sets the vector's x component to the given value
  6120. *
  6121. * @param {number} x - The value to set.
  6122. * @return {Vector4} A reference to this vector.
  6123. */
  6124. setX( x ) {
  6125. this.x = x;
  6126. return this;
  6127. }
  6128. /**
  6129. * Sets the vector's y component to the given value
  6130. *
  6131. * @param {number} y - The value to set.
  6132. * @return {Vector4} A reference to this vector.
  6133. */
  6134. setY( y ) {
  6135. this.y = y;
  6136. return this;
  6137. }
  6138. /**
  6139. * Sets the vector's z component to the given value
  6140. *
  6141. * @param {number} z - The value to set.
  6142. * @return {Vector4} A reference to this vector.
  6143. */
  6144. setZ( z ) {
  6145. this.z = z;
  6146. return this;
  6147. }
  6148. /**
  6149. * Sets the vector's w component to the given value
  6150. *
  6151. * @param {number} w - The value to set.
  6152. * @return {Vector4} A reference to this vector.
  6153. */
  6154. setW( w ) {
  6155. this.w = w;
  6156. return this;
  6157. }
  6158. /**
  6159. * Allows to set a vector component with an index.
  6160. *
  6161. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6162. * `2` equals to z, `3` equals to w.
  6163. * @param {number} value - The value to set.
  6164. * @return {Vector4} A reference to this vector.
  6165. */
  6166. setComponent( index, value ) {
  6167. switch ( index ) {
  6168. case 0: this.x = value; break;
  6169. case 1: this.y = value; break;
  6170. case 2: this.z = value; break;
  6171. case 3: this.w = value; break;
  6172. default: throw new Error( 'index is out of range: ' + index );
  6173. }
  6174. return this;
  6175. }
  6176. /**
  6177. * Returns the value of the vector component which matches the given index.
  6178. *
  6179. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6180. * `2` equals to z, `3` equals to w.
  6181. * @return {number} A vector component value.
  6182. */
  6183. getComponent( index ) {
  6184. switch ( index ) {
  6185. case 0: return this.x;
  6186. case 1: return this.y;
  6187. case 2: return this.z;
  6188. case 3: return this.w;
  6189. default: throw new Error( 'index is out of range: ' + index );
  6190. }
  6191. }
  6192. /**
  6193. * Returns a new vector with copied values from this instance.
  6194. *
  6195. * @return {Vector4} A clone of this instance.
  6196. */
  6197. clone() {
  6198. return new this.constructor( this.x, this.y, this.z, this.w );
  6199. }
  6200. /**
  6201. * Copies the values of the given vector to this instance.
  6202. *
  6203. * @param {Vector3|Vector4} v - The vector to copy.
  6204. * @return {Vector4} A reference to this vector.
  6205. */
  6206. copy( v ) {
  6207. this.x = v.x;
  6208. this.y = v.y;
  6209. this.z = v.z;
  6210. this.w = ( v.w !== undefined ) ? v.w : 1;
  6211. return this;
  6212. }
  6213. /**
  6214. * Adds the given vector to this instance.
  6215. *
  6216. * @param {Vector4} v - The vector to add.
  6217. * @return {Vector4} A reference to this vector.
  6218. */
  6219. add( v ) {
  6220. this.x += v.x;
  6221. this.y += v.y;
  6222. this.z += v.z;
  6223. this.w += v.w;
  6224. return this;
  6225. }
  6226. /**
  6227. * Adds the given scalar value to all components of this instance.
  6228. *
  6229. * @param {number} s - The scalar to add.
  6230. * @return {Vector4} A reference to this vector.
  6231. */
  6232. addScalar( s ) {
  6233. this.x += s;
  6234. this.y += s;
  6235. this.z += s;
  6236. this.w += s;
  6237. return this;
  6238. }
  6239. /**
  6240. * Adds the given vectors and stores the result in this instance.
  6241. *
  6242. * @param {Vector4} a - The first vector.
  6243. * @param {Vector4} b - The second vector.
  6244. * @return {Vector4} A reference to this vector.
  6245. */
  6246. addVectors( a, b ) {
  6247. this.x = a.x + b.x;
  6248. this.y = a.y + b.y;
  6249. this.z = a.z + b.z;
  6250. this.w = a.w + b.w;
  6251. return this;
  6252. }
  6253. /**
  6254. * Adds the given vector scaled by the given factor to this instance.
  6255. *
  6256. * @param {Vector4} v - The vector.
  6257. * @param {number} s - The factor that scales `v`.
  6258. * @return {Vector4} A reference to this vector.
  6259. */
  6260. addScaledVector( v, s ) {
  6261. this.x += v.x * s;
  6262. this.y += v.y * s;
  6263. this.z += v.z * s;
  6264. this.w += v.w * s;
  6265. return this;
  6266. }
  6267. /**
  6268. * Subtracts the given vector from this instance.
  6269. *
  6270. * @param {Vector4} v - The vector to subtract.
  6271. * @return {Vector4} A reference to this vector.
  6272. */
  6273. sub( v ) {
  6274. this.x -= v.x;
  6275. this.y -= v.y;
  6276. this.z -= v.z;
  6277. this.w -= v.w;
  6278. return this;
  6279. }
  6280. /**
  6281. * Subtracts the given scalar value from all components of this instance.
  6282. *
  6283. * @param {number} s - The scalar to subtract.
  6284. * @return {Vector4} A reference to this vector.
  6285. */
  6286. subScalar( s ) {
  6287. this.x -= s;
  6288. this.y -= s;
  6289. this.z -= s;
  6290. this.w -= s;
  6291. return this;
  6292. }
  6293. /**
  6294. * Subtracts the given vectors and stores the result in this instance.
  6295. *
  6296. * @param {Vector4} a - The first vector.
  6297. * @param {Vector4} b - The second vector.
  6298. * @return {Vector4} A reference to this vector.
  6299. */
  6300. subVectors( a, b ) {
  6301. this.x = a.x - b.x;
  6302. this.y = a.y - b.y;
  6303. this.z = a.z - b.z;
  6304. this.w = a.w - b.w;
  6305. return this;
  6306. }
  6307. /**
  6308. * Multiplies the given vector with this instance.
  6309. *
  6310. * @param {Vector4} v - The vector to multiply.
  6311. * @return {Vector4} A reference to this vector.
  6312. */
  6313. multiply( v ) {
  6314. this.x *= v.x;
  6315. this.y *= v.y;
  6316. this.z *= v.z;
  6317. this.w *= v.w;
  6318. return this;
  6319. }
  6320. /**
  6321. * Multiplies the given scalar value with all components of this instance.
  6322. *
  6323. * @param {number} scalar - The scalar to multiply.
  6324. * @return {Vector4} A reference to this vector.
  6325. */
  6326. multiplyScalar( scalar ) {
  6327. this.x *= scalar;
  6328. this.y *= scalar;
  6329. this.z *= scalar;
  6330. this.w *= scalar;
  6331. return this;
  6332. }
  6333. /**
  6334. * Multiplies this vector with the given 4x4 matrix.
  6335. *
  6336. * @param {Matrix4} m - The 4x4 matrix.
  6337. * @return {Vector4} A reference to this vector.
  6338. */
  6339. applyMatrix4( m ) {
  6340. const x = this.x, y = this.y, z = this.z, w = this.w;
  6341. const e = m.elements;
  6342. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6343. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6344. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6345. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6346. return this;
  6347. }
  6348. /**
  6349. * Divides this instance by the given vector.
  6350. *
  6351. * @param {Vector4} v - The vector to divide.
  6352. * @return {Vector4} A reference to this vector.
  6353. */
  6354. divide( v ) {
  6355. this.x /= v.x;
  6356. this.y /= v.y;
  6357. this.z /= v.z;
  6358. this.w /= v.w;
  6359. return this;
  6360. }
  6361. /**
  6362. * Divides this vector by the given scalar.
  6363. *
  6364. * @param {number} scalar - The scalar to divide.
  6365. * @return {Vector4} A reference to this vector.
  6366. */
  6367. divideScalar( scalar ) {
  6368. return this.multiplyScalar( 1 / scalar );
  6369. }
  6370. /**
  6371. * Sets the x, y and z components of this
  6372. * vector to the quaternion's axis and w to the angle.
  6373. *
  6374. * @param {Quaternion} q - The Quaternion to set.
  6375. * @return {Vector4} A reference to this vector.
  6376. */
  6377. setAxisAngleFromQuaternion( q ) {
  6378. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6379. // q is assumed to be normalized
  6380. this.w = 2 * Math.acos( q.w );
  6381. const s = Math.sqrt( 1 - q.w * q.w );
  6382. if ( s < 0.0001 ) {
  6383. this.x = 1;
  6384. this.y = 0;
  6385. this.z = 0;
  6386. } else {
  6387. this.x = q.x / s;
  6388. this.y = q.y / s;
  6389. this.z = q.z / s;
  6390. }
  6391. return this;
  6392. }
  6393. /**
  6394. * Sets the x, y and z components of this
  6395. * vector to the axis of rotation and w to the angle.
  6396. *
  6397. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6398. * @return {Vector4} A reference to this vector.
  6399. */
  6400. setAxisAngleFromRotationMatrix( m ) {
  6401. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6402. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6403. let angle, x, y, z; // variables for result
  6404. const epsilon = 0.01, // margin to allow for rounding errors
  6405. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6406. te = m.elements,
  6407. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6408. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6409. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6410. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6411. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6412. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6413. // singularity found
  6414. // first check for identity matrix which must have +1 for all terms
  6415. // in leading diagonal and zero in other terms
  6416. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6417. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6418. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6419. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6420. // this singularity is identity matrix so angle = 0
  6421. this.set( 1, 0, 0, 0 );
  6422. return this; // zero angle, arbitrary axis
  6423. }
  6424. // otherwise this singularity is angle = 180
  6425. angle = Math.PI;
  6426. const xx = ( m11 + 1 ) / 2;
  6427. const yy = ( m22 + 1 ) / 2;
  6428. const zz = ( m33 + 1 ) / 2;
  6429. const xy = ( m12 + m21 ) / 4;
  6430. const xz = ( m13 + m31 ) / 4;
  6431. const yz = ( m23 + m32 ) / 4;
  6432. if ( ( xx > yy ) && ( xx > zz ) ) {
  6433. // m11 is the largest diagonal term
  6434. if ( xx < epsilon ) {
  6435. x = 0;
  6436. y = 0.707106781;
  6437. z = 0.707106781;
  6438. } else {
  6439. x = Math.sqrt( xx );
  6440. y = xy / x;
  6441. z = xz / x;
  6442. }
  6443. } else if ( yy > zz ) {
  6444. // m22 is the largest diagonal term
  6445. if ( yy < epsilon ) {
  6446. x = 0.707106781;
  6447. y = 0;
  6448. z = 0.707106781;
  6449. } else {
  6450. y = Math.sqrt( yy );
  6451. x = xy / y;
  6452. z = yz / y;
  6453. }
  6454. } else {
  6455. // m33 is the largest diagonal term so base result on this
  6456. if ( zz < epsilon ) {
  6457. x = 0.707106781;
  6458. y = 0.707106781;
  6459. z = 0;
  6460. } else {
  6461. z = Math.sqrt( zz );
  6462. x = xz / z;
  6463. y = yz / z;
  6464. }
  6465. }
  6466. this.set( x, y, z, angle );
  6467. return this; // return 180 deg rotation
  6468. }
  6469. // as we have reached here there are no singularities so we can handle normally
  6470. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6471. ( m13 - m31 ) * ( m13 - m31 ) +
  6472. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6473. if ( Math.abs( s ) < 0.001 ) s = 1;
  6474. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6475. // caught by singularity test above, but I've left it in just in case
  6476. this.x = ( m32 - m23 ) / s;
  6477. this.y = ( m13 - m31 ) / s;
  6478. this.z = ( m21 - m12 ) / s;
  6479. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6480. return this;
  6481. }
  6482. /**
  6483. * Sets the vector components to the position elements of the
  6484. * given transformation matrix.
  6485. *
  6486. * @param {Matrix4} m - The 4x4 matrix.
  6487. * @return {Vector4} A reference to this vector.
  6488. */
  6489. setFromMatrixPosition( m ) {
  6490. const e = m.elements;
  6491. this.x = e[ 12 ];
  6492. this.y = e[ 13 ];
  6493. this.z = e[ 14 ];
  6494. this.w = e[ 15 ];
  6495. return this;
  6496. }
  6497. /**
  6498. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6499. * value, replace that value with the corresponding min value.
  6500. *
  6501. * @param {Vector4} v - The vector.
  6502. * @return {Vector4} A reference to this vector.
  6503. */
  6504. min( v ) {
  6505. this.x = Math.min( this.x, v.x );
  6506. this.y = Math.min( this.y, v.y );
  6507. this.z = Math.min( this.z, v.z );
  6508. this.w = Math.min( this.w, v.w );
  6509. return this;
  6510. }
  6511. /**
  6512. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6513. * value, replace that value with the corresponding max value.
  6514. *
  6515. * @param {Vector4} v - The vector.
  6516. * @return {Vector4} A reference to this vector.
  6517. */
  6518. max( v ) {
  6519. this.x = Math.max( this.x, v.x );
  6520. this.y = Math.max( this.y, v.y );
  6521. this.z = Math.max( this.z, v.z );
  6522. this.w = Math.max( this.w, v.w );
  6523. return this;
  6524. }
  6525. /**
  6526. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6527. * value, it is replaced by the corresponding value.
  6528. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6529. * it is replaced by the corresponding value.
  6530. *
  6531. * @param {Vector4} min - The minimum x, y and z values.
  6532. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6533. * @return {Vector4} A reference to this vector.
  6534. */
  6535. clamp( min, max ) {
  6536. // assumes min < max, componentwise
  6537. this.x = clamp( this.x, min.x, max.x );
  6538. this.y = clamp( this.y, min.y, max.y );
  6539. this.z = clamp( this.z, min.z, max.z );
  6540. this.w = clamp( this.w, min.w, max.w );
  6541. return this;
  6542. }
  6543. /**
  6544. * If this vector's x, y, z or w values are greater than the max value, they are
  6545. * replaced by the max value.
  6546. * If this vector's x, y, z or w values are less than the min value, they are
  6547. * replaced by the min value.
  6548. *
  6549. * @param {number} minVal - The minimum value the components will be clamped to.
  6550. * @param {number} maxVal - The maximum value the components will be clamped to.
  6551. * @return {Vector4} A reference to this vector.
  6552. */
  6553. clampScalar( minVal, maxVal ) {
  6554. this.x = clamp( this.x, minVal, maxVal );
  6555. this.y = clamp( this.y, minVal, maxVal );
  6556. this.z = clamp( this.z, minVal, maxVal );
  6557. this.w = clamp( this.w, minVal, maxVal );
  6558. return this;
  6559. }
  6560. /**
  6561. * If this vector's length is greater than the max value, it is replaced by
  6562. * the max value.
  6563. * If this vector's length is less than the min value, it is replaced by the
  6564. * min value.
  6565. *
  6566. * @param {number} min - The minimum value the vector length will be clamped to.
  6567. * @param {number} max - The maximum value the vector length will be clamped to.
  6568. * @return {Vector4} A reference to this vector.
  6569. */
  6570. clampLength( min, max ) {
  6571. const length = this.length();
  6572. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6573. }
  6574. /**
  6575. * The components of this vector are rounded down to the nearest integer value.
  6576. *
  6577. * @return {Vector4} A reference to this vector.
  6578. */
  6579. floor() {
  6580. this.x = Math.floor( this.x );
  6581. this.y = Math.floor( this.y );
  6582. this.z = Math.floor( this.z );
  6583. this.w = Math.floor( this.w );
  6584. return this;
  6585. }
  6586. /**
  6587. * The components of this vector are rounded up to the nearest integer value.
  6588. *
  6589. * @return {Vector4} A reference to this vector.
  6590. */
  6591. ceil() {
  6592. this.x = Math.ceil( this.x );
  6593. this.y = Math.ceil( this.y );
  6594. this.z = Math.ceil( this.z );
  6595. this.w = Math.ceil( this.w );
  6596. return this;
  6597. }
  6598. /**
  6599. * The components of this vector are rounded to the nearest integer value
  6600. *
  6601. * @return {Vector4} A reference to this vector.
  6602. */
  6603. round() {
  6604. this.x = Math.round( this.x );
  6605. this.y = Math.round( this.y );
  6606. this.z = Math.round( this.z );
  6607. this.w = Math.round( this.w );
  6608. return this;
  6609. }
  6610. /**
  6611. * The components of this vector are rounded towards zero (up if negative,
  6612. * down if positive) to an integer value.
  6613. *
  6614. * @return {Vector4} A reference to this vector.
  6615. */
  6616. roundToZero() {
  6617. this.x = Math.trunc( this.x );
  6618. this.y = Math.trunc( this.y );
  6619. this.z = Math.trunc( this.z );
  6620. this.w = Math.trunc( this.w );
  6621. return this;
  6622. }
  6623. /**
  6624. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6625. *
  6626. * @return {Vector4} A reference to this vector.
  6627. */
  6628. negate() {
  6629. this.x = - this.x;
  6630. this.y = - this.y;
  6631. this.z = - this.z;
  6632. this.w = - this.w;
  6633. return this;
  6634. }
  6635. /**
  6636. * Calculates the dot product of the given vector with this instance.
  6637. *
  6638. * @param {Vector4} v - The vector to compute the dot product with.
  6639. * @return {number} The result of the dot product.
  6640. */
  6641. dot( v ) {
  6642. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6643. }
  6644. /**
  6645. * Computes the square of the Euclidean length (straight-line length) from
  6646. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6647. * compare the length squared instead as it is slightly more efficient to calculate.
  6648. *
  6649. * @return {number} The square length of this vector.
  6650. */
  6651. lengthSq() {
  6652. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6653. }
  6654. /**
  6655. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6656. *
  6657. * @return {number} The length of this vector.
  6658. */
  6659. length() {
  6660. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6661. }
  6662. /**
  6663. * Computes the Manhattan length of this vector.
  6664. *
  6665. * @return {number} The length of this vector.
  6666. */
  6667. manhattanLength() {
  6668. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6669. }
  6670. /**
  6671. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6672. * with the same direction as this one, but with a vector length of `1`.
  6673. *
  6674. * @return {Vector4} A reference to this vector.
  6675. */
  6676. normalize() {
  6677. return this.divideScalar( this.length() || 1 );
  6678. }
  6679. /**
  6680. * Sets this vector to a vector with the same direction as this one, but
  6681. * with the specified length.
  6682. *
  6683. * @param {number} length - The new length of this vector.
  6684. * @return {Vector4} A reference to this vector.
  6685. */
  6686. setLength( length ) {
  6687. return this.normalize().multiplyScalar( length );
  6688. }
  6689. /**
  6690. * Linearly interpolates between the given vector and this instance, where
  6691. * alpha is the percent distance along the line - alpha = 0 will be this
  6692. * vector, and alpha = 1 will be the given one.
  6693. *
  6694. * @param {Vector4} v - The vector to interpolate towards.
  6695. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6696. * @return {Vector4} A reference to this vector.
  6697. */
  6698. lerp( v, alpha ) {
  6699. this.x += ( v.x - this.x ) * alpha;
  6700. this.y += ( v.y - this.y ) * alpha;
  6701. this.z += ( v.z - this.z ) * alpha;
  6702. this.w += ( v.w - this.w ) * alpha;
  6703. return this;
  6704. }
  6705. /**
  6706. * Linearly interpolates between the given vectors, where alpha is the percent
  6707. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6708. * be the second one. The result is stored in this instance.
  6709. *
  6710. * @param {Vector4} v1 - The first vector.
  6711. * @param {Vector4} v2 - The second vector.
  6712. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6713. * @return {Vector4} A reference to this vector.
  6714. */
  6715. lerpVectors( v1, v2, alpha ) {
  6716. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6717. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6718. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6719. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6720. return this;
  6721. }
  6722. /**
  6723. * Returns `true` if this vector is equal with the given one.
  6724. *
  6725. * @param {Vector4} v - The vector to test for equality.
  6726. * @return {boolean} Whether this vector is equal with the given one.
  6727. */
  6728. equals( v ) {
  6729. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6730. }
  6731. /**
  6732. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6733. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6734. *
  6735. * @param {Array<number>} array - An array holding the vector component values.
  6736. * @param {number} [offset=0] - The offset into the array.
  6737. * @return {Vector4} A reference to this vector.
  6738. */
  6739. fromArray( array, offset = 0 ) {
  6740. this.x = array[ offset ];
  6741. this.y = array[ offset + 1 ];
  6742. this.z = array[ offset + 2 ];
  6743. this.w = array[ offset + 3 ];
  6744. return this;
  6745. }
  6746. /**
  6747. * Writes the components of this vector to the given array. If no array is provided,
  6748. * the method returns a new instance.
  6749. *
  6750. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6751. * @param {number} [offset=0] - Index of the first element in the array.
  6752. * @return {Array<number>} The vector components.
  6753. */
  6754. toArray( array = [], offset = 0 ) {
  6755. array[ offset ] = this.x;
  6756. array[ offset + 1 ] = this.y;
  6757. array[ offset + 2 ] = this.z;
  6758. array[ offset + 3 ] = this.w;
  6759. return array;
  6760. }
  6761. /**
  6762. * Sets the components of this vector from the given buffer attribute.
  6763. *
  6764. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6765. * @param {number} index - The index into the attribute.
  6766. * @return {Vector4} A reference to this vector.
  6767. */
  6768. fromBufferAttribute( attribute, index ) {
  6769. this.x = attribute.getX( index );
  6770. this.y = attribute.getY( index );
  6771. this.z = attribute.getZ( index );
  6772. this.w = attribute.getW( index );
  6773. return this;
  6774. }
  6775. /**
  6776. * Sets each component of this vector to a pseudo-random value between `0` and
  6777. * `1`, excluding `1`.
  6778. *
  6779. * @return {Vector4} A reference to this vector.
  6780. */
  6781. random() {
  6782. this.x = Math.random();
  6783. this.y = Math.random();
  6784. this.z = Math.random();
  6785. this.w = Math.random();
  6786. return this;
  6787. }
  6788. *[ Symbol.iterator ]() {
  6789. yield this.x;
  6790. yield this.y;
  6791. yield this.z;
  6792. yield this.w;
  6793. }
  6794. }
  6795. /**
  6796. * A render target is a buffer where the video card draws pixels for a scene
  6797. * that is being rendered in the background. It is used in different effects,
  6798. * such as applying postprocessing to a rendered image before displaying it
  6799. * on the screen.
  6800. *
  6801. * @augments EventDispatcher
  6802. */
  6803. class RenderTarget extends EventDispatcher {
  6804. /**
  6805. * Render target options.
  6806. *
  6807. * @typedef {Object} RenderTarget~Options
  6808. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6809. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6810. * @property {number} [minFilter=LinearFilter] - The min filter.
  6811. * @property {number} [format=RGBAFormat] - The texture format.
  6812. * @property {number} [type=UnsignedByteType] - The texture type.
  6813. * @property {?string} [internalFormat=null] - The texture's internal format.
  6814. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6815. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6816. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6817. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6818. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6819. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6820. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6821. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6822. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6823. * @property {number} [samples=0] - The MSAA samples count.
  6824. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6825. * @property {number} [depth=1] - The texture depth.
  6826. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6827. */
  6828. /**
  6829. * Constructs a new render target.
  6830. *
  6831. * @param {number} [width=1] - The width of the render target.
  6832. * @param {number} [height=1] - The height of the render target.
  6833. * @param {RenderTarget~Options} [options] - The configuration object.
  6834. */
  6835. constructor( width = 1, height = 1, options = {} ) {
  6836. super();
  6837. options = Object.assign( {
  6838. generateMipmaps: false,
  6839. internalFormat: null,
  6840. minFilter: LinearFilter,
  6841. depthBuffer: true,
  6842. stencilBuffer: false,
  6843. resolveDepthBuffer: true,
  6844. resolveStencilBuffer: true,
  6845. depthTexture: null,
  6846. samples: 0,
  6847. count: 1,
  6848. depth: 1,
  6849. multiview: false
  6850. }, options );
  6851. /**
  6852. * This flag can be used for type testing.
  6853. *
  6854. * @type {boolean}
  6855. * @readonly
  6856. * @default true
  6857. */
  6858. this.isRenderTarget = true;
  6859. /**
  6860. * The width of the render target.
  6861. *
  6862. * @type {number}
  6863. * @default 1
  6864. */
  6865. this.width = width;
  6866. /**
  6867. * The height of the render target.
  6868. *
  6869. * @type {number}
  6870. * @default 1
  6871. */
  6872. this.height = height;
  6873. /**
  6874. * The depth of the render target.
  6875. *
  6876. * @type {number}
  6877. * @default 1
  6878. */
  6879. this.depth = options.depth;
  6880. /**
  6881. * A rectangular area inside the render target's viewport. Fragments that are
  6882. * outside the area will be discarded.
  6883. *
  6884. * @type {Vector4}
  6885. * @default (0,0,width,height)
  6886. */
  6887. this.scissor = new Vector4( 0, 0, width, height );
  6888. /**
  6889. * Indicates whether the scissor test should be enabled when rendering into
  6890. * this render target or not.
  6891. *
  6892. * @type {boolean}
  6893. * @default false
  6894. */
  6895. this.scissorTest = false;
  6896. /**
  6897. * A rectangular area representing the render target's viewport.
  6898. *
  6899. * @type {Vector4}
  6900. * @default (0,0,width,height)
  6901. */
  6902. this.viewport = new Vector4( 0, 0, width, height );
  6903. const image = { width: width, height: height, depth: options.depth };
  6904. const texture = new Texture( image );
  6905. /**
  6906. * An array of textures. Each color attachment is represented as a separate texture.
  6907. * Has at least a single entry for the default color attachment.
  6908. *
  6909. * @type {Array<Texture>}
  6910. */
  6911. this.textures = [];
  6912. const count = options.count;
  6913. for ( let i = 0; i < count; i ++ ) {
  6914. this.textures[ i ] = texture.clone();
  6915. this.textures[ i ].isRenderTargetTexture = true;
  6916. this.textures[ i ].renderTarget = this;
  6917. }
  6918. this._setTextureOptions( options );
  6919. /**
  6920. * Whether to allocate a depth buffer or not.
  6921. *
  6922. * @type {boolean}
  6923. * @default true
  6924. */
  6925. this.depthBuffer = options.depthBuffer;
  6926. /**
  6927. * Whether to allocate a stencil buffer or not.
  6928. *
  6929. * @type {boolean}
  6930. * @default false
  6931. */
  6932. this.stencilBuffer = options.stencilBuffer;
  6933. /**
  6934. * Whether to resolve the depth buffer or not.
  6935. *
  6936. * @type {boolean}
  6937. * @default true
  6938. */
  6939. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6940. /**
  6941. * Whether to resolve the stencil buffer or not.
  6942. *
  6943. * @type {boolean}
  6944. * @default true
  6945. */
  6946. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6947. this._depthTexture = null;
  6948. this.depthTexture = options.depthTexture;
  6949. /**
  6950. * The number of MSAA samples.
  6951. *
  6952. * A value of `0` disables MSAA.
  6953. *
  6954. * @type {number}
  6955. * @default 0
  6956. */
  6957. this.samples = options.samples;
  6958. /**
  6959. * Whether to this target is used in multiview rendering.
  6960. *
  6961. * @type {boolean}
  6962. * @default false
  6963. */
  6964. this.multiview = options.multiview;
  6965. }
  6966. _setTextureOptions( options = {} ) {
  6967. const values = {
  6968. minFilter: LinearFilter,
  6969. generateMipmaps: false,
  6970. flipY: false,
  6971. internalFormat: null
  6972. };
  6973. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6974. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6975. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6976. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6977. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6978. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6979. if ( options.format !== undefined ) values.format = options.format;
  6980. if ( options.type !== undefined ) values.type = options.type;
  6981. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6982. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6983. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6984. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6985. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6986. for ( let i = 0; i < this.textures.length; i ++ ) {
  6987. const texture = this.textures[ i ];
  6988. texture.setValues( values );
  6989. }
  6990. }
  6991. /**
  6992. * The texture representing the default color attachment.
  6993. *
  6994. * @type {Texture}
  6995. */
  6996. get texture() {
  6997. return this.textures[ 0 ];
  6998. }
  6999. set texture( value ) {
  7000. this.textures[ 0 ] = value;
  7001. }
  7002. set depthTexture( current ) {
  7003. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  7004. if ( current !== null ) current.renderTarget = this;
  7005. this._depthTexture = current;
  7006. }
  7007. /**
  7008. * Instead of saving the depth in a renderbuffer, a texture
  7009. * can be used instead which is useful for further processing
  7010. * e.g. in context of post-processing.
  7011. *
  7012. * @type {?DepthTexture}
  7013. * @default null
  7014. */
  7015. get depthTexture() {
  7016. return this._depthTexture;
  7017. }
  7018. /**
  7019. * Sets the size of this render target.
  7020. *
  7021. * @param {number} width - The width.
  7022. * @param {number} height - The height.
  7023. * @param {number} [depth=1] - The depth.
  7024. */
  7025. setSize( width, height, depth = 1 ) {
  7026. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  7027. this.width = width;
  7028. this.height = height;
  7029. this.depth = depth;
  7030. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  7031. this.textures[ i ].image.width = width;
  7032. this.textures[ i ].image.height = height;
  7033. this.textures[ i ].image.depth = depth;
  7034. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  7035. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  7036. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  7037. // both are evaluated on each call?
  7038. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  7039. }
  7040. }
  7041. this.dispose();
  7042. }
  7043. this.viewport.set( 0, 0, width, height );
  7044. this.scissor.set( 0, 0, width, height );
  7045. }
  7046. /**
  7047. * Returns a new render target with copied values from this instance.
  7048. *
  7049. * @return {RenderTarget} A clone of this instance.
  7050. */
  7051. clone() {
  7052. return new this.constructor().copy( this );
  7053. }
  7054. /**
  7055. * Copies the settings of the given render target. This is a structural copy so
  7056. * no resources are shared between render targets after the copy. That includes
  7057. * all MRT textures and the depth texture.
  7058. *
  7059. * @param {RenderTarget} source - The render target to copy.
  7060. * @return {RenderTarget} A reference to this instance.
  7061. */
  7062. copy( source ) {
  7063. this.width = source.width;
  7064. this.height = source.height;
  7065. this.depth = source.depth;
  7066. this.scissor.copy( source.scissor );
  7067. this.scissorTest = source.scissorTest;
  7068. this.viewport.copy( source.viewport );
  7069. this.textures.length = 0;
  7070. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7071. this.textures[ i ] = source.textures[ i ].clone();
  7072. this.textures[ i ].isRenderTargetTexture = true;
  7073. this.textures[ i ].renderTarget = this;
  7074. // ensure image object is not shared, see #20328
  7075. const image = Object.assign( {}, source.textures[ i ].image );
  7076. this.textures[ i ].source = new Source( image );
  7077. }
  7078. this.depthBuffer = source.depthBuffer;
  7079. this.stencilBuffer = source.stencilBuffer;
  7080. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7081. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7082. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7083. this.samples = source.samples;
  7084. return this;
  7085. }
  7086. /**
  7087. * Frees the GPU-related resources allocated by this instance. Call this
  7088. * method whenever this instance is no longer used in your app.
  7089. *
  7090. * @fires RenderTarget#dispose
  7091. */
  7092. dispose() {
  7093. this.dispatchEvent( { type: 'dispose' } );
  7094. }
  7095. }
  7096. /**
  7097. * A render target used in context of {@link WebGLRenderer}.
  7098. *
  7099. * @augments RenderTarget
  7100. */
  7101. class WebGLRenderTarget extends RenderTarget {
  7102. /**
  7103. * Constructs a new 3D render target.
  7104. *
  7105. * @param {number} [width=1] - The width of the render target.
  7106. * @param {number} [height=1] - The height of the render target.
  7107. * @param {RenderTarget~Options} [options] - The configuration object.
  7108. */
  7109. constructor( width = 1, height = 1, options = {} ) {
  7110. super( width, height, options );
  7111. /**
  7112. * This flag can be used for type testing.
  7113. *
  7114. * @type {boolean}
  7115. * @readonly
  7116. * @default true
  7117. */
  7118. this.isWebGLRenderTarget = true;
  7119. }
  7120. }
  7121. /**
  7122. * Creates an array of textures directly from raw buffer data.
  7123. *
  7124. * @augments Texture
  7125. */
  7126. class DataArrayTexture extends Texture {
  7127. /**
  7128. * Constructs a new data array texture.
  7129. *
  7130. * @param {?TypedArray} [data=null] - The buffer data.
  7131. * @param {number} [width=1] - The width of the texture.
  7132. * @param {number} [height=1] - The height of the texture.
  7133. * @param {number} [depth=1] - The depth of the texture.
  7134. */
  7135. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7136. super( null );
  7137. /**
  7138. * This flag can be used for type testing.
  7139. *
  7140. * @type {boolean}
  7141. * @readonly
  7142. * @default true
  7143. */
  7144. this.isDataArrayTexture = true;
  7145. /**
  7146. * The image definition of a data texture.
  7147. *
  7148. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7149. */
  7150. this.image = { data, width, height, depth };
  7151. /**
  7152. * How the texture is sampled when a texel covers more than one pixel.
  7153. *
  7154. * Overwritten and set to `NearestFilter` by default.
  7155. *
  7156. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7157. * @default NearestFilter
  7158. */
  7159. this.magFilter = NearestFilter;
  7160. /**
  7161. * How the texture is sampled when a texel covers less than one pixel.
  7162. *
  7163. * Overwritten and set to `NearestFilter` by default.
  7164. *
  7165. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7166. * @default NearestFilter
  7167. */
  7168. this.minFilter = NearestFilter;
  7169. /**
  7170. * This defines how the texture is wrapped in the depth and corresponds to
  7171. * *W* in UVW mapping.
  7172. *
  7173. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7174. * @default ClampToEdgeWrapping
  7175. */
  7176. this.wrapR = ClampToEdgeWrapping;
  7177. /**
  7178. * Whether to generate mipmaps (if possible) for a texture.
  7179. *
  7180. * Overwritten and set to `false` by default.
  7181. *
  7182. * @type {boolean}
  7183. * @default false
  7184. */
  7185. this.generateMipmaps = false;
  7186. /**
  7187. * If set to `true`, the texture is flipped along the vertical axis when
  7188. * uploaded to the GPU.
  7189. *
  7190. * Overwritten and set to `false` by default.
  7191. *
  7192. * @type {boolean}
  7193. * @default false
  7194. */
  7195. this.flipY = false;
  7196. /**
  7197. * Specifies the alignment requirements for the start of each pixel row in memory.
  7198. *
  7199. * Overwritten and set to `1` by default.
  7200. *
  7201. * @type {boolean}
  7202. * @default 1
  7203. */
  7204. this.unpackAlignment = 1;
  7205. /**
  7206. * A set of all layers which need to be updated in the texture.
  7207. *
  7208. * @type {Set<number>}
  7209. */
  7210. this.layerUpdates = new Set();
  7211. }
  7212. /**
  7213. * Describes that a specific layer of the texture needs to be updated.
  7214. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7215. * entire data texture array is sent to the GPU. Marking specific
  7216. * layers will only transmit subsets of all mipmaps associated with a
  7217. * specific depth in the array which is often much more performant.
  7218. *
  7219. * @param {number} layerIndex - The layer index that should be updated.
  7220. */
  7221. addLayerUpdate( layerIndex ) {
  7222. this.layerUpdates.add( layerIndex );
  7223. }
  7224. /**
  7225. * Resets the layer updates registry.
  7226. */
  7227. clearLayerUpdates() {
  7228. this.layerUpdates.clear();
  7229. }
  7230. }
  7231. /**
  7232. * An array render target used in context of {@link WebGLRenderer}.
  7233. *
  7234. * @augments WebGLRenderTarget
  7235. */
  7236. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7237. /**
  7238. * Constructs a new array render target.
  7239. *
  7240. * @param {number} [width=1] - The width of the render target.
  7241. * @param {number} [height=1] - The height of the render target.
  7242. * @param {number} [depth=1] - The height of the render target.
  7243. * @param {RenderTarget~Options} [options] - The configuration object.
  7244. */
  7245. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7246. super( width, height, options );
  7247. /**
  7248. * This flag can be used for type testing.
  7249. *
  7250. * @type {boolean}
  7251. * @readonly
  7252. * @default true
  7253. */
  7254. this.isWebGLArrayRenderTarget = true;
  7255. this.depth = depth;
  7256. /**
  7257. * Overwritten with a different texture type.
  7258. *
  7259. * @type {DataArrayTexture}
  7260. */
  7261. this.texture = new DataArrayTexture( null, width, height, depth );
  7262. this._setTextureOptions( options );
  7263. this.texture.isRenderTargetTexture = true;
  7264. }
  7265. }
  7266. /**
  7267. * Creates a three-dimensional texture from raw data, with parameters to
  7268. * divide it into width, height, and depth.
  7269. *
  7270. * @augments Texture
  7271. */
  7272. class Data3DTexture extends Texture {
  7273. /**
  7274. * Constructs a new data array texture.
  7275. *
  7276. * @param {?TypedArray} [data=null] - The buffer data.
  7277. * @param {number} [width=1] - The width of the texture.
  7278. * @param {number} [height=1] - The height of the texture.
  7279. * @param {number} [depth=1] - The depth of the texture.
  7280. */
  7281. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7282. // We're going to add .setXXX() methods for setting properties later.
  7283. // Users can still set in Data3DTexture directly.
  7284. //
  7285. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7286. // texture.anisotropy = 16;
  7287. //
  7288. // See #14839
  7289. super( null );
  7290. /**
  7291. * This flag can be used for type testing.
  7292. *
  7293. * @type {boolean}
  7294. * @readonly
  7295. * @default true
  7296. */
  7297. this.isData3DTexture = true;
  7298. /**
  7299. * The image definition of a data texture.
  7300. *
  7301. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7302. */
  7303. this.image = { data, width, height, depth };
  7304. /**
  7305. * How the texture is sampled when a texel covers more than one pixel.
  7306. *
  7307. * Overwritten and set to `NearestFilter` by default.
  7308. *
  7309. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7310. * @default NearestFilter
  7311. */
  7312. this.magFilter = NearestFilter;
  7313. /**
  7314. * How the texture is sampled when a texel covers less than one pixel.
  7315. *
  7316. * Overwritten and set to `NearestFilter` by default.
  7317. *
  7318. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7319. * @default NearestFilter
  7320. */
  7321. this.minFilter = NearestFilter;
  7322. /**
  7323. * This defines how the texture is wrapped in the depth and corresponds to
  7324. * *W* in UVW mapping.
  7325. *
  7326. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7327. * @default ClampToEdgeWrapping
  7328. */
  7329. this.wrapR = ClampToEdgeWrapping;
  7330. /**
  7331. * Whether to generate mipmaps (if possible) for a texture.
  7332. *
  7333. * Overwritten and set to `false` by default.
  7334. *
  7335. * @type {boolean}
  7336. * @default false
  7337. */
  7338. this.generateMipmaps = false;
  7339. /**
  7340. * If set to `true`, the texture is flipped along the vertical axis when
  7341. * uploaded to the GPU.
  7342. *
  7343. * Overwritten and set to `false` by default.
  7344. *
  7345. * @type {boolean}
  7346. * @default false
  7347. */
  7348. this.flipY = false;
  7349. /**
  7350. * Specifies the alignment requirements for the start of each pixel row in memory.
  7351. *
  7352. * Overwritten and set to `1` by default.
  7353. *
  7354. * @type {boolean}
  7355. * @default 1
  7356. */
  7357. this.unpackAlignment = 1;
  7358. }
  7359. }
  7360. /**
  7361. * A 3D render target used in context of {@link WebGLRenderer}.
  7362. *
  7363. * @augments WebGLRenderTarget
  7364. */
  7365. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7366. /**
  7367. * Constructs a new 3D render target.
  7368. *
  7369. * @param {number} [width=1] - The width of the render target.
  7370. * @param {number} [height=1] - The height of the render target.
  7371. * @param {number} [depth=1] - The height of the render target.
  7372. * @param {RenderTarget~Options} [options] - The configuration object.
  7373. */
  7374. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7375. super( width, height, options );
  7376. /**
  7377. * This flag can be used for type testing.
  7378. *
  7379. * @type {boolean}
  7380. * @readonly
  7381. * @default true
  7382. */
  7383. this.isWebGL3DRenderTarget = true;
  7384. this.depth = depth;
  7385. /**
  7386. * Overwritten with a different texture type.
  7387. *
  7388. * @type {Data3DTexture}
  7389. */
  7390. this.texture = new Data3DTexture( null, width, height, depth );
  7391. this._setTextureOptions( options );
  7392. this.texture.isRenderTargetTexture = true;
  7393. }
  7394. }
  7395. /**
  7396. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7397. */
  7398. class Box3 {
  7399. /**
  7400. * Constructs a new bounding box.
  7401. *
  7402. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7403. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7404. */
  7405. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7406. /**
  7407. * This flag can be used for type testing.
  7408. *
  7409. * @type {boolean}
  7410. * @readonly
  7411. * @default true
  7412. */
  7413. this.isBox3 = true;
  7414. /**
  7415. * The lower boundary of the box.
  7416. *
  7417. * @type {Vector3}
  7418. */
  7419. this.min = min;
  7420. /**
  7421. * The upper boundary of the box.
  7422. *
  7423. * @type {Vector3}
  7424. */
  7425. this.max = max;
  7426. }
  7427. /**
  7428. * Sets the lower and upper boundaries of this box.
  7429. * Please note that this method only copies the values from the given objects.
  7430. *
  7431. * @param {Vector3} min - The lower boundary of the box.
  7432. * @param {Vector3} max - The upper boundary of the box.
  7433. * @return {Box3} A reference to this bounding box.
  7434. */
  7435. set( min, max ) {
  7436. this.min.copy( min );
  7437. this.max.copy( max );
  7438. return this;
  7439. }
  7440. /**
  7441. * Sets the upper and lower bounds of this box so it encloses the position data
  7442. * in the given array.
  7443. *
  7444. * @param {Array<number>} array - An array holding 3D position data.
  7445. * @return {Box3} A reference to this bounding box.
  7446. */
  7447. setFromArray( array ) {
  7448. this.makeEmpty();
  7449. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7450. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7451. }
  7452. return this;
  7453. }
  7454. /**
  7455. * Sets the upper and lower bounds of this box so it encloses the position data
  7456. * in the given buffer attribute.
  7457. *
  7458. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7459. * @return {Box3} A reference to this bounding box.
  7460. */
  7461. setFromBufferAttribute( attribute ) {
  7462. this.makeEmpty();
  7463. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7464. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7465. }
  7466. return this;
  7467. }
  7468. /**
  7469. * Sets the upper and lower bounds of this box so it encloses the position data
  7470. * in the given array.
  7471. *
  7472. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7473. * @return {Box3} A reference to this bounding box.
  7474. */
  7475. setFromPoints( points ) {
  7476. this.makeEmpty();
  7477. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7478. this.expandByPoint( points[ i ] );
  7479. }
  7480. return this;
  7481. }
  7482. /**
  7483. * Centers this box on the given center vector and sets this box's width, height and
  7484. * depth to the given size values.
  7485. *
  7486. * @param {Vector3} center - The center of the box.
  7487. * @param {Vector3} size - The x, y and z dimensions of the box.
  7488. * @return {Box3} A reference to this bounding box.
  7489. */
  7490. setFromCenterAndSize( center, size ) {
  7491. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7492. this.min.copy( center ).sub( halfSize );
  7493. this.max.copy( center ).add( halfSize );
  7494. return this;
  7495. }
  7496. /**
  7497. * Computes the world-axis-aligned bounding box for the given 3D object
  7498. * (including its children), accounting for the object's, and children's,
  7499. * world transforms. The function may result in a larger box than strictly necessary.
  7500. *
  7501. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7502. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7503. * world-axis-aligned bounding box at the expense of more computation.
  7504. * @return {Box3} A reference to this bounding box.
  7505. */
  7506. setFromObject( object, precise = false ) {
  7507. this.makeEmpty();
  7508. return this.expandByObject( object, precise );
  7509. }
  7510. /**
  7511. * Returns a new box with copied values from this instance.
  7512. *
  7513. * @return {Box3} A clone of this instance.
  7514. */
  7515. clone() {
  7516. return new this.constructor().copy( this );
  7517. }
  7518. /**
  7519. * Copies the values of the given box to this instance.
  7520. *
  7521. * @param {Box3} box - The box to copy.
  7522. * @return {Box3} A reference to this bounding box.
  7523. */
  7524. copy( box ) {
  7525. this.min.copy( box.min );
  7526. this.max.copy( box.max );
  7527. return this;
  7528. }
  7529. /**
  7530. * Makes this box empty which means in encloses a zero space in 3D.
  7531. *
  7532. * @return {Box3} A reference to this bounding box.
  7533. */
  7534. makeEmpty() {
  7535. this.min.x = this.min.y = this.min.z = + Infinity;
  7536. this.max.x = this.max.y = this.max.z = - Infinity;
  7537. return this;
  7538. }
  7539. /**
  7540. * Returns true if this box includes zero points within its bounds.
  7541. * Note that a box with equal lower and upper bounds still includes one
  7542. * point, the one both bounds share.
  7543. *
  7544. * @return {boolean} Whether this box is empty or not.
  7545. */
  7546. isEmpty() {
  7547. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7548. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7549. }
  7550. /**
  7551. * Returns the center point of this box.
  7552. *
  7553. * @param {Vector3} target - The target vector that is used to store the method's result.
  7554. * @return {Vector3} The center point.
  7555. */
  7556. getCenter( target ) {
  7557. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7558. }
  7559. /**
  7560. * Returns the dimensions of this box.
  7561. *
  7562. * @param {Vector3} target - The target vector that is used to store the method's result.
  7563. * @return {Vector3} The size.
  7564. */
  7565. getSize( target ) {
  7566. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7567. }
  7568. /**
  7569. * Expands the boundaries of this box to include the given point.
  7570. *
  7571. * @param {Vector3} point - The point that should be included by the bounding box.
  7572. * @return {Box3} A reference to this bounding box.
  7573. */
  7574. expandByPoint( point ) {
  7575. this.min.min( point );
  7576. this.max.max( point );
  7577. return this;
  7578. }
  7579. /**
  7580. * Expands this box equilaterally by the given vector. The width of this
  7581. * box will be expanded by the x component of the vector in both
  7582. * directions. The height of this box will be expanded by the y component of
  7583. * the vector in both directions. The depth of this box will be
  7584. * expanded by the z component of the vector in both directions.
  7585. *
  7586. * @param {Vector3} vector - The vector that should expand the bounding box.
  7587. * @return {Box3} A reference to this bounding box.
  7588. */
  7589. expandByVector( vector ) {
  7590. this.min.sub( vector );
  7591. this.max.add( vector );
  7592. return this;
  7593. }
  7594. /**
  7595. * Expands each dimension of the box by the given scalar. If negative, the
  7596. * dimensions of the box will be contracted.
  7597. *
  7598. * @param {number} scalar - The scalar value that should expand the bounding box.
  7599. * @return {Box3} A reference to this bounding box.
  7600. */
  7601. expandByScalar( scalar ) {
  7602. this.min.addScalar( - scalar );
  7603. this.max.addScalar( scalar );
  7604. return this;
  7605. }
  7606. /**
  7607. * Expands the boundaries of this box to include the given 3D object and
  7608. * its children, accounting for the object's, and children's, world
  7609. * transforms. The function may result in a larger box than strictly
  7610. * necessary (unless the precise parameter is set to true).
  7611. *
  7612. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7613. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7614. * as little as necessary at the expense of more computation.
  7615. * @return {Box3} A reference to this bounding box.
  7616. */
  7617. expandByObject( object, precise = false ) {
  7618. // Computes the world-axis-aligned bounding box of an object (including its children),
  7619. // accounting for both the object's, and children's, world transforms
  7620. object.updateWorldMatrix( false, false );
  7621. const geometry = object.geometry;
  7622. if ( geometry !== undefined ) {
  7623. const positionAttribute = geometry.getAttribute( 'position' );
  7624. // precise AABB computation based on vertex data requires at least a position attribute.
  7625. // instancing isn't supported so far and uses the normal (conservative) code path.
  7626. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7627. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7628. if ( object.isMesh === true ) {
  7629. object.getVertexPosition( i, _vector$b );
  7630. } else {
  7631. _vector$b.fromBufferAttribute( positionAttribute, i );
  7632. }
  7633. _vector$b.applyMatrix4( object.matrixWorld );
  7634. this.expandByPoint( _vector$b );
  7635. }
  7636. } else {
  7637. if ( object.boundingBox !== undefined ) {
  7638. // object-level bounding box
  7639. if ( object.boundingBox === null ) {
  7640. object.computeBoundingBox();
  7641. }
  7642. _box$4.copy( object.boundingBox );
  7643. } else {
  7644. // geometry-level bounding box
  7645. if ( geometry.boundingBox === null ) {
  7646. geometry.computeBoundingBox();
  7647. }
  7648. _box$4.copy( geometry.boundingBox );
  7649. }
  7650. _box$4.applyMatrix4( object.matrixWorld );
  7651. this.union( _box$4 );
  7652. }
  7653. }
  7654. const children = object.children;
  7655. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7656. this.expandByObject( children[ i ], precise );
  7657. }
  7658. return this;
  7659. }
  7660. /**
  7661. * Returns `true` if the given point lies within or on the boundaries of this box.
  7662. *
  7663. * @param {Vector3} point - The point to test.
  7664. * @return {boolean} Whether the bounding box contains the given point or not.
  7665. */
  7666. containsPoint( point ) {
  7667. return point.x >= this.min.x && point.x <= this.max.x &&
  7668. point.y >= this.min.y && point.y <= this.max.y &&
  7669. point.z >= this.min.z && point.z <= this.max.z;
  7670. }
  7671. /**
  7672. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7673. * If this box and the given one are identical, this function also returns `true`.
  7674. *
  7675. * @param {Box3} box - The bounding box to test.
  7676. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7677. */
  7678. containsBox( box ) {
  7679. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7680. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7681. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7682. }
  7683. /**
  7684. * Returns a point as a proportion of this box's width, height and depth.
  7685. *
  7686. * @param {Vector3} point - A point in 3D space.
  7687. * @param {Vector3} target - The target vector that is used to store the method's result.
  7688. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7689. */
  7690. getParameter( point, target ) {
  7691. // This can potentially have a divide by zero if the box
  7692. // has a size dimension of 0.
  7693. return target.set(
  7694. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7695. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7696. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7697. );
  7698. }
  7699. /**
  7700. * Returns `true` if the given bounding box intersects with this bounding box.
  7701. *
  7702. * @param {Box3} box - The bounding box to test.
  7703. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7704. */
  7705. intersectsBox( box ) {
  7706. // using 6 splitting planes to rule out intersections.
  7707. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7708. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7709. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7710. }
  7711. /**
  7712. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7713. *
  7714. * @param {Sphere} sphere - The bounding sphere to test.
  7715. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7716. */
  7717. intersectsSphere( sphere ) {
  7718. // Find the point on the AABB closest to the sphere center.
  7719. this.clampPoint( sphere.center, _vector$b );
  7720. // If that point is inside the sphere, the AABB and sphere intersect.
  7721. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7722. }
  7723. /**
  7724. * Returns `true` if the given plane intersects with this bounding box.
  7725. *
  7726. * @param {Plane} plane - The plane to test.
  7727. * @return {boolean} Whether the given plane intersects with this bounding box.
  7728. */
  7729. intersectsPlane( plane ) {
  7730. // We compute the minimum and maximum dot product values. If those values
  7731. // are on the same side (back or front) of the plane, then there is no intersection.
  7732. let min, max;
  7733. if ( plane.normal.x > 0 ) {
  7734. min = plane.normal.x * this.min.x;
  7735. max = plane.normal.x * this.max.x;
  7736. } else {
  7737. min = plane.normal.x * this.max.x;
  7738. max = plane.normal.x * this.min.x;
  7739. }
  7740. if ( plane.normal.y > 0 ) {
  7741. min += plane.normal.y * this.min.y;
  7742. max += plane.normal.y * this.max.y;
  7743. } else {
  7744. min += plane.normal.y * this.max.y;
  7745. max += plane.normal.y * this.min.y;
  7746. }
  7747. if ( plane.normal.z > 0 ) {
  7748. min += plane.normal.z * this.min.z;
  7749. max += plane.normal.z * this.max.z;
  7750. } else {
  7751. min += plane.normal.z * this.max.z;
  7752. max += plane.normal.z * this.min.z;
  7753. }
  7754. return ( min <= - plane.constant && max >= - plane.constant );
  7755. }
  7756. /**
  7757. * Returns `true` if the given triangle intersects with this bounding box.
  7758. *
  7759. * @param {Triangle} triangle - The triangle to test.
  7760. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7761. */
  7762. intersectsTriangle( triangle ) {
  7763. if ( this.isEmpty() ) {
  7764. return false;
  7765. }
  7766. // compute box center and extents
  7767. this.getCenter( _center );
  7768. _extents.subVectors( this.max, _center );
  7769. // translate triangle to aabb origin
  7770. _v0$2.subVectors( triangle.a, _center );
  7771. _v1$7.subVectors( triangle.b, _center );
  7772. _v2$4.subVectors( triangle.c, _center );
  7773. // compute edge vectors for triangle
  7774. _f0.subVectors( _v1$7, _v0$2 );
  7775. _f1.subVectors( _v2$4, _v1$7 );
  7776. _f2.subVectors( _v0$2, _v2$4 );
  7777. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7778. // 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
  7779. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7780. let axes = [
  7781. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7782. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7783. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7784. ];
  7785. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7786. return false;
  7787. }
  7788. // test 3 face normals from the aabb
  7789. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7790. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7791. return false;
  7792. }
  7793. // finally testing the face normal of the triangle
  7794. // use already existing triangle edge vectors here
  7795. _triangleNormal.crossVectors( _f0, _f1 );
  7796. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7797. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7798. }
  7799. /**
  7800. * Clamps the given point within the bounds of this box.
  7801. *
  7802. * @param {Vector3} point - The point to clamp.
  7803. * @param {Vector3} target - The target vector that is used to store the method's result.
  7804. * @return {Vector3} The clamped point.
  7805. */
  7806. clampPoint( point, target ) {
  7807. return target.copy( point ).clamp( this.min, this.max );
  7808. }
  7809. /**
  7810. * Returns the euclidean distance from any edge of this box to the specified point. If
  7811. * the given point lies inside of this box, the distance will be `0`.
  7812. *
  7813. * @param {Vector3} point - The point to compute the distance to.
  7814. * @return {number} The euclidean distance.
  7815. */
  7816. distanceToPoint( point ) {
  7817. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7818. }
  7819. /**
  7820. * Returns a bounding sphere that encloses this bounding box.
  7821. *
  7822. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7823. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7824. */
  7825. getBoundingSphere( target ) {
  7826. if ( this.isEmpty() ) {
  7827. target.makeEmpty();
  7828. } else {
  7829. this.getCenter( target.center );
  7830. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7831. }
  7832. return target;
  7833. }
  7834. /**
  7835. * Computes the intersection of this bounding box and the given one, setting the upper
  7836. * bound of this box to the lesser of the two boxes' upper bounds and the
  7837. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7838. * there's no overlap, makes this box empty.
  7839. *
  7840. * @param {Box3} box - The bounding box to intersect with.
  7841. * @return {Box3} A reference to this bounding box.
  7842. */
  7843. intersect( box ) {
  7844. this.min.max( box.min );
  7845. this.max.min( box.max );
  7846. // 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.
  7847. if ( this.isEmpty() ) this.makeEmpty();
  7848. return this;
  7849. }
  7850. /**
  7851. * Computes the union of this box and another and the given one, setting the upper
  7852. * bound of this box to the greater of the two boxes' upper bounds and the
  7853. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7854. *
  7855. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7856. * @return {Box3} A reference to this bounding box.
  7857. */
  7858. union( box ) {
  7859. this.min.min( box.min );
  7860. this.max.max( box.max );
  7861. return this;
  7862. }
  7863. /**
  7864. * Transforms this bounding box by the given 4x4 transformation matrix.
  7865. *
  7866. * @param {Matrix4} matrix - The transformation matrix.
  7867. * @return {Box3} A reference to this bounding box.
  7868. */
  7869. applyMatrix4( matrix ) {
  7870. // transform of empty box is an empty box.
  7871. if ( this.isEmpty() ) return this;
  7872. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7873. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7874. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7875. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7876. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7877. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7878. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7879. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7880. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7881. this.setFromPoints( _points );
  7882. return this;
  7883. }
  7884. /**
  7885. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7886. * effectively moving it in 3D space.
  7887. *
  7888. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7889. * @return {Box3} A reference to this bounding box.
  7890. */
  7891. translate( offset ) {
  7892. this.min.add( offset );
  7893. this.max.add( offset );
  7894. return this;
  7895. }
  7896. /**
  7897. * Returns `true` if this bounding box is equal with the given one.
  7898. *
  7899. * @param {Box3} box - The box to test for equality.
  7900. * @return {boolean} Whether this bounding box is equal with the given one.
  7901. */
  7902. equals( box ) {
  7903. return box.min.equals( this.min ) && box.max.equals( this.max );
  7904. }
  7905. /**
  7906. * Returns a serialized structure of the bounding box.
  7907. *
  7908. * @return {Object} Serialized structure with fields representing the object state.
  7909. */
  7910. toJSON() {
  7911. return {
  7912. min: this.min.toArray(),
  7913. max: this.max.toArray()
  7914. };
  7915. }
  7916. /**
  7917. * Returns a serialized structure of the bounding box.
  7918. *
  7919. * @param {Object} json - The serialized json to set the box from.
  7920. * @return {Box3} A reference to this bounding box.
  7921. */
  7922. fromJSON( json ) {
  7923. this.min.fromArray( json.min );
  7924. this.max.fromArray( json.max );
  7925. return this;
  7926. }
  7927. }
  7928. const _points = [
  7929. /*@__PURE__*/ new Vector3(),
  7930. /*@__PURE__*/ new Vector3(),
  7931. /*@__PURE__*/ new Vector3(),
  7932. /*@__PURE__*/ new Vector3(),
  7933. /*@__PURE__*/ new Vector3(),
  7934. /*@__PURE__*/ new Vector3(),
  7935. /*@__PURE__*/ new Vector3(),
  7936. /*@__PURE__*/ new Vector3()
  7937. ];
  7938. const _vector$b = /*@__PURE__*/ new Vector3();
  7939. const _box$4 = /*@__PURE__*/ new Box3();
  7940. // triangle centered vertices
  7941. const _v0$2 = /*@__PURE__*/ new Vector3();
  7942. const _v1$7 = /*@__PURE__*/ new Vector3();
  7943. const _v2$4 = /*@__PURE__*/ new Vector3();
  7944. // triangle edge vectors
  7945. const _f0 = /*@__PURE__*/ new Vector3();
  7946. const _f1 = /*@__PURE__*/ new Vector3();
  7947. const _f2 = /*@__PURE__*/ new Vector3();
  7948. const _center = /*@__PURE__*/ new Vector3();
  7949. const _extents = /*@__PURE__*/ new Vector3();
  7950. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7951. const _testAxis = /*@__PURE__*/ new Vector3();
  7952. function satForAxes( axes, v0, v1, v2, extents ) {
  7953. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7954. _testAxis.fromArray( axes, i );
  7955. // project the aabb onto the separating axis
  7956. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7957. // project all 3 vertices of the triangle onto the separating axis
  7958. const p0 = v0.dot( _testAxis );
  7959. const p1 = v1.dot( _testAxis );
  7960. const p2 = v2.dot( _testAxis );
  7961. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7962. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7963. // points of the projected triangle are outside the projected half-length of the aabb
  7964. // the axis is separating and we can exit
  7965. return false;
  7966. }
  7967. }
  7968. return true;
  7969. }
  7970. const _box$3 = /*@__PURE__*/ new Box3();
  7971. const _v1$6 = /*@__PURE__*/ new Vector3();
  7972. const _v2$3 = /*@__PURE__*/ new Vector3();
  7973. /**
  7974. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7975. * used as a Bounding Sphere for 3D objects.
  7976. */
  7977. class Sphere {
  7978. /**
  7979. * Constructs a new sphere.
  7980. *
  7981. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7982. * @param {number} [radius=-1] - The radius of the sphere.
  7983. */
  7984. constructor( center = new Vector3(), radius = -1 ) {
  7985. /**
  7986. * This flag can be used for type testing.
  7987. *
  7988. * @type {boolean}
  7989. * @readonly
  7990. * @default true
  7991. */
  7992. this.isSphere = true;
  7993. /**
  7994. * The center of the sphere
  7995. *
  7996. * @type {Vector3}
  7997. */
  7998. this.center = center;
  7999. /**
  8000. * The radius of the sphere.
  8001. *
  8002. * @type {number}
  8003. */
  8004. this.radius = radius;
  8005. }
  8006. /**
  8007. * Sets the sphere's components by copying the given values.
  8008. *
  8009. * @param {Vector3} center - The center.
  8010. * @param {number} radius - The radius.
  8011. * @return {Sphere} A reference to this sphere.
  8012. */
  8013. set( center, radius ) {
  8014. this.center.copy( center );
  8015. this.radius = radius;
  8016. return this;
  8017. }
  8018. /**
  8019. * Computes the minimum bounding sphere for list of points.
  8020. * If the optional center point is given, it is used as the sphere's
  8021. * center. Otherwise, the center of the axis-aligned bounding box
  8022. * encompassing the points is calculated.
  8023. *
  8024. * @param {Array<Vector3>} points - A list of points in 3D space.
  8025. * @param {Vector3} [optionalCenter] - The center of the sphere.
  8026. * @return {Sphere} A reference to this sphere.
  8027. */
  8028. setFromPoints( points, optionalCenter ) {
  8029. const center = this.center;
  8030. if ( optionalCenter !== undefined ) {
  8031. center.copy( optionalCenter );
  8032. } else {
  8033. _box$3.setFromPoints( points ).getCenter( center );
  8034. }
  8035. let maxRadiusSq = 0;
  8036. for ( let i = 0, il = points.length; i < il; i ++ ) {
  8037. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  8038. }
  8039. this.radius = Math.sqrt( maxRadiusSq );
  8040. return this;
  8041. }
  8042. /**
  8043. * Copies the values of the given sphere to this instance.
  8044. *
  8045. * @param {Sphere} sphere - The sphere to copy.
  8046. * @return {Sphere} A reference to this sphere.
  8047. */
  8048. copy( sphere ) {
  8049. this.center.copy( sphere.center );
  8050. this.radius = sphere.radius;
  8051. return this;
  8052. }
  8053. /**
  8054. * Returns `true` if the sphere is empty (the radius set to a negative number).
  8055. *
  8056. * Spheres with a radius of `0` contain only their center point and are not
  8057. * considered to be empty.
  8058. *
  8059. * @return {boolean} Whether this sphere is empty or not.
  8060. */
  8061. isEmpty() {
  8062. return ( this.radius < 0 );
  8063. }
  8064. /**
  8065. * Makes this sphere empty which means in encloses a zero space in 3D.
  8066. *
  8067. * @return {Sphere} A reference to this sphere.
  8068. */
  8069. makeEmpty() {
  8070. this.center.set( 0, 0, 0 );
  8071. this.radius = -1;
  8072. return this;
  8073. }
  8074. /**
  8075. * Returns `true` if this sphere contains the given point inclusive of
  8076. * the surface of the sphere.
  8077. *
  8078. * @param {Vector3} point - The point to check.
  8079. * @return {boolean} Whether this sphere contains the given point or not.
  8080. */
  8081. containsPoint( point ) {
  8082. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8083. }
  8084. /**
  8085. * Returns the closest distance from the boundary of the sphere to the
  8086. * given point. If the sphere contains the point, the distance will
  8087. * be negative.
  8088. *
  8089. * @param {Vector3} point - The point to compute the distance to.
  8090. * @return {number} The distance to the point.
  8091. */
  8092. distanceToPoint( point ) {
  8093. return ( point.distanceTo( this.center ) - this.radius );
  8094. }
  8095. /**
  8096. * Returns `true` if this sphere intersects with the given one.
  8097. *
  8098. * @param {Sphere} sphere - The sphere to test.
  8099. * @return {boolean} Whether this sphere intersects with the given one or not.
  8100. */
  8101. intersectsSphere( sphere ) {
  8102. const radiusSum = this.radius + sphere.radius;
  8103. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8104. }
  8105. /**
  8106. * Returns `true` if this sphere intersects with the given box.
  8107. *
  8108. * @param {Box3} box - The box to test.
  8109. * @return {boolean} Whether this sphere intersects with the given box or not.
  8110. */
  8111. intersectsBox( box ) {
  8112. return box.intersectsSphere( this );
  8113. }
  8114. /**
  8115. * Returns `true` if this sphere intersects with the given plane.
  8116. *
  8117. * @param {Plane} plane - The plane to test.
  8118. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8119. */
  8120. intersectsPlane( plane ) {
  8121. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8122. }
  8123. /**
  8124. * Clamps a point within the sphere. If the point is outside the sphere, it
  8125. * will clamp it to the closest point on the edge of the sphere. Points
  8126. * already inside the sphere will not be affected.
  8127. *
  8128. * @param {Vector3} point - The plane to clamp.
  8129. * @param {Vector3} target - The target vector that is used to store the method's result.
  8130. * @return {Vector3} The clamped point.
  8131. */
  8132. clampPoint( point, target ) {
  8133. const deltaLengthSq = this.center.distanceToSquared( point );
  8134. target.copy( point );
  8135. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8136. target.sub( this.center ).normalize();
  8137. target.multiplyScalar( this.radius ).add( this.center );
  8138. }
  8139. return target;
  8140. }
  8141. /**
  8142. * Returns a bounding box that encloses this sphere.
  8143. *
  8144. * @param {Box3} target - The target box that is used to store the method's result.
  8145. * @return {Box3} The bounding box that encloses this sphere.
  8146. */
  8147. getBoundingBox( target ) {
  8148. if ( this.isEmpty() ) {
  8149. // Empty sphere produces empty bounding box
  8150. target.makeEmpty();
  8151. return target;
  8152. }
  8153. target.set( this.center, this.center );
  8154. target.expandByScalar( this.radius );
  8155. return target;
  8156. }
  8157. /**
  8158. * Transforms this sphere with the given 4x4 transformation matrix.
  8159. *
  8160. * @param {Matrix4} matrix - The transformation matrix.
  8161. * @return {Sphere} A reference to this sphere.
  8162. */
  8163. applyMatrix4( matrix ) {
  8164. this.center.applyMatrix4( matrix );
  8165. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8166. return this;
  8167. }
  8168. /**
  8169. * Translates the sphere's center by the given offset.
  8170. *
  8171. * @param {Vector3} offset - The offset.
  8172. * @return {Sphere} A reference to this sphere.
  8173. */
  8174. translate( offset ) {
  8175. this.center.add( offset );
  8176. return this;
  8177. }
  8178. /**
  8179. * Expands the boundaries of this sphere to include the given point.
  8180. *
  8181. * @param {Vector3} point - The point to include.
  8182. * @return {Sphere} A reference to this sphere.
  8183. */
  8184. expandByPoint( point ) {
  8185. if ( this.isEmpty() ) {
  8186. this.center.copy( point );
  8187. this.radius = 0;
  8188. return this;
  8189. }
  8190. _v1$6.subVectors( point, this.center );
  8191. const lengthSq = _v1$6.lengthSq();
  8192. if ( lengthSq > ( this.radius * this.radius ) ) {
  8193. // calculate the minimal sphere
  8194. const length = Math.sqrt( lengthSq );
  8195. const delta = ( length - this.radius ) * 0.5;
  8196. this.center.addScaledVector( _v1$6, delta / length );
  8197. this.radius += delta;
  8198. }
  8199. return this;
  8200. }
  8201. /**
  8202. * Expands this sphere to enclose both the original sphere and the given sphere.
  8203. *
  8204. * @param {Sphere} sphere - The sphere to include.
  8205. * @return {Sphere} A reference to this sphere.
  8206. */
  8207. union( sphere ) {
  8208. if ( sphere.isEmpty() ) {
  8209. return this;
  8210. }
  8211. if ( this.isEmpty() ) {
  8212. this.copy( sphere );
  8213. return this;
  8214. }
  8215. if ( this.center.equals( sphere.center ) === true ) {
  8216. this.radius = Math.max( this.radius, sphere.radius );
  8217. } else {
  8218. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8219. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8220. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8221. }
  8222. return this;
  8223. }
  8224. /**
  8225. * Returns `true` if this sphere is equal with the given one.
  8226. *
  8227. * @param {Sphere} sphere - The sphere to test for equality.
  8228. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8229. */
  8230. equals( sphere ) {
  8231. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8232. }
  8233. /**
  8234. * Returns a new sphere with copied values from this instance.
  8235. *
  8236. * @return {Sphere} A clone of this instance.
  8237. */
  8238. clone() {
  8239. return new this.constructor().copy( this );
  8240. }
  8241. /**
  8242. * Returns a serialized structure of the bounding sphere.
  8243. *
  8244. * @return {Object} Serialized structure with fields representing the object state.
  8245. */
  8246. toJSON() {
  8247. return {
  8248. radius: this.radius,
  8249. center: this.center.toArray()
  8250. };
  8251. }
  8252. /**
  8253. * Returns a serialized structure of the bounding sphere.
  8254. *
  8255. * @param {Object} json - The serialized json to set the sphere from.
  8256. * @return {Box3} A reference to this bounding sphere.
  8257. */
  8258. fromJSON( json ) {
  8259. this.radius = json.radius;
  8260. this.center.fromArray( json.center );
  8261. return this;
  8262. }
  8263. }
  8264. const _vector$a = /*@__PURE__*/ new Vector3();
  8265. const _segCenter = /*@__PURE__*/ new Vector3();
  8266. const _segDir = /*@__PURE__*/ new Vector3();
  8267. const _diff = /*@__PURE__*/ new Vector3();
  8268. const _edge1 = /*@__PURE__*/ new Vector3();
  8269. const _edge2 = /*@__PURE__*/ new Vector3();
  8270. const _normal$1 = /*@__PURE__*/ new Vector3();
  8271. /**
  8272. * A ray that emits from an origin in a certain direction. The class is used by
  8273. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8274. * mouse picking (working out what objects in the 3D space the mouse is over)
  8275. * amongst other things.
  8276. */
  8277. class Ray {
  8278. /**
  8279. * Constructs a new ray.
  8280. *
  8281. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8282. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8283. */
  8284. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8285. /**
  8286. * The origin of the ray.
  8287. *
  8288. * @type {Vector3}
  8289. */
  8290. this.origin = origin;
  8291. /**
  8292. * The (normalized) direction of the ray.
  8293. *
  8294. * @type {Vector3}
  8295. */
  8296. this.direction = direction;
  8297. }
  8298. /**
  8299. * Sets the ray's components by copying the given values.
  8300. *
  8301. * @param {Vector3} origin - The origin.
  8302. * @param {Vector3} direction - The direction.
  8303. * @return {Ray} A reference to this ray.
  8304. */
  8305. set( origin, direction ) {
  8306. this.origin.copy( origin );
  8307. this.direction.copy( direction );
  8308. return this;
  8309. }
  8310. /**
  8311. * Copies the values of the given ray to this instance.
  8312. *
  8313. * @param {Ray} ray - The ray to copy.
  8314. * @return {Ray} A reference to this ray.
  8315. */
  8316. copy( ray ) {
  8317. this.origin.copy( ray.origin );
  8318. this.direction.copy( ray.direction );
  8319. return this;
  8320. }
  8321. /**
  8322. * Returns a vector that is located at a given distance along this ray.
  8323. *
  8324. * @param {number} t - The distance along the ray to retrieve a position for.
  8325. * @param {Vector3} target - The target vector that is used to store the method's result.
  8326. * @return {Vector3} A position on the ray.
  8327. */
  8328. at( t, target ) {
  8329. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8330. }
  8331. /**
  8332. * Adjusts the direction of the ray to point at the given vector in world space.
  8333. *
  8334. * @param {Vector3} v - The target position.
  8335. * @return {Ray} A reference to this ray.
  8336. */
  8337. lookAt( v ) {
  8338. this.direction.copy( v ).sub( this.origin ).normalize();
  8339. return this;
  8340. }
  8341. /**
  8342. * Shift the origin of this ray along its direction by the given distance.
  8343. *
  8344. * @param {number} t - The distance along the ray to interpolate.
  8345. * @return {Ray} A reference to this ray.
  8346. */
  8347. recast( t ) {
  8348. this.origin.copy( this.at( t, _vector$a ) );
  8349. return this;
  8350. }
  8351. /**
  8352. * Returns the point along this ray that is closest to the given point.
  8353. *
  8354. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8355. * @param {Vector3} target - The target vector that is used to store the method's result.
  8356. * @return {Vector3} The closest point on this ray.
  8357. */
  8358. closestPointToPoint( point, target ) {
  8359. target.subVectors( point, this.origin );
  8360. const directionDistance = target.dot( this.direction );
  8361. if ( directionDistance < 0 ) {
  8362. return target.copy( this.origin );
  8363. }
  8364. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8365. }
  8366. /**
  8367. * Returns the distance of the closest approach between this ray and the given point.
  8368. *
  8369. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8370. * @return {number} The distance.
  8371. */
  8372. distanceToPoint( point ) {
  8373. return Math.sqrt( this.distanceSqToPoint( point ) );
  8374. }
  8375. /**
  8376. * Returns the squared distance of the closest approach between this ray and the given point.
  8377. *
  8378. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8379. * @return {number} The squared distance.
  8380. */
  8381. distanceSqToPoint( point ) {
  8382. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8383. // point behind the ray
  8384. if ( directionDistance < 0 ) {
  8385. return this.origin.distanceToSquared( point );
  8386. }
  8387. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8388. return _vector$a.distanceToSquared( point );
  8389. }
  8390. /**
  8391. * Returns the squared distance between this ray and the given line segment.
  8392. *
  8393. * @param {Vector3} v0 - The start point of the line segment.
  8394. * @param {Vector3} v1 - The end point of the line segment.
  8395. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8396. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8397. * @return {number} The squared distance.
  8398. */
  8399. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8400. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8401. // It returns the min distance between the ray and the segment
  8402. // defined by v0 and v1
  8403. // It can also set two optional targets :
  8404. // - The closest point on the ray
  8405. // - The closest point on the segment
  8406. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8407. _segDir.copy( v1 ).sub( v0 ).normalize();
  8408. _diff.copy( this.origin ).sub( _segCenter );
  8409. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8410. const a01 = - this.direction.dot( _segDir );
  8411. const b0 = _diff.dot( this.direction );
  8412. const b1 = - _diff.dot( _segDir );
  8413. const c = _diff.lengthSq();
  8414. const det = Math.abs( 1 - a01 * a01 );
  8415. let s0, s1, sqrDist, extDet;
  8416. if ( det > 0 ) {
  8417. // The ray and segment are not parallel.
  8418. s0 = a01 * b1 - b0;
  8419. s1 = a01 * b0 - b1;
  8420. extDet = segExtent * det;
  8421. if ( s0 >= 0 ) {
  8422. if ( s1 >= - extDet ) {
  8423. if ( s1 <= extDet ) {
  8424. // region 0
  8425. // Minimum at interior points of ray and segment.
  8426. const invDet = 1 / det;
  8427. s0 *= invDet;
  8428. s1 *= invDet;
  8429. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8430. } else {
  8431. // region 1
  8432. s1 = segExtent;
  8433. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8434. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8435. }
  8436. } else {
  8437. // region 5
  8438. s1 = - segExtent;
  8439. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8440. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8441. }
  8442. } else {
  8443. if ( s1 <= - extDet ) {
  8444. // region 4
  8445. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8446. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8447. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8448. } else if ( s1 <= extDet ) {
  8449. // region 3
  8450. s0 = 0;
  8451. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8452. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8453. } else {
  8454. // region 2
  8455. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8456. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8457. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8458. }
  8459. }
  8460. } else {
  8461. // Ray and segment are parallel.
  8462. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8463. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8464. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8465. }
  8466. if ( optionalPointOnRay ) {
  8467. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8468. }
  8469. if ( optionalPointOnSegment ) {
  8470. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8471. }
  8472. return sqrDist;
  8473. }
  8474. /**
  8475. * Intersects this ray with the given sphere, returning the intersection
  8476. * point or `null` if there is no intersection.
  8477. *
  8478. * @param {Sphere} sphere - The sphere to intersect.
  8479. * @param {Vector3} target - The target vector that is used to store the method's result.
  8480. * @return {?Vector3} The intersection point.
  8481. */
  8482. intersectSphere( sphere, target ) {
  8483. _vector$a.subVectors( sphere.center, this.origin );
  8484. const tca = _vector$a.dot( this.direction );
  8485. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8486. const radius2 = sphere.radius * sphere.radius;
  8487. if ( d2 > radius2 ) return null;
  8488. const thc = Math.sqrt( radius2 - d2 );
  8489. // t0 = first intersect point - entrance on front of sphere
  8490. const t0 = tca - thc;
  8491. // t1 = second intersect point - exit point on back of sphere
  8492. const t1 = tca + thc;
  8493. // test to see if t1 is behind the ray - if so, return null
  8494. if ( t1 < 0 ) return null;
  8495. // test to see if t0 is behind the ray:
  8496. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8497. // in order to always return an intersect point that is in front of the ray.
  8498. if ( t0 < 0 ) return this.at( t1, target );
  8499. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8500. return this.at( t0, target );
  8501. }
  8502. /**
  8503. * Returns `true` if this ray intersects with the given sphere.
  8504. *
  8505. * @param {Sphere} sphere - The sphere to intersect.
  8506. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8507. */
  8508. intersectsSphere( sphere ) {
  8509. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8510. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8511. }
  8512. /**
  8513. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8514. * does not intersect with the plane.
  8515. *
  8516. * @param {Plane} plane - The plane to compute the distance to.
  8517. * @return {?number} Whether this ray intersects with the given sphere or not.
  8518. */
  8519. distanceToPlane( plane ) {
  8520. const denominator = plane.normal.dot( this.direction );
  8521. if ( denominator === 0 ) {
  8522. // line is coplanar, return origin
  8523. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8524. return 0;
  8525. }
  8526. // Null is preferable to undefined since undefined means.... it is undefined
  8527. return null;
  8528. }
  8529. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8530. // Return if the ray never intersects the plane
  8531. return t >= 0 ? t : null;
  8532. }
  8533. /**
  8534. * Intersects this ray with the given plane, returning the intersection
  8535. * point or `null` if there is no intersection.
  8536. *
  8537. * @param {Plane} plane - The plane to intersect.
  8538. * @param {Vector3} target - The target vector that is used to store the method's result.
  8539. * @return {?Vector3} The intersection point.
  8540. */
  8541. intersectPlane( plane, target ) {
  8542. const t = this.distanceToPlane( plane );
  8543. if ( t === null ) {
  8544. return null;
  8545. }
  8546. return this.at( t, target );
  8547. }
  8548. /**
  8549. * Returns `true` if this ray intersects with the given plane.
  8550. *
  8551. * @param {Plane} plane - The plane to intersect.
  8552. * @return {boolean} Whether this ray intersects with the given plane or not.
  8553. */
  8554. intersectsPlane( plane ) {
  8555. // check if the ray lies on the plane first
  8556. const distToPoint = plane.distanceToPoint( this.origin );
  8557. if ( distToPoint === 0 ) {
  8558. return true;
  8559. }
  8560. const denominator = plane.normal.dot( this.direction );
  8561. if ( denominator * distToPoint < 0 ) {
  8562. return true;
  8563. }
  8564. // ray origin is behind the plane (and is pointing behind it)
  8565. return false;
  8566. }
  8567. /**
  8568. * Intersects this ray with the given bounding box, returning the intersection
  8569. * point or `null` if there is no intersection.
  8570. *
  8571. * @param {Box3} box - The box to intersect.
  8572. * @param {Vector3} target - The target vector that is used to store the method's result.
  8573. * @return {?Vector3} The intersection point.
  8574. */
  8575. intersectBox( box, target ) {
  8576. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8577. const invdirx = 1 / this.direction.x,
  8578. invdiry = 1 / this.direction.y,
  8579. invdirz = 1 / this.direction.z;
  8580. const origin = this.origin;
  8581. if ( invdirx >= 0 ) {
  8582. tmin = ( box.min.x - origin.x ) * invdirx;
  8583. tmax = ( box.max.x - origin.x ) * invdirx;
  8584. } else {
  8585. tmin = ( box.max.x - origin.x ) * invdirx;
  8586. tmax = ( box.min.x - origin.x ) * invdirx;
  8587. }
  8588. if ( invdiry >= 0 ) {
  8589. tymin = ( box.min.y - origin.y ) * invdiry;
  8590. tymax = ( box.max.y - origin.y ) * invdiry;
  8591. } else {
  8592. tymin = ( box.max.y - origin.y ) * invdiry;
  8593. tymax = ( box.min.y - origin.y ) * invdiry;
  8594. }
  8595. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8596. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8597. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8598. if ( invdirz >= 0 ) {
  8599. tzmin = ( box.min.z - origin.z ) * invdirz;
  8600. tzmax = ( box.max.z - origin.z ) * invdirz;
  8601. } else {
  8602. tzmin = ( box.max.z - origin.z ) * invdirz;
  8603. tzmax = ( box.min.z - origin.z ) * invdirz;
  8604. }
  8605. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8606. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8607. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8608. //return point closest to the ray (positive side)
  8609. if ( tmax < 0 ) return null;
  8610. return this.at( tmin >= 0 ? tmin : tmax, target );
  8611. }
  8612. /**
  8613. * Returns `true` if this ray intersects with the given box.
  8614. *
  8615. * @param {Box3} box - The box to intersect.
  8616. * @return {boolean} Whether this ray intersects with the given box or not.
  8617. */
  8618. intersectsBox( box ) {
  8619. return this.intersectBox( box, _vector$a ) !== null;
  8620. }
  8621. /**
  8622. * Intersects this ray with the given triangle, returning the intersection
  8623. * point or `null` if there is no intersection.
  8624. *
  8625. * @param {Vector3} a - The first vertex of the triangle.
  8626. * @param {Vector3} b - The second vertex of the triangle.
  8627. * @param {Vector3} c - The third vertex of the triangle.
  8628. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8629. * @param {Vector3} target - The target vector that is used to store the method's result.
  8630. * @return {?Vector3} The intersection point.
  8631. */
  8632. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8633. // Compute the offset origin, edges, and normal.
  8634. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8635. _edge1.subVectors( b, a );
  8636. _edge2.subVectors( c, a );
  8637. _normal$1.crossVectors( _edge1, _edge2 );
  8638. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8639. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8640. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8641. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8642. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8643. let DdN = this.direction.dot( _normal$1 );
  8644. let sign;
  8645. if ( DdN > 0 ) {
  8646. if ( backfaceCulling ) return null;
  8647. sign = 1;
  8648. } else if ( DdN < 0 ) {
  8649. sign = -1;
  8650. DdN = - DdN;
  8651. } else {
  8652. return null;
  8653. }
  8654. _diff.subVectors( this.origin, a );
  8655. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8656. // b1 < 0, no intersection
  8657. if ( DdQxE2 < 0 ) {
  8658. return null;
  8659. }
  8660. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8661. // b2 < 0, no intersection
  8662. if ( DdE1xQ < 0 ) {
  8663. return null;
  8664. }
  8665. // b1+b2 > 1, no intersection
  8666. if ( DdQxE2 + DdE1xQ > DdN ) {
  8667. return null;
  8668. }
  8669. // Line intersects triangle, check if ray does.
  8670. const QdN = - sign * _diff.dot( _normal$1 );
  8671. // t < 0, no intersection
  8672. if ( QdN < 0 ) {
  8673. return null;
  8674. }
  8675. // Ray intersects triangle.
  8676. return this.at( QdN / DdN, target );
  8677. }
  8678. /**
  8679. * Transforms this ray with the given 4x4 transformation matrix.
  8680. *
  8681. * @param {Matrix4} matrix4 - The transformation matrix.
  8682. * @return {Ray} A reference to this ray.
  8683. */
  8684. applyMatrix4( matrix4 ) {
  8685. this.origin.applyMatrix4( matrix4 );
  8686. this.direction.transformDirection( matrix4 );
  8687. return this;
  8688. }
  8689. /**
  8690. * Returns `true` if this ray is equal with the given one.
  8691. *
  8692. * @param {Ray} ray - The ray to test for equality.
  8693. * @return {boolean} Whether this ray is equal with the given one.
  8694. */
  8695. equals( ray ) {
  8696. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8697. }
  8698. /**
  8699. * Returns a new ray with copied values from this instance.
  8700. *
  8701. * @return {Ray} A clone of this instance.
  8702. */
  8703. clone() {
  8704. return new this.constructor().copy( this );
  8705. }
  8706. }
  8707. /**
  8708. * Represents a 4x4 matrix.
  8709. *
  8710. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8711. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices)
  8712. *
  8713. * This allows a 3D vector representing a point in 3D space to undergo
  8714. * transformations such as translation, rotation, shear, scale, reflection,
  8715. * orthogonal or perspective projection and so on, by being multiplied by the
  8716. * matrix. This is known as `applying` the matrix to the vector.
  8717. *
  8718. * A Note on Row-Major and Column-Major Ordering:
  8719. *
  8720. * The constructor and {@link Matrix3#set} method take arguments in
  8721. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  8722. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8723. * This means that calling:
  8724. * ```js
  8725. * const m = new THREE.Matrix4();
  8726. * m.set( 11, 12, 13, 14,
  8727. * 21, 22, 23, 24,
  8728. * 31, 32, 33, 34,
  8729. * 41, 42, 43, 44 );
  8730. * ```
  8731. * will result in the elements array containing:
  8732. * ```js
  8733. * m.elements = [ 11, 21, 31, 41,
  8734. * 12, 22, 32, 42,
  8735. * 13, 23, 33, 43,
  8736. * 14, 24, 34, 44 ];
  8737. * ```
  8738. * and internally all calculations are performed using column-major ordering.
  8739. * However, as the actual ordering makes no difference mathematically and
  8740. * most people are used to thinking about matrices in row-major order, the
  8741. * three.js documentation shows matrices in row-major order. Just bear in
  8742. * mind that if you are reading the source code, you'll have to take the
  8743. * transpose of any matrices outlined here to make sense of the calculations.
  8744. */
  8745. class Matrix4 {
  8746. /**
  8747. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8748. * in row-major order. If no arguments are provided, the constructor
  8749. * initializes the matrix as an identity matrix.
  8750. *
  8751. * @param {number} [n11] - 1-1 matrix element.
  8752. * @param {number} [n12] - 1-2 matrix element.
  8753. * @param {number} [n13] - 1-3 matrix element.
  8754. * @param {number} [n14] - 1-4 matrix element.
  8755. * @param {number} [n21] - 2-1 matrix element.
  8756. * @param {number} [n22] - 2-2 matrix element.
  8757. * @param {number} [n23] - 2-3 matrix element.
  8758. * @param {number} [n24] - 2-4 matrix element.
  8759. * @param {number} [n31] - 3-1 matrix element.
  8760. * @param {number} [n32] - 3-2 matrix element.
  8761. * @param {number} [n33] - 3-3 matrix element.
  8762. * @param {number} [n34] - 3-4 matrix element.
  8763. * @param {number} [n41] - 4-1 matrix element.
  8764. * @param {number} [n42] - 4-2 matrix element.
  8765. * @param {number} [n43] - 4-3 matrix element.
  8766. * @param {number} [n44] - 4-4 matrix element.
  8767. */
  8768. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8769. /**
  8770. * This flag can be used for type testing.
  8771. *
  8772. * @type {boolean}
  8773. * @readonly
  8774. * @default true
  8775. */
  8776. Matrix4.prototype.isMatrix4 = true;
  8777. /**
  8778. * A column-major list of matrix values.
  8779. *
  8780. * @type {Array<number>}
  8781. */
  8782. this.elements = [
  8783. 1, 0, 0, 0,
  8784. 0, 1, 0, 0,
  8785. 0, 0, 1, 0,
  8786. 0, 0, 0, 1
  8787. ];
  8788. if ( n11 !== undefined ) {
  8789. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8790. }
  8791. }
  8792. /**
  8793. * Sets the elements of the matrix.The arguments are supposed to be
  8794. * in row-major order.
  8795. *
  8796. * @param {number} [n11] - 1-1 matrix element.
  8797. * @param {number} [n12] - 1-2 matrix element.
  8798. * @param {number} [n13] - 1-3 matrix element.
  8799. * @param {number} [n14] - 1-4 matrix element.
  8800. * @param {number} [n21] - 2-1 matrix element.
  8801. * @param {number} [n22] - 2-2 matrix element.
  8802. * @param {number} [n23] - 2-3 matrix element.
  8803. * @param {number} [n24] - 2-4 matrix element.
  8804. * @param {number} [n31] - 3-1 matrix element.
  8805. * @param {number} [n32] - 3-2 matrix element.
  8806. * @param {number} [n33] - 3-3 matrix element.
  8807. * @param {number} [n34] - 3-4 matrix element.
  8808. * @param {number} [n41] - 4-1 matrix element.
  8809. * @param {number} [n42] - 4-2 matrix element.
  8810. * @param {number} [n43] - 4-3 matrix element.
  8811. * @param {number} [n44] - 4-4 matrix element.
  8812. * @return {Matrix4} A reference to this matrix.
  8813. */
  8814. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8815. const te = this.elements;
  8816. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8817. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8818. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8819. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8820. return this;
  8821. }
  8822. /**
  8823. * Sets this matrix to the 4x4 identity matrix.
  8824. *
  8825. * @return {Matrix4} A reference to this matrix.
  8826. */
  8827. identity() {
  8828. this.set(
  8829. 1, 0, 0, 0,
  8830. 0, 1, 0, 0,
  8831. 0, 0, 1, 0,
  8832. 0, 0, 0, 1
  8833. );
  8834. return this;
  8835. }
  8836. /**
  8837. * Returns a matrix with copied values from this instance.
  8838. *
  8839. * @return {Matrix4} A clone of this instance.
  8840. */
  8841. clone() {
  8842. return new Matrix4().fromArray( this.elements );
  8843. }
  8844. /**
  8845. * Copies the values of the given matrix to this instance.
  8846. *
  8847. * @param {Matrix4} m - The matrix to copy.
  8848. * @return {Matrix4} A reference to this matrix.
  8849. */
  8850. copy( m ) {
  8851. const te = this.elements;
  8852. const me = m.elements;
  8853. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8854. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8855. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8856. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8857. return this;
  8858. }
  8859. /**
  8860. * Copies the translation component of the given matrix
  8861. * into this matrix's translation component.
  8862. *
  8863. * @param {Matrix4} m - The matrix to copy the translation component.
  8864. * @return {Matrix4} A reference to this matrix.
  8865. */
  8866. copyPosition( m ) {
  8867. const te = this.elements, me = m.elements;
  8868. te[ 12 ] = me[ 12 ];
  8869. te[ 13 ] = me[ 13 ];
  8870. te[ 14 ] = me[ 14 ];
  8871. return this;
  8872. }
  8873. /**
  8874. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8875. *
  8876. * @param {Matrix3} m - The 3x3 matrix.
  8877. * @return {Matrix4} A reference to this matrix.
  8878. */
  8879. setFromMatrix3( m ) {
  8880. const me = m.elements;
  8881. this.set(
  8882. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8883. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8884. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8885. 0, 0, 0, 1
  8886. );
  8887. return this;
  8888. }
  8889. /**
  8890. * Extracts the basis of this matrix into the three axis vectors provided.
  8891. *
  8892. * @param {Vector3} xAxis - The basis's x axis.
  8893. * @param {Vector3} yAxis - The basis's y axis.
  8894. * @param {Vector3} zAxis - The basis's z axis.
  8895. * @return {Matrix4} A reference to this matrix.
  8896. */
  8897. extractBasis( xAxis, yAxis, zAxis ) {
  8898. xAxis.setFromMatrixColumn( this, 0 );
  8899. yAxis.setFromMatrixColumn( this, 1 );
  8900. zAxis.setFromMatrixColumn( this, 2 );
  8901. return this;
  8902. }
  8903. /**
  8904. * Sets the given basis vectors to this matrix.
  8905. *
  8906. * @param {Vector3} xAxis - The basis's x axis.
  8907. * @param {Vector3} yAxis - The basis's y axis.
  8908. * @param {Vector3} zAxis - The basis's z axis.
  8909. * @return {Matrix4} A reference to this matrix.
  8910. */
  8911. makeBasis( xAxis, yAxis, zAxis ) {
  8912. this.set(
  8913. xAxis.x, yAxis.x, zAxis.x, 0,
  8914. xAxis.y, yAxis.y, zAxis.y, 0,
  8915. xAxis.z, yAxis.z, zAxis.z, 0,
  8916. 0, 0, 0, 1
  8917. );
  8918. return this;
  8919. }
  8920. /**
  8921. * Extracts the rotation component of the given matrix
  8922. * into this matrix's rotation component.
  8923. *
  8924. * Note: This method does not support reflection matrices.
  8925. *
  8926. * @param {Matrix4} m - The matrix.
  8927. * @return {Matrix4} A reference to this matrix.
  8928. */
  8929. extractRotation( m ) {
  8930. const te = this.elements;
  8931. const me = m.elements;
  8932. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8933. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8934. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8935. te[ 0 ] = me[ 0 ] * scaleX;
  8936. te[ 1 ] = me[ 1 ] * scaleX;
  8937. te[ 2 ] = me[ 2 ] * scaleX;
  8938. te[ 3 ] = 0;
  8939. te[ 4 ] = me[ 4 ] * scaleY;
  8940. te[ 5 ] = me[ 5 ] * scaleY;
  8941. te[ 6 ] = me[ 6 ] * scaleY;
  8942. te[ 7 ] = 0;
  8943. te[ 8 ] = me[ 8 ] * scaleZ;
  8944. te[ 9 ] = me[ 9 ] * scaleZ;
  8945. te[ 10 ] = me[ 10 ] * scaleZ;
  8946. te[ 11 ] = 0;
  8947. te[ 12 ] = 0;
  8948. te[ 13 ] = 0;
  8949. te[ 14 ] = 0;
  8950. te[ 15 ] = 1;
  8951. return this;
  8952. }
  8953. /**
  8954. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8955. * the rotation specified by the given Euler angles. The rest of
  8956. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8957. * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
  8958. * for a complete list.
  8959. *
  8960. * @param {Euler} euler - The Euler angles.
  8961. * @return {Matrix4} A reference to this matrix.
  8962. */
  8963. makeRotationFromEuler( euler ) {
  8964. const te = this.elements;
  8965. const x = euler.x, y = euler.y, z = euler.z;
  8966. const a = Math.cos( x ), b = Math.sin( x );
  8967. const c = Math.cos( y ), d = Math.sin( y );
  8968. const e = Math.cos( z ), f = Math.sin( z );
  8969. if ( euler.order === 'XYZ' ) {
  8970. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8971. te[ 0 ] = c * e;
  8972. te[ 4 ] = - c * f;
  8973. te[ 8 ] = d;
  8974. te[ 1 ] = af + be * d;
  8975. te[ 5 ] = ae - bf * d;
  8976. te[ 9 ] = - b * c;
  8977. te[ 2 ] = bf - ae * d;
  8978. te[ 6 ] = be + af * d;
  8979. te[ 10 ] = a * c;
  8980. } else if ( euler.order === 'YXZ' ) {
  8981. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8982. te[ 0 ] = ce + df * b;
  8983. te[ 4 ] = de * b - cf;
  8984. te[ 8 ] = a * d;
  8985. te[ 1 ] = a * f;
  8986. te[ 5 ] = a * e;
  8987. te[ 9 ] = - b;
  8988. te[ 2 ] = cf * b - de;
  8989. te[ 6 ] = df + ce * b;
  8990. te[ 10 ] = a * c;
  8991. } else if ( euler.order === 'ZXY' ) {
  8992. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8993. te[ 0 ] = ce - df * b;
  8994. te[ 4 ] = - a * f;
  8995. te[ 8 ] = de + cf * b;
  8996. te[ 1 ] = cf + de * b;
  8997. te[ 5 ] = a * e;
  8998. te[ 9 ] = df - ce * b;
  8999. te[ 2 ] = - a * d;
  9000. te[ 6 ] = b;
  9001. te[ 10 ] = a * c;
  9002. } else if ( euler.order === 'ZYX' ) {
  9003. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  9004. te[ 0 ] = c * e;
  9005. te[ 4 ] = be * d - af;
  9006. te[ 8 ] = ae * d + bf;
  9007. te[ 1 ] = c * f;
  9008. te[ 5 ] = bf * d + ae;
  9009. te[ 9 ] = af * d - be;
  9010. te[ 2 ] = - d;
  9011. te[ 6 ] = b * c;
  9012. te[ 10 ] = a * c;
  9013. } else if ( euler.order === 'YZX' ) {
  9014. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  9015. te[ 0 ] = c * e;
  9016. te[ 4 ] = bd - ac * f;
  9017. te[ 8 ] = bc * f + ad;
  9018. te[ 1 ] = f;
  9019. te[ 5 ] = a * e;
  9020. te[ 9 ] = - b * e;
  9021. te[ 2 ] = - d * e;
  9022. te[ 6 ] = ad * f + bc;
  9023. te[ 10 ] = ac - bd * f;
  9024. } else if ( euler.order === 'XZY' ) {
  9025. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  9026. te[ 0 ] = c * e;
  9027. te[ 4 ] = - f;
  9028. te[ 8 ] = d * e;
  9029. te[ 1 ] = ac * f + bd;
  9030. te[ 5 ] = a * e;
  9031. te[ 9 ] = ad * f - bc;
  9032. te[ 2 ] = bc * f - ad;
  9033. te[ 6 ] = b * e;
  9034. te[ 10 ] = bd * f + ac;
  9035. }
  9036. // bottom row
  9037. te[ 3 ] = 0;
  9038. te[ 7 ] = 0;
  9039. te[ 11 ] = 0;
  9040. // last column
  9041. te[ 12 ] = 0;
  9042. te[ 13 ] = 0;
  9043. te[ 14 ] = 0;
  9044. te[ 15 ] = 1;
  9045. return this;
  9046. }
  9047. /**
  9048. * Sets the rotation component of this matrix to the rotation specified by
  9049. * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
  9050. * The rest of the matrix is set to the identity.
  9051. *
  9052. * @param {Quaternion} q - The Quaternion.
  9053. * @return {Matrix4} A reference to this matrix.
  9054. */
  9055. makeRotationFromQuaternion( q ) {
  9056. return this.compose( _zero, q, _one );
  9057. }
  9058. /**
  9059. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  9060. * `target`, and oriented by the up-direction.
  9061. *
  9062. * @param {Vector3} eye - The eye vector.
  9063. * @param {Vector3} target - The target vector.
  9064. * @param {Vector3} up - The up vector.
  9065. * @return {Matrix4} A reference to this matrix.
  9066. */
  9067. lookAt( eye, target, up ) {
  9068. const te = this.elements;
  9069. _z.subVectors( eye, target );
  9070. if ( _z.lengthSq() === 0 ) {
  9071. // eye and target are in the same position
  9072. _z.z = 1;
  9073. }
  9074. _z.normalize();
  9075. _x.crossVectors( up, _z );
  9076. if ( _x.lengthSq() === 0 ) {
  9077. // up and z are parallel
  9078. if ( Math.abs( up.z ) === 1 ) {
  9079. _z.x += 0.0001;
  9080. } else {
  9081. _z.z += 0.0001;
  9082. }
  9083. _z.normalize();
  9084. _x.crossVectors( up, _z );
  9085. }
  9086. _x.normalize();
  9087. _y.crossVectors( _z, _x );
  9088. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9089. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9090. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9091. return this;
  9092. }
  9093. /**
  9094. * Post-multiplies this matrix by the given 4x4 matrix.
  9095. *
  9096. * @param {Matrix4} m - The matrix to multiply with.
  9097. * @return {Matrix4} A reference to this matrix.
  9098. */
  9099. multiply( m ) {
  9100. return this.multiplyMatrices( this, m );
  9101. }
  9102. /**
  9103. * Pre-multiplies this matrix by the given 4x4 matrix.
  9104. *
  9105. * @param {Matrix4} m - The matrix to multiply with.
  9106. * @return {Matrix4} A reference to this matrix.
  9107. */
  9108. premultiply( m ) {
  9109. return this.multiplyMatrices( m, this );
  9110. }
  9111. /**
  9112. * Multiples the given 4x4 matrices and stores the result
  9113. * in this matrix.
  9114. *
  9115. * @param {Matrix4} a - The first matrix.
  9116. * @param {Matrix4} b - The second matrix.
  9117. * @return {Matrix4} A reference to this matrix.
  9118. */
  9119. multiplyMatrices( a, b ) {
  9120. const ae = a.elements;
  9121. const be = b.elements;
  9122. const te = this.elements;
  9123. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9124. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9125. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9126. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9127. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9128. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9129. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9130. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9131. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9132. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9133. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9134. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9135. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9136. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9137. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9138. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9139. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9140. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9141. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9142. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9143. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9144. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9145. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9146. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9147. return this;
  9148. }
  9149. /**
  9150. * Multiplies every component of the matrix by the given scalar.
  9151. *
  9152. * @param {number} s - The scalar.
  9153. * @return {Matrix4} A reference to this matrix.
  9154. */
  9155. multiplyScalar( s ) {
  9156. const te = this.elements;
  9157. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9158. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9159. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9160. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9161. return this;
  9162. }
  9163. /**
  9164. * Computes and returns the determinant of this matrix.
  9165. *
  9166. * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
  9167. *
  9168. * @return {number} The determinant.
  9169. */
  9170. determinant() {
  9171. const te = this.elements;
  9172. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9173. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9174. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9175. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9176. const t11 = n23 * n34 - n24 * n33;
  9177. const t12 = n22 * n34 - n24 * n32;
  9178. const t13 = n22 * n33 - n23 * n32;
  9179. const t21 = n21 * n34 - n24 * n31;
  9180. const t22 = n21 * n33 - n23 * n31;
  9181. const t23 = n21 * n32 - n22 * n31;
  9182. return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) -
  9183. n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) +
  9184. n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) -
  9185. n14 * ( n41 * t13 - n42 * t22 + n43 * t23 );
  9186. }
  9187. /**
  9188. * Transposes this matrix in place.
  9189. *
  9190. * @return {Matrix4} A reference to this matrix.
  9191. */
  9192. transpose() {
  9193. const te = this.elements;
  9194. let tmp;
  9195. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9196. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9197. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9198. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9199. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9200. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9201. return this;
  9202. }
  9203. /**
  9204. * Sets the position component for this matrix from the given vector,
  9205. * without affecting the rest of the matrix.
  9206. *
  9207. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9208. * @param {number} y - The y component of the vector.
  9209. * @param {number} z - The z component of the vector.
  9210. * @return {Matrix4} A reference to this matrix.
  9211. */
  9212. setPosition( x, y, z ) {
  9213. const te = this.elements;
  9214. if ( x.isVector3 ) {
  9215. te[ 12 ] = x.x;
  9216. te[ 13 ] = x.y;
  9217. te[ 14 ] = x.z;
  9218. } else {
  9219. te[ 12 ] = x;
  9220. te[ 13 ] = y;
  9221. te[ 14 ] = z;
  9222. }
  9223. return this;
  9224. }
  9225. /**
  9226. * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
  9227. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9228. * a zero matrix instead.
  9229. *
  9230. * @return {Matrix4} A reference to this matrix.
  9231. */
  9232. invert() {
  9233. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9234. const te = this.elements,
  9235. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9236. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9237. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9238. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9239. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9240. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9241. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9242. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9243. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9244. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9245. const detInv = 1 / det;
  9246. te[ 0 ] = t11 * detInv;
  9247. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9248. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9249. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9250. te[ 4 ] = t12 * detInv;
  9251. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9252. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9253. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9254. te[ 8 ] = t13 * detInv;
  9255. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9256. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9257. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9258. te[ 12 ] = t14 * detInv;
  9259. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9260. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9261. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9262. return this;
  9263. }
  9264. /**
  9265. * Multiplies the columns of this matrix by the given vector.
  9266. *
  9267. * @param {Vector3} v - The scale vector.
  9268. * @return {Matrix4} A reference to this matrix.
  9269. */
  9270. scale( v ) {
  9271. const te = this.elements;
  9272. const x = v.x, y = v.y, z = v.z;
  9273. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9274. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9275. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9276. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9277. return this;
  9278. }
  9279. /**
  9280. * Gets the maximum scale value of the three axes.
  9281. *
  9282. * @return {number} The maximum scale.
  9283. */
  9284. getMaxScaleOnAxis() {
  9285. const te = this.elements;
  9286. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9287. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9288. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9289. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9290. }
  9291. /**
  9292. * Sets this matrix as a translation transform from the given vector.
  9293. *
  9294. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9295. * @param {number} y - The amount to translate in the Y axis.
  9296. * @param {number} z - The amount to translate in the z axis.
  9297. * @return {Matrix4} A reference to this matrix.
  9298. */
  9299. makeTranslation( x, y, z ) {
  9300. if ( x.isVector3 ) {
  9301. this.set(
  9302. 1, 0, 0, x.x,
  9303. 0, 1, 0, x.y,
  9304. 0, 0, 1, x.z,
  9305. 0, 0, 0, 1
  9306. );
  9307. } else {
  9308. this.set(
  9309. 1, 0, 0, x,
  9310. 0, 1, 0, y,
  9311. 0, 0, 1, z,
  9312. 0, 0, 0, 1
  9313. );
  9314. }
  9315. return this;
  9316. }
  9317. /**
  9318. * Sets this matrix as a rotational transformation around the X axis by
  9319. * the given angle.
  9320. *
  9321. * @param {number} theta - The rotation in radians.
  9322. * @return {Matrix4} A reference to this matrix.
  9323. */
  9324. makeRotationX( theta ) {
  9325. const c = Math.cos( theta ), s = Math.sin( theta );
  9326. this.set(
  9327. 1, 0, 0, 0,
  9328. 0, c, - s, 0,
  9329. 0, s, c, 0,
  9330. 0, 0, 0, 1
  9331. );
  9332. return this;
  9333. }
  9334. /**
  9335. * Sets this matrix as a rotational transformation around the Y axis by
  9336. * the given angle.
  9337. *
  9338. * @param {number} theta - The rotation in radians.
  9339. * @return {Matrix4} A reference to this matrix.
  9340. */
  9341. makeRotationY( theta ) {
  9342. const c = Math.cos( theta ), s = Math.sin( theta );
  9343. this.set(
  9344. c, 0, s, 0,
  9345. 0, 1, 0, 0,
  9346. - s, 0, c, 0,
  9347. 0, 0, 0, 1
  9348. );
  9349. return this;
  9350. }
  9351. /**
  9352. * Sets this matrix as a rotational transformation around the Z axis by
  9353. * the given angle.
  9354. *
  9355. * @param {number} theta - The rotation in radians.
  9356. * @return {Matrix4} A reference to this matrix.
  9357. */
  9358. makeRotationZ( theta ) {
  9359. const c = Math.cos( theta ), s = Math.sin( theta );
  9360. this.set(
  9361. c, - s, 0, 0,
  9362. s, c, 0, 0,
  9363. 0, 0, 1, 0,
  9364. 0, 0, 0, 1
  9365. );
  9366. return this;
  9367. }
  9368. /**
  9369. * Sets this matrix as a rotational transformation around the given axis by
  9370. * the given angle.
  9371. *
  9372. * This is a somewhat controversial but mathematically sound alternative to
  9373. * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
  9374. *
  9375. * @param {Vector3} axis - The normalized rotation axis.
  9376. * @param {number} angle - The rotation in radians.
  9377. * @return {Matrix4} A reference to this matrix.
  9378. */
  9379. makeRotationAxis( axis, angle ) {
  9380. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9381. const c = Math.cos( angle );
  9382. const s = Math.sin( angle );
  9383. const t = 1 - c;
  9384. const x = axis.x, y = axis.y, z = axis.z;
  9385. const tx = t * x, ty = t * y;
  9386. this.set(
  9387. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9388. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9389. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9390. 0, 0, 0, 1
  9391. );
  9392. return this;
  9393. }
  9394. /**
  9395. * Sets this matrix as a scale transformation.
  9396. *
  9397. * @param {number} x - The amount to scale in the X axis.
  9398. * @param {number} y - The amount to scale in the Y axis.
  9399. * @param {number} z - The amount to scale in the Z axis.
  9400. * @return {Matrix4} A reference to this matrix.
  9401. */
  9402. makeScale( x, y, z ) {
  9403. this.set(
  9404. x, 0, 0, 0,
  9405. 0, y, 0, 0,
  9406. 0, 0, z, 0,
  9407. 0, 0, 0, 1
  9408. );
  9409. return this;
  9410. }
  9411. /**
  9412. * Sets this matrix as a shear transformation.
  9413. *
  9414. * @param {number} xy - The amount to shear X by Y.
  9415. * @param {number} xz - The amount to shear X by Z.
  9416. * @param {number} yx - The amount to shear Y by X.
  9417. * @param {number} yz - The amount to shear Y by Z.
  9418. * @param {number} zx - The amount to shear Z by X.
  9419. * @param {number} zy - The amount to shear Z by Y.
  9420. * @return {Matrix4} A reference to this matrix.
  9421. */
  9422. makeShear( xy, xz, yx, yz, zx, zy ) {
  9423. this.set(
  9424. 1, yx, zx, 0,
  9425. xy, 1, zy, 0,
  9426. xz, yz, 1, 0,
  9427. 0, 0, 0, 1
  9428. );
  9429. return this;
  9430. }
  9431. /**
  9432. * Sets this matrix to the transformation composed of the given position,
  9433. * rotation (Quaternion) and scale.
  9434. *
  9435. * @param {Vector3} position - The position vector.
  9436. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9437. * @param {Vector3} scale - The scale vector.
  9438. * @return {Matrix4} A reference to this matrix.
  9439. */
  9440. compose( position, quaternion, scale ) {
  9441. const te = this.elements;
  9442. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9443. const x2 = x + x, y2 = y + y, z2 = z + z;
  9444. const xx = x * x2, xy = x * y2, xz = x * z2;
  9445. const yy = y * y2, yz = y * z2, zz = z * z2;
  9446. const wx = w * x2, wy = w * y2, wz = w * z2;
  9447. const sx = scale.x, sy = scale.y, sz = scale.z;
  9448. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9449. te[ 1 ] = ( xy + wz ) * sx;
  9450. te[ 2 ] = ( xz - wy ) * sx;
  9451. te[ 3 ] = 0;
  9452. te[ 4 ] = ( xy - wz ) * sy;
  9453. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9454. te[ 6 ] = ( yz + wx ) * sy;
  9455. te[ 7 ] = 0;
  9456. te[ 8 ] = ( xz + wy ) * sz;
  9457. te[ 9 ] = ( yz - wx ) * sz;
  9458. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9459. te[ 11 ] = 0;
  9460. te[ 12 ] = position.x;
  9461. te[ 13 ] = position.y;
  9462. te[ 14 ] = position.z;
  9463. te[ 15 ] = 1;
  9464. return this;
  9465. }
  9466. /**
  9467. * Decomposes this matrix into its position, rotation and scale components
  9468. * and provides the result in the given objects.
  9469. *
  9470. * Note: Not all matrices are decomposable in this way. For example, if an
  9471. * object has a non-uniformly scaled parent, then the object's world matrix
  9472. * may not be decomposable, and this method may not be appropriate.
  9473. *
  9474. * @param {Vector3} position - The position vector.
  9475. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9476. * @param {Vector3} scale - The scale vector.
  9477. * @return {Matrix4} A reference to this matrix.
  9478. */
  9479. decompose( position, quaternion, scale ) {
  9480. const te = this.elements;
  9481. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9482. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9483. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9484. // if determine is negative, we need to invert one scale
  9485. const det = this.determinant();
  9486. if ( det < 0 ) sx = - sx;
  9487. position.x = te[ 12 ];
  9488. position.y = te[ 13 ];
  9489. position.z = te[ 14 ];
  9490. // scale the rotation part
  9491. _m1$2.copy( this );
  9492. const invSX = 1 / sx;
  9493. const invSY = 1 / sy;
  9494. const invSZ = 1 / sz;
  9495. _m1$2.elements[ 0 ] *= invSX;
  9496. _m1$2.elements[ 1 ] *= invSX;
  9497. _m1$2.elements[ 2 ] *= invSX;
  9498. _m1$2.elements[ 4 ] *= invSY;
  9499. _m1$2.elements[ 5 ] *= invSY;
  9500. _m1$2.elements[ 6 ] *= invSY;
  9501. _m1$2.elements[ 8 ] *= invSZ;
  9502. _m1$2.elements[ 9 ] *= invSZ;
  9503. _m1$2.elements[ 10 ] *= invSZ;
  9504. quaternion.setFromRotationMatrix( _m1$2 );
  9505. scale.x = sx;
  9506. scale.y = sy;
  9507. scale.z = sz;
  9508. return this;
  9509. }
  9510. /**
  9511. * Creates a perspective projection matrix. This is used internally by
  9512. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9513. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9514. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9515. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9516. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9517. * @param {number} near - The distance from the camera to the near plane.
  9518. * @param {number} far - The distance from the camera to the far plane.
  9519. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9520. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9521. * @return {Matrix4} A reference to this matrix.
  9522. */
  9523. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9524. const te = this.elements;
  9525. const x = 2 * near / ( right - left );
  9526. const y = 2 * near / ( top - bottom );
  9527. const a = ( right + left ) / ( right - left );
  9528. const b = ( top + bottom ) / ( top - bottom );
  9529. let c, d;
  9530. if ( reversedDepth ) {
  9531. c = near / ( far - near );
  9532. d = ( far * near ) / ( far - near );
  9533. } else {
  9534. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9535. c = - ( far + near ) / ( far - near );
  9536. d = ( -2 * far * near ) / ( far - near );
  9537. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9538. c = - far / ( far - near );
  9539. d = ( - far * near ) / ( far - near );
  9540. } else {
  9541. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9542. }
  9543. }
  9544. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9545. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9546. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9547. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9548. return this;
  9549. }
  9550. /**
  9551. * Creates a orthographic projection matrix. This is used internally by
  9552. * {@link OrthographicCamera#updateProjectionMatrix}.
  9553. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9554. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9555. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9556. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9557. * @param {number} near - The distance from the camera to the near plane.
  9558. * @param {number} far - The distance from the camera to the far plane.
  9559. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9560. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9561. * @return {Matrix4} A reference to this matrix.
  9562. */
  9563. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9564. const te = this.elements;
  9565. const x = 2 / ( right - left );
  9566. const y = 2 / ( top - bottom );
  9567. const a = - ( right + left ) / ( right - left );
  9568. const b = - ( top + bottom ) / ( top - bottom );
  9569. let c, d;
  9570. if ( reversedDepth ) {
  9571. c = 1 / ( far - near );
  9572. d = far / ( far - near );
  9573. } else {
  9574. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9575. c = -2 / ( far - near );
  9576. d = - ( far + near ) / ( far - near );
  9577. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9578. c = -1 / ( far - near );
  9579. d = - near / ( far - near );
  9580. } else {
  9581. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9582. }
  9583. }
  9584. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9585. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9586. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9587. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9588. return this;
  9589. }
  9590. /**
  9591. * Returns `true` if this matrix is equal with the given one.
  9592. *
  9593. * @param {Matrix4} matrix - The matrix to test for equality.
  9594. * @return {boolean} Whether this matrix is equal with the given one.
  9595. */
  9596. equals( matrix ) {
  9597. const te = this.elements;
  9598. const me = matrix.elements;
  9599. for ( let i = 0; i < 16; i ++ ) {
  9600. if ( te[ i ] !== me[ i ] ) return false;
  9601. }
  9602. return true;
  9603. }
  9604. /**
  9605. * Sets the elements of the matrix from the given array.
  9606. *
  9607. * @param {Array<number>} array - The matrix elements in column-major order.
  9608. * @param {number} [offset=0] - Index of the first element in the array.
  9609. * @return {Matrix4} A reference to this matrix.
  9610. */
  9611. fromArray( array, offset = 0 ) {
  9612. for ( let i = 0; i < 16; i ++ ) {
  9613. this.elements[ i ] = array[ i + offset ];
  9614. }
  9615. return this;
  9616. }
  9617. /**
  9618. * Writes the elements of this matrix to the given array. If no array is provided,
  9619. * the method returns a new instance.
  9620. *
  9621. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9622. * @param {number} [offset=0] - Index of the first element in the array.
  9623. * @return {Array<number>} The matrix elements in column-major order.
  9624. */
  9625. toArray( array = [], offset = 0 ) {
  9626. const te = this.elements;
  9627. array[ offset ] = te[ 0 ];
  9628. array[ offset + 1 ] = te[ 1 ];
  9629. array[ offset + 2 ] = te[ 2 ];
  9630. array[ offset + 3 ] = te[ 3 ];
  9631. array[ offset + 4 ] = te[ 4 ];
  9632. array[ offset + 5 ] = te[ 5 ];
  9633. array[ offset + 6 ] = te[ 6 ];
  9634. array[ offset + 7 ] = te[ 7 ];
  9635. array[ offset + 8 ] = te[ 8 ];
  9636. array[ offset + 9 ] = te[ 9 ];
  9637. array[ offset + 10 ] = te[ 10 ];
  9638. array[ offset + 11 ] = te[ 11 ];
  9639. array[ offset + 12 ] = te[ 12 ];
  9640. array[ offset + 13 ] = te[ 13 ];
  9641. array[ offset + 14 ] = te[ 14 ];
  9642. array[ offset + 15 ] = te[ 15 ];
  9643. return array;
  9644. }
  9645. }
  9646. const _v1$5 = /*@__PURE__*/ new Vector3();
  9647. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9648. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9649. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9650. const _x = /*@__PURE__*/ new Vector3();
  9651. const _y = /*@__PURE__*/ new Vector3();
  9652. const _z = /*@__PURE__*/ new Vector3();
  9653. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9654. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9655. /**
  9656. * A class representing Euler angles.
  9657. *
  9658. * Euler angles describe a rotational transformation by rotating an object on
  9659. * its various axes in specified amounts per axis, and a specified axis
  9660. * order.
  9661. *
  9662. * Iterating through an instance will yield its components (x, y, z,
  9663. * order) in the corresponding order.
  9664. *
  9665. * ```js
  9666. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9667. * const b = new THREE.Vector3( 1, 0, 1 );
  9668. * b.applyEuler(a);
  9669. * ```
  9670. */
  9671. class Euler {
  9672. /**
  9673. * Constructs a new euler instance.
  9674. *
  9675. * @param {number} [x=0] - The angle of the x axis in radians.
  9676. * @param {number} [y=0] - The angle of the y axis in radians.
  9677. * @param {number} [z=0] - The angle of the z axis in radians.
  9678. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9679. */
  9680. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9681. /**
  9682. * This flag can be used for type testing.
  9683. *
  9684. * @type {boolean}
  9685. * @readonly
  9686. * @default true
  9687. */
  9688. this.isEuler = true;
  9689. this._x = x;
  9690. this._y = y;
  9691. this._z = z;
  9692. this._order = order;
  9693. }
  9694. /**
  9695. * The angle of the x axis in radians.
  9696. *
  9697. * @type {number}
  9698. * @default 0
  9699. */
  9700. get x() {
  9701. return this._x;
  9702. }
  9703. set x( value ) {
  9704. this._x = value;
  9705. this._onChangeCallback();
  9706. }
  9707. /**
  9708. * The angle of the y axis in radians.
  9709. *
  9710. * @type {number}
  9711. * @default 0
  9712. */
  9713. get y() {
  9714. return this._y;
  9715. }
  9716. set y( value ) {
  9717. this._y = value;
  9718. this._onChangeCallback();
  9719. }
  9720. /**
  9721. * The angle of the z axis in radians.
  9722. *
  9723. * @type {number}
  9724. * @default 0
  9725. */
  9726. get z() {
  9727. return this._z;
  9728. }
  9729. set z( value ) {
  9730. this._z = value;
  9731. this._onChangeCallback();
  9732. }
  9733. /**
  9734. * A string representing the order that the rotations are applied.
  9735. *
  9736. * @type {string}
  9737. * @default 'XYZ'
  9738. */
  9739. get order() {
  9740. return this._order;
  9741. }
  9742. set order( value ) {
  9743. this._order = value;
  9744. this._onChangeCallback();
  9745. }
  9746. /**
  9747. * Sets the Euler components.
  9748. *
  9749. * @param {number} x - The angle of the x axis in radians.
  9750. * @param {number} y - The angle of the y axis in radians.
  9751. * @param {number} z - The angle of the z axis in radians.
  9752. * @param {string} [order] - A string representing the order that the rotations are applied.
  9753. * @return {Euler} A reference to this Euler instance.
  9754. */
  9755. set( x, y, z, order = this._order ) {
  9756. this._x = x;
  9757. this._y = y;
  9758. this._z = z;
  9759. this._order = order;
  9760. this._onChangeCallback();
  9761. return this;
  9762. }
  9763. /**
  9764. * Returns a new Euler instance with copied values from this instance.
  9765. *
  9766. * @return {Euler} A clone of this instance.
  9767. */
  9768. clone() {
  9769. return new this.constructor( this._x, this._y, this._z, this._order );
  9770. }
  9771. /**
  9772. * Copies the values of the given Euler instance to this instance.
  9773. *
  9774. * @param {Euler} euler - The Euler instance to copy.
  9775. * @return {Euler} A reference to this Euler instance.
  9776. */
  9777. copy( euler ) {
  9778. this._x = euler._x;
  9779. this._y = euler._y;
  9780. this._z = euler._z;
  9781. this._order = euler._order;
  9782. this._onChangeCallback();
  9783. return this;
  9784. }
  9785. /**
  9786. * Sets the angles of this Euler instance from a pure rotation matrix.
  9787. *
  9788. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9789. * @param {string} [order] - A string representing the order that the rotations are applied.
  9790. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9791. * @return {Euler} A reference to this Euler instance.
  9792. */
  9793. setFromRotationMatrix( m, order = this._order, update = true ) {
  9794. const te = m.elements;
  9795. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9796. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9797. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9798. switch ( order ) {
  9799. case 'XYZ':
  9800. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9801. if ( Math.abs( m13 ) < 0.9999999 ) {
  9802. this._x = Math.atan2( - m23, m33 );
  9803. this._z = Math.atan2( - m12, m11 );
  9804. } else {
  9805. this._x = Math.atan2( m32, m22 );
  9806. this._z = 0;
  9807. }
  9808. break;
  9809. case 'YXZ':
  9810. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9811. if ( Math.abs( m23 ) < 0.9999999 ) {
  9812. this._y = Math.atan2( m13, m33 );
  9813. this._z = Math.atan2( m21, m22 );
  9814. } else {
  9815. this._y = Math.atan2( - m31, m11 );
  9816. this._z = 0;
  9817. }
  9818. break;
  9819. case 'ZXY':
  9820. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9821. if ( Math.abs( m32 ) < 0.9999999 ) {
  9822. this._y = Math.atan2( - m31, m33 );
  9823. this._z = Math.atan2( - m12, m22 );
  9824. } else {
  9825. this._y = 0;
  9826. this._z = Math.atan2( m21, m11 );
  9827. }
  9828. break;
  9829. case 'ZYX':
  9830. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9831. if ( Math.abs( m31 ) < 0.9999999 ) {
  9832. this._x = Math.atan2( m32, m33 );
  9833. this._z = Math.atan2( m21, m11 );
  9834. } else {
  9835. this._x = 0;
  9836. this._z = Math.atan2( - m12, m22 );
  9837. }
  9838. break;
  9839. case 'YZX':
  9840. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9841. if ( Math.abs( m21 ) < 0.9999999 ) {
  9842. this._x = Math.atan2( - m23, m22 );
  9843. this._y = Math.atan2( - m31, m11 );
  9844. } else {
  9845. this._x = 0;
  9846. this._y = Math.atan2( m13, m33 );
  9847. }
  9848. break;
  9849. case 'XZY':
  9850. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9851. if ( Math.abs( m12 ) < 0.9999999 ) {
  9852. this._x = Math.atan2( m32, m22 );
  9853. this._y = Math.atan2( m13, m11 );
  9854. } else {
  9855. this._x = Math.atan2( - m23, m33 );
  9856. this._y = 0;
  9857. }
  9858. break;
  9859. default:
  9860. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9861. }
  9862. this._order = order;
  9863. if ( update === true ) this._onChangeCallback();
  9864. return this;
  9865. }
  9866. /**
  9867. * Sets the angles of this Euler instance from a normalized quaternion.
  9868. *
  9869. * @param {Quaternion} q - A normalized Quaternion.
  9870. * @param {string} [order] - A string representing the order that the rotations are applied.
  9871. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9872. * @return {Euler} A reference to this Euler instance.
  9873. */
  9874. setFromQuaternion( q, order, update ) {
  9875. _matrix$2.makeRotationFromQuaternion( q );
  9876. return this.setFromRotationMatrix( _matrix$2, order, update );
  9877. }
  9878. /**
  9879. * Sets the angles of this Euler instance from the given vector.
  9880. *
  9881. * @param {Vector3} v - The vector.
  9882. * @param {string} [order] - A string representing the order that the rotations are applied.
  9883. * @return {Euler} A reference to this Euler instance.
  9884. */
  9885. setFromVector3( v, order = this._order ) {
  9886. return this.set( v.x, v.y, v.z, order );
  9887. }
  9888. /**
  9889. * Resets the euler angle with a new order by creating a quaternion from this
  9890. * euler angle and then setting this euler angle with the quaternion and the
  9891. * new order.
  9892. *
  9893. * Warning: This discards revolution information.
  9894. *
  9895. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9896. * @return {Euler} A reference to this Euler instance.
  9897. */
  9898. reorder( newOrder ) {
  9899. _quaternion$3.setFromEuler( this );
  9900. return this.setFromQuaternion( _quaternion$3, newOrder );
  9901. }
  9902. /**
  9903. * Returns `true` if this Euler instance is equal with the given one.
  9904. *
  9905. * @param {Euler} euler - The Euler instance to test for equality.
  9906. * @return {boolean} Whether this Euler instance is equal with the given one.
  9907. */
  9908. equals( euler ) {
  9909. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9910. }
  9911. /**
  9912. * Sets this Euler instance's components to values from the given array. The first three
  9913. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9914. * defines the Euler order.
  9915. *
  9916. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9917. * @return {Euler} A reference to this Euler instance.
  9918. */
  9919. fromArray( array ) {
  9920. this._x = array[ 0 ];
  9921. this._y = array[ 1 ];
  9922. this._z = array[ 2 ];
  9923. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9924. this._onChangeCallback();
  9925. return this;
  9926. }
  9927. /**
  9928. * Writes the components of this Euler instance to the given array. If no array is provided,
  9929. * the method returns a new instance.
  9930. *
  9931. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9932. * @param {number} [offset=0] - Index of the first element in the array.
  9933. * @return {Array<number,number,number,string>} The Euler components.
  9934. */
  9935. toArray( array = [], offset = 0 ) {
  9936. array[ offset ] = this._x;
  9937. array[ offset + 1 ] = this._y;
  9938. array[ offset + 2 ] = this._z;
  9939. array[ offset + 3 ] = this._order;
  9940. return array;
  9941. }
  9942. _onChange( callback ) {
  9943. this._onChangeCallback = callback;
  9944. return this;
  9945. }
  9946. _onChangeCallback() {}
  9947. *[ Symbol.iterator ]() {
  9948. yield this._x;
  9949. yield this._y;
  9950. yield this._z;
  9951. yield this._order;
  9952. }
  9953. }
  9954. /**
  9955. * The default Euler angle order.
  9956. *
  9957. * @static
  9958. * @type {string}
  9959. * @default 'XYZ'
  9960. */
  9961. Euler.DEFAULT_ORDER = 'XYZ';
  9962. /**
  9963. * A layers object assigns an 3D object to 1 or more of 32
  9964. * layers numbered `0` to `31` - internally the layers are stored as a
  9965. * bit mask], and by default all 3D objects are a member of layer `0`.
  9966. *
  9967. * This can be used to control visibility - an object must share a layer with
  9968. * a camera to be visible when that camera's view is
  9969. * rendered.
  9970. *
  9971. * All classes that inherit from {@link Object3D} have an `layers` property which
  9972. * is an instance of this class.
  9973. */
  9974. class Layers {
  9975. /**
  9976. * Constructs a new layers instance, with membership
  9977. * initially set to layer `0`.
  9978. */
  9979. constructor() {
  9980. /**
  9981. * A bit mask storing which of the 32 layers this layers object is currently
  9982. * a member of.
  9983. *
  9984. * @type {number}
  9985. */
  9986. this.mask = 1 | 0;
  9987. }
  9988. /**
  9989. * Sets membership to the given layer, and remove membership all other layers.
  9990. *
  9991. * @param {number} layer - The layer to set.
  9992. */
  9993. set( layer ) {
  9994. this.mask = ( 1 << layer | 0 ) >>> 0;
  9995. }
  9996. /**
  9997. * Adds membership of the given layer.
  9998. *
  9999. * @param {number} layer - The layer to enable.
  10000. */
  10001. enable( layer ) {
  10002. this.mask |= 1 << layer | 0;
  10003. }
  10004. /**
  10005. * Adds membership to all layers.
  10006. */
  10007. enableAll() {
  10008. this.mask = 0xffffffff | 0;
  10009. }
  10010. /**
  10011. * Toggles the membership of the given layer.
  10012. *
  10013. * @param {number} layer - The layer to toggle.
  10014. */
  10015. toggle( layer ) {
  10016. this.mask ^= 1 << layer | 0;
  10017. }
  10018. /**
  10019. * Removes membership of the given layer.
  10020. *
  10021. * @param {number} layer - The layer to enable.
  10022. */
  10023. disable( layer ) {
  10024. this.mask &= ~ ( 1 << layer | 0 );
  10025. }
  10026. /**
  10027. * Removes the membership from all layers.
  10028. */
  10029. disableAll() {
  10030. this.mask = 0;
  10031. }
  10032. /**
  10033. * Returns `true` if this and the given layers object have at least one
  10034. * layer in common.
  10035. *
  10036. * @param {Layers} layers - The layers to test.
  10037. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  10038. */
  10039. test( layers ) {
  10040. return ( this.mask & layers.mask ) !== 0;
  10041. }
  10042. /**
  10043. * Returns `true` if the given layer is enabled.
  10044. *
  10045. * @param {number} layer - The layer to test.
  10046. * @return {boolean } Whether the given layer is enabled or not.
  10047. */
  10048. isEnabled( layer ) {
  10049. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  10050. }
  10051. }
  10052. let _object3DId = 0;
  10053. const _v1$4 = /*@__PURE__*/ new Vector3();
  10054. const _q1 = /*@__PURE__*/ new Quaternion();
  10055. const _m1$1 = /*@__PURE__*/ new Matrix4();
  10056. const _target = /*@__PURE__*/ new Vector3();
  10057. const _position$3 = /*@__PURE__*/ new Vector3();
  10058. const _scale$2 = /*@__PURE__*/ new Vector3();
  10059. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  10060. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  10061. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10062. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  10063. /**
  10064. * Fires when the object has been added to its parent object.
  10065. *
  10066. * @event Object3D#added
  10067. * @type {Object}
  10068. */
  10069. const _addedEvent = { type: 'added' };
  10070. /**
  10071. * Fires when the object has been removed from its parent object.
  10072. *
  10073. * @event Object3D#removed
  10074. * @type {Object}
  10075. */
  10076. const _removedEvent = { type: 'removed' };
  10077. /**
  10078. * Fires when a new child object has been added.
  10079. *
  10080. * @event Object3D#childadded
  10081. * @type {Object}
  10082. */
  10083. const _childaddedEvent = { type: 'childadded', child: null };
  10084. /**
  10085. * Fires when a child object has been removed.
  10086. *
  10087. * @event Object3D#childremoved
  10088. * @type {Object}
  10089. */
  10090. const _childremovedEvent = { type: 'childremoved', child: null };
  10091. /**
  10092. * This is the base class for most objects in three.js and provides a set of
  10093. * properties and methods for manipulating objects in 3D space.
  10094. *
  10095. * @augments EventDispatcher
  10096. */
  10097. class Object3D extends EventDispatcher {
  10098. /**
  10099. * Constructs a new 3D object.
  10100. */
  10101. constructor() {
  10102. super();
  10103. /**
  10104. * This flag can be used for type testing.
  10105. *
  10106. * @type {boolean}
  10107. * @readonly
  10108. * @default true
  10109. */
  10110. this.isObject3D = true;
  10111. /**
  10112. * The ID of the 3D object.
  10113. *
  10114. * @name Object3D#id
  10115. * @type {number}
  10116. * @readonly
  10117. */
  10118. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10119. /**
  10120. * The UUID of the 3D object.
  10121. *
  10122. * @type {string}
  10123. * @readonly
  10124. */
  10125. this.uuid = generateUUID();
  10126. /**
  10127. * The name of the 3D object.
  10128. *
  10129. * @type {string}
  10130. */
  10131. this.name = '';
  10132. /**
  10133. * The type property is used for detecting the object type
  10134. * in context of serialization/deserialization.
  10135. *
  10136. * @type {string}
  10137. * @readonly
  10138. */
  10139. this.type = 'Object3D';
  10140. /**
  10141. * A reference to the parent object.
  10142. *
  10143. * @type {?Object3D}
  10144. * @default null
  10145. */
  10146. this.parent = null;
  10147. /**
  10148. * An array holding the child 3D objects of this instance.
  10149. *
  10150. * @type {Array<Object3D>}
  10151. */
  10152. this.children = [];
  10153. /**
  10154. * Defines the `up` direction of the 3D object which influences
  10155. * the orientation via methods like {@link Object3D#lookAt}.
  10156. *
  10157. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10158. *
  10159. * @type {Vector3}
  10160. */
  10161. this.up = Object3D.DEFAULT_UP.clone();
  10162. const position = new Vector3();
  10163. const rotation = new Euler();
  10164. const quaternion = new Quaternion();
  10165. const scale = new Vector3( 1, 1, 1 );
  10166. function onRotationChange() {
  10167. quaternion.setFromEuler( rotation, false );
  10168. }
  10169. function onQuaternionChange() {
  10170. rotation.setFromQuaternion( quaternion, undefined, false );
  10171. }
  10172. rotation._onChange( onRotationChange );
  10173. quaternion._onChange( onQuaternionChange );
  10174. Object.defineProperties( this, {
  10175. /**
  10176. * Represents the object's local position.
  10177. *
  10178. * @name Object3D#position
  10179. * @type {Vector3}
  10180. * @default (0,0,0)
  10181. */
  10182. position: {
  10183. configurable: true,
  10184. enumerable: true,
  10185. value: position
  10186. },
  10187. /**
  10188. * Represents the object's local rotation as Euler angles, in radians.
  10189. *
  10190. * @name Object3D#rotation
  10191. * @type {Euler}
  10192. * @default (0,0,0)
  10193. */
  10194. rotation: {
  10195. configurable: true,
  10196. enumerable: true,
  10197. value: rotation
  10198. },
  10199. /**
  10200. * Represents the object's local rotation as Quaternions.
  10201. *
  10202. * @name Object3D#quaternion
  10203. * @type {Quaternion}
  10204. */
  10205. quaternion: {
  10206. configurable: true,
  10207. enumerable: true,
  10208. value: quaternion
  10209. },
  10210. /**
  10211. * Represents the object's local scale.
  10212. *
  10213. * @name Object3D#scale
  10214. * @type {Vector3}
  10215. * @default (1,1,1)
  10216. */
  10217. scale: {
  10218. configurable: true,
  10219. enumerable: true,
  10220. value: scale
  10221. },
  10222. /**
  10223. * Represents the object's model-view matrix.
  10224. *
  10225. * @name Object3D#modelViewMatrix
  10226. * @type {Matrix4}
  10227. */
  10228. modelViewMatrix: {
  10229. value: new Matrix4()
  10230. },
  10231. /**
  10232. * Represents the object's normal matrix.
  10233. *
  10234. * @name Object3D#normalMatrix
  10235. * @type {Matrix3}
  10236. */
  10237. normalMatrix: {
  10238. value: new Matrix3()
  10239. }
  10240. } );
  10241. /**
  10242. * Represents the object's transformation matrix in local space.
  10243. *
  10244. * @type {Matrix4}
  10245. */
  10246. this.matrix = new Matrix4();
  10247. /**
  10248. * Represents the object's transformation matrix in world space.
  10249. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10250. *
  10251. * @type {Matrix4}
  10252. */
  10253. this.matrixWorld = new Matrix4();
  10254. /**
  10255. * When set to `true`, the engine automatically computes the local matrix from position,
  10256. * rotation and scale every frame.
  10257. *
  10258. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10259. *
  10260. * @type {boolean}
  10261. * @default true
  10262. */
  10263. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10264. /**
  10265. * When set to `true`, the engine automatically computes the world matrix from the current local
  10266. * matrix and the object's transformation hierarchy.
  10267. *
  10268. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10269. *
  10270. * @type {boolean}
  10271. * @default true
  10272. */
  10273. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10274. /**
  10275. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10276. * to `false`.
  10277. *
  10278. * @type {boolean}
  10279. * @default false
  10280. */
  10281. this.matrixWorldNeedsUpdate = false;
  10282. /**
  10283. * The layer membership of the 3D object. The 3D object is only visible if it has
  10284. * at least one layer in common with the camera in use. This property can also be
  10285. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10286. *
  10287. * @type {Layers}
  10288. */
  10289. this.layers = new Layers();
  10290. /**
  10291. * When set to `true`, the 3D object gets rendered.
  10292. *
  10293. * @type {boolean}
  10294. * @default true
  10295. */
  10296. this.visible = true;
  10297. /**
  10298. * When set to `true`, the 3D object gets rendered into shadow maps.
  10299. *
  10300. * @type {boolean}
  10301. * @default false
  10302. */
  10303. this.castShadow = false;
  10304. /**
  10305. * When set to `true`, the 3D object is affected by shadows in the scene.
  10306. *
  10307. * @type {boolean}
  10308. * @default false
  10309. */
  10310. this.receiveShadow = false;
  10311. /**
  10312. * When set to `true`, the 3D object is honored by view frustum culling.
  10313. *
  10314. * @type {boolean}
  10315. * @default true
  10316. */
  10317. this.frustumCulled = true;
  10318. /**
  10319. * This value allows the default rendering order of scene graph objects to be
  10320. * overridden although opaque and transparent objects remain sorted independently.
  10321. * When this property is set for an instance of {@link Group},all descendants
  10322. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10323. * render order.
  10324. *
  10325. * @type {number}
  10326. * @default 0
  10327. */
  10328. this.renderOrder = 0;
  10329. /**
  10330. * An array holding the animation clips of the 3D object.
  10331. *
  10332. * @type {Array<AnimationClip>}
  10333. */
  10334. this.animations = [];
  10335. /**
  10336. * Custom depth material to be used when rendering to the depth map. Can only be used
  10337. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10338. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10339. * material for proper shadows.
  10340. *
  10341. * Only relevant in context of {@link WebGLRenderer}.
  10342. *
  10343. * @type {(Material|undefined)}
  10344. * @default undefined
  10345. */
  10346. this.customDepthMaterial = undefined;
  10347. /**
  10348. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10349. *
  10350. * Only relevant in context of {@link WebGLRenderer}.
  10351. *
  10352. * @type {(Material|undefined)}
  10353. * @default undefined
  10354. */
  10355. this.customDistanceMaterial = undefined;
  10356. /**
  10357. * An object that can be used to store custom data about the 3D object. It
  10358. * should not hold references to functions as these will not be cloned.
  10359. *
  10360. * @type {Object}
  10361. */
  10362. this.userData = {};
  10363. }
  10364. /**
  10365. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10366. *
  10367. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10368. * @param {Object3D} object - The 3D object.
  10369. * @param {Camera} camera - The camera that is used to render the scene.
  10370. * @param {Camera} shadowCamera - The shadow camera.
  10371. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10372. * @param {Material} depthMaterial - The depth material.
  10373. * @param {Object} group - The geometry group data.
  10374. */
  10375. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10376. /**
  10377. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10378. *
  10379. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10380. * @param {Object3D} object - The 3D object.
  10381. * @param {Camera} camera - The camera that is used to render the scene.
  10382. * @param {Camera} shadowCamera - The shadow camera.
  10383. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10384. * @param {Material} depthMaterial - The depth material.
  10385. * @param {Object} group - The geometry group data.
  10386. */
  10387. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10388. /**
  10389. * A callback that is executed immediately before a 3D object is rendered.
  10390. *
  10391. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10392. * @param {Object3D} object - The 3D object.
  10393. * @param {Camera} camera - The camera that is used to render the scene.
  10394. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10395. * @param {Material} material - The 3D object's material.
  10396. * @param {Object} group - The geometry group data.
  10397. */
  10398. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10399. /**
  10400. * A callback that is executed immediately after a 3D object is rendered.
  10401. *
  10402. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10403. * @param {Object3D} object - The 3D object.
  10404. * @param {Camera} camera - The camera that is used to render the scene.
  10405. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10406. * @param {Material} material - The 3D object's material.
  10407. * @param {Object} group - The geometry group data.
  10408. */
  10409. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10410. /**
  10411. * Applies the given transformation matrix to the object and updates the object's position,
  10412. * rotation and scale.
  10413. *
  10414. * @param {Matrix4} matrix - The transformation matrix.
  10415. */
  10416. applyMatrix4( matrix ) {
  10417. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10418. this.matrix.premultiply( matrix );
  10419. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10420. }
  10421. /**
  10422. * Applies a rotation represented by given the quaternion to the 3D object.
  10423. *
  10424. * @param {Quaternion} q - The quaternion.
  10425. * @return {Object3D} A reference to this instance.
  10426. */
  10427. applyQuaternion( q ) {
  10428. this.quaternion.premultiply( q );
  10429. return this;
  10430. }
  10431. /**
  10432. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10433. *
  10434. * @param {Vector3} axis - The (normalized) axis vector.
  10435. * @param {number} angle - The angle in radians.
  10436. */
  10437. setRotationFromAxisAngle( axis, angle ) {
  10438. // assumes axis is normalized
  10439. this.quaternion.setFromAxisAngle( axis, angle );
  10440. }
  10441. /**
  10442. * Sets the given rotation represented as Euler angles to the 3D object.
  10443. *
  10444. * @param {Euler} euler - The Euler angles.
  10445. */
  10446. setRotationFromEuler( euler ) {
  10447. this.quaternion.setFromEuler( euler, true );
  10448. }
  10449. /**
  10450. * Sets the given rotation represented as rotation matrix to the 3D object.
  10451. *
  10452. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10453. * a pure rotation matrix (i.e, unscaled).
  10454. */
  10455. setRotationFromMatrix( m ) {
  10456. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10457. this.quaternion.setFromRotationMatrix( m );
  10458. }
  10459. /**
  10460. * Sets the given rotation represented as a Quaternion to the 3D object.
  10461. *
  10462. * @param {Quaternion} q - The Quaternion
  10463. */
  10464. setRotationFromQuaternion( q ) {
  10465. // assumes q is normalized
  10466. this.quaternion.copy( q );
  10467. }
  10468. /**
  10469. * Rotates the 3D object along an axis in local space.
  10470. *
  10471. * @param {Vector3} axis - The (normalized) axis vector.
  10472. * @param {number} angle - The angle in radians.
  10473. * @return {Object3D} A reference to this instance.
  10474. */
  10475. rotateOnAxis( axis, angle ) {
  10476. // rotate object on axis in object space
  10477. // axis is assumed to be normalized
  10478. _q1.setFromAxisAngle( axis, angle );
  10479. this.quaternion.multiply( _q1 );
  10480. return this;
  10481. }
  10482. /**
  10483. * Rotates the 3D object along an axis in world space.
  10484. *
  10485. * @param {Vector3} axis - The (normalized) axis vector.
  10486. * @param {number} angle - The angle in radians.
  10487. * @return {Object3D} A reference to this instance.
  10488. */
  10489. rotateOnWorldAxis( axis, angle ) {
  10490. // rotate object on axis in world space
  10491. // axis is assumed to be normalized
  10492. // method assumes no rotated parent
  10493. _q1.setFromAxisAngle( axis, angle );
  10494. this.quaternion.premultiply( _q1 );
  10495. return this;
  10496. }
  10497. /**
  10498. * Rotates the 3D object around its X axis in local space.
  10499. *
  10500. * @param {number} angle - The angle in radians.
  10501. * @return {Object3D} A reference to this instance.
  10502. */
  10503. rotateX( angle ) {
  10504. return this.rotateOnAxis( _xAxis, angle );
  10505. }
  10506. /**
  10507. * Rotates the 3D object around its Y axis in local space.
  10508. *
  10509. * @param {number} angle - The angle in radians.
  10510. * @return {Object3D} A reference to this instance.
  10511. */
  10512. rotateY( angle ) {
  10513. return this.rotateOnAxis( _yAxis, angle );
  10514. }
  10515. /**
  10516. * Rotates the 3D object around its Z axis in local space.
  10517. *
  10518. * @param {number} angle - The angle in radians.
  10519. * @return {Object3D} A reference to this instance.
  10520. */
  10521. rotateZ( angle ) {
  10522. return this.rotateOnAxis( _zAxis, angle );
  10523. }
  10524. /**
  10525. * Translate the 3D object by a distance along the given axis in local space.
  10526. *
  10527. * @param {Vector3} axis - The (normalized) axis vector.
  10528. * @param {number} distance - The distance in world units.
  10529. * @return {Object3D} A reference to this instance.
  10530. */
  10531. translateOnAxis( axis, distance ) {
  10532. // translate object by distance along axis in object space
  10533. // axis is assumed to be normalized
  10534. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10535. this.position.add( _v1$4.multiplyScalar( distance ) );
  10536. return this;
  10537. }
  10538. /**
  10539. * Translate the 3D object by a distance along its X-axis in local space.
  10540. *
  10541. * @param {number} distance - The distance in world units.
  10542. * @return {Object3D} A reference to this instance.
  10543. */
  10544. translateX( distance ) {
  10545. return this.translateOnAxis( _xAxis, distance );
  10546. }
  10547. /**
  10548. * Translate the 3D object by a distance along its Y-axis in local space.
  10549. *
  10550. * @param {number} distance - The distance in world units.
  10551. * @return {Object3D} A reference to this instance.
  10552. */
  10553. translateY( distance ) {
  10554. return this.translateOnAxis( _yAxis, distance );
  10555. }
  10556. /**
  10557. * Translate the 3D object by a distance along its Z-axis in local space.
  10558. *
  10559. * @param {number} distance - The distance in world units.
  10560. * @return {Object3D} A reference to this instance.
  10561. */
  10562. translateZ( distance ) {
  10563. return this.translateOnAxis( _zAxis, distance );
  10564. }
  10565. /**
  10566. * Converts the given vector from this 3D object's local space to world space.
  10567. *
  10568. * @param {Vector3} vector - The vector to convert.
  10569. * @return {Vector3} The converted vector.
  10570. */
  10571. localToWorld( vector ) {
  10572. this.updateWorldMatrix( true, false );
  10573. return vector.applyMatrix4( this.matrixWorld );
  10574. }
  10575. /**
  10576. * Converts the given vector from this 3D object's word space to local space.
  10577. *
  10578. * @param {Vector3} vector - The vector to convert.
  10579. * @return {Vector3} The converted vector.
  10580. */
  10581. worldToLocal( vector ) {
  10582. this.updateWorldMatrix( true, false );
  10583. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10584. }
  10585. /**
  10586. * Rotates the object to face a point in world space.
  10587. *
  10588. * This method does not support objects having non-uniformly-scaled parent(s).
  10589. *
  10590. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10591. * @param {number} [y] - The y coordinate in world space.
  10592. * @param {number} [z] - The z coordinate in world space.
  10593. */
  10594. lookAt( x, y, z ) {
  10595. // This method does not support objects having non-uniformly-scaled parent(s)
  10596. if ( x.isVector3 ) {
  10597. _target.copy( x );
  10598. } else {
  10599. _target.set( x, y, z );
  10600. }
  10601. const parent = this.parent;
  10602. this.updateWorldMatrix( true, false );
  10603. _position$3.setFromMatrixPosition( this.matrixWorld );
  10604. if ( this.isCamera || this.isLight ) {
  10605. _m1$1.lookAt( _position$3, _target, this.up );
  10606. } else {
  10607. _m1$1.lookAt( _target, _position$3, this.up );
  10608. }
  10609. this.quaternion.setFromRotationMatrix( _m1$1 );
  10610. if ( parent ) {
  10611. _m1$1.extractRotation( parent.matrixWorld );
  10612. _q1.setFromRotationMatrix( _m1$1 );
  10613. this.quaternion.premultiply( _q1.invert() );
  10614. }
  10615. }
  10616. /**
  10617. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10618. * objects may be added. Any current parent on an object passed in here will be
  10619. * removed, since an object can have at most one parent.
  10620. *
  10621. * @fires Object3D#added
  10622. * @fires Object3D#childadded
  10623. * @param {Object3D} object - The 3D object to add.
  10624. * @return {Object3D} A reference to this instance.
  10625. */
  10626. add( object ) {
  10627. if ( arguments.length > 1 ) {
  10628. for ( let i = 0; i < arguments.length; i ++ ) {
  10629. this.add( arguments[ i ] );
  10630. }
  10631. return this;
  10632. }
  10633. if ( object === this ) {
  10634. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10635. return this;
  10636. }
  10637. if ( object && object.isObject3D ) {
  10638. object.removeFromParent();
  10639. object.parent = this;
  10640. this.children.push( object );
  10641. object.dispatchEvent( _addedEvent );
  10642. _childaddedEvent.child = object;
  10643. this.dispatchEvent( _childaddedEvent );
  10644. _childaddedEvent.child = null;
  10645. } else {
  10646. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10647. }
  10648. return this;
  10649. }
  10650. /**
  10651. * Removes the given 3D object as child from this 3D object.
  10652. * An arbitrary number of objects may be removed.
  10653. *
  10654. * @fires Object3D#removed
  10655. * @fires Object3D#childremoved
  10656. * @param {Object3D} object - The 3D object to remove.
  10657. * @return {Object3D} A reference to this instance.
  10658. */
  10659. remove( object ) {
  10660. if ( arguments.length > 1 ) {
  10661. for ( let i = 0; i < arguments.length; i ++ ) {
  10662. this.remove( arguments[ i ] );
  10663. }
  10664. return this;
  10665. }
  10666. const index = this.children.indexOf( object );
  10667. if ( index !== -1 ) {
  10668. object.parent = null;
  10669. this.children.splice( index, 1 );
  10670. object.dispatchEvent( _removedEvent );
  10671. _childremovedEvent.child = object;
  10672. this.dispatchEvent( _childremovedEvent );
  10673. _childremovedEvent.child = null;
  10674. }
  10675. return this;
  10676. }
  10677. /**
  10678. * Removes this 3D object from its current parent.
  10679. *
  10680. * @fires Object3D#removed
  10681. * @fires Object3D#childremoved
  10682. * @return {Object3D} A reference to this instance.
  10683. */
  10684. removeFromParent() {
  10685. const parent = this.parent;
  10686. if ( parent !== null ) {
  10687. parent.remove( this );
  10688. }
  10689. return this;
  10690. }
  10691. /**
  10692. * Removes all child objects.
  10693. *
  10694. * @fires Object3D#removed
  10695. * @fires Object3D#childremoved
  10696. * @return {Object3D} A reference to this instance.
  10697. */
  10698. clear() {
  10699. return this.remove( ... this.children );
  10700. }
  10701. /**
  10702. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10703. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10704. *
  10705. * @fires Object3D#added
  10706. * @fires Object3D#childadded
  10707. * @param {Object3D} object - The 3D object to attach.
  10708. * @return {Object3D} A reference to this instance.
  10709. */
  10710. attach( object ) {
  10711. // adds object as a child of this, while maintaining the object's world transform
  10712. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10713. this.updateWorldMatrix( true, false );
  10714. _m1$1.copy( this.matrixWorld ).invert();
  10715. if ( object.parent !== null ) {
  10716. object.parent.updateWorldMatrix( true, false );
  10717. _m1$1.multiply( object.parent.matrixWorld );
  10718. }
  10719. object.applyMatrix4( _m1$1 );
  10720. object.removeFromParent();
  10721. object.parent = this;
  10722. this.children.push( object );
  10723. object.updateWorldMatrix( false, true );
  10724. object.dispatchEvent( _addedEvent );
  10725. _childaddedEvent.child = object;
  10726. this.dispatchEvent( _childaddedEvent );
  10727. _childaddedEvent.child = null;
  10728. return this;
  10729. }
  10730. /**
  10731. * Searches through the 3D object and its children, starting with the 3D object
  10732. * itself, and returns the first with a matching ID.
  10733. *
  10734. * @param {number} id - The id.
  10735. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10736. */
  10737. getObjectById( id ) {
  10738. return this.getObjectByProperty( 'id', id );
  10739. }
  10740. /**
  10741. * Searches through the 3D object and its children, starting with the 3D object
  10742. * itself, and returns the first with a matching name.
  10743. *
  10744. * @param {string} name - The name.
  10745. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10746. */
  10747. getObjectByName( name ) {
  10748. return this.getObjectByProperty( 'name', name );
  10749. }
  10750. /**
  10751. * Searches through the 3D object and its children, starting with the 3D object
  10752. * itself, and returns the first with a matching property value.
  10753. *
  10754. * @param {string} name - The name of the property.
  10755. * @param {any} value - The value.
  10756. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10757. */
  10758. getObjectByProperty( name, value ) {
  10759. if ( this[ name ] === value ) return this;
  10760. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10761. const child = this.children[ i ];
  10762. const object = child.getObjectByProperty( name, value );
  10763. if ( object !== undefined ) {
  10764. return object;
  10765. }
  10766. }
  10767. return undefined;
  10768. }
  10769. /**
  10770. * Searches through the 3D object and its children, starting with the 3D object
  10771. * itself, and returns all 3D objects with a matching property value.
  10772. *
  10773. * @param {string} name - The name of the property.
  10774. * @param {any} value - The value.
  10775. * @param {Array<Object3D>} result - The method stores the result in this array.
  10776. * @return {Array<Object3D>} The found 3D objects.
  10777. */
  10778. getObjectsByProperty( name, value, result = [] ) {
  10779. if ( this[ name ] === value ) result.push( this );
  10780. const children = this.children;
  10781. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10782. children[ i ].getObjectsByProperty( name, value, result );
  10783. }
  10784. return result;
  10785. }
  10786. /**
  10787. * Returns a vector representing the position of the 3D object in world space.
  10788. *
  10789. * @param {Vector3} target - The target vector the result is stored to.
  10790. * @return {Vector3} The 3D object's position in world space.
  10791. */
  10792. getWorldPosition( target ) {
  10793. this.updateWorldMatrix( true, false );
  10794. return target.setFromMatrixPosition( this.matrixWorld );
  10795. }
  10796. /**
  10797. * Returns a Quaternion representing the position of the 3D object in world space.
  10798. *
  10799. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10800. * @return {Quaternion} The 3D object's rotation in world space.
  10801. */
  10802. getWorldQuaternion( target ) {
  10803. this.updateWorldMatrix( true, false );
  10804. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10805. return target;
  10806. }
  10807. /**
  10808. * Returns a vector representing the scale of the 3D object in world space.
  10809. *
  10810. * @param {Vector3} target - The target vector the result is stored to.
  10811. * @return {Vector3} The 3D object's scale in world space.
  10812. */
  10813. getWorldScale( target ) {
  10814. this.updateWorldMatrix( true, false );
  10815. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10816. return target;
  10817. }
  10818. /**
  10819. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10820. *
  10821. * @param {Vector3} target - The target vector the result is stored to.
  10822. * @return {Vector3} The 3D object's direction in world space.
  10823. */
  10824. getWorldDirection( target ) {
  10825. this.updateWorldMatrix( true, false );
  10826. const e = this.matrixWorld.elements;
  10827. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10828. }
  10829. /**
  10830. * Abstract method to get intersections between a casted ray and this
  10831. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10832. * implement this method in order to use raycasting.
  10833. *
  10834. * @abstract
  10835. * @param {Raycaster} raycaster - The raycaster.
  10836. * @param {Array<Object>} intersects - An array holding the result of the method.
  10837. */
  10838. raycast( /* raycaster, intersects */ ) {}
  10839. /**
  10840. * Executes the callback on this 3D object and all descendants.
  10841. *
  10842. * Note: Modifying the scene graph inside the callback is discouraged.
  10843. *
  10844. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10845. */
  10846. traverse( callback ) {
  10847. callback( this );
  10848. const children = this.children;
  10849. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10850. children[ i ].traverse( callback );
  10851. }
  10852. }
  10853. /**
  10854. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10855. * Descendants of invisible 3D objects are not traversed.
  10856. *
  10857. * Note: Modifying the scene graph inside the callback is discouraged.
  10858. *
  10859. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10860. */
  10861. traverseVisible( callback ) {
  10862. if ( this.visible === false ) return;
  10863. callback( this );
  10864. const children = this.children;
  10865. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10866. children[ i ].traverseVisible( callback );
  10867. }
  10868. }
  10869. /**
  10870. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10871. *
  10872. * Note: Modifying the scene graph inside the callback is discouraged.
  10873. *
  10874. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10875. */
  10876. traverseAncestors( callback ) {
  10877. const parent = this.parent;
  10878. if ( parent !== null ) {
  10879. callback( parent );
  10880. parent.traverseAncestors( callback );
  10881. }
  10882. }
  10883. /**
  10884. * Updates the transformation matrix in local space by computing it from the current
  10885. * position, rotation and scale values.
  10886. */
  10887. updateMatrix() {
  10888. this.matrix.compose( this.position, this.quaternion, this.scale );
  10889. this.matrixWorldNeedsUpdate = true;
  10890. }
  10891. /**
  10892. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10893. *
  10894. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10895. * local space. The computation of the local and world matrix can be controlled with the
  10896. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10897. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10898. *
  10899. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10900. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10901. */
  10902. updateMatrixWorld( force ) {
  10903. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10904. if ( this.matrixWorldNeedsUpdate || force ) {
  10905. if ( this.matrixWorldAutoUpdate === true ) {
  10906. if ( this.parent === null ) {
  10907. this.matrixWorld.copy( this.matrix );
  10908. } else {
  10909. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10910. }
  10911. }
  10912. this.matrixWorldNeedsUpdate = false;
  10913. force = true;
  10914. }
  10915. // make sure descendants are updated if required
  10916. const children = this.children;
  10917. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10918. const child = children[ i ];
  10919. child.updateMatrixWorld( force );
  10920. }
  10921. }
  10922. /**
  10923. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10924. * update of ancestor and descendant nodes.
  10925. *
  10926. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10927. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10928. */
  10929. updateWorldMatrix( updateParents, updateChildren ) {
  10930. const parent = this.parent;
  10931. if ( updateParents === true && parent !== null ) {
  10932. parent.updateWorldMatrix( true, false );
  10933. }
  10934. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10935. if ( this.matrixWorldAutoUpdate === true ) {
  10936. if ( this.parent === null ) {
  10937. this.matrixWorld.copy( this.matrix );
  10938. } else {
  10939. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10940. }
  10941. }
  10942. // make sure descendants are updated
  10943. if ( updateChildren === true ) {
  10944. const children = this.children;
  10945. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10946. const child = children[ i ];
  10947. child.updateWorldMatrix( false, true );
  10948. }
  10949. }
  10950. }
  10951. /**
  10952. * Serializes the 3D object into JSON.
  10953. *
  10954. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10955. * @return {Object} A JSON object representing the serialized 3D object.
  10956. * @see {@link ObjectLoader#parse}
  10957. */
  10958. toJSON( meta ) {
  10959. // meta is a string when called from JSON.stringify
  10960. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10961. const output = {};
  10962. // meta is a hash used to collect geometries, materials.
  10963. // not providing it implies that this is the root object
  10964. // being serialized.
  10965. if ( isRootObject ) {
  10966. // initialize meta obj
  10967. meta = {
  10968. geometries: {},
  10969. materials: {},
  10970. textures: {},
  10971. images: {},
  10972. shapes: {},
  10973. skeletons: {},
  10974. animations: {},
  10975. nodes: {}
  10976. };
  10977. output.metadata = {
  10978. version: 4.7,
  10979. type: 'Object',
  10980. generator: 'Object3D.toJSON'
  10981. };
  10982. }
  10983. // standard Object3D serialization
  10984. const object = {};
  10985. object.uuid = this.uuid;
  10986. object.type = this.type;
  10987. if ( this.name !== '' ) object.name = this.name;
  10988. if ( this.castShadow === true ) object.castShadow = true;
  10989. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10990. if ( this.visible === false ) object.visible = false;
  10991. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10992. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10993. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10994. object.layers = this.layers.mask;
  10995. object.matrix = this.matrix.toArray();
  10996. object.up = this.up.toArray();
  10997. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10998. // object specific properties
  10999. if ( this.isInstancedMesh ) {
  11000. object.type = 'InstancedMesh';
  11001. object.count = this.count;
  11002. object.instanceMatrix = this.instanceMatrix.toJSON();
  11003. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  11004. }
  11005. if ( this.isBatchedMesh ) {
  11006. object.type = 'BatchedMesh';
  11007. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  11008. object.sortObjects = this.sortObjects;
  11009. object.drawRanges = this._drawRanges;
  11010. object.reservedRanges = this._reservedRanges;
  11011. object.geometryInfo = this._geometryInfo.map( info => ( {
  11012. ...info,
  11013. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  11014. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  11015. } ) );
  11016. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  11017. object.availableInstanceIds = this._availableInstanceIds.slice();
  11018. object.availableGeometryIds = this._availableGeometryIds.slice();
  11019. object.nextIndexStart = this._nextIndexStart;
  11020. object.nextVertexStart = this._nextVertexStart;
  11021. object.geometryCount = this._geometryCount;
  11022. object.maxInstanceCount = this._maxInstanceCount;
  11023. object.maxVertexCount = this._maxVertexCount;
  11024. object.maxIndexCount = this._maxIndexCount;
  11025. object.geometryInitialized = this._geometryInitialized;
  11026. object.matricesTexture = this._matricesTexture.toJSON( meta );
  11027. object.indirectTexture = this._indirectTexture.toJSON( meta );
  11028. if ( this._colorsTexture !== null ) {
  11029. object.colorsTexture = this._colorsTexture.toJSON( meta );
  11030. }
  11031. if ( this.boundingSphere !== null ) {
  11032. object.boundingSphere = this.boundingSphere.toJSON();
  11033. }
  11034. if ( this.boundingBox !== null ) {
  11035. object.boundingBox = this.boundingBox.toJSON();
  11036. }
  11037. }
  11038. //
  11039. function serialize( library, element ) {
  11040. if ( library[ element.uuid ] === undefined ) {
  11041. library[ element.uuid ] = element.toJSON( meta );
  11042. }
  11043. return element.uuid;
  11044. }
  11045. if ( this.isScene ) {
  11046. if ( this.background ) {
  11047. if ( this.background.isColor ) {
  11048. object.background = this.background.toJSON();
  11049. } else if ( this.background.isTexture ) {
  11050. object.background = this.background.toJSON( meta ).uuid;
  11051. }
  11052. }
  11053. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  11054. object.environment = this.environment.toJSON( meta ).uuid;
  11055. }
  11056. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  11057. object.geometry = serialize( meta.geometries, this.geometry );
  11058. const parameters = this.geometry.parameters;
  11059. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  11060. const shapes = parameters.shapes;
  11061. if ( Array.isArray( shapes ) ) {
  11062. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  11063. const shape = shapes[ i ];
  11064. serialize( meta.shapes, shape );
  11065. }
  11066. } else {
  11067. serialize( meta.shapes, shapes );
  11068. }
  11069. }
  11070. }
  11071. if ( this.isSkinnedMesh ) {
  11072. object.bindMode = this.bindMode;
  11073. object.bindMatrix = this.bindMatrix.toArray();
  11074. if ( this.skeleton !== undefined ) {
  11075. serialize( meta.skeletons, this.skeleton );
  11076. object.skeleton = this.skeleton.uuid;
  11077. }
  11078. }
  11079. if ( this.material !== undefined ) {
  11080. if ( Array.isArray( this.material ) ) {
  11081. const uuids = [];
  11082. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11083. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11084. }
  11085. object.material = uuids;
  11086. } else {
  11087. object.material = serialize( meta.materials, this.material );
  11088. }
  11089. }
  11090. //
  11091. if ( this.children.length > 0 ) {
  11092. object.children = [];
  11093. for ( let i = 0; i < this.children.length; i ++ ) {
  11094. object.children.push( this.children[ i ].toJSON( meta ).object );
  11095. }
  11096. }
  11097. //
  11098. if ( this.animations.length > 0 ) {
  11099. object.animations = [];
  11100. for ( let i = 0; i < this.animations.length; i ++ ) {
  11101. const animation = this.animations[ i ];
  11102. object.animations.push( serialize( meta.animations, animation ) );
  11103. }
  11104. }
  11105. if ( isRootObject ) {
  11106. const geometries = extractFromCache( meta.geometries );
  11107. const materials = extractFromCache( meta.materials );
  11108. const textures = extractFromCache( meta.textures );
  11109. const images = extractFromCache( meta.images );
  11110. const shapes = extractFromCache( meta.shapes );
  11111. const skeletons = extractFromCache( meta.skeletons );
  11112. const animations = extractFromCache( meta.animations );
  11113. const nodes = extractFromCache( meta.nodes );
  11114. if ( geometries.length > 0 ) output.geometries = geometries;
  11115. if ( materials.length > 0 ) output.materials = materials;
  11116. if ( textures.length > 0 ) output.textures = textures;
  11117. if ( images.length > 0 ) output.images = images;
  11118. if ( shapes.length > 0 ) output.shapes = shapes;
  11119. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11120. if ( animations.length > 0 ) output.animations = animations;
  11121. if ( nodes.length > 0 ) output.nodes = nodes;
  11122. }
  11123. output.object = object;
  11124. return output;
  11125. // extract data from the cache hash
  11126. // remove metadata on each item
  11127. // and return as array
  11128. function extractFromCache( cache ) {
  11129. const values = [];
  11130. for ( const key in cache ) {
  11131. const data = cache[ key ];
  11132. delete data.metadata;
  11133. values.push( data );
  11134. }
  11135. return values;
  11136. }
  11137. }
  11138. /**
  11139. * Returns a new 3D object with copied values from this instance.
  11140. *
  11141. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11142. * @return {Object3D} A clone of this instance.
  11143. */
  11144. clone( recursive ) {
  11145. return new this.constructor().copy( this, recursive );
  11146. }
  11147. /**
  11148. * Copies the values of the given 3D object to this instance.
  11149. *
  11150. * @param {Object3D} source - The 3D object to copy.
  11151. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11152. * @return {Object3D} A reference to this instance.
  11153. */
  11154. copy( source, recursive = true ) {
  11155. this.name = source.name;
  11156. this.up.copy( source.up );
  11157. this.position.copy( source.position );
  11158. this.rotation.order = source.rotation.order;
  11159. this.quaternion.copy( source.quaternion );
  11160. this.scale.copy( source.scale );
  11161. this.matrix.copy( source.matrix );
  11162. this.matrixWorld.copy( source.matrixWorld );
  11163. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11164. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11165. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11166. this.layers.mask = source.layers.mask;
  11167. this.visible = source.visible;
  11168. this.castShadow = source.castShadow;
  11169. this.receiveShadow = source.receiveShadow;
  11170. this.frustumCulled = source.frustumCulled;
  11171. this.renderOrder = source.renderOrder;
  11172. this.animations = source.animations.slice();
  11173. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11174. if ( recursive === true ) {
  11175. for ( let i = 0; i < source.children.length; i ++ ) {
  11176. const child = source.children[ i ];
  11177. this.add( child.clone() );
  11178. }
  11179. }
  11180. return this;
  11181. }
  11182. }
  11183. /**
  11184. * The default up direction for objects, also used as the default
  11185. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11186. *
  11187. * @static
  11188. * @type {Vector3}
  11189. * @default (0,1,0)
  11190. */
  11191. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11192. /**
  11193. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11194. * newly created 3D objects.
  11195. *
  11196. * @static
  11197. * @type {boolean}
  11198. * @default true
  11199. */
  11200. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11201. /**
  11202. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11203. * newly created 3D objects.
  11204. *
  11205. * @static
  11206. * @type {boolean}
  11207. * @default true
  11208. */
  11209. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11210. const _v0$1 = /*@__PURE__*/ new Vector3();
  11211. const _v1$3 = /*@__PURE__*/ new Vector3();
  11212. const _v2$2 = /*@__PURE__*/ new Vector3();
  11213. const _v3$2 = /*@__PURE__*/ new Vector3();
  11214. const _vab = /*@__PURE__*/ new Vector3();
  11215. const _vac = /*@__PURE__*/ new Vector3();
  11216. const _vbc = /*@__PURE__*/ new Vector3();
  11217. const _vap = /*@__PURE__*/ new Vector3();
  11218. const _vbp = /*@__PURE__*/ new Vector3();
  11219. const _vcp = /*@__PURE__*/ new Vector3();
  11220. const _v40 = /*@__PURE__*/ new Vector4();
  11221. const _v41 = /*@__PURE__*/ new Vector4();
  11222. const _v42 = /*@__PURE__*/ new Vector4();
  11223. /**
  11224. * A geometric triangle as defined by three vectors representing its three corners.
  11225. */
  11226. class Triangle {
  11227. /**
  11228. * Constructs a new triangle.
  11229. *
  11230. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11231. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11232. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11233. */
  11234. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11235. /**
  11236. * The first corner of the triangle.
  11237. *
  11238. * @type {Vector3}
  11239. */
  11240. this.a = a;
  11241. /**
  11242. * The second corner of the triangle.
  11243. *
  11244. * @type {Vector3}
  11245. */
  11246. this.b = b;
  11247. /**
  11248. * The third corner of the triangle.
  11249. *
  11250. * @type {Vector3}
  11251. */
  11252. this.c = c;
  11253. }
  11254. /**
  11255. * Computes the normal vector of a triangle.
  11256. *
  11257. * @param {Vector3} a - The first corner of the triangle.
  11258. * @param {Vector3} b - The second corner of the triangle.
  11259. * @param {Vector3} c - The third corner of the triangle.
  11260. * @param {Vector3} target - The target vector that is used to store the method's result.
  11261. * @return {Vector3} The triangle's normal.
  11262. */
  11263. static getNormal( a, b, c, target ) {
  11264. target.subVectors( c, b );
  11265. _v0$1.subVectors( a, b );
  11266. target.cross( _v0$1 );
  11267. const targetLengthSq = target.lengthSq();
  11268. if ( targetLengthSq > 0 ) {
  11269. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11270. }
  11271. return target.set( 0, 0, 0 );
  11272. }
  11273. /**
  11274. * Computes a barycentric coordinates from the given vector.
  11275. * Returns `null` if the triangle is degenerate.
  11276. *
  11277. * @param {Vector3} point - A point in 3D space.
  11278. * @param {Vector3} a - The first corner of the triangle.
  11279. * @param {Vector3} b - The second corner of the triangle.
  11280. * @param {Vector3} c - The third corner of the triangle.
  11281. * @param {Vector3} target - The target vector that is used to store the method's result.
  11282. * @return {?Vector3} The barycentric coordinates for the given point
  11283. */
  11284. static getBarycoord( point, a, b, c, target ) {
  11285. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11286. _v0$1.subVectors( c, a );
  11287. _v1$3.subVectors( b, a );
  11288. _v2$2.subVectors( point, a );
  11289. const dot00 = _v0$1.dot( _v0$1 );
  11290. const dot01 = _v0$1.dot( _v1$3 );
  11291. const dot02 = _v0$1.dot( _v2$2 );
  11292. const dot11 = _v1$3.dot( _v1$3 );
  11293. const dot12 = _v1$3.dot( _v2$2 );
  11294. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11295. // collinear or singular triangle
  11296. if ( denom === 0 ) {
  11297. target.set( 0, 0, 0 );
  11298. return null;
  11299. }
  11300. const invDenom = 1 / denom;
  11301. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11302. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11303. // barycentric coordinates must always sum to 1
  11304. return target.set( 1 - u - v, v, u );
  11305. }
  11306. /**
  11307. * Returns `true` if the given point, when projected onto the plane of the
  11308. * triangle, lies within the triangle.
  11309. *
  11310. * @param {Vector3} point - The point in 3D space to test.
  11311. * @param {Vector3} a - The first corner of the triangle.
  11312. * @param {Vector3} b - The second corner of the triangle.
  11313. * @param {Vector3} c - The third corner of the triangle.
  11314. * @return {boolean} Whether the given point, when projected onto the plane of the
  11315. * triangle, lies within the triangle or not.
  11316. */
  11317. static containsPoint( point, a, b, c ) {
  11318. // if the triangle is degenerate then we can't contain a point
  11319. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11320. return false;
  11321. }
  11322. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11323. }
  11324. /**
  11325. * Computes the value barycentrically interpolated for the given point on the
  11326. * triangle. Returns `null` if the triangle is degenerate.
  11327. *
  11328. * @param {Vector3} point - Position of interpolated point.
  11329. * @param {Vector3} p1 - The first corner of the triangle.
  11330. * @param {Vector3} p2 - The second corner of the triangle.
  11331. * @param {Vector3} p3 - The third corner of the triangle.
  11332. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11333. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11334. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11335. * @param {Vector3} target - The target vector that is used to store the method's result.
  11336. * @return {?Vector3} The interpolated value.
  11337. */
  11338. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11339. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11340. target.x = 0;
  11341. target.y = 0;
  11342. if ( 'z' in target ) target.z = 0;
  11343. if ( 'w' in target ) target.w = 0;
  11344. return null;
  11345. }
  11346. target.setScalar( 0 );
  11347. target.addScaledVector( v1, _v3$2.x );
  11348. target.addScaledVector( v2, _v3$2.y );
  11349. target.addScaledVector( v3, _v3$2.z );
  11350. return target;
  11351. }
  11352. /**
  11353. * Computes the value barycentrically interpolated for the given attribute and indices.
  11354. *
  11355. * @param {BufferAttribute} attr - The attribute to interpolate.
  11356. * @param {number} i1 - Index of first vertex.
  11357. * @param {number} i2 - Index of second vertex.
  11358. * @param {number} i3 - Index of third vertex.
  11359. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11360. * @param {Vector3} target - The target vector that is used to store the method's result.
  11361. * @return {Vector3} The interpolated attribute value.
  11362. */
  11363. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11364. _v40.setScalar( 0 );
  11365. _v41.setScalar( 0 );
  11366. _v42.setScalar( 0 );
  11367. _v40.fromBufferAttribute( attr, i1 );
  11368. _v41.fromBufferAttribute( attr, i2 );
  11369. _v42.fromBufferAttribute( attr, i3 );
  11370. target.setScalar( 0 );
  11371. target.addScaledVector( _v40, barycoord.x );
  11372. target.addScaledVector( _v41, barycoord.y );
  11373. target.addScaledVector( _v42, barycoord.z );
  11374. return target;
  11375. }
  11376. /**
  11377. * Returns `true` if the triangle is oriented towards the given direction.
  11378. *
  11379. * @param {Vector3} a - The first corner of the triangle.
  11380. * @param {Vector3} b - The second corner of the triangle.
  11381. * @param {Vector3} c - The third corner of the triangle.
  11382. * @param {Vector3} direction - The (normalized) direction vector.
  11383. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11384. */
  11385. static isFrontFacing( a, b, c, direction ) {
  11386. _v0$1.subVectors( c, b );
  11387. _v1$3.subVectors( a, b );
  11388. // strictly front facing
  11389. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11390. }
  11391. /**
  11392. * Sets the triangle's vertices by copying the given values.
  11393. *
  11394. * @param {Vector3} a - The first corner of the triangle.
  11395. * @param {Vector3} b - The second corner of the triangle.
  11396. * @param {Vector3} c - The third corner of the triangle.
  11397. * @return {Triangle} A reference to this triangle.
  11398. */
  11399. set( a, b, c ) {
  11400. this.a.copy( a );
  11401. this.b.copy( b );
  11402. this.c.copy( c );
  11403. return this;
  11404. }
  11405. /**
  11406. * Sets the triangle's vertices by copying the given array values.
  11407. *
  11408. * @param {Array<Vector3>} points - An array with 3D points.
  11409. * @param {number} i0 - The array index representing the first corner of the triangle.
  11410. * @param {number} i1 - The array index representing the second corner of the triangle.
  11411. * @param {number} i2 - The array index representing the third corner of the triangle.
  11412. * @return {Triangle} A reference to this triangle.
  11413. */
  11414. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11415. this.a.copy( points[ i0 ] );
  11416. this.b.copy( points[ i1 ] );
  11417. this.c.copy( points[ i2 ] );
  11418. return this;
  11419. }
  11420. /**
  11421. * Sets the triangle's vertices by copying the given attribute values.
  11422. *
  11423. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11424. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11425. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11426. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11427. * @return {Triangle} A reference to this triangle.
  11428. */
  11429. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11430. this.a.fromBufferAttribute( attribute, i0 );
  11431. this.b.fromBufferAttribute( attribute, i1 );
  11432. this.c.fromBufferAttribute( attribute, i2 );
  11433. return this;
  11434. }
  11435. /**
  11436. * Returns a new triangle with copied values from this instance.
  11437. *
  11438. * @return {Triangle} A clone of this instance.
  11439. */
  11440. clone() {
  11441. return new this.constructor().copy( this );
  11442. }
  11443. /**
  11444. * Copies the values of the given triangle to this instance.
  11445. *
  11446. * @param {Triangle} triangle - The triangle to copy.
  11447. * @return {Triangle} A reference to this triangle.
  11448. */
  11449. copy( triangle ) {
  11450. this.a.copy( triangle.a );
  11451. this.b.copy( triangle.b );
  11452. this.c.copy( triangle.c );
  11453. return this;
  11454. }
  11455. /**
  11456. * Computes the area of the triangle.
  11457. *
  11458. * @return {number} The triangle's area.
  11459. */
  11460. getArea() {
  11461. _v0$1.subVectors( this.c, this.b );
  11462. _v1$3.subVectors( this.a, this.b );
  11463. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11464. }
  11465. /**
  11466. * Computes the midpoint of the triangle.
  11467. *
  11468. * @param {Vector3} target - The target vector that is used to store the method's result.
  11469. * @return {Vector3} The triangle's midpoint.
  11470. */
  11471. getMidpoint( target ) {
  11472. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11473. }
  11474. /**
  11475. * Computes the normal of the triangle.
  11476. *
  11477. * @param {Vector3} target - The target vector that is used to store the method's result.
  11478. * @return {Vector3} The triangle's normal.
  11479. */
  11480. getNormal( target ) {
  11481. return Triangle.getNormal( this.a, this.b, this.c, target );
  11482. }
  11483. /**
  11484. * Computes a plane the triangle lies within.
  11485. *
  11486. * @param {Plane} target - The target vector that is used to store the method's result.
  11487. * @return {Plane} The plane the triangle lies within.
  11488. */
  11489. getPlane( target ) {
  11490. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11491. }
  11492. /**
  11493. * Computes a barycentric coordinates from the given vector.
  11494. * Returns `null` if the triangle is degenerate.
  11495. *
  11496. * @param {Vector3} point - A point in 3D space.
  11497. * @param {Vector3} target - The target vector that is used to store the method's result.
  11498. * @return {?Vector3} The barycentric coordinates for the given point
  11499. */
  11500. getBarycoord( point, target ) {
  11501. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11502. }
  11503. /**
  11504. * Computes the value barycentrically interpolated for the given point on the
  11505. * triangle. Returns `null` if the triangle is degenerate.
  11506. *
  11507. * @param {Vector3} point - Position of interpolated point.
  11508. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11509. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11510. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11511. * @param {Vector3} target - The target vector that is used to store the method's result.
  11512. * @return {?Vector3} The interpolated value.
  11513. */
  11514. getInterpolation( point, v1, v2, v3, target ) {
  11515. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11516. }
  11517. /**
  11518. * Returns `true` if the given point, when projected onto the plane of the
  11519. * triangle, lies within the triangle.
  11520. *
  11521. * @param {Vector3} point - The point in 3D space to test.
  11522. * @return {boolean} Whether the given point, when projected onto the plane of the
  11523. * triangle, lies within the triangle or not.
  11524. */
  11525. containsPoint( point ) {
  11526. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11527. }
  11528. /**
  11529. * Returns `true` if the triangle is oriented towards the given direction.
  11530. *
  11531. * @param {Vector3} direction - The (normalized) direction vector.
  11532. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11533. */
  11534. isFrontFacing( direction ) {
  11535. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11536. }
  11537. /**
  11538. * Returns `true` if this triangle intersects with the given box.
  11539. *
  11540. * @param {Box3} box - The box to intersect.
  11541. * @return {boolean} Whether this triangle intersects with the given box or not.
  11542. */
  11543. intersectsBox( box ) {
  11544. return box.intersectsTriangle( this );
  11545. }
  11546. /**
  11547. * Returns the closest point on the triangle to the given point.
  11548. *
  11549. * @param {Vector3} p - The point to compute the closest point for.
  11550. * @param {Vector3} target - The target vector that is used to store the method's result.
  11551. * @return {Vector3} The closest point on the triangle.
  11552. */
  11553. closestPointToPoint( p, target ) {
  11554. const a = this.a, b = this.b, c = this.c;
  11555. let v, w;
  11556. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11557. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11558. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11559. // basically, we're distinguishing which of the voronoi regions of the triangle
  11560. // the point lies in with the minimum amount of redundant computation.
  11561. _vab.subVectors( b, a );
  11562. _vac.subVectors( c, a );
  11563. _vap.subVectors( p, a );
  11564. const d1 = _vab.dot( _vap );
  11565. const d2 = _vac.dot( _vap );
  11566. if ( d1 <= 0 && d2 <= 0 ) {
  11567. // vertex region of A; barycentric coords (1, 0, 0)
  11568. return target.copy( a );
  11569. }
  11570. _vbp.subVectors( p, b );
  11571. const d3 = _vab.dot( _vbp );
  11572. const d4 = _vac.dot( _vbp );
  11573. if ( d3 >= 0 && d4 <= d3 ) {
  11574. // vertex region of B; barycentric coords (0, 1, 0)
  11575. return target.copy( b );
  11576. }
  11577. const vc = d1 * d4 - d3 * d2;
  11578. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11579. v = d1 / ( d1 - d3 );
  11580. // edge region of AB; barycentric coords (1-v, v, 0)
  11581. return target.copy( a ).addScaledVector( _vab, v );
  11582. }
  11583. _vcp.subVectors( p, c );
  11584. const d5 = _vab.dot( _vcp );
  11585. const d6 = _vac.dot( _vcp );
  11586. if ( d6 >= 0 && d5 <= d6 ) {
  11587. // vertex region of C; barycentric coords (0, 0, 1)
  11588. return target.copy( c );
  11589. }
  11590. const vb = d5 * d2 - d1 * d6;
  11591. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11592. w = d2 / ( d2 - d6 );
  11593. // edge region of AC; barycentric coords (1-w, 0, w)
  11594. return target.copy( a ).addScaledVector( _vac, w );
  11595. }
  11596. const va = d3 * d6 - d5 * d4;
  11597. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11598. _vbc.subVectors( c, b );
  11599. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11600. // edge region of BC; barycentric coords (0, 1-w, w)
  11601. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11602. }
  11603. // face region
  11604. const denom = 1 / ( va + vb + vc );
  11605. // u = va * denom
  11606. v = vb * denom;
  11607. w = vc * denom;
  11608. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11609. }
  11610. /**
  11611. * Returns `true` if this triangle is equal with the given one.
  11612. *
  11613. * @param {Triangle} triangle - The triangle to test for equality.
  11614. * @return {boolean} Whether this triangle is equal with the given one.
  11615. */
  11616. equals( triangle ) {
  11617. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11618. }
  11619. }
  11620. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11621. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11622. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11623. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11624. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11625. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11626. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11627. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11628. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11629. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11630. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11631. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11632. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11633. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11634. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11635. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11636. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11637. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11638. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11639. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11640. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11641. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11642. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11643. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11644. const _hslA = { h: 0, s: 0, l: 0 };
  11645. const _hslB = { h: 0, s: 0, l: 0 };
  11646. function hue2rgb( p, q, t ) {
  11647. if ( t < 0 ) t += 1;
  11648. if ( t > 1 ) t -= 1;
  11649. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11650. if ( t < 1 / 2 ) return q;
  11651. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11652. return p;
  11653. }
  11654. /**
  11655. * A Color instance is represented by RGB components in the linear <i>working
  11656. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11657. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11658. * strings) are converted to the working color space automatically.
  11659. *
  11660. * ```js
  11661. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11662. * const color = new THREE.Color().setHex( 0x112233 );
  11663. * ```
  11664. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11665. * ```js
  11666. * // assumed already LinearSRGBColorSpace; no conversion
  11667. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11668. *
  11669. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11670. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11671. * ```
  11672. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11673. * see <i>Color management</i>. Iterating through a Color instance will yield
  11674. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11675. * in any of the following ways:
  11676. * ```js
  11677. * //empty constructor - will default white
  11678. * const color1 = new THREE.Color();
  11679. *
  11680. * //Hexadecimal color (recommended)
  11681. * const color2 = new THREE.Color( 0xff0000 );
  11682. *
  11683. * //RGB string
  11684. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11685. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11686. *
  11687. * //X11 color name - all 140 color names are supported.
  11688. * //Note the lack of CamelCase in the name
  11689. * const color5 = new THREE.Color( 'skyblue' );
  11690. * //HSL string
  11691. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11692. *
  11693. * //Separate RGB values between 0 and 1
  11694. * const color7 = new THREE.Color( 1, 0, 0 );
  11695. * ```
  11696. */
  11697. class Color {
  11698. /**
  11699. * Constructs a new color.
  11700. *
  11701. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11702. * and that method is used throughout the rest of the documentation.
  11703. *
  11704. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11705. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11706. * @param {number} [g] - The green component.
  11707. * @param {number} [b] - The blue component.
  11708. */
  11709. constructor( r, g, b ) {
  11710. /**
  11711. * This flag can be used for type testing.
  11712. *
  11713. * @type {boolean}
  11714. * @readonly
  11715. * @default true
  11716. */
  11717. this.isColor = true;
  11718. /**
  11719. * The red component.
  11720. *
  11721. * @type {number}
  11722. * @default 1
  11723. */
  11724. this.r = 1;
  11725. /**
  11726. * The green component.
  11727. *
  11728. * @type {number}
  11729. * @default 1
  11730. */
  11731. this.g = 1;
  11732. /**
  11733. * The blue component.
  11734. *
  11735. * @type {number}
  11736. * @default 1
  11737. */
  11738. this.b = 1;
  11739. return this.set( r, g, b );
  11740. }
  11741. /**
  11742. * Sets the colors's components from the given values.
  11743. *
  11744. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11745. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11746. * @param {number} [g] - The green component.
  11747. * @param {number} [b] - The blue component.
  11748. * @return {Color} A reference to this color.
  11749. */
  11750. set( r, g, b ) {
  11751. if ( g === undefined && b === undefined ) {
  11752. // r is THREE.Color, hex or string
  11753. const value = r;
  11754. if ( value && value.isColor ) {
  11755. this.copy( value );
  11756. } else if ( typeof value === 'number' ) {
  11757. this.setHex( value );
  11758. } else if ( typeof value === 'string' ) {
  11759. this.setStyle( value );
  11760. }
  11761. } else {
  11762. this.setRGB( r, g, b );
  11763. }
  11764. return this;
  11765. }
  11766. /**
  11767. * Sets the colors's components to the given scalar value.
  11768. *
  11769. * @param {number} scalar - The scalar value.
  11770. * @return {Color} A reference to this color.
  11771. */
  11772. setScalar( scalar ) {
  11773. this.r = scalar;
  11774. this.g = scalar;
  11775. this.b = scalar;
  11776. return this;
  11777. }
  11778. /**
  11779. * Sets this color from a hexadecimal value.
  11780. *
  11781. * @param {number} hex - The hexadecimal value.
  11782. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11783. * @return {Color} A reference to this color.
  11784. */
  11785. setHex( hex, colorSpace = SRGBColorSpace ) {
  11786. hex = Math.floor( hex );
  11787. this.r = ( hex >> 16 & 255 ) / 255;
  11788. this.g = ( hex >> 8 & 255 ) / 255;
  11789. this.b = ( hex & 255 ) / 255;
  11790. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11791. return this;
  11792. }
  11793. /**
  11794. * Sets this color from RGB values.
  11795. *
  11796. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11797. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11798. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11799. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11800. * @return {Color} A reference to this color.
  11801. */
  11802. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11803. this.r = r;
  11804. this.g = g;
  11805. this.b = b;
  11806. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11807. return this;
  11808. }
  11809. /**
  11810. * Sets this color from RGB values.
  11811. *
  11812. * @param {number} h - Hue value between `0.0` and `1.0`.
  11813. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11814. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11815. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11816. * @return {Color} A reference to this color.
  11817. */
  11818. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11819. // h,s,l ranges are in 0.0 - 1.0
  11820. h = euclideanModulo( h, 1 );
  11821. s = clamp( s, 0, 1 );
  11822. l = clamp( l, 0, 1 );
  11823. if ( s === 0 ) {
  11824. this.r = this.g = this.b = l;
  11825. } else {
  11826. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11827. const q = ( 2 * l ) - p;
  11828. this.r = hue2rgb( q, p, h + 1 / 3 );
  11829. this.g = hue2rgb( q, p, h );
  11830. this.b = hue2rgb( q, p, h - 1 / 3 );
  11831. }
  11832. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11833. return this;
  11834. }
  11835. /**
  11836. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11837. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11838. * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
  11839. * all 140 color names are supported).
  11840. *
  11841. * @param {string} style - Color as a CSS-style string.
  11842. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11843. * @return {Color} A reference to this color.
  11844. */
  11845. setStyle( style, colorSpace = SRGBColorSpace ) {
  11846. function handleAlpha( string ) {
  11847. if ( string === undefined ) return;
  11848. if ( parseFloat( string ) < 1 ) {
  11849. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11850. }
  11851. }
  11852. let m;
  11853. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11854. // rgb / hsl
  11855. let color;
  11856. const name = m[ 1 ];
  11857. const components = m[ 2 ];
  11858. switch ( name ) {
  11859. case 'rgb':
  11860. case 'rgba':
  11861. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11862. // rgb(255,0,0) rgba(255,0,0,0.5)
  11863. handleAlpha( color[ 4 ] );
  11864. return this.setRGB(
  11865. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11866. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11867. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11868. colorSpace
  11869. );
  11870. }
  11871. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11872. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11873. handleAlpha( color[ 4 ] );
  11874. return this.setRGB(
  11875. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11876. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11877. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11878. colorSpace
  11879. );
  11880. }
  11881. break;
  11882. case 'hsl':
  11883. case 'hsla':
  11884. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11885. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11886. handleAlpha( color[ 4 ] );
  11887. return this.setHSL(
  11888. parseFloat( color[ 1 ] ) / 360,
  11889. parseFloat( color[ 2 ] ) / 100,
  11890. parseFloat( color[ 3 ] ) / 100,
  11891. colorSpace
  11892. );
  11893. }
  11894. break;
  11895. default:
  11896. warn( 'Color: Unknown color model ' + style );
  11897. }
  11898. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11899. // hex color
  11900. const hex = m[ 1 ];
  11901. const size = hex.length;
  11902. if ( size === 3 ) {
  11903. // #ff0
  11904. return this.setRGB(
  11905. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11906. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11907. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11908. colorSpace
  11909. );
  11910. } else if ( size === 6 ) {
  11911. // #ff0000
  11912. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11913. } else {
  11914. warn( 'Color: Invalid hex color ' + style );
  11915. }
  11916. } else if ( style && style.length > 0 ) {
  11917. return this.setColorName( style, colorSpace );
  11918. }
  11919. return this;
  11920. }
  11921. /**
  11922. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11923. * you don't need the other CSS-style formats.
  11924. *
  11925. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11926. * ```js
  11927. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11928. * ```
  11929. *
  11930. * @param {string} style - The color name.
  11931. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11932. * @return {Color} A reference to this color.
  11933. */
  11934. setColorName( style, colorSpace = SRGBColorSpace ) {
  11935. // color keywords
  11936. const hex = _colorKeywords[ style.toLowerCase() ];
  11937. if ( hex !== undefined ) {
  11938. // red
  11939. this.setHex( hex, colorSpace );
  11940. } else {
  11941. // unknown color
  11942. warn( 'Color: Unknown color ' + style );
  11943. }
  11944. return this;
  11945. }
  11946. /**
  11947. * Returns a new color with copied values from this instance.
  11948. *
  11949. * @return {Color} A clone of this instance.
  11950. */
  11951. clone() {
  11952. return new this.constructor( this.r, this.g, this.b );
  11953. }
  11954. /**
  11955. * Copies the values of the given color to this instance.
  11956. *
  11957. * @param {Color} color - The color to copy.
  11958. * @return {Color} A reference to this color.
  11959. */
  11960. copy( color ) {
  11961. this.r = color.r;
  11962. this.g = color.g;
  11963. this.b = color.b;
  11964. return this;
  11965. }
  11966. /**
  11967. * Copies the given color into this color, and then converts this color from
  11968. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11969. *
  11970. * @param {Color} color - The color to copy/convert.
  11971. * @return {Color} A reference to this color.
  11972. */
  11973. copySRGBToLinear( color ) {
  11974. this.r = SRGBToLinear( color.r );
  11975. this.g = SRGBToLinear( color.g );
  11976. this.b = SRGBToLinear( color.b );
  11977. return this;
  11978. }
  11979. /**
  11980. * Copies the given color into this color, and then converts this color from
  11981. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11982. *
  11983. * @param {Color} color - The color to copy/convert.
  11984. * @return {Color} A reference to this color.
  11985. */
  11986. copyLinearToSRGB( color ) {
  11987. this.r = LinearToSRGB( color.r );
  11988. this.g = LinearToSRGB( color.g );
  11989. this.b = LinearToSRGB( color.b );
  11990. return this;
  11991. }
  11992. /**
  11993. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11994. *
  11995. * @return {Color} A reference to this color.
  11996. */
  11997. convertSRGBToLinear() {
  11998. this.copySRGBToLinear( this );
  11999. return this;
  12000. }
  12001. /**
  12002. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  12003. *
  12004. * @return {Color} A reference to this color.
  12005. */
  12006. convertLinearToSRGB() {
  12007. this.copyLinearToSRGB( this );
  12008. return this;
  12009. }
  12010. /**
  12011. * Returns the hexadecimal value of this color.
  12012. *
  12013. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12014. * @return {number} The hexadecimal value.
  12015. */
  12016. getHex( colorSpace = SRGBColorSpace ) {
  12017. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12018. 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 ) );
  12019. }
  12020. /**
  12021. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  12022. *
  12023. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12024. * @return {string} The hexadecimal value as a string.
  12025. */
  12026. getHexString( colorSpace = SRGBColorSpace ) {
  12027. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  12028. }
  12029. /**
  12030. * Converts the colors RGB values into the HSL format and stores them into the
  12031. * given target object.
  12032. *
  12033. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  12034. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12035. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  12036. */
  12037. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  12038. // h,s,l ranges are in 0.0 - 1.0
  12039. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12040. const r = _color.r, g = _color.g, b = _color.b;
  12041. const max = Math.max( r, g, b );
  12042. const min = Math.min( r, g, b );
  12043. let hue, saturation;
  12044. const lightness = ( min + max ) / 2.0;
  12045. if ( min === max ) {
  12046. hue = 0;
  12047. saturation = 0;
  12048. } else {
  12049. const delta = max - min;
  12050. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  12051. switch ( max ) {
  12052. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  12053. case g: hue = ( b - r ) / delta + 2; break;
  12054. case b: hue = ( r - g ) / delta + 4; break;
  12055. }
  12056. hue /= 6;
  12057. }
  12058. target.h = hue;
  12059. target.s = saturation;
  12060. target.l = lightness;
  12061. return target;
  12062. }
  12063. /**
  12064. * Returns the RGB values of this color and stores them into the given target object.
  12065. *
  12066. * @param {Color} target - The target color that is used to store the method's result.
  12067. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12068. * @return {Color} The RGB representation of this color.
  12069. */
  12070. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12071. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12072. target.r = _color.r;
  12073. target.g = _color.g;
  12074. target.b = _color.b;
  12075. return target;
  12076. }
  12077. /**
  12078. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12079. *
  12080. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12081. * @return {string} The CSS representation of this color.
  12082. */
  12083. getStyle( colorSpace = SRGBColorSpace ) {
  12084. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12085. const r = _color.r, g = _color.g, b = _color.b;
  12086. if ( colorSpace !== SRGBColorSpace ) {
  12087. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12088. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12089. }
  12090. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12091. }
  12092. /**
  12093. * Adds the given HSL values to this color's values.
  12094. * Internally, this converts the color's RGB values to HSL, adds HSL
  12095. * and then converts the color back to RGB.
  12096. *
  12097. * @param {number} h - Hue value between `0.0` and `1.0`.
  12098. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12099. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12100. * @return {Color} A reference to this color.
  12101. */
  12102. offsetHSL( h, s, l ) {
  12103. this.getHSL( _hslA );
  12104. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12105. }
  12106. /**
  12107. * Adds the RGB values of the given color to the RGB values of this color.
  12108. *
  12109. * @param {Color} color - The color to add.
  12110. * @return {Color} A reference to this color.
  12111. */
  12112. add( color ) {
  12113. this.r += color.r;
  12114. this.g += color.g;
  12115. this.b += color.b;
  12116. return this;
  12117. }
  12118. /**
  12119. * Adds the RGB values of the given colors and stores the result in this instance.
  12120. *
  12121. * @param {Color} color1 - The first color.
  12122. * @param {Color} color2 - The second color.
  12123. * @return {Color} A reference to this color.
  12124. */
  12125. addColors( color1, color2 ) {
  12126. this.r = color1.r + color2.r;
  12127. this.g = color1.g + color2.g;
  12128. this.b = color1.b + color2.b;
  12129. return this;
  12130. }
  12131. /**
  12132. * Adds the given scalar value to the RGB values of this color.
  12133. *
  12134. * @param {number} s - The scalar to add.
  12135. * @return {Color} A reference to this color.
  12136. */
  12137. addScalar( s ) {
  12138. this.r += s;
  12139. this.g += s;
  12140. this.b += s;
  12141. return this;
  12142. }
  12143. /**
  12144. * Subtracts the RGB values of the given color from the RGB values of this color.
  12145. *
  12146. * @param {Color} color - The color to subtract.
  12147. * @return {Color} A reference to this color.
  12148. */
  12149. sub( color ) {
  12150. this.r = Math.max( 0, this.r - color.r );
  12151. this.g = Math.max( 0, this.g - color.g );
  12152. this.b = Math.max( 0, this.b - color.b );
  12153. return this;
  12154. }
  12155. /**
  12156. * Multiplies the RGB values of the given color with the RGB values of this color.
  12157. *
  12158. * @param {Color} color - The color to multiply.
  12159. * @return {Color} A reference to this color.
  12160. */
  12161. multiply( color ) {
  12162. this.r *= color.r;
  12163. this.g *= color.g;
  12164. this.b *= color.b;
  12165. return this;
  12166. }
  12167. /**
  12168. * Multiplies the given scalar value with the RGB values of this color.
  12169. *
  12170. * @param {number} s - The scalar to multiply.
  12171. * @return {Color} A reference to this color.
  12172. */
  12173. multiplyScalar( s ) {
  12174. this.r *= s;
  12175. this.g *= s;
  12176. this.b *= s;
  12177. return this;
  12178. }
  12179. /**
  12180. * Linearly interpolates this color's RGB values toward the RGB values of the
  12181. * given color. The alpha argument can be thought of as the ratio between
  12182. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12183. *
  12184. * @param {Color} color - The color to converge on.
  12185. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12186. * @return {Color} A reference to this color.
  12187. */
  12188. lerp( color, alpha ) {
  12189. this.r += ( color.r - this.r ) * alpha;
  12190. this.g += ( color.g - this.g ) * alpha;
  12191. this.b += ( color.b - this.b ) * alpha;
  12192. return this;
  12193. }
  12194. /**
  12195. * Linearly interpolates between the given colors and stores the result in this instance.
  12196. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12197. * is the first and `1.0` is the second color.
  12198. *
  12199. * @param {Color} color1 - The first color.
  12200. * @param {Color} color2 - The second color.
  12201. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12202. * @return {Color} A reference to this color.
  12203. */
  12204. lerpColors( color1, color2, alpha ) {
  12205. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12206. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12207. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12208. return this;
  12209. }
  12210. /**
  12211. * Linearly interpolates this color's HSL values toward the HSL values of the
  12212. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12213. * from one color to the other, but instead going through all the hues in between
  12214. * those two colors. The alpha argument can be thought of as the ratio between
  12215. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12216. *
  12217. * @param {Color} color - The color to converge on.
  12218. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12219. * @return {Color} A reference to this color.
  12220. */
  12221. lerpHSL( color, alpha ) {
  12222. this.getHSL( _hslA );
  12223. color.getHSL( _hslB );
  12224. const h = lerp( _hslA.h, _hslB.h, alpha );
  12225. const s = lerp( _hslA.s, _hslB.s, alpha );
  12226. const l = lerp( _hslA.l, _hslB.l, alpha );
  12227. this.setHSL( h, s, l );
  12228. return this;
  12229. }
  12230. /**
  12231. * Sets the color's RGB components from the given 3D vector.
  12232. *
  12233. * @param {Vector3} v - The vector to set.
  12234. * @return {Color} A reference to this color.
  12235. */
  12236. setFromVector3( v ) {
  12237. this.r = v.x;
  12238. this.g = v.y;
  12239. this.b = v.z;
  12240. return this;
  12241. }
  12242. /**
  12243. * Transforms this color with the given 3x3 matrix.
  12244. *
  12245. * @param {Matrix3} m - The matrix.
  12246. * @return {Color} A reference to this color.
  12247. */
  12248. applyMatrix3( m ) {
  12249. const r = this.r, g = this.g, b = this.b;
  12250. const e = m.elements;
  12251. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12252. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12253. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12254. return this;
  12255. }
  12256. /**
  12257. * Returns `true` if this color is equal with the given one.
  12258. *
  12259. * @param {Color} c - The color to test for equality.
  12260. * @return {boolean} Whether this bounding color is equal with the given one.
  12261. */
  12262. equals( c ) {
  12263. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12264. }
  12265. /**
  12266. * Sets this color's RGB components from the given array.
  12267. *
  12268. * @param {Array<number>} array - An array holding the RGB values.
  12269. * @param {number} [offset=0] - The offset into the array.
  12270. * @return {Color} A reference to this color.
  12271. */
  12272. fromArray( array, offset = 0 ) {
  12273. this.r = array[ offset ];
  12274. this.g = array[ offset + 1 ];
  12275. this.b = array[ offset + 2 ];
  12276. return this;
  12277. }
  12278. /**
  12279. * Writes the RGB components of this color to the given array. If no array is provided,
  12280. * the method returns a new instance.
  12281. *
  12282. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12283. * @param {number} [offset=0] - Index of the first element in the array.
  12284. * @return {Array<number>} The color components.
  12285. */
  12286. toArray( array = [], offset = 0 ) {
  12287. array[ offset ] = this.r;
  12288. array[ offset + 1 ] = this.g;
  12289. array[ offset + 2 ] = this.b;
  12290. return array;
  12291. }
  12292. /**
  12293. * Sets the components of this color from the given buffer attribute.
  12294. *
  12295. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12296. * @param {number} index - The index into the attribute.
  12297. * @return {Color} A reference to this color.
  12298. */
  12299. fromBufferAttribute( attribute, index ) {
  12300. this.r = attribute.getX( index );
  12301. this.g = attribute.getY( index );
  12302. this.b = attribute.getZ( index );
  12303. return this;
  12304. }
  12305. /**
  12306. * This methods defines the serialization result of this class. Returns the color
  12307. * as a hexadecimal value.
  12308. *
  12309. * @return {number} The hexadecimal value.
  12310. */
  12311. toJSON() {
  12312. return this.getHex();
  12313. }
  12314. *[ Symbol.iterator ]() {
  12315. yield this.r;
  12316. yield this.g;
  12317. yield this.b;
  12318. }
  12319. }
  12320. const _color = /*@__PURE__*/ new Color();
  12321. /**
  12322. * A dictionary with X11 color names.
  12323. *
  12324. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12325. *
  12326. * @static
  12327. * @type {Object}
  12328. */
  12329. Color.NAMES = _colorKeywords;
  12330. let _materialId = 0;
  12331. /**
  12332. * Abstract base class for materials.
  12333. *
  12334. * Materials define the appearance of renderable 3D objects.
  12335. *
  12336. * @abstract
  12337. * @augments EventDispatcher
  12338. */
  12339. class Material extends EventDispatcher {
  12340. /**
  12341. * Constructs a new material.
  12342. */
  12343. constructor() {
  12344. super();
  12345. /**
  12346. * This flag can be used for type testing.
  12347. *
  12348. * @type {boolean}
  12349. * @readonly
  12350. * @default true
  12351. */
  12352. this.isMaterial = true;
  12353. /**
  12354. * The ID of the material.
  12355. *
  12356. * @name Material#id
  12357. * @type {number}
  12358. * @readonly
  12359. */
  12360. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12361. /**
  12362. * The UUID of the material.
  12363. *
  12364. * @type {string}
  12365. * @readonly
  12366. */
  12367. this.uuid = generateUUID();
  12368. /**
  12369. * The name of the material.
  12370. *
  12371. * @type {string}
  12372. */
  12373. this.name = '';
  12374. /**
  12375. * The type property is used for detecting the object type
  12376. * in context of serialization/deserialization.
  12377. *
  12378. * @type {string}
  12379. * @readonly
  12380. */
  12381. this.type = 'Material';
  12382. /**
  12383. * Defines the blending type of the material.
  12384. *
  12385. * It must be set to `CustomBlending` if custom blending properties like
  12386. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12387. * should have any effect.
  12388. *
  12389. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12390. * @default NormalBlending
  12391. */
  12392. this.blending = NormalBlending;
  12393. /**
  12394. * Defines which side of faces will be rendered - front, back or both.
  12395. *
  12396. * @type {(FrontSide|BackSide|DoubleSide)}
  12397. * @default FrontSide
  12398. */
  12399. this.side = FrontSide;
  12400. /**
  12401. * If set to `true`, vertex colors should be used.
  12402. *
  12403. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12404. * four (RGBA) component color buffer attribute is used.
  12405. *
  12406. * @type {boolean}
  12407. * @default false
  12408. */
  12409. this.vertexColors = false;
  12410. /**
  12411. * Defines how transparent the material is.
  12412. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12413. *
  12414. * If the {@link Material#transparent} is not set to `true`,
  12415. * the material will remain fully opaque and this value will only affect its color.
  12416. *
  12417. * @type {number}
  12418. * @default 1
  12419. */
  12420. this.opacity = 1;
  12421. /**
  12422. * Defines whether this material is transparent. This has an effect on
  12423. * rendering as transparent objects need special treatment and are rendered
  12424. * after non-transparent objects.
  12425. *
  12426. * When set to true, the extent to which the material is transparent is
  12427. * controlled by {@link Material#opacity}.
  12428. *
  12429. * @type {boolean}
  12430. * @default false
  12431. */
  12432. this.transparent = false;
  12433. /**
  12434. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12435. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12436. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12437. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12438. *
  12439. * @type {boolean}
  12440. * @default false
  12441. */
  12442. this.alphaHash = false;
  12443. /**
  12444. * Defines the blending source factor.
  12445. *
  12446. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12447. * @default SrcAlphaFactor
  12448. */
  12449. this.blendSrc = SrcAlphaFactor;
  12450. /**
  12451. * Defines the blending destination factor.
  12452. *
  12453. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12454. * @default OneMinusSrcAlphaFactor
  12455. */
  12456. this.blendDst = OneMinusSrcAlphaFactor;
  12457. /**
  12458. * Defines the blending equation.
  12459. *
  12460. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12461. * @default AddEquation
  12462. */
  12463. this.blendEquation = AddEquation;
  12464. /**
  12465. * Defines the blending source alpha factor.
  12466. *
  12467. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12468. * @default null
  12469. */
  12470. this.blendSrcAlpha = null;
  12471. /**
  12472. * Defines the blending destination alpha factor.
  12473. *
  12474. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12475. * @default null
  12476. */
  12477. this.blendDstAlpha = null;
  12478. /**
  12479. * Defines the blending equation of the alpha channel.
  12480. *
  12481. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12482. * @default null
  12483. */
  12484. this.blendEquationAlpha = null;
  12485. /**
  12486. * Represents the RGB values of the constant blend color.
  12487. *
  12488. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12489. *
  12490. * @type {Color}
  12491. * @default (0,0,0)
  12492. */
  12493. this.blendColor = new Color( 0, 0, 0 );
  12494. /**
  12495. * Represents the alpha value of the constant blend color.
  12496. *
  12497. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12498. *
  12499. * @type {number}
  12500. * @default 0
  12501. */
  12502. this.blendAlpha = 0;
  12503. /**
  12504. * Defines the depth function.
  12505. *
  12506. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12507. * @default LessEqualDepth
  12508. */
  12509. this.depthFunc = LessEqualDepth;
  12510. /**
  12511. * Whether to have depth test enabled when rendering this material.
  12512. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12513. *
  12514. * @type {boolean}
  12515. * @default true
  12516. */
  12517. this.depthTest = true;
  12518. /**
  12519. * Whether rendering this material has any effect on the depth buffer.
  12520. *
  12521. * When drawing 2D overlays it can be useful to disable the depth writing in
  12522. * order to layer several things together without creating z-index artifacts.
  12523. *
  12524. * @type {boolean}
  12525. * @default true
  12526. */
  12527. this.depthWrite = true;
  12528. /**
  12529. * The bit mask to use when writing to the stencil buffer.
  12530. *
  12531. * @type {number}
  12532. * @default 0xff
  12533. */
  12534. this.stencilWriteMask = 0xff;
  12535. /**
  12536. * The stencil comparison function to use.
  12537. *
  12538. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12539. * @default AlwaysStencilFunc
  12540. */
  12541. this.stencilFunc = AlwaysStencilFunc;
  12542. /**
  12543. * The value to use when performing stencil comparisons or stencil operations.
  12544. *
  12545. * @type {number}
  12546. * @default 0
  12547. */
  12548. this.stencilRef = 0;
  12549. /**
  12550. * The bit mask to use when comparing against the stencil buffer.
  12551. *
  12552. * @type {number}
  12553. * @default 0xff
  12554. */
  12555. this.stencilFuncMask = 0xff;
  12556. /**
  12557. * Which stencil operation to perform when the comparison function returns `false`.
  12558. *
  12559. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12560. * @default KeepStencilOp
  12561. */
  12562. this.stencilFail = KeepStencilOp;
  12563. /**
  12564. * Which stencil operation to perform when the comparison function returns
  12565. * `true` but the depth test fails.
  12566. *
  12567. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12568. * @default KeepStencilOp
  12569. */
  12570. this.stencilZFail = KeepStencilOp;
  12571. /**
  12572. * Which stencil operation to perform when the comparison function returns
  12573. * `true` and the depth test passes.
  12574. *
  12575. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12576. * @default KeepStencilOp
  12577. */
  12578. this.stencilZPass = KeepStencilOp;
  12579. /**
  12580. * Whether stencil operations are performed against the stencil buffer. In
  12581. * order to perform writes or comparisons against the stencil buffer this
  12582. * value must be `true`.
  12583. *
  12584. * @type {boolean}
  12585. * @default false
  12586. */
  12587. this.stencilWrite = false;
  12588. /**
  12589. * User-defined clipping planes specified as THREE.Plane objects in world
  12590. * space. These planes apply to the objects this material is attached to.
  12591. * Points in space whose signed distance to the plane is negative are clipped
  12592. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12593. * be `true`.
  12594. *
  12595. * @type {?Array<Plane>}
  12596. * @default null
  12597. */
  12598. this.clippingPlanes = null;
  12599. /**
  12600. * Changes the behavior of clipping planes so that only their intersection is
  12601. * clipped, rather than their union.
  12602. *
  12603. * @type {boolean}
  12604. * @default false
  12605. */
  12606. this.clipIntersection = false;
  12607. /**
  12608. * Defines whether to clip shadows according to the clipping planes specified
  12609. * on this material.
  12610. *
  12611. * @type {boolean}
  12612. * @default false
  12613. */
  12614. this.clipShadows = false;
  12615. /**
  12616. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12617. * is determined as follows:
  12618. *
  12619. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12620. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12621. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12622. *
  12623. * @type {?(FrontSide|BackSide|DoubleSide)}
  12624. * @default null
  12625. */
  12626. this.shadowSide = null;
  12627. /**
  12628. * Whether to render the material's color.
  12629. *
  12630. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12631. * objects that occlude other objects.
  12632. *
  12633. * @type {boolean}
  12634. * @default true
  12635. */
  12636. this.colorWrite = true;
  12637. /**
  12638. * Override the renderer's default precision for this material.
  12639. *
  12640. * @type {?('highp'|'mediump'|'lowp')}
  12641. * @default null
  12642. */
  12643. this.precision = null;
  12644. /**
  12645. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12646. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12647. * The offset is added before the depth test is performed and before the value is written
  12648. * into the depth buffer.
  12649. *
  12650. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12651. * rendering solids with highlighted edges.
  12652. *
  12653. * @type {boolean}
  12654. * @default false
  12655. */
  12656. this.polygonOffset = false;
  12657. /**
  12658. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12659. *
  12660. * @type {number}
  12661. * @default 0
  12662. */
  12663. this.polygonOffsetFactor = 0;
  12664. /**
  12665. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12666. *
  12667. * @type {number}
  12668. * @default 0
  12669. */
  12670. this.polygonOffsetUnits = 0;
  12671. /**
  12672. * Whether to apply dithering to the color to remove the appearance of banding.
  12673. *
  12674. * @type {boolean}
  12675. * @default false
  12676. */
  12677. this.dithering = false;
  12678. /**
  12679. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12680. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12681. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12682. *
  12683. * @type {boolean}
  12684. * @default false
  12685. */
  12686. this.alphaToCoverage = false;
  12687. /**
  12688. * Whether to premultiply the alpha (transparency) value.
  12689. *
  12690. * @type {boolean}
  12691. * @default false
  12692. */
  12693. this.premultipliedAlpha = false;
  12694. /**
  12695. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12696. *
  12697. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12698. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12699. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12700. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12701. * disable the two pass rendering to avoid performance issues.
  12702. *
  12703. * @type {boolean}
  12704. * @default false
  12705. */
  12706. this.forceSinglePass = false;
  12707. /**
  12708. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12709. *
  12710. * @type {boolean}
  12711. * @default true
  12712. */
  12713. this.allowOverride = true;
  12714. /**
  12715. * Defines whether 3D objects using this material are visible.
  12716. *
  12717. * @type {boolean}
  12718. * @default true
  12719. */
  12720. this.visible = true;
  12721. /**
  12722. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12723. *
  12724. * It is ignored when rendering to a render target or using post processing or when using
  12725. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12726. *
  12727. * @type {boolean}
  12728. * @default true
  12729. */
  12730. this.toneMapped = true;
  12731. /**
  12732. * An object that can be used to store custom data about the Material. It
  12733. * should not hold references to functions as these will not be cloned.
  12734. *
  12735. * @type {Object}
  12736. */
  12737. this.userData = {};
  12738. /**
  12739. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12740. *
  12741. * @type {number}
  12742. * @readonly
  12743. * @default 0
  12744. */
  12745. this.version = 0;
  12746. this._alphaTest = 0;
  12747. }
  12748. /**
  12749. * Sets the alpha value to be used when running an alpha test. The material
  12750. * will not be rendered if the opacity is lower than this value.
  12751. *
  12752. * @type {number}
  12753. * @readonly
  12754. * @default 0
  12755. */
  12756. get alphaTest() {
  12757. return this._alphaTest;
  12758. }
  12759. set alphaTest( value ) {
  12760. if ( this._alphaTest > 0 !== value > 0 ) {
  12761. this.version ++;
  12762. }
  12763. this._alphaTest = value;
  12764. }
  12765. /**
  12766. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12767. *
  12768. * This method can only be used when rendering with {@link WebGLRenderer}.
  12769. *
  12770. * @param {WebGLRenderer} renderer - The renderer.
  12771. * @param {Scene} scene - The scene.
  12772. * @param {Camera} camera - The camera that is used to render the scene.
  12773. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12774. * @param {Object3D} object - The 3D object.
  12775. * @param {Object} group - The geometry group data.
  12776. */
  12777. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12778. /**
  12779. * An optional callback that is executed immediately before the shader
  12780. * program is compiled. This function is called with the shader source code
  12781. * as a parameter. Useful for the modification of built-in materials.
  12782. *
  12783. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12784. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12785. * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
  12786. *
  12787. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12788. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12789. */
  12790. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12791. /**
  12792. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12793. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12794. * shader or recompile the shader for this material as needed.
  12795. *
  12796. * This method can only be used when rendering with {@link WebGLRenderer}.
  12797. *
  12798. * @return {string} The custom program cache key.
  12799. */
  12800. customProgramCacheKey() {
  12801. return this.onBeforeCompile.toString();
  12802. }
  12803. /**
  12804. * This method can be used to set default values from parameter objects.
  12805. * It is a generic implementation so it can be used with different types
  12806. * of materials.
  12807. *
  12808. * @param {Object} [values] - The material values to set.
  12809. */
  12810. setValues( values ) {
  12811. if ( values === undefined ) return;
  12812. for ( const key in values ) {
  12813. const newValue = values[ key ];
  12814. if ( newValue === undefined ) {
  12815. warn( `Material: parameter '${ key }' has value of undefined.` );
  12816. continue;
  12817. }
  12818. const currentValue = this[ key ];
  12819. if ( currentValue === undefined ) {
  12820. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12821. continue;
  12822. }
  12823. if ( currentValue && currentValue.isColor ) {
  12824. currentValue.set( newValue );
  12825. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12826. currentValue.copy( newValue );
  12827. } else {
  12828. this[ key ] = newValue;
  12829. }
  12830. }
  12831. }
  12832. /**
  12833. * Serializes the material into JSON.
  12834. *
  12835. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12836. * @return {Object} A JSON object representing the serialized material.
  12837. * @see {@link ObjectLoader#parse}
  12838. */
  12839. toJSON( meta ) {
  12840. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12841. if ( isRootObject ) {
  12842. meta = {
  12843. textures: {},
  12844. images: {}
  12845. };
  12846. }
  12847. const data = {
  12848. metadata: {
  12849. version: 4.7,
  12850. type: 'Material',
  12851. generator: 'Material.toJSON'
  12852. }
  12853. };
  12854. // standard Material serialization
  12855. data.uuid = this.uuid;
  12856. data.type = this.type;
  12857. if ( this.name !== '' ) data.name = this.name;
  12858. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12859. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12860. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12861. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12862. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12863. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12864. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12865. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12866. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12867. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12868. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12869. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12870. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12871. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12872. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12873. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12874. }
  12875. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12876. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12877. }
  12878. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12879. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12880. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12881. }
  12882. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12883. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12884. }
  12885. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12886. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12887. }
  12888. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12889. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12890. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12891. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12892. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12893. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12894. }
  12895. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12896. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12897. }
  12898. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12899. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12900. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12901. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12902. }
  12903. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12904. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12905. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12906. if ( this.lightMap && this.lightMap.isTexture ) {
  12907. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12908. data.lightMapIntensity = this.lightMapIntensity;
  12909. }
  12910. if ( this.aoMap && this.aoMap.isTexture ) {
  12911. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12912. data.aoMapIntensity = this.aoMapIntensity;
  12913. }
  12914. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12915. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12916. data.bumpScale = this.bumpScale;
  12917. }
  12918. if ( this.normalMap && this.normalMap.isTexture ) {
  12919. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12920. data.normalMapType = this.normalMapType;
  12921. data.normalScale = this.normalScale.toArray();
  12922. }
  12923. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12924. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12925. data.displacementScale = this.displacementScale;
  12926. data.displacementBias = this.displacementBias;
  12927. }
  12928. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12929. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12930. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12931. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12932. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12933. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12934. if ( this.envMap && this.envMap.isTexture ) {
  12935. data.envMap = this.envMap.toJSON( meta ).uuid;
  12936. if ( this.combine !== undefined ) data.combine = this.combine;
  12937. }
  12938. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12939. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12940. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12941. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12942. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12943. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12944. }
  12945. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12946. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12947. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12948. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12949. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12950. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12951. if ( this.size !== undefined ) data.size = this.size;
  12952. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12953. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12954. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12955. if ( this.side !== FrontSide ) data.side = this.side;
  12956. if ( this.vertexColors === true ) data.vertexColors = true;
  12957. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12958. if ( this.transparent === true ) data.transparent = true;
  12959. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12960. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12961. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12962. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12963. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12964. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12965. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12966. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12967. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12968. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12969. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12970. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12971. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12972. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12973. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12974. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12975. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12976. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12977. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12978. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12979. // rotation (SpriteMaterial)
  12980. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12981. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12982. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12983. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12984. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12985. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12986. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12987. if ( this.scale !== undefined ) data.scale = this.scale;
  12988. if ( this.dithering === true ) data.dithering = true;
  12989. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12990. if ( this.alphaHash === true ) data.alphaHash = true;
  12991. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12992. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12993. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12994. if ( this.allowOverride === false ) data.allowOverride = false;
  12995. if ( this.wireframe === true ) data.wireframe = true;
  12996. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12997. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12998. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12999. if ( this.flatShading === true ) data.flatShading = true;
  13000. if ( this.visible === false ) data.visible = false;
  13001. if ( this.toneMapped === false ) data.toneMapped = false;
  13002. if ( this.fog === false ) data.fog = false;
  13003. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  13004. // TODO: Copied from Object3D.toJSON
  13005. function extractFromCache( cache ) {
  13006. const values = [];
  13007. for ( const key in cache ) {
  13008. const data = cache[ key ];
  13009. delete data.metadata;
  13010. values.push( data );
  13011. }
  13012. return values;
  13013. }
  13014. if ( isRootObject ) {
  13015. const textures = extractFromCache( meta.textures );
  13016. const images = extractFromCache( meta.images );
  13017. if ( textures.length > 0 ) data.textures = textures;
  13018. if ( images.length > 0 ) data.images = images;
  13019. }
  13020. return data;
  13021. }
  13022. /**
  13023. * Returns a new material with copied values from this instance.
  13024. *
  13025. * @return {Material} A clone of this instance.
  13026. */
  13027. clone() {
  13028. return new this.constructor().copy( this );
  13029. }
  13030. /**
  13031. * Copies the values of the given material to this instance.
  13032. *
  13033. * @param {Material} source - The material to copy.
  13034. * @return {Material} A reference to this instance.
  13035. */
  13036. copy( source ) {
  13037. this.name = source.name;
  13038. this.blending = source.blending;
  13039. this.side = source.side;
  13040. this.vertexColors = source.vertexColors;
  13041. this.opacity = source.opacity;
  13042. this.transparent = source.transparent;
  13043. this.blendSrc = source.blendSrc;
  13044. this.blendDst = source.blendDst;
  13045. this.blendEquation = source.blendEquation;
  13046. this.blendSrcAlpha = source.blendSrcAlpha;
  13047. this.blendDstAlpha = source.blendDstAlpha;
  13048. this.blendEquationAlpha = source.blendEquationAlpha;
  13049. this.blendColor.copy( source.blendColor );
  13050. this.blendAlpha = source.blendAlpha;
  13051. this.depthFunc = source.depthFunc;
  13052. this.depthTest = source.depthTest;
  13053. this.depthWrite = source.depthWrite;
  13054. this.stencilWriteMask = source.stencilWriteMask;
  13055. this.stencilFunc = source.stencilFunc;
  13056. this.stencilRef = source.stencilRef;
  13057. this.stencilFuncMask = source.stencilFuncMask;
  13058. this.stencilFail = source.stencilFail;
  13059. this.stencilZFail = source.stencilZFail;
  13060. this.stencilZPass = source.stencilZPass;
  13061. this.stencilWrite = source.stencilWrite;
  13062. const srcPlanes = source.clippingPlanes;
  13063. let dstPlanes = null;
  13064. if ( srcPlanes !== null ) {
  13065. const n = srcPlanes.length;
  13066. dstPlanes = new Array( n );
  13067. for ( let i = 0; i !== n; ++ i ) {
  13068. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13069. }
  13070. }
  13071. this.clippingPlanes = dstPlanes;
  13072. this.clipIntersection = source.clipIntersection;
  13073. this.clipShadows = source.clipShadows;
  13074. this.shadowSide = source.shadowSide;
  13075. this.colorWrite = source.colorWrite;
  13076. this.precision = source.precision;
  13077. this.polygonOffset = source.polygonOffset;
  13078. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13079. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13080. this.dithering = source.dithering;
  13081. this.alphaTest = source.alphaTest;
  13082. this.alphaHash = source.alphaHash;
  13083. this.alphaToCoverage = source.alphaToCoverage;
  13084. this.premultipliedAlpha = source.premultipliedAlpha;
  13085. this.forceSinglePass = source.forceSinglePass;
  13086. this.allowOverride = source.allowOverride;
  13087. this.visible = source.visible;
  13088. this.toneMapped = source.toneMapped;
  13089. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13090. return this;
  13091. }
  13092. /**
  13093. * Frees the GPU-related resources allocated by this instance. Call this
  13094. * method whenever this instance is no longer used in your app.
  13095. *
  13096. * @fires Material#dispose
  13097. */
  13098. dispose() {
  13099. /**
  13100. * Fires when the material has been disposed of.
  13101. *
  13102. * @event Material#dispose
  13103. * @type {Object}
  13104. */
  13105. this.dispatchEvent( { type: 'dispose' } );
  13106. }
  13107. /**
  13108. * Setting this property to `true` indicates the engine the material
  13109. * needs to be recompiled.
  13110. *
  13111. * @type {boolean}
  13112. * @default false
  13113. * @param {boolean} value
  13114. */
  13115. set needsUpdate( value ) {
  13116. if ( value === true ) this.version ++;
  13117. }
  13118. }
  13119. /**
  13120. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13121. *
  13122. * This material is not affected by lights.
  13123. *
  13124. * @augments Material
  13125. * @demo scenes/material-browser.html#MeshBasicMaterial
  13126. */
  13127. class MeshBasicMaterial extends Material {
  13128. /**
  13129. * Constructs a new mesh basic material.
  13130. *
  13131. * @param {Object} [parameters] - An object with one or more properties
  13132. * defining the material's appearance. Any property of the material
  13133. * (including any property from inherited materials) can be passed
  13134. * in here. Color values can be passed any type of value accepted
  13135. * by {@link Color#set}.
  13136. */
  13137. constructor( parameters ) {
  13138. super();
  13139. /**
  13140. * This flag can be used for type testing.
  13141. *
  13142. * @type {boolean}
  13143. * @readonly
  13144. * @default true
  13145. */
  13146. this.isMeshBasicMaterial = true;
  13147. this.type = 'MeshBasicMaterial';
  13148. /**
  13149. * Color of the material.
  13150. *
  13151. * @type {Color}
  13152. * @default (1,1,1)
  13153. */
  13154. this.color = new Color( 0xffffff ); // diffuse
  13155. /**
  13156. * The color map. May optionally include an alpha channel, typically combined
  13157. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13158. * color is modulated by the diffuse `color`.
  13159. *
  13160. * @type {?Texture}
  13161. * @default null
  13162. */
  13163. this.map = null;
  13164. /**
  13165. * The light map. Requires a second set of UVs.
  13166. *
  13167. * @type {?Texture}
  13168. * @default null
  13169. */
  13170. this.lightMap = null;
  13171. /**
  13172. * Intensity of the baked light.
  13173. *
  13174. * @type {number}
  13175. * @default 1
  13176. */
  13177. this.lightMapIntensity = 1.0;
  13178. /**
  13179. * The red channel of this texture is used as the ambient occlusion map.
  13180. * Requires a second set of UVs.
  13181. *
  13182. * @type {?Texture}
  13183. * @default null
  13184. */
  13185. this.aoMap = null;
  13186. /**
  13187. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13188. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13189. * red channel is also `1`, ambient light is fully occluded on a surface.
  13190. *
  13191. * @type {number}
  13192. * @default 1
  13193. */
  13194. this.aoMapIntensity = 1.0;
  13195. /**
  13196. * Specular map used by the material.
  13197. *
  13198. * @type {?Texture}
  13199. * @default null
  13200. */
  13201. this.specularMap = null;
  13202. /**
  13203. * The alpha map is a grayscale texture that controls the opacity across the
  13204. * surface (black: fully transparent; white: fully opaque).
  13205. *
  13206. * Only the color of the texture is used, ignoring the alpha channel if one
  13207. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13208. * when sampling this texture due to the extra bit of precision provided for
  13209. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13210. * luminance/alpha textures will also still work as expected.
  13211. *
  13212. * @type {?Texture}
  13213. * @default null
  13214. */
  13215. this.alphaMap = null;
  13216. /**
  13217. * The environment map.
  13218. *
  13219. * @type {?Texture}
  13220. * @default null
  13221. */
  13222. this.envMap = null;
  13223. /**
  13224. * The rotation of the environment map in radians.
  13225. *
  13226. * @type {Euler}
  13227. * @default (0,0,0)
  13228. */
  13229. this.envMapRotation = new Euler();
  13230. /**
  13231. * How to combine the result of the surface's color with the environment map, if any.
  13232. *
  13233. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13234. * blend between the two colors.
  13235. *
  13236. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13237. * @default MultiplyOperation
  13238. */
  13239. this.combine = MultiplyOperation;
  13240. /**
  13241. * How much the environment map affects the surface.
  13242. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13243. *
  13244. * @type {number}
  13245. * @default 1
  13246. */
  13247. this.reflectivity = 1;
  13248. /**
  13249. * The index of refraction (IOR) of air (approximately 1) divided by the
  13250. * index of refraction of the material. It is used with environment mapping
  13251. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13252. * The refraction ratio should not exceed `1`.
  13253. *
  13254. * @type {number}
  13255. * @default 0.98
  13256. */
  13257. this.refractionRatio = 0.98;
  13258. /**
  13259. * Renders the geometry as a wireframe.
  13260. *
  13261. * @type {boolean}
  13262. * @default false
  13263. */
  13264. this.wireframe = false;
  13265. /**
  13266. * Controls the thickness of the wireframe.
  13267. *
  13268. * Can only be used with {@link SVGRenderer}.
  13269. *
  13270. * @type {number}
  13271. * @default 1
  13272. */
  13273. this.wireframeLinewidth = 1;
  13274. /**
  13275. * Defines appearance of wireframe ends.
  13276. *
  13277. * Can only be used with {@link SVGRenderer}.
  13278. *
  13279. * @type {('round'|'bevel'|'miter')}
  13280. * @default 'round'
  13281. */
  13282. this.wireframeLinecap = 'round';
  13283. /**
  13284. * Defines appearance of wireframe joints.
  13285. *
  13286. * Can only be used with {@link SVGRenderer}.
  13287. *
  13288. * @type {('round'|'bevel'|'miter')}
  13289. * @default 'round'
  13290. */
  13291. this.wireframeLinejoin = 'round';
  13292. /**
  13293. * Whether the material is affected by fog or not.
  13294. *
  13295. * @type {boolean}
  13296. * @default true
  13297. */
  13298. this.fog = true;
  13299. this.setValues( parameters );
  13300. }
  13301. copy( source ) {
  13302. super.copy( source );
  13303. this.color.copy( source.color );
  13304. this.map = source.map;
  13305. this.lightMap = source.lightMap;
  13306. this.lightMapIntensity = source.lightMapIntensity;
  13307. this.aoMap = source.aoMap;
  13308. this.aoMapIntensity = source.aoMapIntensity;
  13309. this.specularMap = source.specularMap;
  13310. this.alphaMap = source.alphaMap;
  13311. this.envMap = source.envMap;
  13312. this.envMapRotation.copy( source.envMapRotation );
  13313. this.combine = source.combine;
  13314. this.reflectivity = source.reflectivity;
  13315. this.refractionRatio = source.refractionRatio;
  13316. this.wireframe = source.wireframe;
  13317. this.wireframeLinewidth = source.wireframeLinewidth;
  13318. this.wireframeLinecap = source.wireframeLinecap;
  13319. this.wireframeLinejoin = source.wireframeLinejoin;
  13320. this.fog = source.fog;
  13321. return this;
  13322. }
  13323. }
  13324. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13325. const _tables = /*@__PURE__*/ _generateTables();
  13326. function _generateTables() {
  13327. // float32 to float16 helpers
  13328. const buffer = new ArrayBuffer( 4 );
  13329. const floatView = new Float32Array( buffer );
  13330. const uint32View = new Uint32Array( buffer );
  13331. const baseTable = new Uint32Array( 512 );
  13332. const shiftTable = new Uint32Array( 512 );
  13333. for ( let i = 0; i < 256; ++ i ) {
  13334. const e = i - 127;
  13335. // very small number (0, -0)
  13336. if ( e < -27 ) {
  13337. baseTable[ i ] = 0x0000;
  13338. baseTable[ i | 0x100 ] = 0x8000;
  13339. shiftTable[ i ] = 24;
  13340. shiftTable[ i | 0x100 ] = 24;
  13341. // small number (denorm)
  13342. } else if ( e < -14 ) {
  13343. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13344. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13345. shiftTable[ i ] = - e - 1;
  13346. shiftTable[ i | 0x100 ] = - e - 1;
  13347. // normal number
  13348. } else if ( e <= 15 ) {
  13349. baseTable[ i ] = ( e + 15 ) << 10;
  13350. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13351. shiftTable[ i ] = 13;
  13352. shiftTable[ i | 0x100 ] = 13;
  13353. // large number (Infinity, -Infinity)
  13354. } else if ( e < 128 ) {
  13355. baseTable[ i ] = 0x7c00;
  13356. baseTable[ i | 0x100 ] = 0xfc00;
  13357. shiftTable[ i ] = 24;
  13358. shiftTable[ i | 0x100 ] = 24;
  13359. // stay (NaN, Infinity, -Infinity)
  13360. } else {
  13361. baseTable[ i ] = 0x7c00;
  13362. baseTable[ i | 0x100 ] = 0xfc00;
  13363. shiftTable[ i ] = 13;
  13364. shiftTable[ i | 0x100 ] = 13;
  13365. }
  13366. }
  13367. // float16 to float32 helpers
  13368. const mantissaTable = new Uint32Array( 2048 );
  13369. const exponentTable = new Uint32Array( 64 );
  13370. const offsetTable = new Uint32Array( 64 );
  13371. for ( let i = 1; i < 1024; ++ i ) {
  13372. let m = i << 13; // zero pad mantissa bits
  13373. let e = 0; // zero exponent
  13374. // normalized
  13375. while ( ( m & 0x00800000 ) === 0 ) {
  13376. m <<= 1;
  13377. e -= 0x00800000; // decrement exponent
  13378. }
  13379. m &= -8388609; // clear leading 1 bit
  13380. e += 0x38800000; // adjust bias
  13381. mantissaTable[ i ] = m | e;
  13382. }
  13383. for ( let i = 1024; i < 2048; ++ i ) {
  13384. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13385. }
  13386. for ( let i = 1; i < 31; ++ i ) {
  13387. exponentTable[ i ] = i << 23;
  13388. }
  13389. exponentTable[ 31 ] = 0x47800000;
  13390. exponentTable[ 32 ] = 0x80000000;
  13391. for ( let i = 33; i < 63; ++ i ) {
  13392. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13393. }
  13394. exponentTable[ 63 ] = 0xc7800000;
  13395. for ( let i = 1; i < 64; ++ i ) {
  13396. if ( i !== 32 ) {
  13397. offsetTable[ i ] = 1024;
  13398. }
  13399. }
  13400. return {
  13401. floatView: floatView,
  13402. uint32View: uint32View,
  13403. baseTable: baseTable,
  13404. shiftTable: shiftTable,
  13405. mantissaTable: mantissaTable,
  13406. exponentTable: exponentTable,
  13407. offsetTable: offsetTable
  13408. };
  13409. }
  13410. /**
  13411. * Returns a half precision floating point value (FP16) from the given single
  13412. * precision floating point value (FP32).
  13413. *
  13414. * @param {number} val - A single precision floating point value.
  13415. * @return {number} The FP16 value.
  13416. */
  13417. function toHalfFloat( val ) {
  13418. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13419. val = clamp( val, -65504, 65504 );
  13420. _tables.floatView[ 0 ] = val;
  13421. const f = _tables.uint32View[ 0 ];
  13422. const e = ( f >> 23 ) & 0x1ff;
  13423. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13424. }
  13425. /**
  13426. * Returns a single precision floating point value (FP32) from the given half
  13427. * precision floating point value (FP16).
  13428. *
  13429. * @param {number} val - A half precision floating point value.
  13430. * @return {number} The FP32 value.
  13431. */
  13432. function fromHalfFloat( val ) {
  13433. const m = val >> 10;
  13434. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13435. return _tables.floatView[ 0 ];
  13436. }
  13437. /**
  13438. * A class containing utility functions for data.
  13439. *
  13440. * @hideconstructor
  13441. */
  13442. class DataUtils {
  13443. /**
  13444. * Returns a half precision floating point value (FP16) from the given single
  13445. * precision floating point value (FP32).
  13446. *
  13447. * @param {number} val - A single precision floating point value.
  13448. * @return {number} The FP16 value.
  13449. */
  13450. static toHalfFloat( val ) {
  13451. return toHalfFloat( val );
  13452. }
  13453. /**
  13454. * Returns a single precision floating point value (FP32) from the given half
  13455. * precision floating point value (FP16).
  13456. *
  13457. * @param {number} val - A half precision floating point value.
  13458. * @return {number} The FP32 value.
  13459. */
  13460. static fromHalfFloat( val ) {
  13461. return fromHalfFloat( val );
  13462. }
  13463. }
  13464. const _vector$9 = /*@__PURE__*/ new Vector3();
  13465. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13466. let _id$2 = 0;
  13467. /**
  13468. * This class stores data for an attribute (such as vertex positions, face
  13469. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13470. * a geometry, which allows for more efficient passing of data to the GPU.
  13471. *
  13472. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13473. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13474. */
  13475. class BufferAttribute {
  13476. /**
  13477. * Constructs a new buffer attribute.
  13478. *
  13479. * @param {TypedArray} array - The array holding the attribute data.
  13480. * @param {number} itemSize - The item size.
  13481. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13482. */
  13483. constructor( array, itemSize, normalized = false ) {
  13484. if ( Array.isArray( array ) ) {
  13485. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13486. }
  13487. /**
  13488. * This flag can be used for type testing.
  13489. *
  13490. * @type {boolean}
  13491. * @readonly
  13492. * @default true
  13493. */
  13494. this.isBufferAttribute = true;
  13495. /**
  13496. * The ID of the buffer attribute.
  13497. *
  13498. * @name BufferAttribute#id
  13499. * @type {number}
  13500. * @readonly
  13501. */
  13502. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13503. /**
  13504. * The name of the buffer attribute.
  13505. *
  13506. * @type {string}
  13507. */
  13508. this.name = '';
  13509. /**
  13510. * The array holding the attribute data. It should have `itemSize * numVertices`
  13511. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13512. *
  13513. * @type {TypedArray}
  13514. */
  13515. this.array = array;
  13516. /**
  13517. * The number of values of the array that should be associated with a particular vertex.
  13518. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13519. * normal, or color), then the value should be `3`.
  13520. *
  13521. * @type {number}
  13522. */
  13523. this.itemSize = itemSize;
  13524. /**
  13525. * Represents the number of items this buffer attribute stores. It is internally computed
  13526. * by dividing the `array` length by the `itemSize`.
  13527. *
  13528. * @type {number}
  13529. * @readonly
  13530. */
  13531. this.count = array !== undefined ? array.length / itemSize : 0;
  13532. /**
  13533. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13534. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13535. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13536. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13537. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13538. *
  13539. * @type {boolean}
  13540. */
  13541. this.normalized = normalized;
  13542. /**
  13543. * Defines the intended usage pattern of the data store for optimization purposes.
  13544. *
  13545. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13546. * instantiate a new one and set the desired usage before the next render.
  13547. *
  13548. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13549. * @default StaticDrawUsage
  13550. */
  13551. this.usage = StaticDrawUsage;
  13552. /**
  13553. * This can be used to only update some components of stored vectors (for example, just the
  13554. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13555. *
  13556. * @type {Array<Object>}
  13557. */
  13558. this.updateRanges = [];
  13559. /**
  13560. * Configures the bound GPU type for use in shaders.
  13561. *
  13562. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13563. * For lower precision float types, use `Float16BufferAttribute`.
  13564. *
  13565. * @type {(FloatType|IntType)}
  13566. * @default FloatType
  13567. */
  13568. this.gpuType = FloatType;
  13569. /**
  13570. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13571. *
  13572. * @type {number}
  13573. */
  13574. this.version = 0;
  13575. }
  13576. /**
  13577. * A callback function that is executed after the renderer has transferred the attribute
  13578. * array data to the GPU.
  13579. */
  13580. onUploadCallback() {}
  13581. /**
  13582. * Flag to indicate that this attribute has changed and should be re-sent to
  13583. * the GPU. Set this to `true` when you modify the value of the array.
  13584. *
  13585. * @type {number}
  13586. * @default false
  13587. * @param {boolean} value
  13588. */
  13589. set needsUpdate( value ) {
  13590. if ( value === true ) this.version ++;
  13591. }
  13592. /**
  13593. * Sets the usage of this buffer attribute.
  13594. *
  13595. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13596. * @return {BufferAttribute} A reference to this buffer attribute.
  13597. */
  13598. setUsage( value ) {
  13599. this.usage = value;
  13600. return this;
  13601. }
  13602. /**
  13603. * Adds a range of data in the data array to be updated on the GPU.
  13604. *
  13605. * @param {number} start - Position at which to start update.
  13606. * @param {number} count - The number of components to update.
  13607. */
  13608. addUpdateRange( start, count ) {
  13609. this.updateRanges.push( { start, count } );
  13610. }
  13611. /**
  13612. * Clears the update ranges.
  13613. */
  13614. clearUpdateRanges() {
  13615. this.updateRanges.length = 0;
  13616. }
  13617. /**
  13618. * Copies the values of the given buffer attribute to this instance.
  13619. *
  13620. * @param {BufferAttribute} source - The buffer attribute to copy.
  13621. * @return {BufferAttribute} A reference to this instance.
  13622. */
  13623. copy( source ) {
  13624. this.name = source.name;
  13625. this.array = new source.array.constructor( source.array );
  13626. this.itemSize = source.itemSize;
  13627. this.count = source.count;
  13628. this.normalized = source.normalized;
  13629. this.usage = source.usage;
  13630. this.gpuType = source.gpuType;
  13631. return this;
  13632. }
  13633. /**
  13634. * Copies a vector from the given buffer attribute to this one. The start
  13635. * and destination position in the attribute buffers are represented by the
  13636. * given indices.
  13637. *
  13638. * @param {number} index1 - The destination index into this buffer attribute.
  13639. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13640. * @param {number} index2 - The source index into the given buffer attribute.
  13641. * @return {BufferAttribute} A reference to this instance.
  13642. */
  13643. copyAt( index1, attribute, index2 ) {
  13644. index1 *= this.itemSize;
  13645. index2 *= attribute.itemSize;
  13646. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13647. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13648. }
  13649. return this;
  13650. }
  13651. /**
  13652. * Copies the given array data into this buffer attribute.
  13653. *
  13654. * @param {(TypedArray|Array)} array - The array to copy.
  13655. * @return {BufferAttribute} A reference to this instance.
  13656. */
  13657. copyArray( array ) {
  13658. this.array.set( array );
  13659. return this;
  13660. }
  13661. /**
  13662. * Applies the given 3x3 matrix to the given attribute. Works with
  13663. * item size `2` and `3`.
  13664. *
  13665. * @param {Matrix3} m - The matrix to apply.
  13666. * @return {BufferAttribute} A reference to this instance.
  13667. */
  13668. applyMatrix3( m ) {
  13669. if ( this.itemSize === 2 ) {
  13670. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13671. _vector2$1.fromBufferAttribute( this, i );
  13672. _vector2$1.applyMatrix3( m );
  13673. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13674. }
  13675. } else if ( this.itemSize === 3 ) {
  13676. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13677. _vector$9.fromBufferAttribute( this, i );
  13678. _vector$9.applyMatrix3( m );
  13679. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13680. }
  13681. }
  13682. return this;
  13683. }
  13684. /**
  13685. * Applies the given 4x4 matrix to the given attribute. Only works with
  13686. * item size `3`.
  13687. *
  13688. * @param {Matrix4} m - The matrix to apply.
  13689. * @return {BufferAttribute} A reference to this instance.
  13690. */
  13691. applyMatrix4( m ) {
  13692. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13693. _vector$9.fromBufferAttribute( this, i );
  13694. _vector$9.applyMatrix4( m );
  13695. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13696. }
  13697. return this;
  13698. }
  13699. /**
  13700. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13701. * item size `3`.
  13702. *
  13703. * @param {Matrix3} m - The normal matrix to apply.
  13704. * @return {BufferAttribute} A reference to this instance.
  13705. */
  13706. applyNormalMatrix( m ) {
  13707. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13708. _vector$9.fromBufferAttribute( this, i );
  13709. _vector$9.applyNormalMatrix( m );
  13710. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13711. }
  13712. return this;
  13713. }
  13714. /**
  13715. * Applies the given 4x4 matrix to the given attribute. Only works with
  13716. * item size `3` and with direction vectors.
  13717. *
  13718. * @param {Matrix4} m - The matrix to apply.
  13719. * @return {BufferAttribute} A reference to this instance.
  13720. */
  13721. transformDirection( m ) {
  13722. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13723. _vector$9.fromBufferAttribute( this, i );
  13724. _vector$9.transformDirection( m );
  13725. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13726. }
  13727. return this;
  13728. }
  13729. /**
  13730. * Sets the given array data in the buffer attribute.
  13731. *
  13732. * @param {(TypedArray|Array)} value - The array data to set.
  13733. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13734. * @return {BufferAttribute} A reference to this instance.
  13735. */
  13736. set( value, offset = 0 ) {
  13737. // Matching BufferAttribute constructor, do not normalize the array.
  13738. this.array.set( value, offset );
  13739. return this;
  13740. }
  13741. /**
  13742. * Returns the given component of the vector at the given index.
  13743. *
  13744. * @param {number} index - The index into the buffer attribute.
  13745. * @param {number} component - The component index.
  13746. * @return {number} The returned value.
  13747. */
  13748. getComponent( index, component ) {
  13749. let value = this.array[ index * this.itemSize + component ];
  13750. if ( this.normalized ) value = denormalize( value, this.array );
  13751. return value;
  13752. }
  13753. /**
  13754. * Sets the given value to the given component of the vector at the given index.
  13755. *
  13756. * @param {number} index - The index into the buffer attribute.
  13757. * @param {number} component - The component index.
  13758. * @param {number} value - The value to set.
  13759. * @return {BufferAttribute} A reference to this instance.
  13760. */
  13761. setComponent( index, component, value ) {
  13762. if ( this.normalized ) value = normalize( value, this.array );
  13763. this.array[ index * this.itemSize + component ] = value;
  13764. return this;
  13765. }
  13766. /**
  13767. * Returns the x component of the vector at the given index.
  13768. *
  13769. * @param {number} index - The index into the buffer attribute.
  13770. * @return {number} The x component.
  13771. */
  13772. getX( index ) {
  13773. let x = this.array[ index * this.itemSize ];
  13774. if ( this.normalized ) x = denormalize( x, this.array );
  13775. return x;
  13776. }
  13777. /**
  13778. * Sets the x component of the vector at the given index.
  13779. *
  13780. * @param {number} index - The index into the buffer attribute.
  13781. * @param {number} x - The value to set.
  13782. * @return {BufferAttribute} A reference to this instance.
  13783. */
  13784. setX( index, x ) {
  13785. if ( this.normalized ) x = normalize( x, this.array );
  13786. this.array[ index * this.itemSize ] = x;
  13787. return this;
  13788. }
  13789. /**
  13790. * Returns the y component of the vector at the given index.
  13791. *
  13792. * @param {number} index - The index into the buffer attribute.
  13793. * @return {number} The y component.
  13794. */
  13795. getY( index ) {
  13796. let y = this.array[ index * this.itemSize + 1 ];
  13797. if ( this.normalized ) y = denormalize( y, this.array );
  13798. return y;
  13799. }
  13800. /**
  13801. * Sets the y component of the vector at the given index.
  13802. *
  13803. * @param {number} index - The index into the buffer attribute.
  13804. * @param {number} y - The value to set.
  13805. * @return {BufferAttribute} A reference to this instance.
  13806. */
  13807. setY( index, y ) {
  13808. if ( this.normalized ) y = normalize( y, this.array );
  13809. this.array[ index * this.itemSize + 1 ] = y;
  13810. return this;
  13811. }
  13812. /**
  13813. * Returns the z component of the vector at the given index.
  13814. *
  13815. * @param {number} index - The index into the buffer attribute.
  13816. * @return {number} The z component.
  13817. */
  13818. getZ( index ) {
  13819. let z = this.array[ index * this.itemSize + 2 ];
  13820. if ( this.normalized ) z = denormalize( z, this.array );
  13821. return z;
  13822. }
  13823. /**
  13824. * Sets the z component of the vector at the given index.
  13825. *
  13826. * @param {number} index - The index into the buffer attribute.
  13827. * @param {number} z - The value to set.
  13828. * @return {BufferAttribute} A reference to this instance.
  13829. */
  13830. setZ( index, z ) {
  13831. if ( this.normalized ) z = normalize( z, this.array );
  13832. this.array[ index * this.itemSize + 2 ] = z;
  13833. return this;
  13834. }
  13835. /**
  13836. * Returns the w component of the vector at the given index.
  13837. *
  13838. * @param {number} index - The index into the buffer attribute.
  13839. * @return {number} The w component.
  13840. */
  13841. getW( index ) {
  13842. let w = this.array[ index * this.itemSize + 3 ];
  13843. if ( this.normalized ) w = denormalize( w, this.array );
  13844. return w;
  13845. }
  13846. /**
  13847. * Sets the w component of the vector at the given index.
  13848. *
  13849. * @param {number} index - The index into the buffer attribute.
  13850. * @param {number} w - The value to set.
  13851. * @return {BufferAttribute} A reference to this instance.
  13852. */
  13853. setW( index, w ) {
  13854. if ( this.normalized ) w = normalize( w, this.array );
  13855. this.array[ index * this.itemSize + 3 ] = w;
  13856. return this;
  13857. }
  13858. /**
  13859. * Sets the x and y 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. * @return {BufferAttribute} A reference to this instance.
  13865. */
  13866. setXY( index, x, y ) {
  13867. index *= this.itemSize;
  13868. if ( this.normalized ) {
  13869. x = normalize( x, this.array );
  13870. y = normalize( y, this.array );
  13871. }
  13872. this.array[ index + 0 ] = x;
  13873. this.array[ index + 1 ] = y;
  13874. return this;
  13875. }
  13876. /**
  13877. * Sets the x, y and z component of the vector at the given index.
  13878. *
  13879. * @param {number} index - The index into the buffer attribute.
  13880. * @param {number} x - The value for the x component to set.
  13881. * @param {number} y - The value for the y component to set.
  13882. * @param {number} z - The value for the z component to set.
  13883. * @return {BufferAttribute} A reference to this instance.
  13884. */
  13885. setXYZ( index, x, y, z ) {
  13886. index *= this.itemSize;
  13887. if ( this.normalized ) {
  13888. x = normalize( x, this.array );
  13889. y = normalize( y, this.array );
  13890. z = normalize( z, this.array );
  13891. }
  13892. this.array[ index + 0 ] = x;
  13893. this.array[ index + 1 ] = y;
  13894. this.array[ index + 2 ] = z;
  13895. return this;
  13896. }
  13897. /**
  13898. * Sets the x, y, z and w component of the vector at the given index.
  13899. *
  13900. * @param {number} index - The index into the buffer attribute.
  13901. * @param {number} x - The value for the x component to set.
  13902. * @param {number} y - The value for the y component to set.
  13903. * @param {number} z - The value for the z component to set.
  13904. * @param {number} w - The value for the w component to set.
  13905. * @return {BufferAttribute} A reference to this instance.
  13906. */
  13907. setXYZW( index, x, y, z, w ) {
  13908. index *= this.itemSize;
  13909. if ( this.normalized ) {
  13910. x = normalize( x, this.array );
  13911. y = normalize( y, this.array );
  13912. z = normalize( z, this.array );
  13913. w = normalize( w, this.array );
  13914. }
  13915. this.array[ index + 0 ] = x;
  13916. this.array[ index + 1 ] = y;
  13917. this.array[ index + 2 ] = z;
  13918. this.array[ index + 3 ] = w;
  13919. return this;
  13920. }
  13921. /**
  13922. * Sets the given callback function that is executed after the Renderer has transferred
  13923. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13924. * the upload when attribute data are not needed anymore on the CPU side.
  13925. *
  13926. * @param {Function} callback - The `onUpload()` callback.
  13927. * @return {BufferAttribute} A reference to this instance.
  13928. */
  13929. onUpload( callback ) {
  13930. this.onUploadCallback = callback;
  13931. return this;
  13932. }
  13933. /**
  13934. * Returns a new buffer attribute with copied values from this instance.
  13935. *
  13936. * @return {BufferAttribute} A clone of this instance.
  13937. */
  13938. clone() {
  13939. return new this.constructor( this.array, this.itemSize ).copy( this );
  13940. }
  13941. /**
  13942. * Serializes the buffer attribute into JSON.
  13943. *
  13944. * @return {Object} A JSON object representing the serialized buffer attribute.
  13945. */
  13946. toJSON() {
  13947. const data = {
  13948. itemSize: this.itemSize,
  13949. type: this.array.constructor.name,
  13950. array: Array.from( this.array ),
  13951. normalized: this.normalized
  13952. };
  13953. if ( this.name !== '' ) data.name = this.name;
  13954. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13955. return data;
  13956. }
  13957. }
  13958. /**
  13959. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13960. * a plain `Array` instance.
  13961. *
  13962. * @augments BufferAttribute
  13963. */
  13964. class Int8BufferAttribute extends BufferAttribute {
  13965. /**
  13966. * Constructs a new buffer attribute.
  13967. *
  13968. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13969. * @param {number} itemSize - The item size.
  13970. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13971. */
  13972. constructor( array, itemSize, normalized ) {
  13973. super( new Int8Array( array ), itemSize, normalized );
  13974. }
  13975. }
  13976. /**
  13977. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13978. * a plain `Array` instance.
  13979. *
  13980. * @augments BufferAttribute
  13981. */
  13982. class Uint8BufferAttribute extends BufferAttribute {
  13983. /**
  13984. * Constructs a new buffer attribute.
  13985. *
  13986. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13987. * @param {number} itemSize - The item size.
  13988. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13989. */
  13990. constructor( array, itemSize, normalized ) {
  13991. super( new Uint8Array( array ), itemSize, normalized );
  13992. }
  13993. }
  13994. /**
  13995. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13996. * a plain `Array` instance.
  13997. *
  13998. * @augments BufferAttribute
  13999. */
  14000. class Uint8ClampedBufferAttribute extends BufferAttribute {
  14001. /**
  14002. * Constructs a new buffer attribute.
  14003. *
  14004. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  14005. * @param {number} itemSize - The item size.
  14006. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14007. */
  14008. constructor( array, itemSize, normalized ) {
  14009. super( new Uint8ClampedArray( array ), itemSize, normalized );
  14010. }
  14011. }
  14012. /**
  14013. * Convenient class that can be used when creating a `Int16` buffer attribute with
  14014. * a plain `Array` instance.
  14015. *
  14016. * @augments BufferAttribute
  14017. */
  14018. class Int16BufferAttribute extends BufferAttribute {
  14019. /**
  14020. * Constructs a new buffer attribute.
  14021. *
  14022. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  14023. * @param {number} itemSize - The item size.
  14024. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14025. */
  14026. constructor( array, itemSize, normalized ) {
  14027. super( new Int16Array( array ), itemSize, normalized );
  14028. }
  14029. }
  14030. /**
  14031. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  14032. * a plain `Array` instance.
  14033. *
  14034. * @augments BufferAttribute
  14035. */
  14036. class Uint16BufferAttribute extends BufferAttribute {
  14037. /**
  14038. * Constructs a new buffer attribute.
  14039. *
  14040. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14041. * @param {number} itemSize - The item size.
  14042. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14043. */
  14044. constructor( array, itemSize, normalized ) {
  14045. super( new Uint16Array( array ), itemSize, normalized );
  14046. }
  14047. }
  14048. /**
  14049. * Convenient class that can be used when creating a `Int32` buffer attribute with
  14050. * a plain `Array` instance.
  14051. *
  14052. * @augments BufferAttribute
  14053. */
  14054. class Int32BufferAttribute extends BufferAttribute {
  14055. /**
  14056. * Constructs a new buffer attribute.
  14057. *
  14058. * @param {(Array<number>|Int32Array)} 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 Int32Array( array ), itemSize, normalized );
  14064. }
  14065. }
  14066. /**
  14067. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14068. * a plain `Array` instance.
  14069. *
  14070. * @augments BufferAttribute
  14071. */
  14072. class Uint32BufferAttribute extends BufferAttribute {
  14073. /**
  14074. * Constructs a new buffer attribute.
  14075. *
  14076. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14077. * @param {number} itemSize - The item size.
  14078. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14079. */
  14080. constructor( array, itemSize, normalized ) {
  14081. super( new Uint32Array( array ), itemSize, normalized );
  14082. }
  14083. }
  14084. /**
  14085. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14086. * a plain `Array` instance.
  14087. *
  14088. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14089. * browser support is still problematic.
  14090. *
  14091. * @augments BufferAttribute
  14092. */
  14093. class Float16BufferAttribute extends BufferAttribute {
  14094. /**
  14095. * Constructs a new buffer attribute.
  14096. *
  14097. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14098. * @param {number} itemSize - The item size.
  14099. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14100. */
  14101. constructor( array, itemSize, normalized ) {
  14102. super( new Uint16Array( array ), itemSize, normalized );
  14103. this.isFloat16BufferAttribute = true;
  14104. }
  14105. getX( index ) {
  14106. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14107. if ( this.normalized ) x = denormalize( x, this.array );
  14108. return x;
  14109. }
  14110. setX( index, x ) {
  14111. if ( this.normalized ) x = normalize( x, this.array );
  14112. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14113. return this;
  14114. }
  14115. getY( index ) {
  14116. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14117. if ( this.normalized ) y = denormalize( y, this.array );
  14118. return y;
  14119. }
  14120. setY( index, y ) {
  14121. if ( this.normalized ) y = normalize( y, this.array );
  14122. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14123. return this;
  14124. }
  14125. getZ( index ) {
  14126. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14127. if ( this.normalized ) z = denormalize( z, this.array );
  14128. return z;
  14129. }
  14130. setZ( index, z ) {
  14131. if ( this.normalized ) z = normalize( z, this.array );
  14132. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14133. return this;
  14134. }
  14135. getW( index ) {
  14136. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14137. if ( this.normalized ) w = denormalize( w, this.array );
  14138. return w;
  14139. }
  14140. setW( index, w ) {
  14141. if ( this.normalized ) w = normalize( w, this.array );
  14142. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14143. return this;
  14144. }
  14145. setXY( index, x, y ) {
  14146. index *= this.itemSize;
  14147. if ( this.normalized ) {
  14148. x = normalize( x, this.array );
  14149. y = normalize( y, this.array );
  14150. }
  14151. this.array[ index + 0 ] = toHalfFloat( x );
  14152. this.array[ index + 1 ] = toHalfFloat( y );
  14153. return this;
  14154. }
  14155. setXYZ( index, x, y, z ) {
  14156. index *= this.itemSize;
  14157. if ( this.normalized ) {
  14158. x = normalize( x, this.array );
  14159. y = normalize( y, this.array );
  14160. z = normalize( z, this.array );
  14161. }
  14162. this.array[ index + 0 ] = toHalfFloat( x );
  14163. this.array[ index + 1 ] = toHalfFloat( y );
  14164. this.array[ index + 2 ] = toHalfFloat( z );
  14165. return this;
  14166. }
  14167. setXYZW( index, x, y, z, w ) {
  14168. index *= this.itemSize;
  14169. if ( this.normalized ) {
  14170. x = normalize( x, this.array );
  14171. y = normalize( y, this.array );
  14172. z = normalize( z, this.array );
  14173. w = normalize( w, this.array );
  14174. }
  14175. this.array[ index + 0 ] = toHalfFloat( x );
  14176. this.array[ index + 1 ] = toHalfFloat( y );
  14177. this.array[ index + 2 ] = toHalfFloat( z );
  14178. this.array[ index + 3 ] = toHalfFloat( w );
  14179. return this;
  14180. }
  14181. }
  14182. /**
  14183. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14184. * a plain `Array` instance.
  14185. *
  14186. * @augments BufferAttribute
  14187. */
  14188. class Float32BufferAttribute extends BufferAttribute {
  14189. /**
  14190. * Constructs a new buffer attribute.
  14191. *
  14192. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14193. * @param {number} itemSize - The item size.
  14194. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14195. */
  14196. constructor( array, itemSize, normalized ) {
  14197. super( new Float32Array( array ), itemSize, normalized );
  14198. }
  14199. }
  14200. let _id$1 = 0;
  14201. const _m1 = /*@__PURE__*/ new Matrix4();
  14202. const _obj = /*@__PURE__*/ new Object3D();
  14203. const _offset = /*@__PURE__*/ new Vector3();
  14204. const _box$2 = /*@__PURE__*/ new Box3();
  14205. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14206. const _vector$8 = /*@__PURE__*/ new Vector3();
  14207. /**
  14208. * A representation of mesh, line, or point geometry. Includes vertex
  14209. * positions, face indices, normals, colors, UVs, and custom attributes
  14210. * within buffers, reducing the cost of passing all this data to the GPU.
  14211. *
  14212. * ```js
  14213. * const geometry = new THREE.BufferGeometry();
  14214. * // create a simple square shape. We duplicate the top left and bottom right
  14215. * // vertices because each vertex needs to appear once per triangle.
  14216. * const vertices = new Float32Array( [
  14217. * -1.0, -1.0, 1.0, // v0
  14218. * 1.0, -1.0, 1.0, // v1
  14219. * 1.0, 1.0, 1.0, // v2
  14220. *
  14221. * 1.0, 1.0, 1.0, // v3
  14222. * -1.0, 1.0, 1.0, // v4
  14223. * -1.0, -1.0, 1.0 // v5
  14224. * ] );
  14225. * // itemSize = 3 because there are 3 values (components) per vertex
  14226. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14227. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14228. * const mesh = new THREE.Mesh( geometry, material );
  14229. * ```
  14230. *
  14231. * @augments EventDispatcher
  14232. */
  14233. class BufferGeometry extends EventDispatcher {
  14234. /**
  14235. * Constructs a new geometry.
  14236. */
  14237. constructor() {
  14238. super();
  14239. /**
  14240. * This flag can be used for type testing.
  14241. *
  14242. * @type {boolean}
  14243. * @readonly
  14244. * @default true
  14245. */
  14246. this.isBufferGeometry = true;
  14247. /**
  14248. * The ID of the geometry.
  14249. *
  14250. * @name BufferGeometry#id
  14251. * @type {number}
  14252. * @readonly
  14253. */
  14254. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14255. /**
  14256. * The UUID of the geometry.
  14257. *
  14258. * @type {string}
  14259. * @readonly
  14260. */
  14261. this.uuid = generateUUID();
  14262. /**
  14263. * The name of the geometry.
  14264. *
  14265. * @type {string}
  14266. */
  14267. this.name = '';
  14268. this.type = 'BufferGeometry';
  14269. /**
  14270. * Allows for vertices to be re-used across multiple triangles; this is
  14271. * called using "indexed triangles". Each triangle is associated with the
  14272. * indices of three vertices. This attribute therefore stores the index of
  14273. * each vertex for each triangular face. If this attribute is not set, the
  14274. * renderer assumes that each three contiguous positions represent a single triangle.
  14275. *
  14276. * @type {?BufferAttribute}
  14277. * @default null
  14278. */
  14279. this.index = null;
  14280. /**
  14281. * A (storage) buffer attribute which was generated with a compute shader and
  14282. * now defines indirect draw calls.
  14283. *
  14284. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14285. *
  14286. * @type {?BufferAttribute}
  14287. * @default null
  14288. */
  14289. this.indirect = null;
  14290. /**
  14291. * The offset, in bytes, into the indirect drawing buffer where the value data begins.
  14292. *
  14293. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14294. *
  14295. * @type {number}
  14296. * @default 0
  14297. */
  14298. this.indirectOffset = 0;
  14299. /**
  14300. * This dictionary has as id the name of the attribute to be set and as value
  14301. * the buffer attribute to set it to. Rather than accessing this property directly,
  14302. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14303. *
  14304. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14305. */
  14306. this.attributes = {};
  14307. /**
  14308. * This dictionary holds the morph targets of the geometry.
  14309. *
  14310. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14311. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14312. *
  14313. * @type {Object}
  14314. */
  14315. this.morphAttributes = {};
  14316. /**
  14317. * Used to control the morph target behavior; when set to `true`, the morph
  14318. * target data is treated as relative offsets, rather than as absolute
  14319. * positions/normals.
  14320. *
  14321. * @type {boolean}
  14322. * @default false
  14323. */
  14324. this.morphTargetsRelative = false;
  14325. /**
  14326. * Split the geometry into groups, each of which will be rendered in a
  14327. * separate draw call. This allows an array of materials to be used with the geometry.
  14328. *
  14329. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14330. *
  14331. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14332. * indices, and must not leave vertices or indices unused.
  14333. *
  14334. * @type {Array<Object>}
  14335. */
  14336. this.groups = [];
  14337. /**
  14338. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14339. *
  14340. * @type {?Box3}
  14341. * @default null
  14342. */
  14343. this.boundingBox = null;
  14344. /**
  14345. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14346. *
  14347. * @type {?Sphere}
  14348. * @default null
  14349. */
  14350. this.boundingSphere = null;
  14351. /**
  14352. * Determines the part of the geometry to render. This should not be set directly,
  14353. * instead use `setDrawRange()`.
  14354. *
  14355. * @type {{start:number,count:number}}
  14356. */
  14357. this.drawRange = { start: 0, count: Infinity };
  14358. /**
  14359. * An object that can be used to store custom data about the geometry.
  14360. * It should not hold references to functions as these will not be cloned.
  14361. *
  14362. * @type {Object}
  14363. */
  14364. this.userData = {};
  14365. }
  14366. /**
  14367. * Returns the index of this geometry.
  14368. *
  14369. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14370. */
  14371. getIndex() {
  14372. return this.index;
  14373. }
  14374. /**
  14375. * Sets the given index to this geometry.
  14376. *
  14377. * @param {Array<number>|BufferAttribute} index - The index to set.
  14378. * @return {BufferGeometry} A reference to this instance.
  14379. */
  14380. setIndex( index ) {
  14381. if ( Array.isArray( index ) ) {
  14382. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14383. } else {
  14384. this.index = index;
  14385. }
  14386. return this;
  14387. }
  14388. /**
  14389. * Sets the given indirect attribute to this geometry.
  14390. *
  14391. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14392. * @param {number} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins.
  14393. * @return {BufferGeometry} A reference to this instance.
  14394. */
  14395. setIndirect( indirect, indirectOffset = 0 ) {
  14396. this.indirect = indirect;
  14397. this.indirectOffset = indirectOffset;
  14398. return this;
  14399. }
  14400. /**
  14401. * Returns the indirect attribute of this geometry.
  14402. *
  14403. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14404. */
  14405. getIndirect() {
  14406. return this.indirect;
  14407. }
  14408. /**
  14409. * Returns the buffer attribute for the given name.
  14410. *
  14411. * @param {string} name - The attribute name.
  14412. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14413. * Returns `undefined` if not attribute has been found.
  14414. */
  14415. getAttribute( name ) {
  14416. return this.attributes[ name ];
  14417. }
  14418. /**
  14419. * Sets the given attribute for the given name.
  14420. *
  14421. * @param {string} name - The attribute name.
  14422. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14423. * @return {BufferGeometry} A reference to this instance.
  14424. */
  14425. setAttribute( name, attribute ) {
  14426. this.attributes[ name ] = attribute;
  14427. return this;
  14428. }
  14429. /**
  14430. * Deletes the attribute for the given name.
  14431. *
  14432. * @param {string} name - The attribute name to delete.
  14433. * @return {BufferGeometry} A reference to this instance.
  14434. */
  14435. deleteAttribute( name ) {
  14436. delete this.attributes[ name ];
  14437. return this;
  14438. }
  14439. /**
  14440. * Returns `true` if this geometry has an attribute for the given name.
  14441. *
  14442. * @param {string} name - The attribute name.
  14443. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14444. */
  14445. hasAttribute( name ) {
  14446. return this.attributes[ name ] !== undefined;
  14447. }
  14448. /**
  14449. * Adds a group to this geometry.
  14450. *
  14451. * @param {number} start - The first element in this draw call. That is the first
  14452. * vertex for non-indexed geometry, otherwise the first triangle index.
  14453. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14454. * @param {number} [materialIndex=0] - The material array index to use.
  14455. */
  14456. addGroup( start, count, materialIndex = 0 ) {
  14457. this.groups.push( {
  14458. start: start,
  14459. count: count,
  14460. materialIndex: materialIndex
  14461. } );
  14462. }
  14463. /**
  14464. * Clears all groups.
  14465. */
  14466. clearGroups() {
  14467. this.groups = [];
  14468. }
  14469. /**
  14470. * Sets the draw range for this geometry.
  14471. *
  14472. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14473. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14474. * For indexed BufferGeometry, `count` is the number of indices to render.
  14475. */
  14476. setDrawRange( start, count ) {
  14477. this.drawRange.start = start;
  14478. this.drawRange.count = count;
  14479. }
  14480. /**
  14481. * Applies the given 4x4 transformation matrix to the geometry.
  14482. *
  14483. * @param {Matrix4} matrix - The matrix to apply.
  14484. * @return {BufferGeometry} A reference to this instance.
  14485. */
  14486. applyMatrix4( matrix ) {
  14487. const position = this.attributes.position;
  14488. if ( position !== undefined ) {
  14489. position.applyMatrix4( matrix );
  14490. position.needsUpdate = true;
  14491. }
  14492. const normal = this.attributes.normal;
  14493. if ( normal !== undefined ) {
  14494. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14495. normal.applyNormalMatrix( normalMatrix );
  14496. normal.needsUpdate = true;
  14497. }
  14498. const tangent = this.attributes.tangent;
  14499. if ( tangent !== undefined ) {
  14500. tangent.transformDirection( matrix );
  14501. tangent.needsUpdate = true;
  14502. }
  14503. if ( this.boundingBox !== null ) {
  14504. this.computeBoundingBox();
  14505. }
  14506. if ( this.boundingSphere !== null ) {
  14507. this.computeBoundingSphere();
  14508. }
  14509. return this;
  14510. }
  14511. /**
  14512. * Applies the rotation represented by the Quaternion to the geometry.
  14513. *
  14514. * @param {Quaternion} q - The Quaternion to apply.
  14515. * @return {BufferGeometry} A reference to this instance.
  14516. */
  14517. applyQuaternion( q ) {
  14518. _m1.makeRotationFromQuaternion( q );
  14519. this.applyMatrix4( _m1 );
  14520. return this;
  14521. }
  14522. /**
  14523. * Rotates the geometry about the X axis. This is typically done as a one time
  14524. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14525. * real-time mesh rotation.
  14526. *
  14527. * @param {number} angle - The angle in radians.
  14528. * @return {BufferGeometry} A reference to this instance.
  14529. */
  14530. rotateX( angle ) {
  14531. // rotate geometry around world x-axis
  14532. _m1.makeRotationX( angle );
  14533. this.applyMatrix4( _m1 );
  14534. return this;
  14535. }
  14536. /**
  14537. * Rotates the geometry about the Y axis. This is typically done as a one time
  14538. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14539. * real-time mesh rotation.
  14540. *
  14541. * @param {number} angle - The angle in radians.
  14542. * @return {BufferGeometry} A reference to this instance.
  14543. */
  14544. rotateY( angle ) {
  14545. // rotate geometry around world y-axis
  14546. _m1.makeRotationY( angle );
  14547. this.applyMatrix4( _m1 );
  14548. return this;
  14549. }
  14550. /**
  14551. * Rotates the geometry about the Z axis. This is typically done as a one time
  14552. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14553. * real-time mesh rotation.
  14554. *
  14555. * @param {number} angle - The angle in radians.
  14556. * @return {BufferGeometry} A reference to this instance.
  14557. */
  14558. rotateZ( angle ) {
  14559. // rotate geometry around world z-axis
  14560. _m1.makeRotationZ( angle );
  14561. this.applyMatrix4( _m1 );
  14562. return this;
  14563. }
  14564. /**
  14565. * Translates the geometry. This is typically done as a one time
  14566. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14567. * real-time mesh rotation.
  14568. *
  14569. * @param {number} x - The x offset.
  14570. * @param {number} y - The y offset.
  14571. * @param {number} z - The z offset.
  14572. * @return {BufferGeometry} A reference to this instance.
  14573. */
  14574. translate( x, y, z ) {
  14575. // translate geometry
  14576. _m1.makeTranslation( x, y, z );
  14577. this.applyMatrix4( _m1 );
  14578. return this;
  14579. }
  14580. /**
  14581. * Scales the geometry. This is typically done as a one time
  14582. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14583. * real-time mesh rotation.
  14584. *
  14585. * @param {number} x - The x scale.
  14586. * @param {number} y - The y scale.
  14587. * @param {number} z - The z scale.
  14588. * @return {BufferGeometry} A reference to this instance.
  14589. */
  14590. scale( x, y, z ) {
  14591. // scale geometry
  14592. _m1.makeScale( x, y, z );
  14593. this.applyMatrix4( _m1 );
  14594. return this;
  14595. }
  14596. /**
  14597. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14598. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14599. * real-time mesh rotation.
  14600. *
  14601. * @param {Vector3} vector - The target point.
  14602. * @return {BufferGeometry} A reference to this instance.
  14603. */
  14604. lookAt( vector ) {
  14605. _obj.lookAt( vector );
  14606. _obj.updateMatrix();
  14607. this.applyMatrix4( _obj.matrix );
  14608. return this;
  14609. }
  14610. /**
  14611. * Center the geometry based on its bounding box.
  14612. *
  14613. * @return {BufferGeometry} A reference to this instance.
  14614. */
  14615. center() {
  14616. this.computeBoundingBox();
  14617. this.boundingBox.getCenter( _offset ).negate();
  14618. this.translate( _offset.x, _offset.y, _offset.z );
  14619. return this;
  14620. }
  14621. /**
  14622. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14623. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14624. * set to `0`.
  14625. *
  14626. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14627. * data from the array. The length of the array must match the vertex count.
  14628. *
  14629. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14630. * @return {BufferGeometry} A reference to this instance.
  14631. */
  14632. setFromPoints( points ) {
  14633. const positionAttribute = this.getAttribute( 'position' );
  14634. if ( positionAttribute === undefined ) {
  14635. const position = [];
  14636. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14637. const point = points[ i ];
  14638. position.push( point.x, point.y, point.z || 0 );
  14639. }
  14640. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14641. } else {
  14642. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14643. for ( let i = 0; i < l; i ++ ) {
  14644. const point = points[ i ];
  14645. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14646. }
  14647. if ( points.length > positionAttribute.count ) {
  14648. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14649. }
  14650. positionAttribute.needsUpdate = true;
  14651. }
  14652. return this;
  14653. }
  14654. /**
  14655. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14656. * The bounding box is not computed by the engine; it must be computed by your app.
  14657. * You may need to recompute the bounding box if the geometry vertices are modified.
  14658. */
  14659. computeBoundingBox() {
  14660. if ( this.boundingBox === null ) {
  14661. this.boundingBox = new Box3();
  14662. }
  14663. const position = this.attributes.position;
  14664. const morphAttributesPosition = this.morphAttributes.position;
  14665. if ( position && position.isGLBufferAttribute ) {
  14666. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14667. this.boundingBox.set(
  14668. new Vector3( - Infinity, - Infinity, - Infinity ),
  14669. new Vector3( + Infinity, + Infinity, + Infinity )
  14670. );
  14671. return;
  14672. }
  14673. if ( position !== undefined ) {
  14674. this.boundingBox.setFromBufferAttribute( position );
  14675. // process morph attributes if present
  14676. if ( morphAttributesPosition ) {
  14677. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14678. const morphAttribute = morphAttributesPosition[ i ];
  14679. _box$2.setFromBufferAttribute( morphAttribute );
  14680. if ( this.morphTargetsRelative ) {
  14681. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14682. this.boundingBox.expandByPoint( _vector$8 );
  14683. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14684. this.boundingBox.expandByPoint( _vector$8 );
  14685. } else {
  14686. this.boundingBox.expandByPoint( _box$2.min );
  14687. this.boundingBox.expandByPoint( _box$2.max );
  14688. }
  14689. }
  14690. }
  14691. } else {
  14692. this.boundingBox.makeEmpty();
  14693. }
  14694. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14695. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14696. }
  14697. }
  14698. /**
  14699. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14700. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14701. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14702. */
  14703. computeBoundingSphere() {
  14704. if ( this.boundingSphere === null ) {
  14705. this.boundingSphere = new Sphere();
  14706. }
  14707. const position = this.attributes.position;
  14708. const morphAttributesPosition = this.morphAttributes.position;
  14709. if ( position && position.isGLBufferAttribute ) {
  14710. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14711. this.boundingSphere.set( new Vector3(), Infinity );
  14712. return;
  14713. }
  14714. if ( position ) {
  14715. // first, find the center of the bounding sphere
  14716. const center = this.boundingSphere.center;
  14717. _box$2.setFromBufferAttribute( position );
  14718. // process morph attributes if present
  14719. if ( morphAttributesPosition ) {
  14720. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14721. const morphAttribute = morphAttributesPosition[ i ];
  14722. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14723. if ( this.morphTargetsRelative ) {
  14724. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14725. _box$2.expandByPoint( _vector$8 );
  14726. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14727. _box$2.expandByPoint( _vector$8 );
  14728. } else {
  14729. _box$2.expandByPoint( _boxMorphTargets.min );
  14730. _box$2.expandByPoint( _boxMorphTargets.max );
  14731. }
  14732. }
  14733. }
  14734. _box$2.getCenter( center );
  14735. // second, try to find a boundingSphere with a radius smaller than the
  14736. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14737. let maxRadiusSq = 0;
  14738. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14739. _vector$8.fromBufferAttribute( position, i );
  14740. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14741. }
  14742. // process morph attributes if present
  14743. if ( morphAttributesPosition ) {
  14744. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14745. const morphAttribute = morphAttributesPosition[ i ];
  14746. const morphTargetsRelative = this.morphTargetsRelative;
  14747. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14748. _vector$8.fromBufferAttribute( morphAttribute, j );
  14749. if ( morphTargetsRelative ) {
  14750. _offset.fromBufferAttribute( position, j );
  14751. _vector$8.add( _offset );
  14752. }
  14753. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14754. }
  14755. }
  14756. }
  14757. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14758. if ( isNaN( this.boundingSphere.radius ) ) {
  14759. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14760. }
  14761. }
  14762. }
  14763. /**
  14764. * Calculates and adds a tangent attribute to this geometry.
  14765. *
  14766. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14767. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14768. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14769. */
  14770. computeTangents() {
  14771. const index = this.index;
  14772. const attributes = this.attributes;
  14773. // based on http://www.terathon.com/code/tangent.html
  14774. // (per vertex tangents)
  14775. if ( index === null ||
  14776. attributes.position === undefined ||
  14777. attributes.normal === undefined ||
  14778. attributes.uv === undefined ) {
  14779. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14780. return;
  14781. }
  14782. const positionAttribute = attributes.position;
  14783. const normalAttribute = attributes.normal;
  14784. const uvAttribute = attributes.uv;
  14785. if ( this.hasAttribute( 'tangent' ) === false ) {
  14786. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14787. }
  14788. const tangentAttribute = this.getAttribute( 'tangent' );
  14789. const tan1 = [], tan2 = [];
  14790. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14791. tan1[ i ] = new Vector3();
  14792. tan2[ i ] = new Vector3();
  14793. }
  14794. const vA = new Vector3(),
  14795. vB = new Vector3(),
  14796. vC = new Vector3(),
  14797. uvA = new Vector2(),
  14798. uvB = new Vector2(),
  14799. uvC = new Vector2(),
  14800. sdir = new Vector3(),
  14801. tdir = new Vector3();
  14802. function handleTriangle( a, b, c ) {
  14803. vA.fromBufferAttribute( positionAttribute, a );
  14804. vB.fromBufferAttribute( positionAttribute, b );
  14805. vC.fromBufferAttribute( positionAttribute, c );
  14806. uvA.fromBufferAttribute( uvAttribute, a );
  14807. uvB.fromBufferAttribute( uvAttribute, b );
  14808. uvC.fromBufferAttribute( uvAttribute, c );
  14809. vB.sub( vA );
  14810. vC.sub( vA );
  14811. uvB.sub( uvA );
  14812. uvC.sub( uvA );
  14813. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14814. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14815. if ( ! isFinite( r ) ) return;
  14816. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14817. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14818. tan1[ a ].add( sdir );
  14819. tan1[ b ].add( sdir );
  14820. tan1[ c ].add( sdir );
  14821. tan2[ a ].add( tdir );
  14822. tan2[ b ].add( tdir );
  14823. tan2[ c ].add( tdir );
  14824. }
  14825. let groups = this.groups;
  14826. if ( groups.length === 0 ) {
  14827. groups = [ {
  14828. start: 0,
  14829. count: index.count
  14830. } ];
  14831. }
  14832. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14833. const group = groups[ i ];
  14834. const start = group.start;
  14835. const count = group.count;
  14836. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14837. handleTriangle(
  14838. index.getX( j + 0 ),
  14839. index.getX( j + 1 ),
  14840. index.getX( j + 2 )
  14841. );
  14842. }
  14843. }
  14844. const tmp = new Vector3(), tmp2 = new Vector3();
  14845. const n = new Vector3(), n2 = new Vector3();
  14846. function handleVertex( v ) {
  14847. n.fromBufferAttribute( normalAttribute, v );
  14848. n2.copy( n );
  14849. const t = tan1[ v ];
  14850. // Gram-Schmidt orthogonalize
  14851. tmp.copy( t );
  14852. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14853. // Calculate handedness
  14854. tmp2.crossVectors( n2, t );
  14855. const test = tmp2.dot( tan2[ v ] );
  14856. const w = ( test < 0.0 ) ? -1 : 1.0;
  14857. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14858. }
  14859. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14860. const group = groups[ i ];
  14861. const start = group.start;
  14862. const count = group.count;
  14863. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14864. handleVertex( index.getX( j + 0 ) );
  14865. handleVertex( index.getX( j + 1 ) );
  14866. handleVertex( index.getX( j + 2 ) );
  14867. }
  14868. }
  14869. }
  14870. /**
  14871. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14872. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14873. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14874. * to be the same as the face normal.
  14875. */
  14876. computeVertexNormals() {
  14877. const index = this.index;
  14878. const positionAttribute = this.getAttribute( 'position' );
  14879. if ( positionAttribute !== undefined ) {
  14880. let normalAttribute = this.getAttribute( 'normal' );
  14881. if ( normalAttribute === undefined ) {
  14882. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14883. this.setAttribute( 'normal', normalAttribute );
  14884. } else {
  14885. // reset existing normals to zero
  14886. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14887. normalAttribute.setXYZ( i, 0, 0, 0 );
  14888. }
  14889. }
  14890. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14891. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14892. const cb = new Vector3(), ab = new Vector3();
  14893. // indexed elements
  14894. if ( index ) {
  14895. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14896. const vA = index.getX( i + 0 );
  14897. const vB = index.getX( i + 1 );
  14898. const vC = index.getX( i + 2 );
  14899. pA.fromBufferAttribute( positionAttribute, vA );
  14900. pB.fromBufferAttribute( positionAttribute, vB );
  14901. pC.fromBufferAttribute( positionAttribute, vC );
  14902. cb.subVectors( pC, pB );
  14903. ab.subVectors( pA, pB );
  14904. cb.cross( ab );
  14905. nA.fromBufferAttribute( normalAttribute, vA );
  14906. nB.fromBufferAttribute( normalAttribute, vB );
  14907. nC.fromBufferAttribute( normalAttribute, vC );
  14908. nA.add( cb );
  14909. nB.add( cb );
  14910. nC.add( cb );
  14911. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14912. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14913. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14914. }
  14915. } else {
  14916. // non-indexed elements (unconnected triangle soup)
  14917. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14918. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14919. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14920. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14921. cb.subVectors( pC, pB );
  14922. ab.subVectors( pA, pB );
  14923. cb.cross( ab );
  14924. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14925. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14926. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14927. }
  14928. }
  14929. this.normalizeNormals();
  14930. normalAttribute.needsUpdate = true;
  14931. }
  14932. }
  14933. /**
  14934. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14935. * correct lighting on the geometry surfaces.
  14936. */
  14937. normalizeNormals() {
  14938. const normals = this.attributes.normal;
  14939. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14940. _vector$8.fromBufferAttribute( normals, i );
  14941. _vector$8.normalize();
  14942. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14943. }
  14944. }
  14945. /**
  14946. * Return a new non-index version of this indexed geometry. If the geometry
  14947. * is already non-indexed, the method is a NOOP.
  14948. *
  14949. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14950. */
  14951. toNonIndexed() {
  14952. function convertBufferAttribute( attribute, indices ) {
  14953. const array = attribute.array;
  14954. const itemSize = attribute.itemSize;
  14955. const normalized = attribute.normalized;
  14956. const array2 = new array.constructor( indices.length * itemSize );
  14957. let index = 0, index2 = 0;
  14958. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14959. if ( attribute.isInterleavedBufferAttribute ) {
  14960. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14961. } else {
  14962. index = indices[ i ] * itemSize;
  14963. }
  14964. for ( let j = 0; j < itemSize; j ++ ) {
  14965. array2[ index2 ++ ] = array[ index ++ ];
  14966. }
  14967. }
  14968. return new BufferAttribute( array2, itemSize, normalized );
  14969. }
  14970. //
  14971. if ( this.index === null ) {
  14972. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14973. return this;
  14974. }
  14975. const geometry2 = new BufferGeometry();
  14976. const indices = this.index.array;
  14977. const attributes = this.attributes;
  14978. // attributes
  14979. for ( const name in attributes ) {
  14980. const attribute = attributes[ name ];
  14981. const newAttribute = convertBufferAttribute( attribute, indices );
  14982. geometry2.setAttribute( name, newAttribute );
  14983. }
  14984. // morph attributes
  14985. const morphAttributes = this.morphAttributes;
  14986. for ( const name in morphAttributes ) {
  14987. const morphArray = [];
  14988. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14989. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14990. const attribute = morphAttribute[ i ];
  14991. const newAttribute = convertBufferAttribute( attribute, indices );
  14992. morphArray.push( newAttribute );
  14993. }
  14994. geometry2.morphAttributes[ name ] = morphArray;
  14995. }
  14996. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14997. // groups
  14998. const groups = this.groups;
  14999. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15000. const group = groups[ i ];
  15001. geometry2.addGroup( group.start, group.count, group.materialIndex );
  15002. }
  15003. return geometry2;
  15004. }
  15005. /**
  15006. * Serializes the geometry into JSON.
  15007. *
  15008. * @return {Object} A JSON object representing the serialized geometry.
  15009. */
  15010. toJSON() {
  15011. const data = {
  15012. metadata: {
  15013. version: 4.7,
  15014. type: 'BufferGeometry',
  15015. generator: 'BufferGeometry.toJSON'
  15016. }
  15017. };
  15018. // standard BufferGeometry serialization
  15019. data.uuid = this.uuid;
  15020. data.type = this.type;
  15021. if ( this.name !== '' ) data.name = this.name;
  15022. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  15023. if ( this.parameters !== undefined ) {
  15024. const parameters = this.parameters;
  15025. for ( const key in parameters ) {
  15026. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  15027. }
  15028. return data;
  15029. }
  15030. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  15031. data.data = { attributes: {} };
  15032. const index = this.index;
  15033. if ( index !== null ) {
  15034. data.data.index = {
  15035. type: index.array.constructor.name,
  15036. array: Array.prototype.slice.call( index.array )
  15037. };
  15038. }
  15039. const attributes = this.attributes;
  15040. for ( const key in attributes ) {
  15041. const attribute = attributes[ key ];
  15042. data.data.attributes[ key ] = attribute.toJSON( data.data );
  15043. }
  15044. const morphAttributes = {};
  15045. let hasMorphAttributes = false;
  15046. for ( const key in this.morphAttributes ) {
  15047. const attributeArray = this.morphAttributes[ key ];
  15048. const array = [];
  15049. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  15050. const attribute = attributeArray[ i ];
  15051. array.push( attribute.toJSON( data.data ) );
  15052. }
  15053. if ( array.length > 0 ) {
  15054. morphAttributes[ key ] = array;
  15055. hasMorphAttributes = true;
  15056. }
  15057. }
  15058. if ( hasMorphAttributes ) {
  15059. data.data.morphAttributes = morphAttributes;
  15060. data.data.morphTargetsRelative = this.morphTargetsRelative;
  15061. }
  15062. const groups = this.groups;
  15063. if ( groups.length > 0 ) {
  15064. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  15065. }
  15066. const boundingSphere = this.boundingSphere;
  15067. if ( boundingSphere !== null ) {
  15068. data.data.boundingSphere = boundingSphere.toJSON();
  15069. }
  15070. return data;
  15071. }
  15072. /**
  15073. * Returns a new geometry with copied values from this instance.
  15074. *
  15075. * @return {BufferGeometry} A clone of this instance.
  15076. */
  15077. clone() {
  15078. return new this.constructor().copy( this );
  15079. }
  15080. /**
  15081. * Copies the values of the given geometry to this instance.
  15082. *
  15083. * @param {BufferGeometry} source - The geometry to copy.
  15084. * @return {BufferGeometry} A reference to this instance.
  15085. */
  15086. copy( source ) {
  15087. // reset
  15088. this.index = null;
  15089. this.attributes = {};
  15090. this.morphAttributes = {};
  15091. this.groups = [];
  15092. this.boundingBox = null;
  15093. this.boundingSphere = null;
  15094. // used for storing cloned, shared data
  15095. const data = {};
  15096. // name
  15097. this.name = source.name;
  15098. // index
  15099. const index = source.index;
  15100. if ( index !== null ) {
  15101. this.setIndex( index.clone() );
  15102. }
  15103. // attributes
  15104. const attributes = source.attributes;
  15105. for ( const name in attributes ) {
  15106. const attribute = attributes[ name ];
  15107. this.setAttribute( name, attribute.clone( data ) );
  15108. }
  15109. // morph attributes
  15110. const morphAttributes = source.morphAttributes;
  15111. for ( const name in morphAttributes ) {
  15112. const array = [];
  15113. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15114. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15115. array.push( morphAttribute[ i ].clone( data ) );
  15116. }
  15117. this.morphAttributes[ name ] = array;
  15118. }
  15119. this.morphTargetsRelative = source.morphTargetsRelative;
  15120. // groups
  15121. const groups = source.groups;
  15122. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15123. const group = groups[ i ];
  15124. this.addGroup( group.start, group.count, group.materialIndex );
  15125. }
  15126. // bounding box
  15127. const boundingBox = source.boundingBox;
  15128. if ( boundingBox !== null ) {
  15129. this.boundingBox = boundingBox.clone();
  15130. }
  15131. // bounding sphere
  15132. const boundingSphere = source.boundingSphere;
  15133. if ( boundingSphere !== null ) {
  15134. this.boundingSphere = boundingSphere.clone();
  15135. }
  15136. // draw range
  15137. this.drawRange.start = source.drawRange.start;
  15138. this.drawRange.count = source.drawRange.count;
  15139. // user data
  15140. this.userData = source.userData;
  15141. return this;
  15142. }
  15143. /**
  15144. * Frees the GPU-related resources allocated by this instance. Call this
  15145. * method whenever this instance is no longer used in your app.
  15146. *
  15147. * @fires BufferGeometry#dispose
  15148. */
  15149. dispose() {
  15150. this.dispatchEvent( { type: 'dispose' } );
  15151. }
  15152. }
  15153. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15154. const _ray$3 = /*@__PURE__*/ new Ray();
  15155. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15156. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15157. const _vA$1 = /*@__PURE__*/ new Vector3();
  15158. const _vB$1 = /*@__PURE__*/ new Vector3();
  15159. const _vC$1 = /*@__PURE__*/ new Vector3();
  15160. const _tempA = /*@__PURE__*/ new Vector3();
  15161. const _morphA = /*@__PURE__*/ new Vector3();
  15162. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15163. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15164. /**
  15165. * Class representing triangular polygon mesh based objects.
  15166. *
  15167. * ```js
  15168. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15169. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15170. * const mesh = new THREE.Mesh( geometry, material );
  15171. * scene.add( mesh );
  15172. * ```
  15173. *
  15174. * @augments Object3D
  15175. */
  15176. class Mesh extends Object3D {
  15177. /**
  15178. * Constructs a new mesh.
  15179. *
  15180. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15181. * @param {Material|Array<Material>} [material] - The mesh material.
  15182. */
  15183. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15184. super();
  15185. /**
  15186. * This flag can be used for type testing.
  15187. *
  15188. * @type {boolean}
  15189. * @readonly
  15190. * @default true
  15191. */
  15192. this.isMesh = true;
  15193. this.type = 'Mesh';
  15194. /**
  15195. * The mesh geometry.
  15196. *
  15197. * @type {BufferGeometry}
  15198. */
  15199. this.geometry = geometry;
  15200. /**
  15201. * The mesh material.
  15202. *
  15203. * @type {Material|Array<Material>}
  15204. * @default MeshBasicMaterial
  15205. */
  15206. this.material = material;
  15207. /**
  15208. * A dictionary representing the morph targets in the geometry. The key is the
  15209. * morph targets name, the value its attribute index. This member is `undefined`
  15210. * by default and only set when morph targets are detected in the geometry.
  15211. *
  15212. * @type {Object<String,number>|undefined}
  15213. * @default undefined
  15214. */
  15215. this.morphTargetDictionary = undefined;
  15216. /**
  15217. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15218. * is applied. This member is `undefined` by default and only set when morph targets are
  15219. * detected in the geometry.
  15220. *
  15221. * @type {Array<number>|undefined}
  15222. * @default undefined
  15223. */
  15224. this.morphTargetInfluences = undefined;
  15225. /**
  15226. * The number of instances of this mesh.
  15227. * Can only be used with {@link WebGPURenderer}.
  15228. *
  15229. * @type {number}
  15230. * @default 1
  15231. */
  15232. this.count = 1;
  15233. this.updateMorphTargets();
  15234. }
  15235. copy( source, recursive ) {
  15236. super.copy( source, recursive );
  15237. if ( source.morphTargetInfluences !== undefined ) {
  15238. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15239. }
  15240. if ( source.morphTargetDictionary !== undefined ) {
  15241. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15242. }
  15243. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15244. this.geometry = source.geometry;
  15245. return this;
  15246. }
  15247. /**
  15248. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15249. * to make sure existing morph targets can influence this 3D object.
  15250. */
  15251. updateMorphTargets() {
  15252. const geometry = this.geometry;
  15253. const morphAttributes = geometry.morphAttributes;
  15254. const keys = Object.keys( morphAttributes );
  15255. if ( keys.length > 0 ) {
  15256. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15257. if ( morphAttribute !== undefined ) {
  15258. this.morphTargetInfluences = [];
  15259. this.morphTargetDictionary = {};
  15260. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15261. const name = morphAttribute[ m ].name || String( m );
  15262. this.morphTargetInfluences.push( 0 );
  15263. this.morphTargetDictionary[ name ] = m;
  15264. }
  15265. }
  15266. }
  15267. }
  15268. /**
  15269. * Returns the local-space position of the vertex at the given index, taking into
  15270. * account the current animation state of both morph targets and skinning.
  15271. *
  15272. * @param {number} index - The vertex index.
  15273. * @param {Vector3} target - The target object that is used to store the method's result.
  15274. * @return {Vector3} The vertex position in local space.
  15275. */
  15276. getVertexPosition( index, target ) {
  15277. const geometry = this.geometry;
  15278. const position = geometry.attributes.position;
  15279. const morphPosition = geometry.morphAttributes.position;
  15280. const morphTargetsRelative = geometry.morphTargetsRelative;
  15281. target.fromBufferAttribute( position, index );
  15282. const morphInfluences = this.morphTargetInfluences;
  15283. if ( morphPosition && morphInfluences ) {
  15284. _morphA.set( 0, 0, 0 );
  15285. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15286. const influence = morphInfluences[ i ];
  15287. const morphAttribute = morphPosition[ i ];
  15288. if ( influence === 0 ) continue;
  15289. _tempA.fromBufferAttribute( morphAttribute, index );
  15290. if ( morphTargetsRelative ) {
  15291. _morphA.addScaledVector( _tempA, influence );
  15292. } else {
  15293. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15294. }
  15295. }
  15296. target.add( _morphA );
  15297. }
  15298. return target;
  15299. }
  15300. /**
  15301. * Computes intersection points between a casted ray and this line.
  15302. *
  15303. * @param {Raycaster} raycaster - The raycaster.
  15304. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15305. */
  15306. raycast( raycaster, intersects ) {
  15307. const geometry = this.geometry;
  15308. const material = this.material;
  15309. const matrixWorld = this.matrixWorld;
  15310. if ( material === undefined ) return;
  15311. // test with bounding sphere in world space
  15312. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15313. _sphere$6.copy( geometry.boundingSphere );
  15314. _sphere$6.applyMatrix4( matrixWorld );
  15315. // check distance from ray origin to bounding sphere
  15316. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15317. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15318. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15319. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15320. }
  15321. // convert ray to local space of mesh
  15322. _inverseMatrix$3.copy( matrixWorld ).invert();
  15323. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15324. // test with bounding box in local space
  15325. if ( geometry.boundingBox !== null ) {
  15326. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15327. }
  15328. // test for intersections with geometry
  15329. this._computeIntersections( raycaster, intersects, _ray$3 );
  15330. }
  15331. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15332. let intersection;
  15333. const geometry = this.geometry;
  15334. const material = this.material;
  15335. const index = geometry.index;
  15336. const position = geometry.attributes.position;
  15337. const uv = geometry.attributes.uv;
  15338. const uv1 = geometry.attributes.uv1;
  15339. const normal = geometry.attributes.normal;
  15340. const groups = geometry.groups;
  15341. const drawRange = geometry.drawRange;
  15342. if ( index !== null ) {
  15343. // indexed buffer geometry
  15344. if ( Array.isArray( material ) ) {
  15345. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15346. const group = groups[ i ];
  15347. const groupMaterial = material[ group.materialIndex ];
  15348. const start = Math.max( group.start, drawRange.start );
  15349. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15350. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15351. const a = index.getX( j );
  15352. const b = index.getX( j + 1 );
  15353. const c = index.getX( j + 2 );
  15354. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15355. if ( intersection ) {
  15356. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15357. intersection.face.materialIndex = group.materialIndex;
  15358. intersects.push( intersection );
  15359. }
  15360. }
  15361. }
  15362. } else {
  15363. const start = Math.max( 0, drawRange.start );
  15364. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15365. for ( let i = start, il = end; i < il; i += 3 ) {
  15366. const a = index.getX( i );
  15367. const b = index.getX( i + 1 );
  15368. const c = index.getX( i + 2 );
  15369. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15370. if ( intersection ) {
  15371. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15372. intersects.push( intersection );
  15373. }
  15374. }
  15375. }
  15376. } else if ( position !== undefined ) {
  15377. // non-indexed buffer geometry
  15378. if ( Array.isArray( material ) ) {
  15379. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15380. const group = groups[ i ];
  15381. const groupMaterial = material[ group.materialIndex ];
  15382. const start = Math.max( group.start, drawRange.start );
  15383. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15384. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15385. const a = j;
  15386. const b = j + 1;
  15387. const c = j + 2;
  15388. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15389. if ( intersection ) {
  15390. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15391. intersection.face.materialIndex = group.materialIndex;
  15392. intersects.push( intersection );
  15393. }
  15394. }
  15395. }
  15396. } else {
  15397. const start = Math.max( 0, drawRange.start );
  15398. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15399. for ( let i = start, il = end; i < il; i += 3 ) {
  15400. const a = i;
  15401. const b = i + 1;
  15402. const c = i + 2;
  15403. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15404. if ( intersection ) {
  15405. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15406. intersects.push( intersection );
  15407. }
  15408. }
  15409. }
  15410. }
  15411. }
  15412. }
  15413. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15414. let intersect;
  15415. if ( material.side === BackSide ) {
  15416. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15417. } else {
  15418. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15419. }
  15420. if ( intersect === null ) return null;
  15421. _intersectionPointWorld.copy( point );
  15422. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15423. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15424. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15425. return {
  15426. distance: distance,
  15427. point: _intersectionPointWorld.clone(),
  15428. object: object
  15429. };
  15430. }
  15431. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15432. object.getVertexPosition( a, _vA$1 );
  15433. object.getVertexPosition( b, _vB$1 );
  15434. object.getVertexPosition( c, _vC$1 );
  15435. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15436. if ( intersection ) {
  15437. const barycoord = new Vector3();
  15438. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15439. if ( uv ) {
  15440. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15441. }
  15442. if ( uv1 ) {
  15443. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15444. }
  15445. if ( normal ) {
  15446. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15447. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15448. intersection.normal.multiplyScalar( -1 );
  15449. }
  15450. }
  15451. const face = {
  15452. a: a,
  15453. b: b,
  15454. c: c,
  15455. normal: new Vector3(),
  15456. materialIndex: 0
  15457. };
  15458. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15459. intersection.face = face;
  15460. intersection.barycoord = barycoord;
  15461. }
  15462. return intersection;
  15463. }
  15464. /**
  15465. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15466. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15467. * of the axes.
  15468. *
  15469. * ```js
  15470. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15471. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15472. * const cube = new THREE.Mesh( geometry, material );
  15473. * scene.add( cube );
  15474. * ```
  15475. *
  15476. * @augments BufferGeometry
  15477. * @demo scenes/geometry-browser.html#BoxGeometry
  15478. */
  15479. class BoxGeometry extends BufferGeometry {
  15480. /**
  15481. * Constructs a new box geometry.
  15482. *
  15483. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15484. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15485. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15486. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15487. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15488. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15489. */
  15490. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15491. super();
  15492. this.type = 'BoxGeometry';
  15493. /**
  15494. * Holds the constructor parameters that have been
  15495. * used to generate the geometry. Any modification
  15496. * after instantiation does not change the geometry.
  15497. *
  15498. * @type {Object}
  15499. */
  15500. this.parameters = {
  15501. width: width,
  15502. height: height,
  15503. depth: depth,
  15504. widthSegments: widthSegments,
  15505. heightSegments: heightSegments,
  15506. depthSegments: depthSegments
  15507. };
  15508. const scope = this;
  15509. // segments
  15510. widthSegments = Math.floor( widthSegments );
  15511. heightSegments = Math.floor( heightSegments );
  15512. depthSegments = Math.floor( depthSegments );
  15513. // buffers
  15514. const indices = [];
  15515. const vertices = [];
  15516. const normals = [];
  15517. const uvs = [];
  15518. // helper variables
  15519. let numberOfVertices = 0;
  15520. let groupStart = 0;
  15521. // build each side of the box geometry
  15522. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15523. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15524. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15525. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15526. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15527. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15528. // build geometry
  15529. this.setIndex( indices );
  15530. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15531. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15532. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15533. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15534. const segmentWidth = width / gridX;
  15535. const segmentHeight = height / gridY;
  15536. const widthHalf = width / 2;
  15537. const heightHalf = height / 2;
  15538. const depthHalf = depth / 2;
  15539. const gridX1 = gridX + 1;
  15540. const gridY1 = gridY + 1;
  15541. let vertexCounter = 0;
  15542. let groupCount = 0;
  15543. const vector = new Vector3();
  15544. // generate vertices, normals and uvs
  15545. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15546. const y = iy * segmentHeight - heightHalf;
  15547. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15548. const x = ix * segmentWidth - widthHalf;
  15549. // set values to correct vector component
  15550. vector[ u ] = x * udir;
  15551. vector[ v ] = y * vdir;
  15552. vector[ w ] = depthHalf;
  15553. // now apply vector to vertex buffer
  15554. vertices.push( vector.x, vector.y, vector.z );
  15555. // set values to correct vector component
  15556. vector[ u ] = 0;
  15557. vector[ v ] = 0;
  15558. vector[ w ] = depth > 0 ? 1 : -1;
  15559. // now apply vector to normal buffer
  15560. normals.push( vector.x, vector.y, vector.z );
  15561. // uvs
  15562. uvs.push( ix / gridX );
  15563. uvs.push( 1 - ( iy / gridY ) );
  15564. // counters
  15565. vertexCounter += 1;
  15566. }
  15567. }
  15568. // indices
  15569. // 1. you need three indices to draw a single face
  15570. // 2. a single segment consists of two faces
  15571. // 3. so we need to generate six (2*3) indices per segment
  15572. for ( let iy = 0; iy < gridY; iy ++ ) {
  15573. for ( let ix = 0; ix < gridX; ix ++ ) {
  15574. const a = numberOfVertices + ix + gridX1 * iy;
  15575. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15576. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15577. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15578. // faces
  15579. indices.push( a, b, d );
  15580. indices.push( b, c, d );
  15581. // increase counter
  15582. groupCount += 6;
  15583. }
  15584. }
  15585. // add a group to the geometry. this will ensure multi material support
  15586. scope.addGroup( groupStart, groupCount, materialIndex );
  15587. // calculate new start value for groups
  15588. groupStart += groupCount;
  15589. // update total number of vertices
  15590. numberOfVertices += vertexCounter;
  15591. }
  15592. }
  15593. copy( source ) {
  15594. super.copy( source );
  15595. this.parameters = Object.assign( {}, source.parameters );
  15596. return this;
  15597. }
  15598. /**
  15599. * Factory method for creating an instance of this class from the given
  15600. * JSON object.
  15601. *
  15602. * @param {Object} data - A JSON object representing the serialized geometry.
  15603. * @return {BoxGeometry} A new instance.
  15604. */
  15605. static fromJSON( data ) {
  15606. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15607. }
  15608. }
  15609. /**
  15610. * Provides utility functions for managing uniforms.
  15611. *
  15612. * @module UniformsUtils
  15613. */
  15614. /**
  15615. * Clones the given uniform definitions by performing a deep-copy. That means
  15616. * if the value of a uniform refers to an object like a Vector3 or Texture,
  15617. * the cloned uniform will refer to a new object reference.
  15618. *
  15619. * @param {Object} src - An object representing uniform definitions.
  15620. * @return {Object} The cloned uniforms.
  15621. */
  15622. function cloneUniforms( src ) {
  15623. const dst = {};
  15624. for ( const u in src ) {
  15625. dst[ u ] = {};
  15626. for ( const p in src[ u ] ) {
  15627. const property = src[ u ][ p ];
  15628. if ( property && ( property.isColor ||
  15629. property.isMatrix3 || property.isMatrix4 ||
  15630. property.isVector2 || property.isVector3 || property.isVector4 ||
  15631. property.isTexture || property.isQuaternion ) ) {
  15632. if ( property.isRenderTargetTexture ) {
  15633. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15634. dst[ u ][ p ] = null;
  15635. } else {
  15636. dst[ u ][ p ] = property.clone();
  15637. }
  15638. } else if ( Array.isArray( property ) ) {
  15639. dst[ u ][ p ] = property.slice();
  15640. } else {
  15641. dst[ u ][ p ] = property;
  15642. }
  15643. }
  15644. }
  15645. return dst;
  15646. }
  15647. /**
  15648. * Merges the given uniform definitions into a single object. Since the
  15649. * method internally uses cloneUniforms(), it performs a deep-copy when
  15650. * producing the merged uniform definitions.
  15651. *
  15652. * @param {Array} uniforms - An array of objects containing uniform definitions.
  15653. * @return {Object} The merged uniforms.
  15654. */
  15655. function mergeUniforms( uniforms ) {
  15656. const merged = {};
  15657. for ( let u = 0; u < uniforms.length; u ++ ) {
  15658. const tmp = cloneUniforms( uniforms[ u ] );
  15659. for ( const p in tmp ) {
  15660. merged[ p ] = tmp[ p ];
  15661. }
  15662. }
  15663. return merged;
  15664. }
  15665. function cloneUniformsGroups( src ) {
  15666. const dst = [];
  15667. for ( let u = 0; u < src.length; u ++ ) {
  15668. dst.push( src[ u ].clone() );
  15669. }
  15670. return dst;
  15671. }
  15672. function getUnlitUniformColorSpace( renderer ) {
  15673. const currentRenderTarget = renderer.getRenderTarget();
  15674. if ( currentRenderTarget === null ) {
  15675. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15676. return renderer.outputColorSpace;
  15677. }
  15678. // https://github.com/mrdoob/three.js/issues/27868
  15679. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15680. return currentRenderTarget.texture.colorSpace;
  15681. }
  15682. return ColorManagement.workingColorSpace;
  15683. }
  15684. // Legacy
  15685. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15686. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15687. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15688. /**
  15689. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15690. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15691. * effect not included with any of the built-in materials.
  15692. *
  15693. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15694. *
  15695. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15696. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15697. * you don't want that, use {@link RawShaderMaterial} instead.
  15698. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15699. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15700. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15701. * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop).
  15702. * - The loop variable has to be *i*.
  15703. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15704. * value of *i* for the given iteration and can be used in preprocessor
  15705. * statements.
  15706. *
  15707. * ```js
  15708. * const material = new THREE.ShaderMaterial( {
  15709. * uniforms: {
  15710. * time: { value: 1.0 },
  15711. * resolution: { value: new THREE.Vector2() }
  15712. * },
  15713. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15714. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15715. * } );
  15716. * ```
  15717. *
  15718. * @augments Material
  15719. */
  15720. class ShaderMaterial extends Material {
  15721. /**
  15722. * Constructs a new shader material.
  15723. *
  15724. * @param {Object} [parameters] - An object with one or more properties
  15725. * defining the material's appearance. Any property of the material
  15726. * (including any property from inherited materials) can be passed
  15727. * in here. Color values can be passed any type of value accepted
  15728. * by {@link Color#set}.
  15729. */
  15730. constructor( parameters ) {
  15731. super();
  15732. /**
  15733. * This flag can be used for type testing.
  15734. *
  15735. * @type {boolean}
  15736. * @readonly
  15737. * @default true
  15738. */
  15739. this.isShaderMaterial = true;
  15740. this.type = 'ShaderMaterial';
  15741. /**
  15742. * Defines custom constants using `#define` directives within the GLSL code
  15743. * for both the vertex shader and the fragment shader; each key/value pair
  15744. * yields another directive.
  15745. * ```js
  15746. * defines: {
  15747. * FOO: 15,
  15748. * BAR: true
  15749. * }
  15750. * ```
  15751. * Yields the lines:
  15752. * ```
  15753. * #define FOO 15
  15754. * #define BAR true
  15755. * ```
  15756. *
  15757. * @type {Object}
  15758. */
  15759. this.defines = {};
  15760. /**
  15761. * An object of the form:
  15762. * ```js
  15763. * {
  15764. * "uniform1": { value: 1.0 },
  15765. * "uniform2": { value: 2 }
  15766. * }
  15767. * ```
  15768. * specifying the uniforms to be passed to the shader code; keys are uniform
  15769. * names, values are definitions of the form
  15770. * ```
  15771. * {
  15772. * value: 1.0
  15773. * }
  15774. * ```
  15775. * where `value` is the value of the uniform. Names must match the name of
  15776. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15777. * on every frame, so updating the value of the uniform will immediately
  15778. * update the value available to the GLSL code.
  15779. *
  15780. * @type {Object}
  15781. */
  15782. this.uniforms = {};
  15783. /**
  15784. * An array holding uniforms groups for configuring UBOs.
  15785. *
  15786. * @type {Array<UniformsGroup>}
  15787. */
  15788. this.uniformsGroups = [];
  15789. /**
  15790. * Vertex shader GLSL code. This is the actual code for the shader.
  15791. *
  15792. * @type {string}
  15793. */
  15794. this.vertexShader = default_vertex;
  15795. /**
  15796. * Fragment shader GLSL code. This is the actual code for the shader.
  15797. *
  15798. * @type {string}
  15799. */
  15800. this.fragmentShader = default_fragment;
  15801. /**
  15802. * Controls line thickness or lines.
  15803. *
  15804. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15805. * width of one pixel.
  15806. *
  15807. * @type {number}
  15808. * @default 1
  15809. */
  15810. this.linewidth = 1;
  15811. /**
  15812. * Renders the geometry as a wireframe.
  15813. *
  15814. * @type {boolean}
  15815. * @default false
  15816. */
  15817. this.wireframe = false;
  15818. /**
  15819. * Controls the thickness of the wireframe.
  15820. *
  15821. * WebGL and WebGPU ignore this property and always render
  15822. * 1 pixel wide lines.
  15823. *
  15824. * @type {number}
  15825. * @default 1
  15826. */
  15827. this.wireframeLinewidth = 1;
  15828. /**
  15829. * Defines whether the material color is affected by global fog settings; `true`
  15830. * to pass fog uniforms to the shader.
  15831. *
  15832. * Setting this property to `true` requires the definition of fog uniforms. It is
  15833. * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
  15834. * with predefined fog uniforms.
  15835. *
  15836. * ```js
  15837. * const material = new ShaderMaterial( {
  15838. * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
  15839. * vertexShader: vertexShader,
  15840. * fragmentShader: fragmentShader,
  15841. * fog: true
  15842. * } );
  15843. * ```
  15844. *
  15845. * @type {boolean}
  15846. * @default false
  15847. */
  15848. this.fog = false;
  15849. /**
  15850. * Defines whether this material uses lighting; `true` to pass uniform data
  15851. * related to lighting to this shader.
  15852. *
  15853. * @type {boolean}
  15854. * @default false
  15855. */
  15856. this.lights = false;
  15857. /**
  15858. * Defines whether this material supports clipping; `true` to let the renderer
  15859. * pass the clippingPlanes uniform.
  15860. *
  15861. * @type {boolean}
  15862. * @default false
  15863. */
  15864. this.clipping = false;
  15865. /**
  15866. * Overwritten and set to `true` by default.
  15867. *
  15868. * @type {boolean}
  15869. * @default true
  15870. */
  15871. this.forceSinglePass = true;
  15872. /**
  15873. * This object allows to enable certain WebGL 2 extensions.
  15874. *
  15875. * - clipCullDistance: set to `true` to use vertex shader clipping
  15876. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15877. *
  15878. * @type {{clipCullDistance:false,multiDraw:false}}
  15879. */
  15880. this.extensions = {
  15881. clipCullDistance: false, // set to use vertex shader clipping
  15882. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15883. };
  15884. /**
  15885. * When the rendered geometry doesn't include these attributes but the
  15886. * material does, these default values will be passed to the shaders. This
  15887. * avoids errors when buffer data is missing.
  15888. *
  15889. * - color: [ 1, 1, 1 ]
  15890. * - uv: [ 0, 0 ]
  15891. * - uv1: [ 0, 0 ]
  15892. *
  15893. * @type {Object}
  15894. */
  15895. this.defaultAttributeValues = {
  15896. 'color': [ 1, 1, 1 ],
  15897. 'uv': [ 0, 0 ],
  15898. 'uv1': [ 0, 0 ]
  15899. };
  15900. /**
  15901. * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
  15902. * to bind a generic vertex index to an attribute variable.
  15903. *
  15904. * @type {string|undefined}
  15905. * @default undefined
  15906. */
  15907. this.index0AttributeName = undefined;
  15908. /**
  15909. * Can be used to force a uniform update while changing uniforms in
  15910. * {@link Object3D#onBeforeRender}.
  15911. *
  15912. * @type {boolean}
  15913. * @default false
  15914. */
  15915. this.uniformsNeedUpdate = false;
  15916. /**
  15917. * Defines the GLSL version of custom shader code.
  15918. *
  15919. * @type {?(GLSL1|GLSL3)}
  15920. * @default null
  15921. */
  15922. this.glslVersion = null;
  15923. if ( parameters !== undefined ) {
  15924. this.setValues( parameters );
  15925. }
  15926. }
  15927. copy( source ) {
  15928. super.copy( source );
  15929. this.fragmentShader = source.fragmentShader;
  15930. this.vertexShader = source.vertexShader;
  15931. this.uniforms = cloneUniforms( source.uniforms );
  15932. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15933. this.defines = Object.assign( {}, source.defines );
  15934. this.wireframe = source.wireframe;
  15935. this.wireframeLinewidth = source.wireframeLinewidth;
  15936. this.fog = source.fog;
  15937. this.lights = source.lights;
  15938. this.clipping = source.clipping;
  15939. this.extensions = Object.assign( {}, source.extensions );
  15940. this.glslVersion = source.glslVersion;
  15941. this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues );
  15942. this.index0AttributeName = source.index0AttributeName;
  15943. this.uniformsNeedUpdate = source.uniformsNeedUpdate;
  15944. return this;
  15945. }
  15946. toJSON( meta ) {
  15947. const data = super.toJSON( meta );
  15948. data.glslVersion = this.glslVersion;
  15949. data.uniforms = {};
  15950. for ( const name in this.uniforms ) {
  15951. const uniform = this.uniforms[ name ];
  15952. const value = uniform.value;
  15953. if ( value && value.isTexture ) {
  15954. data.uniforms[ name ] = {
  15955. type: 't',
  15956. value: value.toJSON( meta ).uuid
  15957. };
  15958. } else if ( value && value.isColor ) {
  15959. data.uniforms[ name ] = {
  15960. type: 'c',
  15961. value: value.getHex()
  15962. };
  15963. } else if ( value && value.isVector2 ) {
  15964. data.uniforms[ name ] = {
  15965. type: 'v2',
  15966. value: value.toArray()
  15967. };
  15968. } else if ( value && value.isVector3 ) {
  15969. data.uniforms[ name ] = {
  15970. type: 'v3',
  15971. value: value.toArray()
  15972. };
  15973. } else if ( value && value.isVector4 ) {
  15974. data.uniforms[ name ] = {
  15975. type: 'v4',
  15976. value: value.toArray()
  15977. };
  15978. } else if ( value && value.isMatrix3 ) {
  15979. data.uniforms[ name ] = {
  15980. type: 'm3',
  15981. value: value.toArray()
  15982. };
  15983. } else if ( value && value.isMatrix4 ) {
  15984. data.uniforms[ name ] = {
  15985. type: 'm4',
  15986. value: value.toArray()
  15987. };
  15988. } else {
  15989. data.uniforms[ name ] = {
  15990. value: value
  15991. };
  15992. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15993. }
  15994. }
  15995. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15996. data.vertexShader = this.vertexShader;
  15997. data.fragmentShader = this.fragmentShader;
  15998. data.lights = this.lights;
  15999. data.clipping = this.clipping;
  16000. const extensions = {};
  16001. for ( const key in this.extensions ) {
  16002. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  16003. }
  16004. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  16005. return data;
  16006. }
  16007. }
  16008. /**
  16009. * Abstract base class for cameras. This class should always be inherited
  16010. * when you build a new camera.
  16011. *
  16012. * @abstract
  16013. * @augments Object3D
  16014. */
  16015. class Camera extends Object3D {
  16016. /**
  16017. * Constructs a new camera.
  16018. */
  16019. constructor() {
  16020. super();
  16021. /**
  16022. * This flag can be used for type testing.
  16023. *
  16024. * @type {boolean}
  16025. * @readonly
  16026. * @default true
  16027. */
  16028. this.isCamera = true;
  16029. this.type = 'Camera';
  16030. /**
  16031. * The inverse of the camera's world matrix.
  16032. *
  16033. * @type {Matrix4}
  16034. */
  16035. this.matrixWorldInverse = new Matrix4();
  16036. /**
  16037. * The camera's projection matrix.
  16038. *
  16039. * @type {Matrix4}
  16040. */
  16041. this.projectionMatrix = new Matrix4();
  16042. /**
  16043. * The inverse of the camera's projection matrix.
  16044. *
  16045. * @type {Matrix4}
  16046. */
  16047. this.projectionMatrixInverse = new Matrix4();
  16048. /**
  16049. * The coordinate system in which the camera is used.
  16050. *
  16051. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16052. */
  16053. this.coordinateSystem = WebGLCoordinateSystem;
  16054. this._reversedDepth = false;
  16055. }
  16056. /**
  16057. * The flag that indicates whether the camera uses a reversed depth buffer.
  16058. *
  16059. * @type {boolean}
  16060. * @default false
  16061. */
  16062. get reversedDepth() {
  16063. return this._reversedDepth;
  16064. }
  16065. copy( source, recursive ) {
  16066. super.copy( source, recursive );
  16067. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  16068. this.projectionMatrix.copy( source.projectionMatrix );
  16069. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  16070. this.coordinateSystem = source.coordinateSystem;
  16071. return this;
  16072. }
  16073. /**
  16074. * Returns a vector representing the ("look") direction of the 3D object in world space.
  16075. *
  16076. * This method is overwritten since cameras have a different forward vector compared to other
  16077. * 3D objects. A camera looks down its local, negative z-axis by default.
  16078. *
  16079. * @param {Vector3} target - The target vector the result is stored to.
  16080. * @return {Vector3} The 3D object's direction in world space.
  16081. */
  16082. getWorldDirection( target ) {
  16083. return super.getWorldDirection( target ).negate();
  16084. }
  16085. updateMatrixWorld( force ) {
  16086. super.updateMatrixWorld( force );
  16087. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16088. }
  16089. updateWorldMatrix( updateParents, updateChildren ) {
  16090. super.updateWorldMatrix( updateParents, updateChildren );
  16091. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16092. }
  16093. clone() {
  16094. return new this.constructor().copy( this );
  16095. }
  16096. }
  16097. const _v3$1 = /*@__PURE__*/ new Vector3();
  16098. const _minTarget = /*@__PURE__*/ new Vector2();
  16099. const _maxTarget = /*@__PURE__*/ new Vector2();
  16100. /**
  16101. * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)).
  16102. *
  16103. * This projection mode is designed to mimic the way the human eye sees. It
  16104. * is the most common projection mode used for rendering a 3D scene.
  16105. *
  16106. * ```js
  16107. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16108. * scene.add( camera );
  16109. * ```
  16110. *
  16111. * @augments Camera
  16112. */
  16113. class PerspectiveCamera extends Camera {
  16114. /**
  16115. * Constructs a new perspective camera.
  16116. *
  16117. * @param {number} [fov=50] - The vertical field of view.
  16118. * @param {number} [aspect=1] - The aspect ratio.
  16119. * @param {number} [near=0.1] - The camera's near plane.
  16120. * @param {number} [far=2000] - The camera's far plane.
  16121. */
  16122. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16123. super();
  16124. /**
  16125. * This flag can be used for type testing.
  16126. *
  16127. * @type {boolean}
  16128. * @readonly
  16129. * @default true
  16130. */
  16131. this.isPerspectiveCamera = true;
  16132. this.type = 'PerspectiveCamera';
  16133. /**
  16134. * The vertical field of view, from bottom to top of view,
  16135. * in degrees.
  16136. *
  16137. * @type {number}
  16138. * @default 50
  16139. */
  16140. this.fov = fov;
  16141. /**
  16142. * The zoom factor of the camera.
  16143. *
  16144. * @type {number}
  16145. * @default 1
  16146. */
  16147. this.zoom = 1;
  16148. /**
  16149. * The camera's near plane. The valid range is greater than `0`
  16150. * and less than the current value of {@link PerspectiveCamera#far}.
  16151. *
  16152. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16153. * valid value for a perspective camera's near plane.
  16154. *
  16155. * @type {number}
  16156. * @default 0.1
  16157. */
  16158. this.near = near;
  16159. /**
  16160. * The camera's far plane. Must be greater than the
  16161. * current value of {@link PerspectiveCamera#near}.
  16162. *
  16163. * @type {number}
  16164. * @default 2000
  16165. */
  16166. this.far = far;
  16167. /**
  16168. * Object distance used for stereoscopy and depth-of-field effects. This
  16169. * parameter does not influence the projection matrix unless a
  16170. * {@link StereoCamera} is being used.
  16171. *
  16172. * @type {number}
  16173. * @default 10
  16174. */
  16175. this.focus = 10;
  16176. /**
  16177. * The aspect ratio, usually the canvas width / canvas height.
  16178. *
  16179. * @type {number}
  16180. * @default 1
  16181. */
  16182. this.aspect = aspect;
  16183. /**
  16184. * Represents the frustum window specification. This property should not be edited
  16185. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16186. *
  16187. * @type {?Object}
  16188. * @default null
  16189. */
  16190. this.view = null;
  16191. /**
  16192. * Film size used for the larger axis. Default is `35` (millimeters). This
  16193. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16194. * is set to a nonzero value.
  16195. *
  16196. * @type {number}
  16197. * @default 35
  16198. */
  16199. this.filmGauge = 35;
  16200. /**
  16201. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16202. *
  16203. * @type {number}
  16204. * @default 0
  16205. */
  16206. this.filmOffset = 0;
  16207. this.updateProjectionMatrix();
  16208. }
  16209. copy( source, recursive ) {
  16210. super.copy( source, recursive );
  16211. this.fov = source.fov;
  16212. this.zoom = source.zoom;
  16213. this.near = source.near;
  16214. this.far = source.far;
  16215. this.focus = source.focus;
  16216. this.aspect = source.aspect;
  16217. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16218. this.filmGauge = source.filmGauge;
  16219. this.filmOffset = source.filmOffset;
  16220. return this;
  16221. }
  16222. /**
  16223. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16224. *
  16225. * The default film gauge is 35, so that the focal length can be specified for
  16226. * a 35mm (full frame) camera.
  16227. *
  16228. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16229. */
  16230. setFocalLength( focalLength ) {
  16231. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16232. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16233. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16234. this.updateProjectionMatrix();
  16235. }
  16236. /**
  16237. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16238. * {@link PerspectiveCamera#filmGauge}.
  16239. *
  16240. * @return {number} The computed focal length.
  16241. */
  16242. getFocalLength() {
  16243. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16244. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16245. }
  16246. /**
  16247. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16248. *
  16249. * @return {number} The effective FOV.
  16250. */
  16251. getEffectiveFOV() {
  16252. return RAD2DEG * 2 * Math.atan(
  16253. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16254. }
  16255. /**
  16256. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16257. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16258. *
  16259. * @return {number} The film width.
  16260. */
  16261. getFilmWidth() {
  16262. // film not completely covered in portrait format (aspect < 1)
  16263. return this.filmGauge * Math.min( this.aspect, 1 );
  16264. }
  16265. /**
  16266. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16267. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16268. *
  16269. * @return {number} The film width.
  16270. */
  16271. getFilmHeight() {
  16272. // film not completely covered in landscape format (aspect > 1)
  16273. return this.filmGauge / Math.max( this.aspect, 1 );
  16274. }
  16275. /**
  16276. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16277. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16278. *
  16279. * @param {number} distance - The viewing distance.
  16280. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16281. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16282. */
  16283. getViewBounds( distance, minTarget, maxTarget ) {
  16284. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16285. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16286. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16287. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16288. }
  16289. /**
  16290. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16291. *
  16292. * @param {number} distance - The viewing distance.
  16293. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16294. * @returns {Vector2} The view size.
  16295. */
  16296. getViewSize( distance, target ) {
  16297. this.getViewBounds( distance, _minTarget, _maxTarget );
  16298. return target.subVectors( _maxTarget, _minTarget );
  16299. }
  16300. /**
  16301. * Sets an offset in a larger frustum. This is useful for multi-window or
  16302. * multi-monitor/multi-machine setups.
  16303. *
  16304. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16305. * the monitors are in grid like this
  16306. *```
  16307. * +---+---+---+
  16308. * | A | B | C |
  16309. * +---+---+---+
  16310. * | D | E | F |
  16311. * +---+---+---+
  16312. *```
  16313. * then for each monitor you would call it like this:
  16314. *```js
  16315. * const w = 1920;
  16316. * const h = 1080;
  16317. * const fullWidth = w * 3;
  16318. * const fullHeight = h * 2;
  16319. *
  16320. * // --A--
  16321. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16322. * // --B--
  16323. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16324. * // --C--
  16325. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16326. * // --D--
  16327. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16328. * // --E--
  16329. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16330. * // --F--
  16331. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16332. * ```
  16333. *
  16334. * Note there is no reason monitors have to be the same size or in a grid.
  16335. *
  16336. * @param {number} fullWidth - The full width of multiview setup.
  16337. * @param {number} fullHeight - The full height of multiview setup.
  16338. * @param {number} x - The horizontal offset of the subcamera.
  16339. * @param {number} y - The vertical offset of the subcamera.
  16340. * @param {number} width - The width of subcamera.
  16341. * @param {number} height - The height of subcamera.
  16342. */
  16343. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16344. this.aspect = fullWidth / fullHeight;
  16345. if ( this.view === null ) {
  16346. this.view = {
  16347. enabled: true,
  16348. fullWidth: 1,
  16349. fullHeight: 1,
  16350. offsetX: 0,
  16351. offsetY: 0,
  16352. width: 1,
  16353. height: 1
  16354. };
  16355. }
  16356. this.view.enabled = true;
  16357. this.view.fullWidth = fullWidth;
  16358. this.view.fullHeight = fullHeight;
  16359. this.view.offsetX = x;
  16360. this.view.offsetY = y;
  16361. this.view.width = width;
  16362. this.view.height = height;
  16363. this.updateProjectionMatrix();
  16364. }
  16365. /**
  16366. * Removes the view offset from the projection matrix.
  16367. */
  16368. clearViewOffset() {
  16369. if ( this.view !== null ) {
  16370. this.view.enabled = false;
  16371. }
  16372. this.updateProjectionMatrix();
  16373. }
  16374. /**
  16375. * Updates the camera's projection matrix. Must be called after any change of
  16376. * camera properties.
  16377. */
  16378. updateProjectionMatrix() {
  16379. const near = this.near;
  16380. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16381. let height = 2 * top;
  16382. let width = this.aspect * height;
  16383. let left = -0.5 * width;
  16384. const view = this.view;
  16385. if ( this.view !== null && this.view.enabled ) {
  16386. const fullWidth = view.fullWidth,
  16387. fullHeight = view.fullHeight;
  16388. left += view.offsetX * width / fullWidth;
  16389. top -= view.offsetY * height / fullHeight;
  16390. width *= view.width / fullWidth;
  16391. height *= view.height / fullHeight;
  16392. }
  16393. const skew = this.filmOffset;
  16394. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16395. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16396. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16397. }
  16398. toJSON( meta ) {
  16399. const data = super.toJSON( meta );
  16400. data.object.fov = this.fov;
  16401. data.object.zoom = this.zoom;
  16402. data.object.near = this.near;
  16403. data.object.far = this.far;
  16404. data.object.focus = this.focus;
  16405. data.object.aspect = this.aspect;
  16406. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16407. data.object.filmGauge = this.filmGauge;
  16408. data.object.filmOffset = this.filmOffset;
  16409. return data;
  16410. }
  16411. }
  16412. const fov = -90; // negative fov is not an error
  16413. const aspect = 1;
  16414. /**
  16415. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16416. * cube render target. The render target can then be used as an environment map for rendering
  16417. * realtime reflections in your scene.
  16418. *
  16419. * ```js
  16420. * // Create cube render target
  16421. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16422. *
  16423. * // Create cube camera
  16424. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16425. * scene.add( cubeCamera );
  16426. *
  16427. * // Create car
  16428. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16429. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16430. * scene.add( car );
  16431. *
  16432. * // Update the render target cube
  16433. * car.visible = false;
  16434. * cubeCamera.position.copy( car.position );
  16435. * cubeCamera.update( renderer, scene );
  16436. *
  16437. * // Render the scene
  16438. * car.visible = true;
  16439. * renderer.render( scene, camera );
  16440. * ```
  16441. *
  16442. * @augments Object3D
  16443. */
  16444. class CubeCamera extends Object3D {
  16445. /**
  16446. * Constructs a new cube camera.
  16447. *
  16448. * @param {number} near - The camera's near plane.
  16449. * @param {number} far - The camera's far plane.
  16450. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16451. */
  16452. constructor( near, far, renderTarget ) {
  16453. super();
  16454. this.type = 'CubeCamera';
  16455. /**
  16456. * A reference to the cube render target.
  16457. *
  16458. * @type {WebGLCubeRenderTarget}
  16459. */
  16460. this.renderTarget = renderTarget;
  16461. /**
  16462. * The current active coordinate system.
  16463. *
  16464. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16465. * @default null
  16466. */
  16467. this.coordinateSystem = null;
  16468. /**
  16469. * The current active mipmap level
  16470. *
  16471. * @type {number}
  16472. * @default 0
  16473. */
  16474. this.activeMipmapLevel = 0;
  16475. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16476. cameraPX.layers = this.layers;
  16477. this.add( cameraPX );
  16478. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16479. cameraNX.layers = this.layers;
  16480. this.add( cameraNX );
  16481. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16482. cameraPY.layers = this.layers;
  16483. this.add( cameraPY );
  16484. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16485. cameraNY.layers = this.layers;
  16486. this.add( cameraNY );
  16487. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16488. cameraPZ.layers = this.layers;
  16489. this.add( cameraPZ );
  16490. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16491. cameraNZ.layers = this.layers;
  16492. this.add( cameraNZ );
  16493. }
  16494. /**
  16495. * Must be called when the coordinate system of the cube camera is changed.
  16496. */
  16497. updateCoordinateSystem() {
  16498. const coordinateSystem = this.coordinateSystem;
  16499. const cameras = this.children.concat();
  16500. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16501. for ( const camera of cameras ) this.remove( camera );
  16502. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16503. cameraPX.up.set( 0, 1, 0 );
  16504. cameraPX.lookAt( 1, 0, 0 );
  16505. cameraNX.up.set( 0, 1, 0 );
  16506. cameraNX.lookAt( -1, 0, 0 );
  16507. cameraPY.up.set( 0, 0, -1 );
  16508. cameraPY.lookAt( 0, 1, 0 );
  16509. cameraNY.up.set( 0, 0, 1 );
  16510. cameraNY.lookAt( 0, -1, 0 );
  16511. cameraPZ.up.set( 0, 1, 0 );
  16512. cameraPZ.lookAt( 0, 0, 1 );
  16513. cameraNZ.up.set( 0, 1, 0 );
  16514. cameraNZ.lookAt( 0, 0, -1 );
  16515. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16516. cameraPX.up.set( 0, -1, 0 );
  16517. cameraPX.lookAt( -1, 0, 0 );
  16518. cameraNX.up.set( 0, -1, 0 );
  16519. cameraNX.lookAt( 1, 0, 0 );
  16520. cameraPY.up.set( 0, 0, 1 );
  16521. cameraPY.lookAt( 0, 1, 0 );
  16522. cameraNY.up.set( 0, 0, -1 );
  16523. cameraNY.lookAt( 0, -1, 0 );
  16524. cameraPZ.up.set( 0, -1, 0 );
  16525. cameraPZ.lookAt( 0, 0, 1 );
  16526. cameraNZ.up.set( 0, -1, 0 );
  16527. cameraNZ.lookAt( 0, 0, -1 );
  16528. } else {
  16529. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16530. }
  16531. for ( const camera of cameras ) {
  16532. this.add( camera );
  16533. camera.updateMatrixWorld();
  16534. }
  16535. }
  16536. /**
  16537. * Calling this method will render the given scene with the given renderer
  16538. * into the cube render target of the camera.
  16539. *
  16540. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16541. * @param {Scene} scene - The scene to render.
  16542. */
  16543. update( renderer, scene ) {
  16544. if ( this.parent === null ) this.updateMatrixWorld();
  16545. const { renderTarget, activeMipmapLevel } = this;
  16546. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16547. this.coordinateSystem = renderer.coordinateSystem;
  16548. this.updateCoordinateSystem();
  16549. }
  16550. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16551. const currentRenderTarget = renderer.getRenderTarget();
  16552. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16553. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16554. const currentXrEnabled = renderer.xr.enabled;
  16555. renderer.xr.enabled = false;
  16556. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16557. renderTarget.texture.generateMipmaps = false;
  16558. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16559. renderer.render( scene, cameraPX );
  16560. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16561. renderer.render( scene, cameraNX );
  16562. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16563. renderer.render( scene, cameraPY );
  16564. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16565. renderer.render( scene, cameraNY );
  16566. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16567. renderer.render( scene, cameraPZ );
  16568. // mipmaps are generated during the last call of render()
  16569. // at this point, all sides of the cube render target are defined
  16570. renderTarget.texture.generateMipmaps = generateMipmaps;
  16571. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16572. renderer.render( scene, cameraNZ );
  16573. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16574. renderer.xr.enabled = currentXrEnabled;
  16575. renderTarget.texture.needsPMREMUpdate = true;
  16576. }
  16577. }
  16578. /**
  16579. * Creates a cube texture made up of six images.
  16580. *
  16581. * ```js
  16582. * const loader = new THREE.CubeTextureLoader();
  16583. * loader.setPath( 'textures/cube/pisa/' );
  16584. *
  16585. * const textureCube = loader.load( [
  16586. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16587. * ] );
  16588. *
  16589. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16590. * ```
  16591. *
  16592. * @augments Texture
  16593. */
  16594. class CubeTexture extends Texture {
  16595. /**
  16596. * Constructs a new cube texture.
  16597. *
  16598. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16599. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16600. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16601. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16602. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16603. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16604. * @param {number} [format=RGBAFormat] - The texture format.
  16605. * @param {number} [type=UnsignedByteType] - The texture type.
  16606. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16607. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16608. */
  16609. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16610. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16611. /**
  16612. * This flag can be used for type testing.
  16613. *
  16614. * @type {boolean}
  16615. * @readonly
  16616. * @default true
  16617. */
  16618. this.isCubeTexture = true;
  16619. /**
  16620. * If set to `true`, the texture is flipped along the vertical axis when
  16621. * uploaded to the GPU.
  16622. *
  16623. * Overwritten and set to `false` by default.
  16624. *
  16625. * @type {boolean}
  16626. * @default false
  16627. */
  16628. this.flipY = false;
  16629. }
  16630. /**
  16631. * Alias for {@link CubeTexture#image}.
  16632. *
  16633. * @type {Array<Image>}
  16634. */
  16635. get images() {
  16636. return this.image;
  16637. }
  16638. set images( value ) {
  16639. this.image = value;
  16640. }
  16641. }
  16642. /**
  16643. * A cube render target used in context of {@link WebGLRenderer}.
  16644. *
  16645. * @augments WebGLRenderTarget
  16646. */
  16647. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16648. /**
  16649. * Constructs a new cube render target.
  16650. *
  16651. * @param {number} [size=1] - The size of the render target.
  16652. * @param {RenderTarget~Options} [options] - The configuration object.
  16653. */
  16654. constructor( size = 1, options = {} ) {
  16655. super( size, size, options );
  16656. /**
  16657. * This flag can be used for type testing.
  16658. *
  16659. * @type {boolean}
  16660. * @readonly
  16661. * @default true
  16662. */
  16663. this.isWebGLCubeRenderTarget = true;
  16664. const image = { width: size, height: size, depth: 1 };
  16665. const images = [ image, image, image, image, image, image ];
  16666. /**
  16667. * Overwritten with a different texture type.
  16668. *
  16669. * @type {DataArrayTexture}
  16670. */
  16671. this.texture = new CubeTexture( images );
  16672. this._setTextureOptions( options );
  16673. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16674. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16675. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16676. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16677. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16678. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16679. this.texture.isRenderTargetTexture = true;
  16680. }
  16681. /**
  16682. * Converts the given equirectangular texture to a cube map.
  16683. *
  16684. * @param {WebGLRenderer} renderer - The renderer.
  16685. * @param {Texture} texture - The equirectangular texture.
  16686. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16687. */
  16688. fromEquirectangularTexture( renderer, texture ) {
  16689. this.texture.type = texture.type;
  16690. this.texture.colorSpace = texture.colorSpace;
  16691. this.texture.generateMipmaps = texture.generateMipmaps;
  16692. this.texture.minFilter = texture.minFilter;
  16693. this.texture.magFilter = texture.magFilter;
  16694. const shader = {
  16695. uniforms: {
  16696. tEquirect: { value: null },
  16697. },
  16698. vertexShader: /* glsl */`
  16699. varying vec3 vWorldDirection;
  16700. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16701. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16702. }
  16703. void main() {
  16704. vWorldDirection = transformDirection( position, modelMatrix );
  16705. #include <begin_vertex>
  16706. #include <project_vertex>
  16707. }
  16708. `,
  16709. fragmentShader: /* glsl */`
  16710. uniform sampler2D tEquirect;
  16711. varying vec3 vWorldDirection;
  16712. #include <common>
  16713. void main() {
  16714. vec3 direction = normalize( vWorldDirection );
  16715. vec2 sampleUV = equirectUv( direction );
  16716. gl_FragColor = texture2D( tEquirect, sampleUV );
  16717. }
  16718. `
  16719. };
  16720. const geometry = new BoxGeometry( 5, 5, 5 );
  16721. const material = new ShaderMaterial( {
  16722. name: 'CubemapFromEquirect',
  16723. uniforms: cloneUniforms( shader.uniforms ),
  16724. vertexShader: shader.vertexShader,
  16725. fragmentShader: shader.fragmentShader,
  16726. side: BackSide,
  16727. blending: NoBlending
  16728. } );
  16729. material.uniforms.tEquirect.value = texture;
  16730. const mesh = new Mesh( geometry, material );
  16731. const currentMinFilter = texture.minFilter;
  16732. // Avoid blurred poles
  16733. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16734. const camera = new CubeCamera( 1, 10, this );
  16735. camera.update( renderer, mesh );
  16736. texture.minFilter = currentMinFilter;
  16737. mesh.geometry.dispose();
  16738. mesh.material.dispose();
  16739. return this;
  16740. }
  16741. /**
  16742. * Clears this cube render target.
  16743. *
  16744. * @param {WebGLRenderer} renderer - The renderer.
  16745. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16746. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16747. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16748. */
  16749. clear( renderer, color = true, depth = true, stencil = true ) {
  16750. const currentRenderTarget = renderer.getRenderTarget();
  16751. for ( let i = 0; i < 6; i ++ ) {
  16752. renderer.setRenderTarget( this, i );
  16753. renderer.clear( color, depth, stencil );
  16754. }
  16755. renderer.setRenderTarget( currentRenderTarget );
  16756. }
  16757. }
  16758. /**
  16759. * This is almost identical to an {@link Object3D}. Its purpose is to
  16760. * make working with groups of objects syntactically clearer.
  16761. *
  16762. * ```js
  16763. * // Create a group and add the two cubes.
  16764. * // These cubes can now be rotated / scaled etc as a group.
  16765. * const group = new THREE.Group();
  16766. *
  16767. * group.add( meshA );
  16768. * group.add( meshB );
  16769. *
  16770. * scene.add( group );
  16771. * ```
  16772. *
  16773. * @augments Object3D
  16774. */
  16775. class Group extends Object3D {
  16776. constructor() {
  16777. super();
  16778. /**
  16779. * This flag can be used for type testing.
  16780. *
  16781. * @type {boolean}
  16782. * @readonly
  16783. * @default true
  16784. */
  16785. this.isGroup = true;
  16786. this.type = 'Group';
  16787. }
  16788. }
  16789. const _moveEvent = { type: 'move' };
  16790. /**
  16791. * Class for representing a XR controller with its
  16792. * different coordinate systems.
  16793. *
  16794. * @private
  16795. */
  16796. class WebXRController {
  16797. /**
  16798. * Constructs a new XR controller.
  16799. */
  16800. constructor() {
  16801. /**
  16802. * A group representing the target ray space
  16803. * of the XR controller.
  16804. *
  16805. * @private
  16806. * @type {?Group}
  16807. * @default null
  16808. */
  16809. this._targetRay = null;
  16810. /**
  16811. * A group representing the grip space
  16812. * of the XR controller.
  16813. *
  16814. * @private
  16815. * @type {?Group}
  16816. * @default null
  16817. */
  16818. this._grip = null;
  16819. /**
  16820. * A group representing the hand space
  16821. * of the XR controller.
  16822. *
  16823. * @private
  16824. * @type {?Group}
  16825. * @default null
  16826. */
  16827. this._hand = null;
  16828. }
  16829. /**
  16830. * Returns a group representing the hand space of the XR controller.
  16831. *
  16832. * @return {Group} A group representing the hand space of the XR controller.
  16833. */
  16834. getHandSpace() {
  16835. if ( this._hand === null ) {
  16836. this._hand = new Group();
  16837. this._hand.matrixAutoUpdate = false;
  16838. this._hand.visible = false;
  16839. this._hand.joints = {};
  16840. this._hand.inputState = { pinching: false };
  16841. }
  16842. return this._hand;
  16843. }
  16844. /**
  16845. * Returns a group representing the target ray space of the XR controller.
  16846. *
  16847. * @return {Group} A group representing the target ray space of the XR controller.
  16848. */
  16849. getTargetRaySpace() {
  16850. if ( this._targetRay === null ) {
  16851. this._targetRay = new Group();
  16852. this._targetRay.matrixAutoUpdate = false;
  16853. this._targetRay.visible = false;
  16854. this._targetRay.hasLinearVelocity = false;
  16855. this._targetRay.linearVelocity = new Vector3();
  16856. this._targetRay.hasAngularVelocity = false;
  16857. this._targetRay.angularVelocity = new Vector3();
  16858. }
  16859. return this._targetRay;
  16860. }
  16861. /**
  16862. * Returns a group representing the grip space of the XR controller.
  16863. *
  16864. * @return {Group} A group representing the grip space of the XR controller.
  16865. */
  16866. getGripSpace() {
  16867. if ( this._grip === null ) {
  16868. this._grip = new Group();
  16869. this._grip.matrixAutoUpdate = false;
  16870. this._grip.visible = false;
  16871. this._grip.hasLinearVelocity = false;
  16872. this._grip.linearVelocity = new Vector3();
  16873. this._grip.hasAngularVelocity = false;
  16874. this._grip.angularVelocity = new Vector3();
  16875. }
  16876. return this._grip;
  16877. }
  16878. /**
  16879. * Dispatches the given event to the groups representing
  16880. * the different coordinate spaces of the XR controller.
  16881. *
  16882. * @param {Object} event - The event to dispatch.
  16883. * @return {WebXRController} A reference to this instance.
  16884. */
  16885. dispatchEvent( event ) {
  16886. if ( this._targetRay !== null ) {
  16887. this._targetRay.dispatchEvent( event );
  16888. }
  16889. if ( this._grip !== null ) {
  16890. this._grip.dispatchEvent( event );
  16891. }
  16892. if ( this._hand !== null ) {
  16893. this._hand.dispatchEvent( event );
  16894. }
  16895. return this;
  16896. }
  16897. /**
  16898. * Connects the controller with the given XR input source.
  16899. *
  16900. * @param {XRInputSource} inputSource - The input source.
  16901. * @return {WebXRController} A reference to this instance.
  16902. */
  16903. connect( inputSource ) {
  16904. if ( inputSource && inputSource.hand ) {
  16905. const hand = this._hand;
  16906. if ( hand ) {
  16907. for ( const inputjoint of inputSource.hand.values() ) {
  16908. // Initialize hand with joints when connected
  16909. this._getHandJoint( hand, inputjoint );
  16910. }
  16911. }
  16912. }
  16913. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16914. return this;
  16915. }
  16916. /**
  16917. * Disconnects the controller from the given XR input source.
  16918. *
  16919. * @param {XRInputSource} inputSource - The input source.
  16920. * @return {WebXRController} A reference to this instance.
  16921. */
  16922. disconnect( inputSource ) {
  16923. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16924. if ( this._targetRay !== null ) {
  16925. this._targetRay.visible = false;
  16926. }
  16927. if ( this._grip !== null ) {
  16928. this._grip.visible = false;
  16929. }
  16930. if ( this._hand !== null ) {
  16931. this._hand.visible = false;
  16932. }
  16933. return this;
  16934. }
  16935. /**
  16936. * Updates the controller with the given input source, XR frame and reference space.
  16937. * This updates the transformations of the groups that represent the different
  16938. * coordinate systems of the controller.
  16939. *
  16940. * @param {XRInputSource} inputSource - The input source.
  16941. * @param {XRFrame} frame - The XR frame.
  16942. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16943. * @return {WebXRController} A reference to this instance.
  16944. */
  16945. update( inputSource, frame, referenceSpace ) {
  16946. let inputPose = null;
  16947. let gripPose = null;
  16948. let handPose = null;
  16949. const targetRay = this._targetRay;
  16950. const grip = this._grip;
  16951. const hand = this._hand;
  16952. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16953. if ( hand && inputSource.hand ) {
  16954. handPose = true;
  16955. for ( const inputjoint of inputSource.hand.values() ) {
  16956. // Update the joints groups with the XRJoint poses
  16957. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16958. // The transform of this joint will be updated with the joint pose on each frame
  16959. const joint = this._getHandJoint( hand, inputjoint );
  16960. if ( jointPose !== null ) {
  16961. joint.matrix.fromArray( jointPose.transform.matrix );
  16962. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16963. joint.matrixWorldNeedsUpdate = true;
  16964. joint.jointRadius = jointPose.radius;
  16965. }
  16966. joint.visible = jointPose !== null;
  16967. }
  16968. // Custom events
  16969. // Check pinchz
  16970. const indexTip = hand.joints[ 'index-finger-tip' ];
  16971. const thumbTip = hand.joints[ 'thumb-tip' ];
  16972. const distance = indexTip.position.distanceTo( thumbTip.position );
  16973. const distanceToPinch = 0.02;
  16974. const threshold = 0.005;
  16975. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16976. hand.inputState.pinching = false;
  16977. this.dispatchEvent( {
  16978. type: 'pinchend',
  16979. handedness: inputSource.handedness,
  16980. target: this
  16981. } );
  16982. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16983. hand.inputState.pinching = true;
  16984. this.dispatchEvent( {
  16985. type: 'pinchstart',
  16986. handedness: inputSource.handedness,
  16987. target: this
  16988. } );
  16989. }
  16990. } else {
  16991. if ( grip !== null && inputSource.gripSpace ) {
  16992. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16993. if ( gripPose !== null ) {
  16994. grip.matrix.fromArray( gripPose.transform.matrix );
  16995. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16996. grip.matrixWorldNeedsUpdate = true;
  16997. if ( gripPose.linearVelocity ) {
  16998. grip.hasLinearVelocity = true;
  16999. grip.linearVelocity.copy( gripPose.linearVelocity );
  17000. } else {
  17001. grip.hasLinearVelocity = false;
  17002. }
  17003. if ( gripPose.angularVelocity ) {
  17004. grip.hasAngularVelocity = true;
  17005. grip.angularVelocity.copy( gripPose.angularVelocity );
  17006. } else {
  17007. grip.hasAngularVelocity = false;
  17008. }
  17009. }
  17010. }
  17011. }
  17012. if ( targetRay !== null ) {
  17013. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  17014. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  17015. if ( inputPose === null && gripPose !== null ) {
  17016. inputPose = gripPose;
  17017. }
  17018. if ( inputPose !== null ) {
  17019. targetRay.matrix.fromArray( inputPose.transform.matrix );
  17020. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  17021. targetRay.matrixWorldNeedsUpdate = true;
  17022. if ( inputPose.linearVelocity ) {
  17023. targetRay.hasLinearVelocity = true;
  17024. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  17025. } else {
  17026. targetRay.hasLinearVelocity = false;
  17027. }
  17028. if ( inputPose.angularVelocity ) {
  17029. targetRay.hasAngularVelocity = true;
  17030. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  17031. } else {
  17032. targetRay.hasAngularVelocity = false;
  17033. }
  17034. this.dispatchEvent( _moveEvent );
  17035. }
  17036. }
  17037. }
  17038. if ( targetRay !== null ) {
  17039. targetRay.visible = ( inputPose !== null );
  17040. }
  17041. if ( grip !== null ) {
  17042. grip.visible = ( gripPose !== null );
  17043. }
  17044. if ( hand !== null ) {
  17045. hand.visible = ( handPose !== null );
  17046. }
  17047. return this;
  17048. }
  17049. /**
  17050. * Returns a group representing the hand joint for the given input joint.
  17051. *
  17052. * @private
  17053. * @param {Group} hand - The group representing the hand space.
  17054. * @param {XRJointSpace} inputjoint - The hand joint data.
  17055. * @return {Group} A group representing the hand joint for the given input joint.
  17056. */
  17057. _getHandJoint( hand, inputjoint ) {
  17058. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  17059. const joint = new Group();
  17060. joint.matrixAutoUpdate = false;
  17061. joint.visible = false;
  17062. hand.joints[ inputjoint.jointName ] = joint;
  17063. hand.add( joint );
  17064. }
  17065. return hand.joints[ inputjoint.jointName ];
  17066. }
  17067. }
  17068. /**
  17069. * This class can be used to define an exponential squared fog,
  17070. * which gives a clear view near the camera and a faster than exponentially
  17071. * densening fog farther from the camera.
  17072. *
  17073. * ```js
  17074. * const scene = new THREE.Scene();
  17075. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  17076. * ```
  17077. */
  17078. class FogExp2 {
  17079. /**
  17080. * Constructs a new fog.
  17081. *
  17082. * @param {number|Color} color - The fog's color.
  17083. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  17084. */
  17085. constructor( color, density = 0.00025 ) {
  17086. /**
  17087. * This flag can be used for type testing.
  17088. *
  17089. * @type {boolean}
  17090. * @readonly
  17091. * @default true
  17092. */
  17093. this.isFogExp2 = true;
  17094. /**
  17095. * The name of the fog.
  17096. *
  17097. * @type {string}
  17098. */
  17099. this.name = '';
  17100. /**
  17101. * The fog's color.
  17102. *
  17103. * @type {Color}
  17104. */
  17105. this.color = new Color( color );
  17106. /**
  17107. * Defines how fast the fog will grow dense.
  17108. *
  17109. * @type {number}
  17110. * @default 0.00025
  17111. */
  17112. this.density = density;
  17113. }
  17114. /**
  17115. * Returns a new fog with copied values from this instance.
  17116. *
  17117. * @return {FogExp2} A clone of this instance.
  17118. */
  17119. clone() {
  17120. return new FogExp2( this.color, this.density );
  17121. }
  17122. /**
  17123. * Serializes the fog into JSON.
  17124. *
  17125. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17126. * @return {Object} A JSON object representing the serialized fog
  17127. */
  17128. toJSON( /* meta */ ) {
  17129. return {
  17130. type: 'FogExp2',
  17131. name: this.name,
  17132. color: this.color.getHex(),
  17133. density: this.density
  17134. };
  17135. }
  17136. }
  17137. /**
  17138. * This class can be used to define a linear fog that grows linearly denser
  17139. * with the distance.
  17140. *
  17141. * ```js
  17142. * const scene = new THREE.Scene();
  17143. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17144. * ```
  17145. */
  17146. class Fog {
  17147. /**
  17148. * Constructs a new fog.
  17149. *
  17150. * @param {number|Color} color - The fog's color.
  17151. * @param {number} [near=1] - The minimum distance to start applying fog.
  17152. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17153. */
  17154. constructor( color, near = 1, far = 1000 ) {
  17155. /**
  17156. * This flag can be used for type testing.
  17157. *
  17158. * @type {boolean}
  17159. * @readonly
  17160. * @default true
  17161. */
  17162. this.isFog = true;
  17163. /**
  17164. * The name of the fog.
  17165. *
  17166. * @type {string}
  17167. */
  17168. this.name = '';
  17169. /**
  17170. * The fog's color.
  17171. *
  17172. * @type {Color}
  17173. */
  17174. this.color = new Color( color );
  17175. /**
  17176. * The minimum distance to start applying fog. Objects that are less than
  17177. * `near` units from the active camera won't be affected by fog.
  17178. *
  17179. * @type {number}
  17180. * @default 1
  17181. */
  17182. this.near = near;
  17183. /**
  17184. * The maximum distance at which fog stops being calculated and applied.
  17185. * Objects that are more than `far` units away from the active camera won't
  17186. * be affected by fog.
  17187. *
  17188. * @type {number}
  17189. * @default 1000
  17190. */
  17191. this.far = far;
  17192. }
  17193. /**
  17194. * Returns a new fog with copied values from this instance.
  17195. *
  17196. * @return {Fog} A clone of this instance.
  17197. */
  17198. clone() {
  17199. return new Fog( this.color, this.near, this.far );
  17200. }
  17201. /**
  17202. * Serializes the fog into JSON.
  17203. *
  17204. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17205. * @return {Object} A JSON object representing the serialized fog
  17206. */
  17207. toJSON( /* meta */ ) {
  17208. return {
  17209. type: 'Fog',
  17210. name: this.name,
  17211. color: this.color.getHex(),
  17212. near: this.near,
  17213. far: this.far
  17214. };
  17215. }
  17216. }
  17217. /**
  17218. * Scenes allow you to set up what is to be rendered and where by three.js.
  17219. * This is where you place 3D objects like meshes, lines or lights.
  17220. *
  17221. * @augments Object3D
  17222. */
  17223. class Scene extends Object3D {
  17224. /**
  17225. * Constructs a new scene.
  17226. */
  17227. constructor() {
  17228. super();
  17229. /**
  17230. * This flag can be used for type testing.
  17231. *
  17232. * @type {boolean}
  17233. * @readonly
  17234. * @default true
  17235. */
  17236. this.isScene = true;
  17237. this.type = 'Scene';
  17238. /**
  17239. * Defines the background of the scene. Valid inputs are:
  17240. *
  17241. * - A color for defining a uniform colored background.
  17242. * - A texture for defining a (flat) textured background.
  17243. * - Cube textures or equirectangular textures for defining a skybox.
  17244. *
  17245. * @type {?(Color|Texture)}
  17246. * @default null
  17247. */
  17248. this.background = null;
  17249. /**
  17250. * Sets the environment map for all physical materials in the scene. However,
  17251. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17252. * material property.
  17253. *
  17254. * @type {?Texture}
  17255. * @default null
  17256. */
  17257. this.environment = null;
  17258. /**
  17259. * A fog instance defining the type of fog that affects everything
  17260. * rendered in the scene.
  17261. *
  17262. * @type {?(Fog|FogExp2)}
  17263. * @default null
  17264. */
  17265. this.fog = null;
  17266. /**
  17267. * Sets the blurriness of the background. Only influences environment maps
  17268. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17269. * and `1`.
  17270. *
  17271. * @type {number}
  17272. * @default 0
  17273. */
  17274. this.backgroundBlurriness = 0;
  17275. /**
  17276. * Attenuates the color of the background. Only applies to background textures.
  17277. *
  17278. * @type {number}
  17279. * @default 1
  17280. */
  17281. this.backgroundIntensity = 1;
  17282. /**
  17283. * The rotation of the background in radians. Only influences environment maps
  17284. * assigned to {@link Scene#background}.
  17285. *
  17286. * @type {Euler}
  17287. * @default (0,0,0)
  17288. */
  17289. this.backgroundRotation = new Euler();
  17290. /**
  17291. * Attenuates the color of the environment. Only influences environment maps
  17292. * assigned to {@link Scene#environment}.
  17293. *
  17294. * @type {number}
  17295. * @default 1
  17296. */
  17297. this.environmentIntensity = 1;
  17298. /**
  17299. * The rotation of the environment map in radians. Only influences physical materials
  17300. * in the scene when {@link Scene#environment} is used.
  17301. *
  17302. * @type {Euler}
  17303. * @default (0,0,0)
  17304. */
  17305. this.environmentRotation = new Euler();
  17306. /**
  17307. * Forces everything in the scene to be rendered with the defined material. It is possible
  17308. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17309. *
  17310. * @type {?Material}
  17311. * @default null
  17312. */
  17313. this.overrideMaterial = null;
  17314. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17315. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17316. }
  17317. }
  17318. copy( source, recursive ) {
  17319. super.copy( source, recursive );
  17320. if ( source.background !== null ) this.background = source.background.clone();
  17321. if ( source.environment !== null ) this.environment = source.environment.clone();
  17322. if ( source.fog !== null ) this.fog = source.fog.clone();
  17323. this.backgroundBlurriness = source.backgroundBlurriness;
  17324. this.backgroundIntensity = source.backgroundIntensity;
  17325. this.backgroundRotation.copy( source.backgroundRotation );
  17326. this.environmentIntensity = source.environmentIntensity;
  17327. this.environmentRotation.copy( source.environmentRotation );
  17328. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17329. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17330. return this;
  17331. }
  17332. toJSON( meta ) {
  17333. const data = super.toJSON( meta );
  17334. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17335. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17336. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17337. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17338. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17339. data.object.environmentRotation = this.environmentRotation.toArray();
  17340. return data;
  17341. }
  17342. }
  17343. /**
  17344. * "Interleaved" means that multiple attributes, possibly of different types,
  17345. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17346. *
  17347. * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html)
  17348. */
  17349. class InterleavedBuffer {
  17350. /**
  17351. * Constructs a new interleaved buffer.
  17352. *
  17353. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17354. * @param {number} stride - The number of typed-array elements per vertex.
  17355. */
  17356. constructor( array, stride ) {
  17357. /**
  17358. * This flag can be used for type testing.
  17359. *
  17360. * @type {boolean}
  17361. * @readonly
  17362. * @default true
  17363. */
  17364. this.isInterleavedBuffer = true;
  17365. /**
  17366. * A typed array with a shared buffer storing attribute data.
  17367. *
  17368. * @type {TypedArray}
  17369. */
  17370. this.array = array;
  17371. /**
  17372. * The number of typed-array elements per vertex.
  17373. *
  17374. * @type {number}
  17375. */
  17376. this.stride = stride;
  17377. /**
  17378. * The total number of elements in the array
  17379. *
  17380. * @type {number}
  17381. * @readonly
  17382. */
  17383. this.count = array !== undefined ? array.length / stride : 0;
  17384. /**
  17385. * Defines the intended usage pattern of the data store for optimization purposes.
  17386. *
  17387. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17388. * instantiate a new one and set the desired usage before the next render.
  17389. *
  17390. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17391. * @default StaticDrawUsage
  17392. */
  17393. this.usage = StaticDrawUsage;
  17394. /**
  17395. * This can be used to only update some components of stored vectors (for example, just the
  17396. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17397. *
  17398. * @type {Array<Object>}
  17399. */
  17400. this.updateRanges = [];
  17401. /**
  17402. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17403. *
  17404. * @type {number}
  17405. */
  17406. this.version = 0;
  17407. /**
  17408. * The UUID of the interleaved buffer.
  17409. *
  17410. * @type {string}
  17411. * @readonly
  17412. */
  17413. this.uuid = generateUUID();
  17414. }
  17415. /**
  17416. * A callback function that is executed after the renderer has transferred the attribute array
  17417. * data to the GPU.
  17418. */
  17419. onUploadCallback() {}
  17420. /**
  17421. * Flag to indicate that this attribute has changed and should be re-sent to
  17422. * the GPU. Set this to `true` when you modify the value of the array.
  17423. *
  17424. * @type {number}
  17425. * @default false
  17426. * @param {boolean} value
  17427. */
  17428. set needsUpdate( value ) {
  17429. if ( value === true ) this.version ++;
  17430. }
  17431. /**
  17432. * Sets the usage of this interleaved buffer.
  17433. *
  17434. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17435. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17436. */
  17437. setUsage( value ) {
  17438. this.usage = value;
  17439. return this;
  17440. }
  17441. /**
  17442. * Adds a range of data in the data array to be updated on the GPU.
  17443. *
  17444. * @param {number} start - Position at which to start update.
  17445. * @param {number} count - The number of components to update.
  17446. */
  17447. addUpdateRange( start, count ) {
  17448. this.updateRanges.push( { start, count } );
  17449. }
  17450. /**
  17451. * Clears the update ranges.
  17452. */
  17453. clearUpdateRanges() {
  17454. this.updateRanges.length = 0;
  17455. }
  17456. /**
  17457. * Copies the values of the given interleaved buffer to this instance.
  17458. *
  17459. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17460. * @return {InterleavedBuffer} A reference to this instance.
  17461. */
  17462. copy( source ) {
  17463. this.array = new source.array.constructor( source.array );
  17464. this.count = source.count;
  17465. this.stride = source.stride;
  17466. this.usage = source.usage;
  17467. return this;
  17468. }
  17469. /**
  17470. * Copies a vector from the given interleaved buffer to this one. The start
  17471. * and destination position in the attribute buffers are represented by the
  17472. * given indices.
  17473. *
  17474. * @param {number} index1 - The destination index into this interleaved buffer.
  17475. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17476. * @param {number} index2 - The source index into the given interleaved buffer.
  17477. * @return {InterleavedBuffer} A reference to this instance.
  17478. */
  17479. copyAt( index1, interleavedBuffer, index2 ) {
  17480. index1 *= this.stride;
  17481. index2 *= interleavedBuffer.stride;
  17482. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17483. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17484. }
  17485. return this;
  17486. }
  17487. /**
  17488. * Sets the given array data in the interleaved buffer.
  17489. *
  17490. * @param {(TypedArray|Array)} value - The array data to set.
  17491. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17492. * @return {InterleavedBuffer} A reference to this instance.
  17493. */
  17494. set( value, offset = 0 ) {
  17495. this.array.set( value, offset );
  17496. return this;
  17497. }
  17498. /**
  17499. * Returns a new interleaved buffer with copied values from this instance.
  17500. *
  17501. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17502. * @return {InterleavedBuffer} A clone of this instance.
  17503. */
  17504. clone( data ) {
  17505. if ( data.arrayBuffers === undefined ) {
  17506. data.arrayBuffers = {};
  17507. }
  17508. if ( this.array.buffer._uuid === undefined ) {
  17509. this.array.buffer._uuid = generateUUID();
  17510. }
  17511. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17512. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17513. }
  17514. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17515. const ib = new this.constructor( array, this.stride );
  17516. ib.setUsage( this.usage );
  17517. return ib;
  17518. }
  17519. /**
  17520. * Sets the given callback function that is executed after the Renderer has transferred
  17521. * the array data to the GPU. Can be used to perform clean-up operations after
  17522. * the upload when data are not needed anymore on the CPU side.
  17523. *
  17524. * @param {Function} callback - The `onUpload()` callback.
  17525. * @return {InterleavedBuffer} A reference to this instance.
  17526. */
  17527. onUpload( callback ) {
  17528. this.onUploadCallback = callback;
  17529. return this;
  17530. }
  17531. /**
  17532. * Serializes the interleaved buffer into JSON.
  17533. *
  17534. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17535. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17536. */
  17537. toJSON( data ) {
  17538. if ( data.arrayBuffers === undefined ) {
  17539. data.arrayBuffers = {};
  17540. }
  17541. // generate UUID for array buffer if necessary
  17542. if ( this.array.buffer._uuid === undefined ) {
  17543. this.array.buffer._uuid = generateUUID();
  17544. }
  17545. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17546. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17547. }
  17548. //
  17549. return {
  17550. uuid: this.uuid,
  17551. buffer: this.array.buffer._uuid,
  17552. type: this.array.constructor.name,
  17553. stride: this.stride
  17554. };
  17555. }
  17556. }
  17557. const _vector$7 = /*@__PURE__*/ new Vector3();
  17558. /**
  17559. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17560. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17561. * different offsets into the buffer.
  17562. */
  17563. class InterleavedBufferAttribute {
  17564. /**
  17565. * Constructs a new interleaved buffer attribute.
  17566. *
  17567. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17568. * @param {number} itemSize - The item size.
  17569. * @param {number} offset - The attribute offset into the buffer.
  17570. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17571. */
  17572. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17573. /**
  17574. * This flag can be used for type testing.
  17575. *
  17576. * @type {boolean}
  17577. * @readonly
  17578. * @default true
  17579. */
  17580. this.isInterleavedBufferAttribute = true;
  17581. /**
  17582. * The name of the buffer attribute.
  17583. *
  17584. * @type {string}
  17585. */
  17586. this.name = '';
  17587. /**
  17588. * The buffer holding the interleaved data.
  17589. *
  17590. * @type {InterleavedBuffer}
  17591. */
  17592. this.data = interleavedBuffer;
  17593. /**
  17594. * The item size, see {@link BufferAttribute#itemSize}.
  17595. *
  17596. * @type {number}
  17597. */
  17598. this.itemSize = itemSize;
  17599. /**
  17600. * The attribute offset into the buffer.
  17601. *
  17602. * @type {number}
  17603. */
  17604. this.offset = offset;
  17605. /**
  17606. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17607. *
  17608. * @type {InterleavedBuffer}
  17609. */
  17610. this.normalized = normalized;
  17611. }
  17612. /**
  17613. * The item count of this buffer attribute.
  17614. *
  17615. * @type {number}
  17616. * @readonly
  17617. */
  17618. get count() {
  17619. return this.data.count;
  17620. }
  17621. /**
  17622. * The array holding the interleaved buffer attribute data.
  17623. *
  17624. * @type {TypedArray}
  17625. */
  17626. get array() {
  17627. return this.data.array;
  17628. }
  17629. /**
  17630. * Flag to indicate that this attribute has changed and should be re-sent to
  17631. * the GPU. Set this to `true` when you modify the value of the array.
  17632. *
  17633. * @type {number}
  17634. * @default false
  17635. * @param {boolean} value
  17636. */
  17637. set needsUpdate( value ) {
  17638. this.data.needsUpdate = value;
  17639. }
  17640. /**
  17641. * Applies the given 4x4 matrix to the given attribute. Only works with
  17642. * item size `3`.
  17643. *
  17644. * @param {Matrix4} m - The matrix to apply.
  17645. * @return {InterleavedBufferAttribute} A reference to this instance.
  17646. */
  17647. applyMatrix4( m ) {
  17648. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17649. _vector$7.fromBufferAttribute( this, i );
  17650. _vector$7.applyMatrix4( m );
  17651. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17652. }
  17653. return this;
  17654. }
  17655. /**
  17656. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17657. * item size `3`.
  17658. *
  17659. * @param {Matrix3} m - The normal matrix to apply.
  17660. * @return {InterleavedBufferAttribute} A reference to this instance.
  17661. */
  17662. applyNormalMatrix( m ) {
  17663. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17664. _vector$7.fromBufferAttribute( this, i );
  17665. _vector$7.applyNormalMatrix( m );
  17666. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17667. }
  17668. return this;
  17669. }
  17670. /**
  17671. * Applies the given 4x4 matrix to the given attribute. Only works with
  17672. * item size `3` and with direction vectors.
  17673. *
  17674. * @param {Matrix4} m - The matrix to apply.
  17675. * @return {InterleavedBufferAttribute} A reference to this instance.
  17676. */
  17677. transformDirection( m ) {
  17678. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17679. _vector$7.fromBufferAttribute( this, i );
  17680. _vector$7.transformDirection( m );
  17681. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17682. }
  17683. return this;
  17684. }
  17685. /**
  17686. * Returns the given component of the vector at the given index.
  17687. *
  17688. * @param {number} index - The index into the buffer attribute.
  17689. * @param {number} component - The component index.
  17690. * @return {number} The returned value.
  17691. */
  17692. getComponent( index, component ) {
  17693. let value = this.array[ index * this.data.stride + this.offset + component ];
  17694. if ( this.normalized ) value = denormalize( value, this.array );
  17695. return value;
  17696. }
  17697. /**
  17698. * Sets the given value to the given component of the vector at the given index.
  17699. *
  17700. * @param {number} index - The index into the buffer attribute.
  17701. * @param {number} component - The component index.
  17702. * @param {number} value - The value to set.
  17703. * @return {InterleavedBufferAttribute} A reference to this instance.
  17704. */
  17705. setComponent( index, component, value ) {
  17706. if ( this.normalized ) value = normalize( value, this.array );
  17707. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17708. return this;
  17709. }
  17710. /**
  17711. * Sets the x component of the vector at the given index.
  17712. *
  17713. * @param {number} index - The index into the buffer attribute.
  17714. * @param {number} x - The value to set.
  17715. * @return {InterleavedBufferAttribute} A reference to this instance.
  17716. */
  17717. setX( index, x ) {
  17718. if ( this.normalized ) x = normalize( x, this.array );
  17719. this.data.array[ index * this.data.stride + this.offset ] = x;
  17720. return this;
  17721. }
  17722. /**
  17723. * Sets the y component of the vector at the given index.
  17724. *
  17725. * @param {number} index - The index into the buffer attribute.
  17726. * @param {number} y - The value to set.
  17727. * @return {InterleavedBufferAttribute} A reference to this instance.
  17728. */
  17729. setY( index, y ) {
  17730. if ( this.normalized ) y = normalize( y, this.array );
  17731. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17732. return this;
  17733. }
  17734. /**
  17735. * Sets the z component of the vector at the given index.
  17736. *
  17737. * @param {number} index - The index into the buffer attribute.
  17738. * @param {number} z - The value to set.
  17739. * @return {InterleavedBufferAttribute} A reference to this instance.
  17740. */
  17741. setZ( index, z ) {
  17742. if ( this.normalized ) z = normalize( z, this.array );
  17743. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17744. return this;
  17745. }
  17746. /**
  17747. * Sets the w component of the vector at the given index.
  17748. *
  17749. * @param {number} index - The index into the buffer attribute.
  17750. * @param {number} w - The value to set.
  17751. * @return {InterleavedBufferAttribute} A reference to this instance.
  17752. */
  17753. setW( index, w ) {
  17754. if ( this.normalized ) w = normalize( w, this.array );
  17755. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17756. return this;
  17757. }
  17758. /**
  17759. * Returns the x component of the vector at the given index.
  17760. *
  17761. * @param {number} index - The index into the buffer attribute.
  17762. * @return {number} The x component.
  17763. */
  17764. getX( index ) {
  17765. let x = this.data.array[ index * this.data.stride + this.offset ];
  17766. if ( this.normalized ) x = denormalize( x, this.array );
  17767. return x;
  17768. }
  17769. /**
  17770. * Returns the y component of the vector at the given index.
  17771. *
  17772. * @param {number} index - The index into the buffer attribute.
  17773. * @return {number} The y component.
  17774. */
  17775. getY( index ) {
  17776. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17777. if ( this.normalized ) y = denormalize( y, this.array );
  17778. return y;
  17779. }
  17780. /**
  17781. * Returns the z component of the vector at the given index.
  17782. *
  17783. * @param {number} index - The index into the buffer attribute.
  17784. * @return {number} The z component.
  17785. */
  17786. getZ( index ) {
  17787. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17788. if ( this.normalized ) z = denormalize( z, this.array );
  17789. return z;
  17790. }
  17791. /**
  17792. * Returns the w component of the vector at the given index.
  17793. *
  17794. * @param {number} index - The index into the buffer attribute.
  17795. * @return {number} The w component.
  17796. */
  17797. getW( index ) {
  17798. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17799. if ( this.normalized ) w = denormalize( w, this.array );
  17800. return w;
  17801. }
  17802. /**
  17803. * Sets the x and y component of the vector at the given index.
  17804. *
  17805. * @param {number} index - The index into the buffer attribute.
  17806. * @param {number} x - The value for the x component to set.
  17807. * @param {number} y - The value for the y component to set.
  17808. * @return {InterleavedBufferAttribute} A reference to this instance.
  17809. */
  17810. setXY( index, x, y ) {
  17811. index = index * this.data.stride + this.offset;
  17812. if ( this.normalized ) {
  17813. x = normalize( x, this.array );
  17814. y = normalize( y, this.array );
  17815. }
  17816. this.data.array[ index + 0 ] = x;
  17817. this.data.array[ index + 1 ] = y;
  17818. return this;
  17819. }
  17820. /**
  17821. * Sets the x, y and z component of the vector at the given index.
  17822. *
  17823. * @param {number} index - The index into the buffer attribute.
  17824. * @param {number} x - The value for the x component to set.
  17825. * @param {number} y - The value for the y component to set.
  17826. * @param {number} z - The value for the z component to set.
  17827. * @return {InterleavedBufferAttribute} A reference to this instance.
  17828. */
  17829. setXYZ( index, x, y, z ) {
  17830. index = index * this.data.stride + this.offset;
  17831. if ( this.normalized ) {
  17832. x = normalize( x, this.array );
  17833. y = normalize( y, this.array );
  17834. z = normalize( z, this.array );
  17835. }
  17836. this.data.array[ index + 0 ] = x;
  17837. this.data.array[ index + 1 ] = y;
  17838. this.data.array[ index + 2 ] = z;
  17839. return this;
  17840. }
  17841. /**
  17842. * Sets the x, y, z and w component of the vector at the given index.
  17843. *
  17844. * @param {number} index - The index into the buffer attribute.
  17845. * @param {number} x - The value for the x component to set.
  17846. * @param {number} y - The value for the y component to set.
  17847. * @param {number} z - The value for the z component to set.
  17848. * @param {number} w - The value for the w component to set.
  17849. * @return {InterleavedBufferAttribute} A reference to this instance.
  17850. */
  17851. setXYZW( index, x, y, z, w ) {
  17852. index = index * this.data.stride + this.offset;
  17853. if ( this.normalized ) {
  17854. x = normalize( x, this.array );
  17855. y = normalize( y, this.array );
  17856. z = normalize( z, this.array );
  17857. w = normalize( w, this.array );
  17858. }
  17859. this.data.array[ index + 0 ] = x;
  17860. this.data.array[ index + 1 ] = y;
  17861. this.data.array[ index + 2 ] = z;
  17862. this.data.array[ index + 3 ] = w;
  17863. return this;
  17864. }
  17865. /**
  17866. * Returns a new buffer attribute with copied values from this instance.
  17867. *
  17868. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17869. *
  17870. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17871. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17872. */
  17873. clone( data ) {
  17874. if ( data === undefined ) {
  17875. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17876. const array = [];
  17877. for ( let i = 0; i < this.count; i ++ ) {
  17878. const index = i * this.data.stride + this.offset;
  17879. for ( let j = 0; j < this.itemSize; j ++ ) {
  17880. array.push( this.data.array[ index + j ] );
  17881. }
  17882. }
  17883. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17884. } else {
  17885. if ( data.interleavedBuffers === undefined ) {
  17886. data.interleavedBuffers = {};
  17887. }
  17888. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17889. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17890. }
  17891. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17892. }
  17893. }
  17894. /**
  17895. * Serializes the buffer attribute into JSON.
  17896. *
  17897. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17898. *
  17899. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17900. * @return {Object} A JSON object representing the serialized buffer attribute.
  17901. */
  17902. toJSON( data ) {
  17903. if ( data === undefined ) {
  17904. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17905. const array = [];
  17906. for ( let i = 0; i < this.count; i ++ ) {
  17907. const index = i * this.data.stride + this.offset;
  17908. for ( let j = 0; j < this.itemSize; j ++ ) {
  17909. array.push( this.data.array[ index + j ] );
  17910. }
  17911. }
  17912. // de-interleave data and save it as an ordinary buffer attribute for now
  17913. return {
  17914. itemSize: this.itemSize,
  17915. type: this.array.constructor.name,
  17916. array: array,
  17917. normalized: this.normalized
  17918. };
  17919. } else {
  17920. // save as true interleaved attribute
  17921. if ( data.interleavedBuffers === undefined ) {
  17922. data.interleavedBuffers = {};
  17923. }
  17924. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17925. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17926. }
  17927. return {
  17928. isInterleavedBufferAttribute: true,
  17929. itemSize: this.itemSize,
  17930. data: this.data.uuid,
  17931. offset: this.offset,
  17932. normalized: this.normalized
  17933. };
  17934. }
  17935. }
  17936. }
  17937. /**
  17938. * A material for rendering instances of {@link Sprite}.
  17939. *
  17940. * ```js
  17941. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17942. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17943. *
  17944. * const sprite = new THREE.Sprite( material );
  17945. * sprite.scale.set(200, 200, 1)
  17946. * scene.add( sprite );
  17947. * ```
  17948. *
  17949. * @augments Material
  17950. */
  17951. class SpriteMaterial extends Material {
  17952. /**
  17953. * Constructs a new sprite material.
  17954. *
  17955. * @param {Object} [parameters] - An object with one or more properties
  17956. * defining the material's appearance. Any property of the material
  17957. * (including any property from inherited materials) can be passed
  17958. * in here. Color values can be passed any type of value accepted
  17959. * by {@link Color#set}.
  17960. */
  17961. constructor( parameters ) {
  17962. super();
  17963. /**
  17964. * This flag can be used for type testing.
  17965. *
  17966. * @type {boolean}
  17967. * @readonly
  17968. * @default true
  17969. */
  17970. this.isSpriteMaterial = true;
  17971. this.type = 'SpriteMaterial';
  17972. /**
  17973. * Color of the material.
  17974. *
  17975. * @type {Color}
  17976. * @default (1,1,1)
  17977. */
  17978. this.color = new Color( 0xffffff );
  17979. /**
  17980. * The color map. May optionally include an alpha channel, typically combined
  17981. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17982. * color is modulated by the diffuse `color`.
  17983. *
  17984. * @type {?Texture}
  17985. * @default null
  17986. */
  17987. this.map = null;
  17988. /**
  17989. * The alpha map is a grayscale texture that controls the opacity across the
  17990. * surface (black: fully transparent; white: fully opaque).
  17991. *
  17992. * Only the color of the texture is used, ignoring the alpha channel if one
  17993. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17994. * when sampling this texture due to the extra bit of precision provided for
  17995. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17996. * luminance/alpha textures will also still work as expected.
  17997. *
  17998. * @type {?Texture}
  17999. * @default null
  18000. */
  18001. this.alphaMap = null;
  18002. /**
  18003. * The rotation of the sprite in radians.
  18004. *
  18005. * @type {number}
  18006. * @default 0
  18007. */
  18008. this.rotation = 0;
  18009. /**
  18010. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  18011. *
  18012. * @type {boolean}
  18013. * @default true
  18014. */
  18015. this.sizeAttenuation = true;
  18016. /**
  18017. * Overwritten since sprite materials are transparent
  18018. * by default.
  18019. *
  18020. * @type {boolean}
  18021. * @default true
  18022. */
  18023. this.transparent = true;
  18024. /**
  18025. * Whether the material is affected by fog or not.
  18026. *
  18027. * @type {boolean}
  18028. * @default true
  18029. */
  18030. this.fog = true;
  18031. this.setValues( parameters );
  18032. }
  18033. copy( source ) {
  18034. super.copy( source );
  18035. this.color.copy( source.color );
  18036. this.map = source.map;
  18037. this.alphaMap = source.alphaMap;
  18038. this.rotation = source.rotation;
  18039. this.sizeAttenuation = source.sizeAttenuation;
  18040. this.fog = source.fog;
  18041. return this;
  18042. }
  18043. }
  18044. let _geometry;
  18045. const _intersectPoint = /*@__PURE__*/ new Vector3();
  18046. const _worldScale = /*@__PURE__*/ new Vector3();
  18047. const _mvPosition = /*@__PURE__*/ new Vector3();
  18048. const _alignedPosition = /*@__PURE__*/ new Vector2();
  18049. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  18050. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  18051. const _vA = /*@__PURE__*/ new Vector3();
  18052. const _vB = /*@__PURE__*/ new Vector3();
  18053. const _vC = /*@__PURE__*/ new Vector3();
  18054. const _uvA = /*@__PURE__*/ new Vector2();
  18055. const _uvB = /*@__PURE__*/ new Vector2();
  18056. const _uvC = /*@__PURE__*/ new Vector2();
  18057. /**
  18058. * A sprite is a plane that always faces towards the camera, generally with a
  18059. * partially transparent texture applied.
  18060. *
  18061. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  18062. * have no effect.
  18063. *
  18064. * ```js
  18065. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  18066. * const material = new THREE.SpriteMaterial( { map: map } );
  18067. *
  18068. * const sprite = new THREE.Sprite( material );
  18069. * scene.add( sprite );
  18070. * ```
  18071. *
  18072. * @augments Object3D
  18073. */
  18074. class Sprite extends Object3D {
  18075. /**
  18076. * Constructs a new sprite.
  18077. *
  18078. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  18079. */
  18080. constructor( material = new SpriteMaterial() ) {
  18081. super();
  18082. /**
  18083. * This flag can be used for type testing.
  18084. *
  18085. * @type {boolean}
  18086. * @readonly
  18087. * @default true
  18088. */
  18089. this.isSprite = true;
  18090. this.type = 'Sprite';
  18091. if ( _geometry === undefined ) {
  18092. _geometry = new BufferGeometry();
  18093. const float32Array = new Float32Array( [
  18094. -0.5, -0.5, 0, 0, 0,
  18095. 0.5, -0.5, 0, 1, 0,
  18096. 0.5, 0.5, 0, 1, 1,
  18097. -0.5, 0.5, 0, 0, 1
  18098. ] );
  18099. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18100. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18101. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18102. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18103. }
  18104. /**
  18105. * The sprite geometry.
  18106. *
  18107. * @type {BufferGeometry}
  18108. */
  18109. this.geometry = _geometry;
  18110. /**
  18111. * The sprite material.
  18112. *
  18113. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18114. */
  18115. this.material = material;
  18116. /**
  18117. * The sprite's anchor point, and the point around which the sprite rotates.
  18118. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18119. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18120. *
  18121. * @type {Vector2}
  18122. * @default (0.5,0.5)
  18123. */
  18124. this.center = new Vector2( 0.5, 0.5 );
  18125. /**
  18126. * The number of instances of this sprite.
  18127. * Can only be used with {@link WebGPURenderer}.
  18128. *
  18129. * @type {number}
  18130. * @default 1
  18131. */
  18132. this.count = 1;
  18133. }
  18134. /**
  18135. * Computes intersection points between a casted ray and this sprite.
  18136. *
  18137. * @param {Raycaster} raycaster - The raycaster.
  18138. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18139. */
  18140. raycast( raycaster, intersects ) {
  18141. if ( raycaster.camera === null ) {
  18142. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18143. }
  18144. _worldScale.setFromMatrixScale( this.matrixWorld );
  18145. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18146. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18147. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18148. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18149. _worldScale.multiplyScalar( - _mvPosition.z );
  18150. }
  18151. const rotation = this.material.rotation;
  18152. let sin, cos;
  18153. if ( rotation !== 0 ) {
  18154. cos = Math.cos( rotation );
  18155. sin = Math.sin( rotation );
  18156. }
  18157. const center = this.center;
  18158. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18159. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18160. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18161. _uvA.set( 0, 0 );
  18162. _uvB.set( 1, 0 );
  18163. _uvC.set( 1, 1 );
  18164. // check first triangle
  18165. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18166. if ( intersect === null ) {
  18167. // check second triangle
  18168. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18169. _uvB.set( 0, 1 );
  18170. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18171. if ( intersect === null ) {
  18172. return;
  18173. }
  18174. }
  18175. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18176. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18177. intersects.push( {
  18178. distance: distance,
  18179. point: _intersectPoint.clone(),
  18180. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18181. face: null,
  18182. object: this
  18183. } );
  18184. }
  18185. copy( source, recursive ) {
  18186. super.copy( source, recursive );
  18187. if ( source.center !== undefined ) this.center.copy( source.center );
  18188. this.material = source.material;
  18189. return this;
  18190. }
  18191. }
  18192. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18193. // compute position in camera space
  18194. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18195. // to check if rotation is not zero
  18196. if ( sin !== undefined ) {
  18197. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18198. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18199. } else {
  18200. _rotatedPosition.copy( _alignedPosition );
  18201. }
  18202. vertexPosition.copy( mvPosition );
  18203. vertexPosition.x += _rotatedPosition.x;
  18204. vertexPosition.y += _rotatedPosition.y;
  18205. // transform to world space
  18206. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18207. }
  18208. const _v1$2 = /*@__PURE__*/ new Vector3();
  18209. const _v2$1 = /*@__PURE__*/ new Vector3();
  18210. /**
  18211. * A component for providing a basic Level of Detail (LOD) mechanism.
  18212. *
  18213. * Every LOD level is associated with an object, and rendering can be switched
  18214. * between them at the distances specified. Typically you would create, say,
  18215. * three meshes, one for far away (low detail), one for mid range (medium
  18216. * detail) and one for close up (high detail).
  18217. *
  18218. * ```js
  18219. * const lod = new THREE.LOD();
  18220. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18221. *
  18222. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18223. * for( let i = 0; i < 3; i++ ) {
  18224. *
  18225. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18226. * const mesh = new THREE.Mesh( geometry, material );
  18227. * lod.addLevel( mesh, i * 75 );
  18228. *
  18229. * }
  18230. *
  18231. * scene.add( lod );
  18232. * ```
  18233. *
  18234. * @augments Object3D
  18235. */
  18236. class LOD extends Object3D {
  18237. /**
  18238. * Constructs a new LOD.
  18239. */
  18240. constructor() {
  18241. super();
  18242. /**
  18243. * This flag can be used for type testing.
  18244. *
  18245. * @type {boolean}
  18246. * @readonly
  18247. * @default true
  18248. */
  18249. this.isLOD = true;
  18250. /**
  18251. * The current LOD index.
  18252. *
  18253. * @private
  18254. * @type {number}
  18255. * @default 0
  18256. */
  18257. this._currentLevel = 0;
  18258. this.type = 'LOD';
  18259. Object.defineProperties( this, {
  18260. /**
  18261. * This array holds the LOD levels.
  18262. *
  18263. * @name LOD#levels
  18264. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18265. */
  18266. levels: {
  18267. enumerable: true,
  18268. value: []
  18269. }
  18270. } );
  18271. /**
  18272. * Whether the LOD object is updated automatically by the renderer per frame
  18273. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18274. * render loop by yourself.
  18275. *
  18276. * @type {boolean}
  18277. * @default true
  18278. */
  18279. this.autoUpdate = true;
  18280. }
  18281. copy( source ) {
  18282. super.copy( source, false );
  18283. const levels = source.levels;
  18284. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18285. const level = levels[ i ];
  18286. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18287. }
  18288. this.autoUpdate = source.autoUpdate;
  18289. return this;
  18290. }
  18291. /**
  18292. * Adds a mesh that will display at a certain distance and greater. Typically
  18293. * the further away the distance, the lower the detail on the mesh.
  18294. *
  18295. * @param {Object3D} object - The 3D object to display at this level.
  18296. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18297. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18298. * @return {LOD} A reference to this instance.
  18299. */
  18300. addLevel( object, distance = 0, hysteresis = 0 ) {
  18301. distance = Math.abs( distance );
  18302. const levels = this.levels;
  18303. let l;
  18304. for ( l = 0; l < levels.length; l ++ ) {
  18305. if ( distance < levels[ l ].distance ) {
  18306. break;
  18307. }
  18308. }
  18309. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18310. this.add( object );
  18311. return this;
  18312. }
  18313. /**
  18314. * Removes an existing level, based on the distance from the camera.
  18315. * Returns `true` when the level has been removed. Otherwise `false`.
  18316. *
  18317. * @param {number} distance - Distance of the level to remove.
  18318. * @return {boolean} Whether the level has been removed or not.
  18319. */
  18320. removeLevel( distance ) {
  18321. const levels = this.levels;
  18322. for ( let i = 0; i < levels.length; i ++ ) {
  18323. if ( levels[ i ].distance === distance ) {
  18324. const removedElements = levels.splice( i, 1 );
  18325. this.remove( removedElements[ 0 ].object );
  18326. return true;
  18327. }
  18328. }
  18329. return false;
  18330. }
  18331. /**
  18332. * Returns the currently active LOD level index.
  18333. *
  18334. * @return {number} The current active LOD level index.
  18335. */
  18336. getCurrentLevel() {
  18337. return this._currentLevel;
  18338. }
  18339. /**
  18340. * Returns a reference to the first 3D object that is greater than
  18341. * the given distance.
  18342. *
  18343. * @param {number} distance - The LOD distance.
  18344. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18345. */
  18346. getObjectForDistance( distance ) {
  18347. const levels = this.levels;
  18348. if ( levels.length > 0 ) {
  18349. let i, l;
  18350. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18351. let levelDistance = levels[ i ].distance;
  18352. if ( levels[ i ].object.visible ) {
  18353. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18354. }
  18355. if ( distance < levelDistance ) {
  18356. break;
  18357. }
  18358. }
  18359. return levels[ i - 1 ].object;
  18360. }
  18361. return null;
  18362. }
  18363. /**
  18364. * Computes intersection points between a casted ray and this LOD.
  18365. *
  18366. * @param {Raycaster} raycaster - The raycaster.
  18367. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18368. */
  18369. raycast( raycaster, intersects ) {
  18370. const levels = this.levels;
  18371. if ( levels.length > 0 ) {
  18372. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18373. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18374. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18375. }
  18376. }
  18377. /**
  18378. * Updates the LOD by computing which LOD level should be visible according
  18379. * to the current distance of the given camera.
  18380. *
  18381. * @param {Camera} camera - The camera the scene is rendered with.
  18382. */
  18383. update( camera ) {
  18384. const levels = this.levels;
  18385. if ( levels.length > 1 ) {
  18386. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18387. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18388. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18389. levels[ 0 ].object.visible = true;
  18390. let i, l;
  18391. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18392. let levelDistance = levels[ i ].distance;
  18393. if ( levels[ i ].object.visible ) {
  18394. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18395. }
  18396. if ( distance >= levelDistance ) {
  18397. levels[ i - 1 ].object.visible = false;
  18398. levels[ i ].object.visible = true;
  18399. } else {
  18400. break;
  18401. }
  18402. }
  18403. this._currentLevel = i - 1;
  18404. for ( ; i < l; i ++ ) {
  18405. levels[ i ].object.visible = false;
  18406. }
  18407. }
  18408. }
  18409. toJSON( meta ) {
  18410. const data = super.toJSON( meta );
  18411. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18412. data.object.levels = [];
  18413. const levels = this.levels;
  18414. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18415. const level = levels[ i ];
  18416. data.object.levels.push( {
  18417. object: level.object.uuid,
  18418. distance: level.distance,
  18419. hysteresis: level.hysteresis
  18420. } );
  18421. }
  18422. return data;
  18423. }
  18424. }
  18425. const _basePosition = /*@__PURE__*/ new Vector3();
  18426. const _skinIndex = /*@__PURE__*/ new Vector4();
  18427. const _skinWeight = /*@__PURE__*/ new Vector4();
  18428. const _vector3 = /*@__PURE__*/ new Vector3();
  18429. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18430. const _vertex = /*@__PURE__*/ new Vector3();
  18431. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18432. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18433. const _ray$2 = /*@__PURE__*/ new Ray();
  18434. /**
  18435. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18436. * vertices of the geometry with skinning/skeleton animation.
  18437. *
  18438. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18439. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18440. * vertex to a certain extend.
  18441. *
  18442. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18443. * or {@link FBXLoader } import respective models.
  18444. *
  18445. * @augments Mesh
  18446. * @demo scenes/bones-browser.html
  18447. */
  18448. class SkinnedMesh extends Mesh {
  18449. /**
  18450. * Constructs a new skinned mesh.
  18451. *
  18452. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18453. * @param {Material|Array<Material>} [material] - The mesh material.
  18454. */
  18455. constructor( geometry, material ) {
  18456. super( geometry, material );
  18457. /**
  18458. * This flag can be used for type testing.
  18459. *
  18460. * @type {boolean}
  18461. * @readonly
  18462. * @default true
  18463. */
  18464. this.isSkinnedMesh = true;
  18465. this.type = 'SkinnedMesh';
  18466. /**
  18467. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18468. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18469. * across multiple skinned meshes.
  18470. *
  18471. * @type {(AttachedBindMode|DetachedBindMode)}
  18472. * @default AttachedBindMode
  18473. */
  18474. this.bindMode = AttachedBindMode;
  18475. /**
  18476. * The base matrix that is used for the bound bone transforms.
  18477. *
  18478. * @type {Matrix4}
  18479. */
  18480. this.bindMatrix = new Matrix4();
  18481. /**
  18482. * The base matrix that is used for resetting the bound bone transforms.
  18483. *
  18484. * @type {Matrix4}
  18485. */
  18486. this.bindMatrixInverse = new Matrix4();
  18487. /**
  18488. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18489. *
  18490. * @type {?Box3}
  18491. * @default null
  18492. */
  18493. this.boundingBox = null;
  18494. /**
  18495. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18496. *
  18497. * @type {?Sphere}
  18498. * @default null
  18499. */
  18500. this.boundingSphere = null;
  18501. }
  18502. /**
  18503. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18504. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18505. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18506. * the current animation state.
  18507. */
  18508. computeBoundingBox() {
  18509. const geometry = this.geometry;
  18510. if ( this.boundingBox === null ) {
  18511. this.boundingBox = new Box3();
  18512. }
  18513. this.boundingBox.makeEmpty();
  18514. const positionAttribute = geometry.getAttribute( 'position' );
  18515. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18516. this.getVertexPosition( i, _vertex );
  18517. this.boundingBox.expandByPoint( _vertex );
  18518. }
  18519. }
  18520. /**
  18521. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18522. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18523. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18524. * per frame in order to reflect the current animation state.
  18525. */
  18526. computeBoundingSphere() {
  18527. const geometry = this.geometry;
  18528. if ( this.boundingSphere === null ) {
  18529. this.boundingSphere = new Sphere();
  18530. }
  18531. this.boundingSphere.makeEmpty();
  18532. const positionAttribute = geometry.getAttribute( 'position' );
  18533. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18534. this.getVertexPosition( i, _vertex );
  18535. this.boundingSphere.expandByPoint( _vertex );
  18536. }
  18537. }
  18538. copy( source, recursive ) {
  18539. super.copy( source, recursive );
  18540. this.bindMode = source.bindMode;
  18541. this.bindMatrix.copy( source.bindMatrix );
  18542. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18543. this.skeleton = source.skeleton;
  18544. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18545. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18546. return this;
  18547. }
  18548. raycast( raycaster, intersects ) {
  18549. const material = this.material;
  18550. const matrixWorld = this.matrixWorld;
  18551. if ( material === undefined ) return;
  18552. // test with bounding sphere in world space
  18553. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18554. _sphere$5.copy( this.boundingSphere );
  18555. _sphere$5.applyMatrix4( matrixWorld );
  18556. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18557. // convert ray to local space of skinned mesh
  18558. _inverseMatrix$2.copy( matrixWorld ).invert();
  18559. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18560. // test with bounding box in local space
  18561. if ( this.boundingBox !== null ) {
  18562. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18563. }
  18564. // test for intersections with geometry
  18565. this._computeIntersections( raycaster, intersects, _ray$2 );
  18566. }
  18567. getVertexPosition( index, target ) {
  18568. super.getVertexPosition( index, target );
  18569. this.applyBoneTransform( index, target );
  18570. return target;
  18571. }
  18572. /**
  18573. * Binds the given skeleton to the skinned mesh.
  18574. *
  18575. * @param {Skeleton} skeleton - The skeleton to bind.
  18576. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18577. * the skinned mesh's world matrix will be used instead.
  18578. */
  18579. bind( skeleton, bindMatrix ) {
  18580. this.skeleton = skeleton;
  18581. if ( bindMatrix === undefined ) {
  18582. this.updateMatrixWorld( true );
  18583. this.skeleton.calculateInverses();
  18584. bindMatrix = this.matrixWorld;
  18585. }
  18586. this.bindMatrix.copy( bindMatrix );
  18587. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18588. }
  18589. /**
  18590. * This method sets the skinned mesh in the rest pose).
  18591. */
  18592. pose() {
  18593. this.skeleton.pose();
  18594. }
  18595. /**
  18596. * Normalizes the skin weights which are defined as a buffer attribute
  18597. * in the skinned mesh's geometry.
  18598. */
  18599. normalizeSkinWeights() {
  18600. const vector = new Vector4();
  18601. const skinWeight = this.geometry.attributes.skinWeight;
  18602. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18603. vector.fromBufferAttribute( skinWeight, i );
  18604. const scale = 1.0 / vector.manhattanLength();
  18605. if ( scale !== Infinity ) {
  18606. vector.multiplyScalar( scale );
  18607. } else {
  18608. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18609. }
  18610. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18611. }
  18612. }
  18613. updateMatrixWorld( force ) {
  18614. super.updateMatrixWorld( force );
  18615. if ( this.bindMode === AttachedBindMode ) {
  18616. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18617. } else if ( this.bindMode === DetachedBindMode ) {
  18618. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18619. } else {
  18620. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18621. }
  18622. }
  18623. /**
  18624. * Applies the bone transform associated with the given index to the given
  18625. * vertex position. Returns the updated vector.
  18626. *
  18627. * @param {number} index - The vertex index.
  18628. * @param {Vector3} target - The target object that is used to store the method's result.
  18629. * the skinned mesh's world matrix will be used instead.
  18630. * @return {Vector3} The updated vertex position.
  18631. */
  18632. applyBoneTransform( index, target ) {
  18633. const skeleton = this.skeleton;
  18634. const geometry = this.geometry;
  18635. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18636. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18637. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18638. target.set( 0, 0, 0 );
  18639. for ( let i = 0; i < 4; i ++ ) {
  18640. const weight = _skinWeight.getComponent( i );
  18641. if ( weight !== 0 ) {
  18642. const boneIndex = _skinIndex.getComponent( i );
  18643. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18644. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18645. }
  18646. }
  18647. return target.applyMatrix4( this.bindMatrixInverse );
  18648. }
  18649. }
  18650. /**
  18651. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18652. * the {@link SkinnedMesh}.
  18653. *
  18654. * ```js
  18655. * const root = new THREE.Bone();
  18656. * const child = new THREE.Bone();
  18657. *
  18658. * root.add( child );
  18659. * child.position.y = 5;
  18660. * ```
  18661. *
  18662. * @augments Object3D
  18663. */
  18664. class Bone extends Object3D {
  18665. /**
  18666. * Constructs a new bone.
  18667. */
  18668. constructor() {
  18669. super();
  18670. /**
  18671. * This flag can be used for type testing.
  18672. *
  18673. * @type {boolean}
  18674. * @readonly
  18675. * @default true
  18676. */
  18677. this.isBone = true;
  18678. this.type = 'Bone';
  18679. }
  18680. }
  18681. /**
  18682. * Creates a texture directly from raw buffer data.
  18683. *
  18684. * The interpretation of the data depends on type and format: If the type is
  18685. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18686. * texel data. If the format is `RGBAFormat`, data needs four values for
  18687. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18688. *
  18689. * @augments Texture
  18690. */
  18691. class DataTexture extends Texture {
  18692. /**
  18693. * Constructs a new data texture.
  18694. *
  18695. * @param {?TypedArray} [data=null] - The buffer data.
  18696. * @param {number} [width=1] - The width of the texture.
  18697. * @param {number} [height=1] - The height of the texture.
  18698. * @param {number} [format=RGBAFormat] - The texture format.
  18699. * @param {number} [type=UnsignedByteType] - The texture type.
  18700. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18701. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18702. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18703. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18704. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18705. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18706. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18707. */
  18708. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18709. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18710. /**
  18711. * This flag can be used for type testing.
  18712. *
  18713. * @type {boolean}
  18714. * @readonly
  18715. * @default true
  18716. */
  18717. this.isDataTexture = true;
  18718. /**
  18719. * The image definition of a data texture.
  18720. *
  18721. * @type {{data:TypedArray,width:number,height:number}}
  18722. */
  18723. this.image = { data: data, width: width, height: height };
  18724. /**
  18725. * Whether to generate mipmaps (if possible) for a texture.
  18726. *
  18727. * Overwritten and set to `false` by default.
  18728. *
  18729. * @type {boolean}
  18730. * @default false
  18731. */
  18732. this.generateMipmaps = false;
  18733. /**
  18734. * If set to `true`, the texture is flipped along the vertical axis when
  18735. * uploaded to the GPU.
  18736. *
  18737. * Overwritten and set to `false` by default.
  18738. *
  18739. * @type {boolean}
  18740. * @default false
  18741. */
  18742. this.flipY = false;
  18743. /**
  18744. * Specifies the alignment requirements for the start of each pixel row in memory.
  18745. *
  18746. * Overwritten and set to `1` by default.
  18747. *
  18748. * @type {boolean}
  18749. * @default 1
  18750. */
  18751. this.unpackAlignment = 1;
  18752. }
  18753. }
  18754. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18755. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18756. /**
  18757. * Class for representing the armatures in `three.js`. The skeleton
  18758. * is defined by a hierarchy of bones.
  18759. *
  18760. * ```js
  18761. * const bones = [];
  18762. *
  18763. * const shoulder = new THREE.Bone();
  18764. * const elbow = new THREE.Bone();
  18765. * const hand = new THREE.Bone();
  18766. *
  18767. * shoulder.add( elbow );
  18768. * elbow.add( hand );
  18769. *
  18770. * bones.push( shoulder , elbow, hand);
  18771. *
  18772. * shoulder.position.y = -5;
  18773. * elbow.position.y = 0;
  18774. * hand.position.y = 5;
  18775. *
  18776. * const armSkeleton = new THREE.Skeleton( bones );
  18777. * ```
  18778. */
  18779. class Skeleton {
  18780. /**
  18781. * Constructs a new skeleton.
  18782. *
  18783. * @param {Array<Bone>} [bones] - An array of bones.
  18784. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18785. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18786. */
  18787. constructor( bones = [], boneInverses = [] ) {
  18788. this.uuid = generateUUID();
  18789. /**
  18790. * An array of bones defining the skeleton.
  18791. *
  18792. * @type {Array<Bone>}
  18793. */
  18794. this.bones = bones.slice( 0 );
  18795. /**
  18796. * An array of bone inverse matrices.
  18797. *
  18798. * @type {Array<Matrix4>}
  18799. */
  18800. this.boneInverses = boneInverses;
  18801. /**
  18802. * An array buffer holding the bone data.
  18803. * Input data for {@link Skeleton#boneTexture}.
  18804. *
  18805. * @type {?Float32Array}
  18806. * @default null
  18807. */
  18808. this.boneMatrices = null;
  18809. /**
  18810. * A texture holding the bone data for use
  18811. * in the vertex shader.
  18812. *
  18813. * @type {?DataTexture}
  18814. * @default null
  18815. */
  18816. this.boneTexture = null;
  18817. this.init();
  18818. }
  18819. /**
  18820. * Initializes the skeleton. This method gets automatically called by the constructor
  18821. * but depending on how the skeleton is created it might be necessary to call this method
  18822. * manually.
  18823. */
  18824. init() {
  18825. const bones = this.bones;
  18826. const boneInverses = this.boneInverses;
  18827. this.boneMatrices = new Float32Array( bones.length * 16 );
  18828. // calculate inverse bone matrices if necessary
  18829. if ( boneInverses.length === 0 ) {
  18830. this.calculateInverses();
  18831. } else {
  18832. // handle special case
  18833. if ( bones.length !== boneInverses.length ) {
  18834. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18835. this.boneInverses = [];
  18836. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18837. this.boneInverses.push( new Matrix4() );
  18838. }
  18839. }
  18840. }
  18841. }
  18842. /**
  18843. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18844. * and fills it with new matrices.
  18845. */
  18846. calculateInverses() {
  18847. this.boneInverses.length = 0;
  18848. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18849. const inverse = new Matrix4();
  18850. if ( this.bones[ i ] ) {
  18851. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18852. }
  18853. this.boneInverses.push( inverse );
  18854. }
  18855. }
  18856. /**
  18857. * Resets the skeleton to the base pose.
  18858. */
  18859. pose() {
  18860. // recover the bind-time world matrices
  18861. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18862. const bone = this.bones[ i ];
  18863. if ( bone ) {
  18864. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18865. }
  18866. }
  18867. // compute the local matrices, positions, rotations and scales
  18868. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18869. const bone = this.bones[ i ];
  18870. if ( bone ) {
  18871. if ( bone.parent && bone.parent.isBone ) {
  18872. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18873. bone.matrix.multiply( bone.matrixWorld );
  18874. } else {
  18875. bone.matrix.copy( bone.matrixWorld );
  18876. }
  18877. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18878. }
  18879. }
  18880. }
  18881. /**
  18882. * Resets the skeleton to the base pose.
  18883. */
  18884. update() {
  18885. const bones = this.bones;
  18886. const boneInverses = this.boneInverses;
  18887. const boneMatrices = this.boneMatrices;
  18888. const boneTexture = this.boneTexture;
  18889. // flatten bone matrices to array
  18890. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18891. // compute the offset between the current and the original transform
  18892. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18893. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18894. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18895. }
  18896. if ( boneTexture !== null ) {
  18897. boneTexture.needsUpdate = true;
  18898. }
  18899. }
  18900. /**
  18901. * Returns a new skeleton with copied values from this instance.
  18902. *
  18903. * @return {Skeleton} A clone of this instance.
  18904. */
  18905. clone() {
  18906. return new Skeleton( this.bones, this.boneInverses );
  18907. }
  18908. /**
  18909. * Computes a data texture for passing bone data to the vertex shader.
  18910. *
  18911. * @return {Skeleton} A reference of this instance.
  18912. */
  18913. computeBoneTexture() {
  18914. // layout (1 matrix = 4 pixels)
  18915. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18916. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18917. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18918. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18919. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18920. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18921. size = Math.ceil( size / 4 ) * 4;
  18922. size = Math.max( size, 4 );
  18923. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18924. boneMatrices.set( this.boneMatrices ); // copy current values
  18925. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18926. boneTexture.needsUpdate = true;
  18927. this.boneMatrices = boneMatrices;
  18928. this.boneTexture = boneTexture;
  18929. return this;
  18930. }
  18931. /**
  18932. * Searches through the skeleton's bone array and returns the first with a
  18933. * matching name.
  18934. *
  18935. * @param {string} name - The name of the bone.
  18936. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18937. */
  18938. getBoneByName( name ) {
  18939. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18940. const bone = this.bones[ i ];
  18941. if ( bone.name === name ) {
  18942. return bone;
  18943. }
  18944. }
  18945. return undefined;
  18946. }
  18947. /**
  18948. * Frees the GPU-related resources allocated by this instance. Call this
  18949. * method whenever this instance is no longer used in your app.
  18950. */
  18951. dispose( ) {
  18952. if ( this.boneTexture !== null ) {
  18953. this.boneTexture.dispose();
  18954. this.boneTexture = null;
  18955. }
  18956. }
  18957. /**
  18958. * Setups the skeleton by the given JSON and bones.
  18959. *
  18960. * @param {Object} json - The skeleton as serialized JSON.
  18961. * @param {Object<string, Bone>} bones - An array of bones.
  18962. * @return {Skeleton} A reference of this instance.
  18963. */
  18964. fromJSON( json, bones ) {
  18965. this.uuid = json.uuid;
  18966. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18967. const uuid = json.bones[ i ];
  18968. let bone = bones[ uuid ];
  18969. if ( bone === undefined ) {
  18970. warn( 'Skeleton: No bone found with UUID:', uuid );
  18971. bone = new Bone();
  18972. }
  18973. this.bones.push( bone );
  18974. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18975. }
  18976. this.init();
  18977. return this;
  18978. }
  18979. /**
  18980. * Serializes the skeleton into JSON.
  18981. *
  18982. * @return {Object} A JSON object representing the serialized skeleton.
  18983. * @see {@link ObjectLoader#parse}
  18984. */
  18985. toJSON() {
  18986. const data = {
  18987. metadata: {
  18988. version: 4.7,
  18989. type: 'Skeleton',
  18990. generator: 'Skeleton.toJSON'
  18991. },
  18992. bones: [],
  18993. boneInverses: []
  18994. };
  18995. data.uuid = this.uuid;
  18996. const bones = this.bones;
  18997. const boneInverses = this.boneInverses;
  18998. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18999. const bone = bones[ i ];
  19000. data.bones.push( bone.uuid );
  19001. const boneInverse = boneInverses[ i ];
  19002. data.boneInverses.push( boneInverse.toArray() );
  19003. }
  19004. return data;
  19005. }
  19006. }
  19007. /**
  19008. * An instanced version of a buffer attribute.
  19009. *
  19010. * @augments BufferAttribute
  19011. */
  19012. class InstancedBufferAttribute extends BufferAttribute {
  19013. /**
  19014. * Constructs a new instanced buffer attribute.
  19015. *
  19016. * @param {TypedArray} array - The array holding the attribute data.
  19017. * @param {number} itemSize - The item size.
  19018. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  19019. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  19020. */
  19021. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  19022. super( array, itemSize, normalized );
  19023. /**
  19024. * This flag can be used for type testing.
  19025. *
  19026. * @type {boolean}
  19027. * @readonly
  19028. * @default true
  19029. */
  19030. this.isInstancedBufferAttribute = true;
  19031. /**
  19032. * Defines how often a value of this buffer attribute should be repeated. A
  19033. * value of one means that each value of the instanced attribute is used for
  19034. * a single instance. A value of two means that each value is used for two
  19035. * consecutive instances (and so on).
  19036. *
  19037. * @type {number}
  19038. * @default 1
  19039. */
  19040. this.meshPerAttribute = meshPerAttribute;
  19041. }
  19042. copy( source ) {
  19043. super.copy( source );
  19044. this.meshPerAttribute = source.meshPerAttribute;
  19045. return this;
  19046. }
  19047. toJSON() {
  19048. const data = super.toJSON();
  19049. data.meshPerAttribute = this.meshPerAttribute;
  19050. data.isInstancedBufferAttribute = true;
  19051. return data;
  19052. }
  19053. }
  19054. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  19055. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  19056. const _instanceIntersects = [];
  19057. const _box3 = /*@__PURE__*/ new Box3();
  19058. const _identity = /*@__PURE__*/ new Matrix4();
  19059. const _mesh$1 = /*@__PURE__*/ new Mesh();
  19060. const _sphere$4 = /*@__PURE__*/ new Sphere();
  19061. /**
  19062. * A special version of a mesh with instanced rendering support. Use
  19063. * this class if you have to render a large number of objects with the same
  19064. * geometry and material(s) but with different world transformations. The usage
  19065. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  19066. * improve the overall rendering performance in your application.
  19067. *
  19068. * @augments Mesh
  19069. */
  19070. class InstancedMesh extends Mesh {
  19071. /**
  19072. * Constructs a new instanced mesh.
  19073. *
  19074. * @param {BufferGeometry} [geometry] - The mesh geometry.
  19075. * @param {Material|Array<Material>} [material] - The mesh material.
  19076. * @param {number} count - The number of instances.
  19077. */
  19078. constructor( geometry, material, count ) {
  19079. super( geometry, material );
  19080. /**
  19081. * This flag can be used for type testing.
  19082. *
  19083. * @type {boolean}
  19084. * @readonly
  19085. * @default true
  19086. */
  19087. this.isInstancedMesh = true;
  19088. /**
  19089. * Represents the local transformation of all instances. You have to set its
  19090. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19091. * via {@link InstancedMesh#setMatrixAt}.
  19092. *
  19093. * @type {InstancedBufferAttribute}
  19094. */
  19095. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19096. /**
  19097. * Represents the color of all instances. You have to set its
  19098. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19099. * via {@link InstancedMesh#setColorAt}.
  19100. *
  19101. * @type {?InstancedBufferAttribute}
  19102. * @default null
  19103. */
  19104. this.instanceColor = null;
  19105. /**
  19106. * Represents the morph target weights of all instances. You have to set its
  19107. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19108. * via {@link InstancedMesh#setMorphAt}.
  19109. *
  19110. * @type {?DataTexture}
  19111. * @default null
  19112. */
  19113. this.morphTexture = null;
  19114. /**
  19115. * The number of instances.
  19116. *
  19117. * @type {number}
  19118. */
  19119. this.count = count;
  19120. /**
  19121. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19122. *
  19123. * @type {?Box3}
  19124. * @default null
  19125. */
  19126. this.boundingBox = null;
  19127. /**
  19128. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19129. *
  19130. * @type {?Sphere}
  19131. * @default null
  19132. */
  19133. this.boundingSphere = null;
  19134. for ( let i = 0; i < count; i ++ ) {
  19135. this.setMatrixAt( i, _identity );
  19136. }
  19137. }
  19138. /**
  19139. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19140. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19141. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19142. */
  19143. computeBoundingBox() {
  19144. const geometry = this.geometry;
  19145. const count = this.count;
  19146. if ( this.boundingBox === null ) {
  19147. this.boundingBox = new Box3();
  19148. }
  19149. if ( geometry.boundingBox === null ) {
  19150. geometry.computeBoundingBox();
  19151. }
  19152. this.boundingBox.makeEmpty();
  19153. for ( let i = 0; i < count; i ++ ) {
  19154. this.getMatrixAt( i, _instanceLocalMatrix );
  19155. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19156. this.boundingBox.union( _box3 );
  19157. }
  19158. }
  19159. /**
  19160. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19161. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19162. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19163. */
  19164. computeBoundingSphere() {
  19165. const geometry = this.geometry;
  19166. const count = this.count;
  19167. if ( this.boundingSphere === null ) {
  19168. this.boundingSphere = new Sphere();
  19169. }
  19170. if ( geometry.boundingSphere === null ) {
  19171. geometry.computeBoundingSphere();
  19172. }
  19173. this.boundingSphere.makeEmpty();
  19174. for ( let i = 0; i < count; i ++ ) {
  19175. this.getMatrixAt( i, _instanceLocalMatrix );
  19176. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19177. this.boundingSphere.union( _sphere$4 );
  19178. }
  19179. }
  19180. copy( source, recursive ) {
  19181. super.copy( source, recursive );
  19182. this.instanceMatrix.copy( source.instanceMatrix );
  19183. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19184. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19185. this.count = source.count;
  19186. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19187. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19188. return this;
  19189. }
  19190. /**
  19191. * Gets the color of the defined instance.
  19192. *
  19193. * @param {number} index - The instance index.
  19194. * @param {Color} color - The target object that is used to store the method's result.
  19195. */
  19196. getColorAt( index, color ) {
  19197. color.fromArray( this.instanceColor.array, index * 3 );
  19198. }
  19199. /**
  19200. * Gets the local transformation matrix of the defined instance.
  19201. *
  19202. * @param {number} index - The instance index.
  19203. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19204. */
  19205. getMatrixAt( index, matrix ) {
  19206. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19207. }
  19208. /**
  19209. * Gets the morph target weights of the defined instance.
  19210. *
  19211. * @param {number} index - The instance index.
  19212. * @param {Mesh} object - The target object that is used to store the method's result.
  19213. */
  19214. getMorphAt( index, object ) {
  19215. const objectInfluences = object.morphTargetInfluences;
  19216. const array = this.morphTexture.source.data.data;
  19217. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19218. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19219. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19220. objectInfluences[ i ] = array[ dataIndex + i ];
  19221. }
  19222. }
  19223. raycast( raycaster, intersects ) {
  19224. const matrixWorld = this.matrixWorld;
  19225. const raycastTimes = this.count;
  19226. _mesh$1.geometry = this.geometry;
  19227. _mesh$1.material = this.material;
  19228. if ( _mesh$1.material === undefined ) return;
  19229. // test with bounding sphere first
  19230. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19231. _sphere$4.copy( this.boundingSphere );
  19232. _sphere$4.applyMatrix4( matrixWorld );
  19233. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19234. // now test each instance
  19235. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19236. // calculate the world matrix for each instance
  19237. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19238. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19239. // the mesh represents this single instance
  19240. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19241. _mesh$1.raycast( raycaster, _instanceIntersects );
  19242. // process the result of raycast
  19243. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19244. const intersect = _instanceIntersects[ i ];
  19245. intersect.instanceId = instanceId;
  19246. intersect.object = this;
  19247. intersects.push( intersect );
  19248. }
  19249. _instanceIntersects.length = 0;
  19250. }
  19251. }
  19252. /**
  19253. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19254. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19255. *
  19256. * @param {number} index - The instance index.
  19257. * @param {Color} color - The instance color.
  19258. */
  19259. setColorAt( index, color ) {
  19260. if ( this.instanceColor === null ) {
  19261. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19262. }
  19263. color.toArray( this.instanceColor.array, index * 3 );
  19264. }
  19265. /**
  19266. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19267. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19268. *
  19269. * @param {number} index - The instance index.
  19270. * @param {Matrix4} matrix - The local transformation.
  19271. */
  19272. setMatrixAt( index, matrix ) {
  19273. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19274. }
  19275. /**
  19276. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19277. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19278. *
  19279. * @param {number} index - The instance index.
  19280. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19281. * of a single instance.
  19282. */
  19283. setMorphAt( index, object ) {
  19284. const objectInfluences = object.morphTargetInfluences;
  19285. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19286. if ( this.morphTexture === null ) {
  19287. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19288. }
  19289. const array = this.morphTexture.source.data.data;
  19290. let morphInfluencesSum = 0;
  19291. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19292. morphInfluencesSum += objectInfluences[ i ];
  19293. }
  19294. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19295. const dataIndex = len * index;
  19296. array[ dataIndex ] = morphBaseInfluence;
  19297. array.set( objectInfluences, dataIndex + 1 );
  19298. }
  19299. updateMorphTargets() {
  19300. }
  19301. /**
  19302. * Frees the GPU-related resources allocated by this instance. Call this
  19303. * method whenever this instance is no longer used in your app.
  19304. */
  19305. dispose() {
  19306. this.dispatchEvent( { type: 'dispose' } );
  19307. if ( this.morphTexture !== null ) {
  19308. this.morphTexture.dispose();
  19309. this.morphTexture = null;
  19310. }
  19311. }
  19312. }
  19313. const _vector1 = /*@__PURE__*/ new Vector3();
  19314. const _vector2 = /*@__PURE__*/ new Vector3();
  19315. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19316. /**
  19317. * A two dimensional surface that extends infinitely in 3D space, represented
  19318. * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html)
  19319. * by a unit length normal vector and a constant.
  19320. */
  19321. class Plane {
  19322. /**
  19323. * Constructs a new plane.
  19324. *
  19325. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19326. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19327. */
  19328. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19329. /**
  19330. * This flag can be used for type testing.
  19331. *
  19332. * @type {boolean}
  19333. * @readonly
  19334. * @default true
  19335. */
  19336. this.isPlane = true;
  19337. /**
  19338. * A unit length vector defining the normal of the plane.
  19339. *
  19340. * @type {Vector3}
  19341. */
  19342. this.normal = normal;
  19343. /**
  19344. * The signed distance from the origin to the plane.
  19345. *
  19346. * @type {number}
  19347. * @default 0
  19348. */
  19349. this.constant = constant;
  19350. }
  19351. /**
  19352. * Sets the plane components by copying the given values.
  19353. *
  19354. * @param {Vector3} normal - The normal.
  19355. * @param {number} constant - The constant.
  19356. * @return {Plane} A reference to this plane.
  19357. */
  19358. set( normal, constant ) {
  19359. this.normal.copy( normal );
  19360. this.constant = constant;
  19361. return this;
  19362. }
  19363. /**
  19364. * Sets the plane components by defining `x`, `y`, `z` as the
  19365. * plane normal and `w` as the constant.
  19366. *
  19367. * @param {number} x - The value for the normal's x component.
  19368. * @param {number} y - The value for the normal's y component.
  19369. * @param {number} z - The value for the normal's z component.
  19370. * @param {number} w - The constant value.
  19371. * @return {Plane} A reference to this plane.
  19372. */
  19373. setComponents( x, y, z, w ) {
  19374. this.normal.set( x, y, z );
  19375. this.constant = w;
  19376. return this;
  19377. }
  19378. /**
  19379. * Sets the plane from the given normal and coplanar point (that is a point
  19380. * that lies onto the plane).
  19381. *
  19382. * @param {Vector3} normal - The normal.
  19383. * @param {Vector3} point - A coplanar point.
  19384. * @return {Plane} A reference to this plane.
  19385. */
  19386. setFromNormalAndCoplanarPoint( normal, point ) {
  19387. this.normal.copy( normal );
  19388. this.constant = - point.dot( this.normal );
  19389. return this;
  19390. }
  19391. /**
  19392. * Sets the plane from three coplanar points. The winding order is
  19393. * assumed to be counter-clockwise, and determines the direction of
  19394. * the plane normal.
  19395. *
  19396. * @param {Vector3} a - The first coplanar point.
  19397. * @param {Vector3} b - The second coplanar point.
  19398. * @param {Vector3} c - The third coplanar point.
  19399. * @return {Plane} A reference to this plane.
  19400. */
  19401. setFromCoplanarPoints( a, b, c ) {
  19402. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19403. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19404. this.setFromNormalAndCoplanarPoint( normal, a );
  19405. return this;
  19406. }
  19407. /**
  19408. * Copies the values of the given plane to this instance.
  19409. *
  19410. * @param {Plane} plane - The plane to copy.
  19411. * @return {Plane} A reference to this plane.
  19412. */
  19413. copy( plane ) {
  19414. this.normal.copy( plane.normal );
  19415. this.constant = plane.constant;
  19416. return this;
  19417. }
  19418. /**
  19419. * Normalizes the plane normal and adjusts the constant accordingly.
  19420. *
  19421. * @return {Plane} A reference to this plane.
  19422. */
  19423. normalize() {
  19424. // Note: will lead to a divide by zero if the plane is invalid.
  19425. const inverseNormalLength = 1.0 / this.normal.length();
  19426. this.normal.multiplyScalar( inverseNormalLength );
  19427. this.constant *= inverseNormalLength;
  19428. return this;
  19429. }
  19430. /**
  19431. * Negates both the plane normal and the constant.
  19432. *
  19433. * @return {Plane} A reference to this plane.
  19434. */
  19435. negate() {
  19436. this.constant *= -1;
  19437. this.normal.negate();
  19438. return this;
  19439. }
  19440. /**
  19441. * Returns the signed distance from the given point to this plane.
  19442. *
  19443. * @param {Vector3} point - The point to compute the distance for.
  19444. * @return {number} The signed distance.
  19445. */
  19446. distanceToPoint( point ) {
  19447. return this.normal.dot( point ) + this.constant;
  19448. }
  19449. /**
  19450. * Returns the signed distance from the given sphere to this plane.
  19451. *
  19452. * @param {Sphere} sphere - The sphere to compute the distance for.
  19453. * @return {number} The signed distance.
  19454. */
  19455. distanceToSphere( sphere ) {
  19456. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19457. }
  19458. /**
  19459. * Projects a the given point onto the plane.
  19460. *
  19461. * @param {Vector3} point - The point to project.
  19462. * @param {Vector3} target - The target vector that is used to store the method's result.
  19463. * @return {Vector3} The projected point on the plane.
  19464. */
  19465. projectPoint( point, target ) {
  19466. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19467. }
  19468. /**
  19469. * Returns the intersection point of the passed line and the plane. Returns
  19470. * `null` if the line does not intersect. Returns the line's starting point if
  19471. * the line is coplanar with the plane.
  19472. *
  19473. * @param {Line3} line - The line to compute the intersection for.
  19474. * @param {Vector3} target - The target vector that is used to store the method's result.
  19475. * @return {?Vector3} The intersection point.
  19476. */
  19477. intersectLine( line, target ) {
  19478. const direction = line.delta( _vector1 );
  19479. const denominator = this.normal.dot( direction );
  19480. if ( denominator === 0 ) {
  19481. // line is coplanar, return origin
  19482. if ( this.distanceToPoint( line.start ) === 0 ) {
  19483. return target.copy( line.start );
  19484. }
  19485. // Unsure if this is the correct method to handle this case.
  19486. return null;
  19487. }
  19488. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19489. if ( t < 0 || t > 1 ) {
  19490. return null;
  19491. }
  19492. return target.copy( line.start ).addScaledVector( direction, t );
  19493. }
  19494. /**
  19495. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19496. *
  19497. * @param {Line3} line - The line to test.
  19498. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19499. */
  19500. intersectsLine( line ) {
  19501. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19502. const startSign = this.distanceToPoint( line.start );
  19503. const endSign = this.distanceToPoint( line.end );
  19504. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19505. }
  19506. /**
  19507. * Returns `true` if the given bounding box intersects with the plane.
  19508. *
  19509. * @param {Box3} box - The bounding box to test.
  19510. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19511. */
  19512. intersectsBox( box ) {
  19513. return box.intersectsPlane( this );
  19514. }
  19515. /**
  19516. * Returns `true` if the given bounding sphere intersects with the plane.
  19517. *
  19518. * @param {Sphere} sphere - The bounding sphere to test.
  19519. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19520. */
  19521. intersectsSphere( sphere ) {
  19522. return sphere.intersectsPlane( this );
  19523. }
  19524. /**
  19525. * Returns a coplanar vector to the plane, by calculating the
  19526. * projection of the normal at the origin onto the plane.
  19527. *
  19528. * @param {Vector3} target - The target vector that is used to store the method's result.
  19529. * @return {Vector3} The coplanar point.
  19530. */
  19531. coplanarPoint( target ) {
  19532. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19533. }
  19534. /**
  19535. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19536. *
  19537. * The optional normal matrix can be pre-computed like so:
  19538. * ```js
  19539. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19540. * ```
  19541. *
  19542. * @param {Matrix4} matrix - The transformation matrix.
  19543. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19544. * @return {Plane} A reference to this plane.
  19545. */
  19546. applyMatrix4( matrix, optionalNormalMatrix ) {
  19547. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19548. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19549. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19550. this.constant = - referencePoint.dot( normal );
  19551. return this;
  19552. }
  19553. /**
  19554. * Translates the plane by the distance defined by the given offset vector.
  19555. * Note that this only affects the plane constant and will not affect the normal vector.
  19556. *
  19557. * @param {Vector3} offset - The offset vector.
  19558. * @return {Plane} A reference to this plane.
  19559. */
  19560. translate( offset ) {
  19561. this.constant -= offset.dot( this.normal );
  19562. return this;
  19563. }
  19564. /**
  19565. * Returns `true` if this plane is equal with the given one.
  19566. *
  19567. * @param {Plane} plane - The plane to test for equality.
  19568. * @return {boolean} Whether this plane is equal with the given one.
  19569. */
  19570. equals( plane ) {
  19571. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19572. }
  19573. /**
  19574. * Returns a new plane with copied values from this instance.
  19575. *
  19576. * @return {Plane} A clone of this instance.
  19577. */
  19578. clone() {
  19579. return new this.constructor().copy( this );
  19580. }
  19581. }
  19582. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19583. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19584. const _vector$6 = /*@__PURE__*/ new Vector3();
  19585. /**
  19586. * Frustums are used to determine what is inside the camera's field of view.
  19587. * They help speed up the rendering process - objects which lie outside a camera's
  19588. * frustum can safely be excluded from rendering.
  19589. *
  19590. * This class is mainly intended for use internally by a renderer.
  19591. */
  19592. class Frustum {
  19593. /**
  19594. * Constructs a new frustum.
  19595. *
  19596. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19597. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19598. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19599. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19600. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19601. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19602. */
  19603. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19604. /**
  19605. * This array holds the planes that enclose the frustum.
  19606. *
  19607. * @type {Array<Plane>}
  19608. */
  19609. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19610. }
  19611. /**
  19612. * Sets the frustum planes by copying the given planes.
  19613. *
  19614. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19615. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19616. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19617. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19618. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19619. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19620. * @return {Frustum} A reference to this frustum.
  19621. */
  19622. set( p0, p1, p2, p3, p4, p5 ) {
  19623. const planes = this.planes;
  19624. planes[ 0 ].copy( p0 );
  19625. planes[ 1 ].copy( p1 );
  19626. planes[ 2 ].copy( p2 );
  19627. planes[ 3 ].copy( p3 );
  19628. planes[ 4 ].copy( p4 );
  19629. planes[ 5 ].copy( p5 );
  19630. return this;
  19631. }
  19632. /**
  19633. * Copies the values of the given frustum to this instance.
  19634. *
  19635. * @param {Frustum} frustum - The frustum to copy.
  19636. * @return {Frustum} A reference to this frustum.
  19637. */
  19638. copy( frustum ) {
  19639. const planes = this.planes;
  19640. for ( let i = 0; i < 6; i ++ ) {
  19641. planes[ i ].copy( frustum.planes[ i ] );
  19642. }
  19643. return this;
  19644. }
  19645. /**
  19646. * Sets the frustum planes from the given projection matrix.
  19647. *
  19648. * @param {Matrix4} m - The projection matrix.
  19649. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19650. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19651. * @return {Frustum} A reference to this frustum.
  19652. */
  19653. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19654. const planes = this.planes;
  19655. const me = m.elements;
  19656. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19657. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19658. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19659. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19660. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19661. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19662. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19663. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19664. if ( reversedDepth ) {
  19665. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19666. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19667. } else {
  19668. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19669. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19670. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19671. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19672. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19673. } else {
  19674. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19675. }
  19676. }
  19677. return this;
  19678. }
  19679. /**
  19680. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19681. *
  19682. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19683. *
  19684. * @param {Object3D} object - The 3D object to test.
  19685. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19686. */
  19687. intersectsObject( object ) {
  19688. if ( object.boundingSphere !== undefined ) {
  19689. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19690. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19691. } else {
  19692. const geometry = object.geometry;
  19693. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19694. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19695. }
  19696. return this.intersectsSphere( _sphere$3 );
  19697. }
  19698. /**
  19699. * Returns `true` if the given sprite is intersecting this frustum.
  19700. *
  19701. * @param {Sprite} sprite - The sprite to test.
  19702. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19703. */
  19704. intersectsSprite( sprite ) {
  19705. _sphere$3.center.set( 0, 0, 0 );
  19706. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19707. _sphere$3.radius = 0.7071067811865476 + offset;
  19708. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19709. return this.intersectsSphere( _sphere$3 );
  19710. }
  19711. /**
  19712. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19713. *
  19714. * @param {Sphere} sphere - The bounding sphere to test.
  19715. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19716. */
  19717. intersectsSphere( sphere ) {
  19718. const planes = this.planes;
  19719. const center = sphere.center;
  19720. const negRadius = - sphere.radius;
  19721. for ( let i = 0; i < 6; i ++ ) {
  19722. const distance = planes[ i ].distanceToPoint( center );
  19723. if ( distance < negRadius ) {
  19724. return false;
  19725. }
  19726. }
  19727. return true;
  19728. }
  19729. /**
  19730. * Returns `true` if the given bounding box is intersecting this frustum.
  19731. *
  19732. * @param {Box3} box - The bounding box to test.
  19733. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19734. */
  19735. intersectsBox( box ) {
  19736. const planes = this.planes;
  19737. for ( let i = 0; i < 6; i ++ ) {
  19738. const plane = planes[ i ];
  19739. // corner at max distance
  19740. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19741. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19742. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19743. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19744. return false;
  19745. }
  19746. }
  19747. return true;
  19748. }
  19749. /**
  19750. * Returns `true` if the given point lies within the frustum.
  19751. *
  19752. * @param {Vector3} point - The point to test.
  19753. * @return {boolean} Whether the point lies within this frustum or not.
  19754. */
  19755. containsPoint( point ) {
  19756. const planes = this.planes;
  19757. for ( let i = 0; i < 6; i ++ ) {
  19758. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19759. return false;
  19760. }
  19761. }
  19762. return true;
  19763. }
  19764. /**
  19765. * Returns a new frustum with copied values from this instance.
  19766. *
  19767. * @return {Frustum} A clone of this instance.
  19768. */
  19769. clone() {
  19770. return new this.constructor().copy( this );
  19771. }
  19772. }
  19773. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19774. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19775. /**
  19776. * FrustumArray is used to determine if an object is visible in at least one camera
  19777. * from an array of cameras. This is particularly useful for multi-view renderers.
  19778. */
  19779. class FrustumArray {
  19780. /**
  19781. * Constructs a new frustum array.
  19782. *
  19783. */
  19784. constructor() {
  19785. /**
  19786. * The coordinate system to use.
  19787. *
  19788. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19789. * @default WebGLCoordinateSystem
  19790. */
  19791. this.coordinateSystem = WebGLCoordinateSystem;
  19792. }
  19793. /**
  19794. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19795. * from the camera array.
  19796. *
  19797. * @param {Object3D} object - The 3D object to test.
  19798. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19799. * @return {boolean} Whether the 3D object is visible in any camera.
  19800. */
  19801. intersectsObject( object, cameraArray ) {
  19802. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19803. return false;
  19804. }
  19805. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19806. const camera = cameraArray.cameras[ i ];
  19807. _projScreenMatrix$2.multiplyMatrices(
  19808. camera.projectionMatrix,
  19809. camera.matrixWorldInverse
  19810. );
  19811. _frustum$1.setFromProjectionMatrix(
  19812. _projScreenMatrix$2,
  19813. camera.coordinateSystem,
  19814. camera.reversedDepth
  19815. );
  19816. if ( _frustum$1.intersectsObject( object ) ) {
  19817. return true; // Object is visible in at least one camera
  19818. }
  19819. }
  19820. return false; // Not visible in any camera
  19821. }
  19822. /**
  19823. * Returns `true` if the given sprite is intersecting any frustum
  19824. * from the camera array.
  19825. *
  19826. * @param {Sprite} sprite - The sprite to test.
  19827. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19828. * @return {boolean} Whether the sprite is visible in any camera.
  19829. */
  19830. intersectsSprite( sprite, cameraArray ) {
  19831. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19832. return false;
  19833. }
  19834. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19835. const camera = cameraArray.cameras[ i ];
  19836. _projScreenMatrix$2.multiplyMatrices(
  19837. camera.projectionMatrix,
  19838. camera.matrixWorldInverse
  19839. );
  19840. _frustum$1.setFromProjectionMatrix(
  19841. _projScreenMatrix$2,
  19842. camera.coordinateSystem,
  19843. camera.reversedDepth
  19844. );
  19845. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19846. return true; // Sprite is visible in at least one camera
  19847. }
  19848. }
  19849. return false; // Not visible in any camera
  19850. }
  19851. /**
  19852. * Returns `true` if the given bounding sphere is intersecting any frustum
  19853. * from the camera array.
  19854. *
  19855. * @param {Sphere} sphere - The bounding sphere to test.
  19856. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19857. * @return {boolean} Whether the sphere is visible in any camera.
  19858. */
  19859. intersectsSphere( sphere, cameraArray ) {
  19860. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19861. return false;
  19862. }
  19863. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19864. const camera = cameraArray.cameras[ i ];
  19865. _projScreenMatrix$2.multiplyMatrices(
  19866. camera.projectionMatrix,
  19867. camera.matrixWorldInverse
  19868. );
  19869. _frustum$1.setFromProjectionMatrix(
  19870. _projScreenMatrix$2,
  19871. camera.coordinateSystem,
  19872. camera.reversedDepth
  19873. );
  19874. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19875. return true; // Sphere is visible in at least one camera
  19876. }
  19877. }
  19878. return false; // Not visible in any camera
  19879. }
  19880. /**
  19881. * Returns `true` if the given bounding box is intersecting any frustum
  19882. * from the camera array.
  19883. *
  19884. * @param {Box3} box - The bounding box to test.
  19885. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19886. * @return {boolean} Whether the box is visible in any camera.
  19887. */
  19888. intersectsBox( box, cameraArray ) {
  19889. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19890. return false;
  19891. }
  19892. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19893. const camera = cameraArray.cameras[ i ];
  19894. _projScreenMatrix$2.multiplyMatrices(
  19895. camera.projectionMatrix,
  19896. camera.matrixWorldInverse
  19897. );
  19898. _frustum$1.setFromProjectionMatrix(
  19899. _projScreenMatrix$2,
  19900. camera.coordinateSystem,
  19901. camera.reversedDepth
  19902. );
  19903. if ( _frustum$1.intersectsBox( box ) ) {
  19904. return true; // Box is visible in at least one camera
  19905. }
  19906. }
  19907. return false; // Not visible in any camera
  19908. }
  19909. /**
  19910. * Returns `true` if the given point lies within any frustum
  19911. * from the camera array.
  19912. *
  19913. * @param {Vector3} point - The point to test.
  19914. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19915. * @return {boolean} Whether the point is visible in any camera.
  19916. */
  19917. containsPoint( point, cameraArray ) {
  19918. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19919. return false;
  19920. }
  19921. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19922. const camera = cameraArray.cameras[ i ];
  19923. _projScreenMatrix$2.multiplyMatrices(
  19924. camera.projectionMatrix,
  19925. camera.matrixWorldInverse
  19926. );
  19927. _frustum$1.setFromProjectionMatrix(
  19928. _projScreenMatrix$2,
  19929. camera.coordinateSystem,
  19930. camera.reversedDepth
  19931. );
  19932. if ( _frustum$1.containsPoint( point ) ) {
  19933. return true; // Point is visible in at least one camera
  19934. }
  19935. }
  19936. return false; // Not visible in any camera
  19937. }
  19938. /**
  19939. * Returns a new frustum array with copied values from this instance.
  19940. *
  19941. * @return {FrustumArray} A clone of this instance.
  19942. */
  19943. clone() {
  19944. return new FrustumArray();
  19945. }
  19946. }
  19947. function ascIdSort( a, b ) {
  19948. return a - b;
  19949. }
  19950. function sortOpaque( a, b ) {
  19951. return a.z - b.z;
  19952. }
  19953. function sortTransparent( a, b ) {
  19954. return b.z - a.z;
  19955. }
  19956. class MultiDrawRenderList {
  19957. constructor() {
  19958. this.index = 0;
  19959. this.pool = [];
  19960. this.list = [];
  19961. }
  19962. push( start, count, z, index ) {
  19963. const pool = this.pool;
  19964. const list = this.list;
  19965. if ( this.index >= pool.length ) {
  19966. pool.push( {
  19967. start: -1,
  19968. count: -1,
  19969. z: -1,
  19970. index: -1,
  19971. } );
  19972. }
  19973. const item = pool[ this.index ];
  19974. list.push( item );
  19975. this.index ++;
  19976. item.start = start;
  19977. item.count = count;
  19978. item.z = z;
  19979. item.index = index;
  19980. }
  19981. reset() {
  19982. this.list.length = 0;
  19983. this.index = 0;
  19984. }
  19985. }
  19986. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19987. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19988. const _frustum = /*@__PURE__*/ new Frustum();
  19989. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19990. const _box$1 = /*@__PURE__*/ new Box3();
  19991. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19992. const _vector$5 = /*@__PURE__*/ new Vector3();
  19993. const _forward$1 = /*@__PURE__*/ new Vector3();
  19994. const _temp = /*@__PURE__*/ new Vector3();
  19995. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19996. const _mesh = /*@__PURE__*/ new Mesh();
  19997. const _batchIntersects = [];
  19998. // copies data from attribute "src" into "target" starting at "targetOffset"
  19999. function copyAttributeData( src, target, targetOffset = 0 ) {
  20000. const itemSize = target.itemSize;
  20001. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  20002. // use the component getters and setters if the array data cannot
  20003. // be copied directly
  20004. const vertexCount = src.count;
  20005. for ( let i = 0; i < vertexCount; i ++ ) {
  20006. for ( let c = 0; c < itemSize; c ++ ) {
  20007. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  20008. }
  20009. }
  20010. } else {
  20011. // faster copy approach using typed array set function
  20012. target.array.set( src.array, targetOffset * itemSize );
  20013. }
  20014. target.needsUpdate = true;
  20015. }
  20016. // safely copies array contents to a potentially smaller array
  20017. function copyArrayContents( src, target ) {
  20018. if ( src.constructor !== target.constructor ) {
  20019. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  20020. const len = Math.min( src.length, target.length );
  20021. for ( let i = 0; i < len; i ++ ) {
  20022. target[ i ] = src[ i ];
  20023. }
  20024. } else {
  20025. // if the arrays use the same data layout we can use a fast block copy
  20026. const len = Math.min( src.length, target.length );
  20027. target.set( new src.constructor( src.buffer, 0, len ) );
  20028. }
  20029. }
  20030. /**
  20031. * A special version of a mesh with multi draw batch rendering support. Use
  20032. * this class if you have to render a large number of objects with the same
  20033. * material but with different geometries or world transformations. The usage of
  20034. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  20035. * rendering performance in your application.
  20036. *
  20037. * ```js
  20038. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  20039. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  20040. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  20041. *
  20042. * // initialize and add geometries into the batched mesh
  20043. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  20044. * const boxGeometryId = batchedMesh.addGeometry( box );
  20045. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  20046. *
  20047. * // create instances of those geometries
  20048. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  20049. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  20050. *
  20051. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  20052. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  20053. *
  20054. * // position the geometries
  20055. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  20056. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  20057. *
  20058. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  20059. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  20060. *
  20061. * scene.add( batchedMesh );
  20062. * ```
  20063. *
  20064. * @augments Mesh
  20065. */
  20066. class BatchedMesh extends Mesh {
  20067. /**
  20068. * Constructs a new batched mesh.
  20069. *
  20070. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  20071. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  20072. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  20073. * @param {Material|Array<Material>} [material] - The mesh material.
  20074. */
  20075. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  20076. super( new BufferGeometry(), material );
  20077. /**
  20078. * This flag can be used for type testing.
  20079. *
  20080. * @type {boolean}
  20081. * @readonly
  20082. * @default true
  20083. */
  20084. this.isBatchedMesh = true;
  20085. /**
  20086. * When set ot `true`, the individual objects of a batch are frustum culled.
  20087. *
  20088. * @type {boolean}
  20089. * @default true
  20090. */
  20091. this.perObjectFrustumCulled = true;
  20092. /**
  20093. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20094. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20095. * rendered front to back.
  20096. *
  20097. * @type {boolean}
  20098. * @default true
  20099. */
  20100. this.sortObjects = true;
  20101. /**
  20102. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20103. *
  20104. * @type {?Box3}
  20105. * @default null
  20106. */
  20107. this.boundingBox = null;
  20108. /**
  20109. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20110. *
  20111. * @type {?Sphere}
  20112. * @default null
  20113. */
  20114. this.boundingSphere = null;
  20115. /**
  20116. * Takes a sort a function that is run before render. The function takes a list of instances to
  20117. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20118. * sort with.
  20119. *
  20120. * @type {?Function}
  20121. * @default null
  20122. */
  20123. this.customSort = null;
  20124. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20125. this._instanceInfo = [];
  20126. this._geometryInfo = [];
  20127. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20128. this._availableInstanceIds = [];
  20129. this._availableGeometryIds = [];
  20130. // used to track where the next point is that geometry should be inserted
  20131. this._nextIndexStart = 0;
  20132. this._nextVertexStart = 0;
  20133. this._geometryCount = 0;
  20134. // flags
  20135. this._visibilityChanged = true;
  20136. this._geometryInitialized = false;
  20137. // cached user options
  20138. this._maxInstanceCount = maxInstanceCount;
  20139. this._maxVertexCount = maxVertexCount;
  20140. this._maxIndexCount = maxIndexCount;
  20141. // buffers for multi draw
  20142. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20143. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20144. this._multiDrawCount = 0;
  20145. this._multiDrawInstances = null;
  20146. // Local matrix per geometry by using data texture
  20147. this._matricesTexture = null;
  20148. this._indirectTexture = null;
  20149. this._colorsTexture = null;
  20150. this._initMatricesTexture();
  20151. this._initIndirectTexture();
  20152. }
  20153. /**
  20154. * The maximum number of individual instances that can be stored in the batch.
  20155. *
  20156. * @type {number}
  20157. * @readonly
  20158. */
  20159. get maxInstanceCount() {
  20160. return this._maxInstanceCount;
  20161. }
  20162. /**
  20163. * The instance count.
  20164. *
  20165. * @type {number}
  20166. * @readonly
  20167. */
  20168. get instanceCount() {
  20169. return this._instanceInfo.length - this._availableInstanceIds.length;
  20170. }
  20171. /**
  20172. * The number of unused vertices.
  20173. *
  20174. * @type {number}
  20175. * @readonly
  20176. */
  20177. get unusedVertexCount() {
  20178. return this._maxVertexCount - this._nextVertexStart;
  20179. }
  20180. /**
  20181. * The number of unused indices.
  20182. *
  20183. * @type {number}
  20184. * @readonly
  20185. */
  20186. get unusedIndexCount() {
  20187. return this._maxIndexCount - this._nextIndexStart;
  20188. }
  20189. _initMatricesTexture() {
  20190. // layout (1 matrix = 4 pixels)
  20191. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20192. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20193. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20194. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20195. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20196. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20197. size = Math.ceil( size / 4 ) * 4;
  20198. size = Math.max( size, 4 );
  20199. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20200. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20201. this._matricesTexture = matricesTexture;
  20202. }
  20203. _initIndirectTexture() {
  20204. let size = Math.sqrt( this._maxInstanceCount );
  20205. size = Math.ceil( size );
  20206. const indirectArray = new Uint32Array( size * size );
  20207. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20208. this._indirectTexture = indirectTexture;
  20209. }
  20210. _initColorsTexture() {
  20211. let size = Math.sqrt( this._maxInstanceCount );
  20212. size = Math.ceil( size );
  20213. // 4 floats per RGBA pixel initialized to white
  20214. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20215. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20216. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20217. this._colorsTexture = colorsTexture;
  20218. }
  20219. _initializeGeometry( reference ) {
  20220. const geometry = this.geometry;
  20221. const maxVertexCount = this._maxVertexCount;
  20222. const maxIndexCount = this._maxIndexCount;
  20223. if ( this._geometryInitialized === false ) {
  20224. for ( const attributeName in reference.attributes ) {
  20225. const srcAttribute = reference.getAttribute( attributeName );
  20226. const { array, itemSize, normalized } = srcAttribute;
  20227. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20228. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20229. geometry.setAttribute( attributeName, dstAttribute );
  20230. }
  20231. if ( reference.getIndex() !== null ) {
  20232. // Reserve last u16 index for primitive restart.
  20233. const indexArray = maxVertexCount > 65535
  20234. ? new Uint32Array( maxIndexCount )
  20235. : new Uint16Array( maxIndexCount );
  20236. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20237. }
  20238. this._geometryInitialized = true;
  20239. }
  20240. }
  20241. // Make sure the geometry is compatible with the existing combined geometry attributes
  20242. _validateGeometry( geometry ) {
  20243. // check to ensure the geometries are using consistent attributes and indices
  20244. const batchGeometry = this.geometry;
  20245. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20246. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20247. }
  20248. for ( const attributeName in batchGeometry.attributes ) {
  20249. if ( ! geometry.hasAttribute( attributeName ) ) {
  20250. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20251. }
  20252. const srcAttribute = geometry.getAttribute( attributeName );
  20253. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20254. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20255. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20256. }
  20257. }
  20258. }
  20259. /**
  20260. * Validates the instance defined by the given ID.
  20261. *
  20262. * @param {number} instanceId - The instance to validate.
  20263. */
  20264. validateInstanceId( instanceId ) {
  20265. const instanceInfo = this._instanceInfo;
  20266. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20267. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20268. }
  20269. }
  20270. /**
  20271. * Validates the geometry defined by the given ID.
  20272. *
  20273. * @param {number} geometryId - The geometry to validate.
  20274. */
  20275. validateGeometryId( geometryId ) {
  20276. const geometryInfoList = this._geometryInfo;
  20277. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20278. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20279. }
  20280. }
  20281. /**
  20282. * Takes a sort a function that is run before render. The function takes a list of instances to
  20283. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20284. *
  20285. * @param {Function} func - The custom sort function.
  20286. * @return {BatchedMesh} A reference to this batched mesh.
  20287. */
  20288. setCustomSort( func ) {
  20289. this.customSort = func;
  20290. return this;
  20291. }
  20292. /**
  20293. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20294. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20295. * otherwise they are `null`.
  20296. */
  20297. computeBoundingBox() {
  20298. if ( this.boundingBox === null ) {
  20299. this.boundingBox = new Box3();
  20300. }
  20301. const boundingBox = this.boundingBox;
  20302. const instanceInfo = this._instanceInfo;
  20303. boundingBox.makeEmpty();
  20304. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20305. if ( instanceInfo[ i ].active === false ) continue;
  20306. const geometryId = instanceInfo[ i ].geometryIndex;
  20307. this.getMatrixAt( i, _matrix$1 );
  20308. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20309. boundingBox.union( _box$1 );
  20310. }
  20311. }
  20312. /**
  20313. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20314. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20315. * otherwise they are `null`.
  20316. */
  20317. computeBoundingSphere() {
  20318. if ( this.boundingSphere === null ) {
  20319. this.boundingSphere = new Sphere();
  20320. }
  20321. const boundingSphere = this.boundingSphere;
  20322. const instanceInfo = this._instanceInfo;
  20323. boundingSphere.makeEmpty();
  20324. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20325. if ( instanceInfo[ i ].active === false ) continue;
  20326. const geometryId = instanceInfo[ i ].geometryIndex;
  20327. this.getMatrixAt( i, _matrix$1 );
  20328. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20329. boundingSphere.union( _sphere$2 );
  20330. }
  20331. }
  20332. /**
  20333. * Adds a new instance to the batch using the geometry of the given ID and returns
  20334. * a new id referring to the new instance to be used by other functions.
  20335. *
  20336. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20337. * @return {number} The instance ID.
  20338. */
  20339. addInstance( geometryId ) {
  20340. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20341. // ensure we're not over geometry
  20342. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20343. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20344. }
  20345. const instanceInfo = {
  20346. visible: true,
  20347. active: true,
  20348. geometryIndex: geometryId,
  20349. };
  20350. let drawId = null;
  20351. // Prioritize using previously freed instance ids
  20352. if ( this._availableInstanceIds.length > 0 ) {
  20353. this._availableInstanceIds.sort( ascIdSort );
  20354. drawId = this._availableInstanceIds.shift();
  20355. this._instanceInfo[ drawId ] = instanceInfo;
  20356. } else {
  20357. drawId = this._instanceInfo.length;
  20358. this._instanceInfo.push( instanceInfo );
  20359. }
  20360. const matricesTexture = this._matricesTexture;
  20361. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20362. matricesTexture.needsUpdate = true;
  20363. const colorsTexture = this._colorsTexture;
  20364. if ( colorsTexture ) {
  20365. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20366. colorsTexture.needsUpdate = true;
  20367. }
  20368. this._visibilityChanged = true;
  20369. return drawId;
  20370. }
  20371. /**
  20372. * Adds the given geometry to the batch and returns the associated
  20373. * geometry id referring to it to be used in other functions.
  20374. *
  20375. * @param {BufferGeometry} geometry - The geometry to add.
  20376. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20377. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20378. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20379. * Defaults to the length of the given geometry vertex buffer.
  20380. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20381. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20382. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20383. * the length of the given geometry index buffer.
  20384. * @return {number} The geometry ID.
  20385. */
  20386. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20387. this._initializeGeometry( geometry );
  20388. this._validateGeometry( geometry );
  20389. const geometryInfo = {
  20390. // geometry information
  20391. vertexStart: -1,
  20392. vertexCount: -1,
  20393. reservedVertexCount: -1,
  20394. indexStart: -1,
  20395. indexCount: -1,
  20396. reservedIndexCount: -1,
  20397. // draw range information
  20398. start: -1,
  20399. count: -1,
  20400. // state
  20401. boundingBox: null,
  20402. boundingSphere: null,
  20403. active: true,
  20404. };
  20405. const geometryInfoList = this._geometryInfo;
  20406. geometryInfo.vertexStart = this._nextVertexStart;
  20407. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20408. const index = geometry.getIndex();
  20409. const hasIndex = index !== null;
  20410. if ( hasIndex ) {
  20411. geometryInfo.indexStart = this._nextIndexStart;
  20412. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20413. }
  20414. if (
  20415. geometryInfo.indexStart !== -1 &&
  20416. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20417. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20418. ) {
  20419. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20420. }
  20421. // update id
  20422. let geometryId;
  20423. if ( this._availableGeometryIds.length > 0 ) {
  20424. this._availableGeometryIds.sort( ascIdSort );
  20425. geometryId = this._availableGeometryIds.shift();
  20426. geometryInfoList[ geometryId ] = geometryInfo;
  20427. } else {
  20428. geometryId = this._geometryCount;
  20429. this._geometryCount ++;
  20430. geometryInfoList.push( geometryInfo );
  20431. }
  20432. // update the geometry
  20433. this.setGeometryAt( geometryId, geometry );
  20434. // increment the next geometry position
  20435. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20436. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20437. return geometryId;
  20438. }
  20439. /**
  20440. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20441. * is not enough space reserved for geometry. Calling this will change all instances that are
  20442. * rendering that geometry.
  20443. *
  20444. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20445. * @param {BufferGeometry} geometry - The new geometry.
  20446. * @return {number} The geometry ID.
  20447. */
  20448. setGeometryAt( geometryId, geometry ) {
  20449. if ( geometryId >= this._geometryCount ) {
  20450. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20451. }
  20452. this._validateGeometry( geometry );
  20453. const batchGeometry = this.geometry;
  20454. const hasIndex = batchGeometry.getIndex() !== null;
  20455. const dstIndex = batchGeometry.getIndex();
  20456. const srcIndex = geometry.getIndex();
  20457. const geometryInfo = this._geometryInfo[ geometryId ];
  20458. if (
  20459. hasIndex &&
  20460. srcIndex.count > geometryInfo.reservedIndexCount ||
  20461. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20462. ) {
  20463. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20464. }
  20465. // copy geometry buffer data over
  20466. const vertexStart = geometryInfo.vertexStart;
  20467. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20468. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20469. for ( const attributeName in batchGeometry.attributes ) {
  20470. // copy attribute data
  20471. const srcAttribute = geometry.getAttribute( attributeName );
  20472. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20473. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20474. // fill the rest in with zeroes
  20475. const itemSize = srcAttribute.itemSize;
  20476. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20477. const index = vertexStart + i;
  20478. for ( let c = 0; c < itemSize; c ++ ) {
  20479. dstAttribute.setComponent( index, c, 0 );
  20480. }
  20481. }
  20482. dstAttribute.needsUpdate = true;
  20483. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20484. }
  20485. // copy index
  20486. if ( hasIndex ) {
  20487. const indexStart = geometryInfo.indexStart;
  20488. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20489. geometryInfo.indexCount = geometry.getIndex().count;
  20490. // copy index data over
  20491. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20492. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20493. }
  20494. // fill the rest in with zeroes
  20495. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20496. dstIndex.setX( indexStart + i, vertexStart );
  20497. }
  20498. dstIndex.needsUpdate = true;
  20499. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20500. }
  20501. // update the draw range
  20502. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20503. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20504. // store the bounding boxes
  20505. geometryInfo.boundingBox = null;
  20506. if ( geometry.boundingBox !== null ) {
  20507. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20508. }
  20509. geometryInfo.boundingSphere = null;
  20510. if ( geometry.boundingSphere !== null ) {
  20511. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20512. }
  20513. this._visibilityChanged = true;
  20514. return geometryId;
  20515. }
  20516. /**
  20517. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20518. * this geometry will also be removed as a side effect.
  20519. *
  20520. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20521. * @return {BatchedMesh} A reference to this batched mesh.
  20522. */
  20523. deleteGeometry( geometryId ) {
  20524. const geometryInfoList = this._geometryInfo;
  20525. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20526. return this;
  20527. }
  20528. // delete any instances associated with this geometry
  20529. const instanceInfo = this._instanceInfo;
  20530. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20531. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20532. this.deleteInstance( i );
  20533. }
  20534. }
  20535. geometryInfoList[ geometryId ].active = false;
  20536. this._availableGeometryIds.push( geometryId );
  20537. this._visibilityChanged = true;
  20538. return this;
  20539. }
  20540. /**
  20541. * Deletes an existing instance from the batch using the given ID.
  20542. *
  20543. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20544. * @return {BatchedMesh} A reference to this batched mesh.
  20545. */
  20546. deleteInstance( instanceId ) {
  20547. this.validateInstanceId( instanceId );
  20548. this._instanceInfo[ instanceId ].active = false;
  20549. this._availableInstanceIds.push( instanceId );
  20550. this._visibilityChanged = true;
  20551. return this;
  20552. }
  20553. /**
  20554. * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from
  20555. * previously deleted geometry, freeing up space to add new geometry.
  20556. *
  20557. * @return {BatchedMesh} A reference to this batched mesh.
  20558. */
  20559. optimize() {
  20560. // track the next indices to copy data to
  20561. let nextVertexStart = 0;
  20562. let nextIndexStart = 0;
  20563. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20564. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20565. const geometryInfoList = this._geometryInfo;
  20566. const indices = geometryInfoList
  20567. .map( ( e, i ) => i )
  20568. .sort( ( a, b ) => {
  20569. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20570. } );
  20571. const geometry = this.geometry;
  20572. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20573. // if a geometry range is inactive then don't copy anything
  20574. const index = indices[ i ];
  20575. const geometryInfo = geometryInfoList[ index ];
  20576. if ( geometryInfo.active === false ) {
  20577. continue;
  20578. }
  20579. // if a geometry contains an index buffer then shift it, as well
  20580. if ( geometry.index !== null ) {
  20581. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20582. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20583. const index = geometry.index;
  20584. const array = index.array;
  20585. // shift the index pointers based on how the vertex data will shift
  20586. // adjusting the index must happen first so the original vertex start value is available
  20587. const elementDelta = nextVertexStart - vertexStart;
  20588. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20589. array[ j ] = array[ j ] + elementDelta;
  20590. }
  20591. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20592. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20593. index.needsUpdate = true;
  20594. geometryInfo.indexStart = nextIndexStart;
  20595. }
  20596. nextIndexStart += geometryInfo.reservedIndexCount;
  20597. }
  20598. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20599. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20600. const { vertexStart, reservedVertexCount } = geometryInfo;
  20601. const attributes = geometry.attributes;
  20602. for ( const key in attributes ) {
  20603. const attribute = attributes[ key ];
  20604. const { array, itemSize } = attribute;
  20605. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20606. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20607. attribute.needsUpdate = true;
  20608. }
  20609. geometryInfo.vertexStart = nextVertexStart;
  20610. }
  20611. nextVertexStart += geometryInfo.reservedVertexCount;
  20612. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20613. // step the next geometry points to the shifted position
  20614. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20615. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20616. }
  20617. this._visibilityChanged = true;
  20618. return this;
  20619. }
  20620. /**
  20621. * Returns the bounding box for the given geometry.
  20622. *
  20623. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20624. * @param {Box3} target - The target object that is used to store the method's result.
  20625. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20626. */
  20627. getBoundingBoxAt( geometryId, target ) {
  20628. if ( geometryId >= this._geometryCount ) {
  20629. return null;
  20630. }
  20631. // compute bounding box
  20632. const geometry = this.geometry;
  20633. const geometryInfo = this._geometryInfo[ geometryId ];
  20634. if ( geometryInfo.boundingBox === null ) {
  20635. const box = new Box3();
  20636. const index = geometry.index;
  20637. const position = geometry.attributes.position;
  20638. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20639. let iv = i;
  20640. if ( index ) {
  20641. iv = index.getX( iv );
  20642. }
  20643. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20644. }
  20645. geometryInfo.boundingBox = box;
  20646. }
  20647. target.copy( geometryInfo.boundingBox );
  20648. return target;
  20649. }
  20650. /**
  20651. * Returns the bounding sphere for the given geometry.
  20652. *
  20653. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20654. * @param {Sphere} target - The target object that is used to store the method's result.
  20655. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20656. */
  20657. getBoundingSphereAt( geometryId, target ) {
  20658. if ( geometryId >= this._geometryCount ) {
  20659. return null;
  20660. }
  20661. // compute bounding sphere
  20662. const geometry = this.geometry;
  20663. const geometryInfo = this._geometryInfo[ geometryId ];
  20664. if ( geometryInfo.boundingSphere === null ) {
  20665. const sphere = new Sphere();
  20666. this.getBoundingBoxAt( geometryId, _box$1 );
  20667. _box$1.getCenter( sphere.center );
  20668. const index = geometry.index;
  20669. const position = geometry.attributes.position;
  20670. let maxRadiusSq = 0;
  20671. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20672. let iv = i;
  20673. if ( index ) {
  20674. iv = index.getX( iv );
  20675. }
  20676. _vector$5.fromBufferAttribute( position, iv );
  20677. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20678. }
  20679. sphere.radius = Math.sqrt( maxRadiusSq );
  20680. geometryInfo.boundingSphere = sphere;
  20681. }
  20682. target.copy( geometryInfo.boundingSphere );
  20683. return target;
  20684. }
  20685. /**
  20686. * Sets the given local transformation matrix to the defined instance.
  20687. * Negatively scaled matrices are not supported.
  20688. *
  20689. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20690. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20691. * @return {BatchedMesh} A reference to this batched mesh.
  20692. */
  20693. setMatrixAt( instanceId, matrix ) {
  20694. this.validateInstanceId( instanceId );
  20695. const matricesTexture = this._matricesTexture;
  20696. const matricesArray = this._matricesTexture.image.data;
  20697. matrix.toArray( matricesArray, instanceId * 16 );
  20698. matricesTexture.needsUpdate = true;
  20699. return this;
  20700. }
  20701. /**
  20702. * Returns the local transformation matrix of the defined instance.
  20703. *
  20704. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20705. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20706. * @return {Matrix4} The instance's local transformation matrix.
  20707. */
  20708. getMatrixAt( instanceId, matrix ) {
  20709. this.validateInstanceId( instanceId );
  20710. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20711. }
  20712. /**
  20713. * Sets the given color to the defined instance.
  20714. *
  20715. * @param {number} instanceId - The ID of an instance to set the color of.
  20716. * @param {Color} color - The color to set the instance to.
  20717. * @return {BatchedMesh} A reference to this batched mesh.
  20718. */
  20719. setColorAt( instanceId, color ) {
  20720. this.validateInstanceId( instanceId );
  20721. if ( this._colorsTexture === null ) {
  20722. this._initColorsTexture();
  20723. }
  20724. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20725. this._colorsTexture.needsUpdate = true;
  20726. return this;
  20727. }
  20728. /**
  20729. * Returns the color of the defined instance.
  20730. *
  20731. * @param {number} instanceId - The ID of an instance to get the color of.
  20732. * @param {Color} color - The target object that is used to store the method's result.
  20733. * @return {Color} The instance's color.
  20734. */
  20735. getColorAt( instanceId, color ) {
  20736. this.validateInstanceId( instanceId );
  20737. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20738. }
  20739. /**
  20740. * Sets the visibility of the instance.
  20741. *
  20742. * @param {number} instanceId - The id of the instance to set the visibility of.
  20743. * @param {boolean} visible - Whether the instance is visible or not.
  20744. * @return {BatchedMesh} A reference to this batched mesh.
  20745. */
  20746. setVisibleAt( instanceId, visible ) {
  20747. this.validateInstanceId( instanceId );
  20748. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20749. return this;
  20750. }
  20751. this._instanceInfo[ instanceId ].visible = visible;
  20752. this._visibilityChanged = true;
  20753. return this;
  20754. }
  20755. /**
  20756. * Returns the visibility state of the defined instance.
  20757. *
  20758. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20759. * @return {boolean} Whether the instance is visible or not.
  20760. */
  20761. getVisibleAt( instanceId ) {
  20762. this.validateInstanceId( instanceId );
  20763. return this._instanceInfo[ instanceId ].visible;
  20764. }
  20765. /**
  20766. * Sets the geometry ID of the instance at the given index.
  20767. *
  20768. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20769. * @param {number} geometryId - The geometry ID to be use by the instance.
  20770. * @return {BatchedMesh} A reference to this batched mesh.
  20771. */
  20772. setGeometryIdAt( instanceId, geometryId ) {
  20773. this.validateInstanceId( instanceId );
  20774. this.validateGeometryId( geometryId );
  20775. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20776. return this;
  20777. }
  20778. /**
  20779. * Returns the geometry ID of the defined instance.
  20780. *
  20781. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20782. * @return {number} The instance's geometry ID.
  20783. */
  20784. getGeometryIdAt( instanceId ) {
  20785. this.validateInstanceId( instanceId );
  20786. return this._instanceInfo[ instanceId ].geometryIndex;
  20787. }
  20788. /**
  20789. * Get the range representing the subset of triangles related to the attached geometry,
  20790. * indicating the starting offset and count, or `null` if invalid.
  20791. *
  20792. * @param {number} geometryId - The id of the geometry to get the range of.
  20793. * @param {Object} [target] - The target object that is used to store the method's result.
  20794. * @return {{
  20795. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20796. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20797. * start:number,count:number
  20798. * }} The result object with range data.
  20799. */
  20800. getGeometryRangeAt( geometryId, target = {} ) {
  20801. this.validateGeometryId( geometryId );
  20802. const geometryInfo = this._geometryInfo[ geometryId ];
  20803. target.vertexStart = geometryInfo.vertexStart;
  20804. target.vertexCount = geometryInfo.vertexCount;
  20805. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20806. target.indexStart = geometryInfo.indexStart;
  20807. target.indexCount = geometryInfo.indexCount;
  20808. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20809. target.start = geometryInfo.start;
  20810. target.count = geometryInfo.count;
  20811. return target;
  20812. }
  20813. /**
  20814. * Resizes the necessary buffers to support the provided number of instances.
  20815. * If the provided arguments shrink the number of instances but there are not enough
  20816. * unused Ids at the end of the list then an error is thrown.
  20817. *
  20818. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20819. */
  20820. setInstanceCount( maxInstanceCount ) {
  20821. // shrink the available instances as much as possible
  20822. const availableInstanceIds = this._availableInstanceIds;
  20823. const instanceInfo = this._instanceInfo;
  20824. availableInstanceIds.sort( ascIdSort );
  20825. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20826. instanceInfo.pop();
  20827. availableInstanceIds.pop();
  20828. }
  20829. // throw an error if it can't be shrunk to the desired size
  20830. if ( maxInstanceCount < instanceInfo.length ) {
  20831. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20832. }
  20833. // copy the multi draw counts
  20834. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20835. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20836. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20837. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20838. this._multiDrawCounts = multiDrawCounts;
  20839. this._multiDrawStarts = multiDrawStarts;
  20840. this._maxInstanceCount = maxInstanceCount;
  20841. // update texture data for instance sampling
  20842. const indirectTexture = this._indirectTexture;
  20843. const matricesTexture = this._matricesTexture;
  20844. const colorsTexture = this._colorsTexture;
  20845. indirectTexture.dispose();
  20846. this._initIndirectTexture();
  20847. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20848. matricesTexture.dispose();
  20849. this._initMatricesTexture();
  20850. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20851. if ( colorsTexture ) {
  20852. colorsTexture.dispose();
  20853. this._initColorsTexture();
  20854. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20855. }
  20856. }
  20857. /**
  20858. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20859. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20860. * end of the geometry attributes then an error is thrown.
  20861. *
  20862. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20863. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20864. */
  20865. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20866. // Check if we can shrink to the requested vertex attribute size
  20867. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20868. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20869. if ( requiredVertexLength > maxVertexCount ) {
  20870. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20871. }
  20872. // Check if we can shrink to the requested index attribute size
  20873. if ( this.geometry.index ) {
  20874. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20875. if ( requiredIndexLength > maxIndexCount ) {
  20876. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20877. }
  20878. }
  20879. //
  20880. // dispose of the previous geometry
  20881. const oldGeometry = this.geometry;
  20882. oldGeometry.dispose();
  20883. // recreate the geometry needed based on the previous variant
  20884. this._maxVertexCount = maxVertexCount;
  20885. this._maxIndexCount = maxIndexCount;
  20886. if ( this._geometryInitialized ) {
  20887. this._geometryInitialized = false;
  20888. this.geometry = new BufferGeometry();
  20889. this._initializeGeometry( oldGeometry );
  20890. }
  20891. // copy data from the previous geometry
  20892. const geometry = this.geometry;
  20893. if ( oldGeometry.index ) {
  20894. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20895. }
  20896. for ( const key in oldGeometry.attributes ) {
  20897. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20898. }
  20899. }
  20900. raycast( raycaster, intersects ) {
  20901. const instanceInfo = this._instanceInfo;
  20902. const geometryInfoList = this._geometryInfo;
  20903. const matrixWorld = this.matrixWorld;
  20904. const batchGeometry = this.geometry;
  20905. // iterate over each geometry
  20906. _mesh.material = this.material;
  20907. _mesh.geometry.index = batchGeometry.index;
  20908. _mesh.geometry.attributes = batchGeometry.attributes;
  20909. if ( _mesh.geometry.boundingBox === null ) {
  20910. _mesh.geometry.boundingBox = new Box3();
  20911. }
  20912. if ( _mesh.geometry.boundingSphere === null ) {
  20913. _mesh.geometry.boundingSphere = new Sphere();
  20914. }
  20915. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20916. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20917. continue;
  20918. }
  20919. const geometryId = instanceInfo[ i ].geometryIndex;
  20920. const geometryInfo = geometryInfoList[ geometryId ];
  20921. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20922. // get the intersects
  20923. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20924. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20925. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20926. _mesh.raycast( raycaster, _batchIntersects );
  20927. // add batch id to the intersects
  20928. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20929. const intersect = _batchIntersects[ j ];
  20930. intersect.object = this;
  20931. intersect.batchId = i;
  20932. intersects.push( intersect );
  20933. }
  20934. _batchIntersects.length = 0;
  20935. }
  20936. _mesh.material = null;
  20937. _mesh.geometry.index = null;
  20938. _mesh.geometry.attributes = {};
  20939. _mesh.geometry.setDrawRange( 0, Infinity );
  20940. }
  20941. copy( source ) {
  20942. super.copy( source );
  20943. this.geometry = source.geometry.clone();
  20944. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20945. this.sortObjects = source.sortObjects;
  20946. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20947. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20948. this._geometryInfo = source._geometryInfo.map( info => ( {
  20949. ...info,
  20950. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20951. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20952. } ) );
  20953. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20954. this._availableInstanceIds = source._availableInstanceIds.slice();
  20955. this._availableGeometryIds = source._availableGeometryIds.slice();
  20956. this._nextIndexStart = source._nextIndexStart;
  20957. this._nextVertexStart = source._nextVertexStart;
  20958. this._geometryCount = source._geometryCount;
  20959. this._maxInstanceCount = source._maxInstanceCount;
  20960. this._maxVertexCount = source._maxVertexCount;
  20961. this._maxIndexCount = source._maxIndexCount;
  20962. this._geometryInitialized = source._geometryInitialized;
  20963. this._multiDrawCounts = source._multiDrawCounts.slice();
  20964. this._multiDrawStarts = source._multiDrawStarts.slice();
  20965. this._indirectTexture = source._indirectTexture.clone();
  20966. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20967. this._matricesTexture = source._matricesTexture.clone();
  20968. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20969. if ( this._colorsTexture !== null ) {
  20970. this._colorsTexture = source._colorsTexture.clone();
  20971. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20972. }
  20973. return this;
  20974. }
  20975. /**
  20976. * Frees the GPU-related resources allocated by this instance. Call this
  20977. * method whenever this instance is no longer used in your app.
  20978. */
  20979. dispose() {
  20980. // Assuming the geometry is not shared with other meshes
  20981. this.geometry.dispose();
  20982. this._matricesTexture.dispose();
  20983. this._matricesTexture = null;
  20984. this._indirectTexture.dispose();
  20985. this._indirectTexture = null;
  20986. if ( this._colorsTexture !== null ) {
  20987. this._colorsTexture.dispose();
  20988. this._colorsTexture = null;
  20989. }
  20990. }
  20991. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20992. // if visibility has not changed and frustum culling and object sorting is not required
  20993. // then skip iterating over all items
  20994. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20995. return;
  20996. }
  20997. // the indexed version of the multi draw function requires specifying the start
  20998. // offset in bytes.
  20999. const index = geometry.getIndex();
  21000. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  21001. const instanceInfo = this._instanceInfo;
  21002. const multiDrawStarts = this._multiDrawStarts;
  21003. const multiDrawCounts = this._multiDrawCounts;
  21004. const geometryInfoList = this._geometryInfo;
  21005. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  21006. const indirectTexture = this._indirectTexture;
  21007. const indirectArray = indirectTexture.image.data;
  21008. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  21009. // prepare the frustum in the local frame
  21010. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  21011. _matrix$1
  21012. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  21013. .multiply( this.matrixWorld );
  21014. _frustum.setFromProjectionMatrix(
  21015. _matrix$1,
  21016. camera.coordinateSystem,
  21017. camera.reversedDepth
  21018. );
  21019. }
  21020. let multiDrawCount = 0;
  21021. if ( this.sortObjects ) {
  21022. // get the camera position in the local frame
  21023. _matrix$1.copy( this.matrixWorld ).invert();
  21024. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  21025. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  21026. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  21027. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  21028. const geometryId = instanceInfo[ i ].geometryIndex;
  21029. // get the bounds in world space
  21030. this.getMatrixAt( i, _matrix$1 );
  21031. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21032. // determine whether the batched geometry is within the frustum
  21033. let culled = false;
  21034. if ( perObjectFrustumCulled ) {
  21035. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21036. }
  21037. if ( ! culled ) {
  21038. // get the distance from camera used for sorting
  21039. const geometryInfo = geometryInfoList[ geometryId ];
  21040. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  21041. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  21042. }
  21043. }
  21044. }
  21045. // Sort the draw ranges and prep for rendering
  21046. const list = _renderList.list;
  21047. const customSort = this.customSort;
  21048. if ( customSort === null ) {
  21049. list.sort( material.transparent ? sortTransparent : sortOpaque );
  21050. } else {
  21051. customSort.call( this, list, camera );
  21052. }
  21053. for ( let i = 0, l = list.length; i < l; i ++ ) {
  21054. const item = list[ i ];
  21055. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  21056. multiDrawCounts[ multiDrawCount ] = item.count;
  21057. indirectArray[ multiDrawCount ] = item.index;
  21058. multiDrawCount ++;
  21059. }
  21060. _renderList.reset();
  21061. } else {
  21062. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  21063. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  21064. const geometryId = instanceInfo[ i ].geometryIndex;
  21065. // determine whether the batched geometry is within the frustum
  21066. let culled = false;
  21067. if ( perObjectFrustumCulled ) {
  21068. // get the bounds in world space
  21069. this.getMatrixAt( i, _matrix$1 );
  21070. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  21071. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  21072. }
  21073. if ( ! culled ) {
  21074. const geometryInfo = geometryInfoList[ geometryId ];
  21075. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  21076. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  21077. indirectArray[ multiDrawCount ] = i;
  21078. multiDrawCount ++;
  21079. }
  21080. }
  21081. }
  21082. }
  21083. indirectTexture.needsUpdate = true;
  21084. this._multiDrawCount = multiDrawCount;
  21085. this._visibilityChanged = false;
  21086. }
  21087. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  21088. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  21089. }
  21090. }
  21091. /**
  21092. * A material for rendering line primitives.
  21093. *
  21094. * Materials define the appearance of renderable 3D objects.
  21095. *
  21096. * ```js
  21097. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21098. * ```
  21099. *
  21100. * @augments Material
  21101. */
  21102. class LineBasicMaterial extends Material {
  21103. /**
  21104. * Constructs a new line basic material.
  21105. *
  21106. * @param {Object} [parameters] - An object with one or more properties
  21107. * defining the material's appearance. Any property of the material
  21108. * (including any property from inherited materials) can be passed
  21109. * in here. Color values can be passed any type of value accepted
  21110. * by {@link Color#set}.
  21111. */
  21112. constructor( parameters ) {
  21113. super();
  21114. /**
  21115. * This flag can be used for type testing.
  21116. *
  21117. * @type {boolean}
  21118. * @readonly
  21119. * @default true
  21120. */
  21121. this.isLineBasicMaterial = true;
  21122. this.type = 'LineBasicMaterial';
  21123. /**
  21124. * Color of the material.
  21125. *
  21126. * @type {Color}
  21127. * @default (1,1,1)
  21128. */
  21129. this.color = new Color( 0xffffff );
  21130. /**
  21131. * Sets the color of the lines using data from a texture. The texture map
  21132. * color is modulated by the diffuse `color`.
  21133. *
  21134. * @type {?Texture}
  21135. * @default null
  21136. */
  21137. this.map = null;
  21138. /**
  21139. * Controls line thickness or lines.
  21140. *
  21141. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21142. * ignore this setting and always render line primitives with a
  21143. * width of one pixel.
  21144. *
  21145. * @type {number}
  21146. * @default 1
  21147. */
  21148. this.linewidth = 1;
  21149. /**
  21150. * Defines appearance of line ends.
  21151. *
  21152. * Can only be used with {@link SVGRenderer}.
  21153. *
  21154. * @type {('butt'|'round'|'square')}
  21155. * @default 'round'
  21156. */
  21157. this.linecap = 'round';
  21158. /**
  21159. * Defines appearance of line joints.
  21160. *
  21161. * Can only be used with {@link SVGRenderer}.
  21162. *
  21163. * @type {('round'|'bevel'|'miter')}
  21164. * @default 'round'
  21165. */
  21166. this.linejoin = 'round';
  21167. /**
  21168. * Whether the material is affected by fog or not.
  21169. *
  21170. * @type {boolean}
  21171. * @default true
  21172. */
  21173. this.fog = true;
  21174. this.setValues( parameters );
  21175. }
  21176. copy( source ) {
  21177. super.copy( source );
  21178. this.color.copy( source.color );
  21179. this.map = source.map;
  21180. this.linewidth = source.linewidth;
  21181. this.linecap = source.linecap;
  21182. this.linejoin = source.linejoin;
  21183. this.fog = source.fog;
  21184. return this;
  21185. }
  21186. }
  21187. const _vStart = /*@__PURE__*/ new Vector3();
  21188. const _vEnd = /*@__PURE__*/ new Vector3();
  21189. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21190. const _ray$1 = /*@__PURE__*/ new Ray();
  21191. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21192. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21193. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21194. /**
  21195. * A continuous line. The line are rendered by connecting consecutive
  21196. * vertices with straight lines.
  21197. *
  21198. * ```js
  21199. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21200. *
  21201. * const points = [];
  21202. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21203. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21204. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21205. *
  21206. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21207. *
  21208. * const line = new THREE.Line( geometry, material );
  21209. * scene.add( line );
  21210. * ```
  21211. *
  21212. * @augments Object3D
  21213. */
  21214. class Line extends Object3D {
  21215. /**
  21216. * Constructs a new line.
  21217. *
  21218. * @param {BufferGeometry} [geometry] - The line geometry.
  21219. * @param {Material|Array<Material>} [material] - The line material.
  21220. */
  21221. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21222. super();
  21223. /**
  21224. * This flag can be used for type testing.
  21225. *
  21226. * @type {boolean}
  21227. * @readonly
  21228. * @default true
  21229. */
  21230. this.isLine = true;
  21231. this.type = 'Line';
  21232. /**
  21233. * The line geometry.
  21234. *
  21235. * @type {BufferGeometry}
  21236. */
  21237. this.geometry = geometry;
  21238. /**
  21239. * The line material.
  21240. *
  21241. * @type {Material|Array<Material>}
  21242. * @default LineBasicMaterial
  21243. */
  21244. this.material = material;
  21245. /**
  21246. * A dictionary representing the morph targets in the geometry. The key is the
  21247. * morph targets name, the value its attribute index. This member is `undefined`
  21248. * by default and only set when morph targets are detected in the geometry.
  21249. *
  21250. * @type {Object<String,number>|undefined}
  21251. * @default undefined
  21252. */
  21253. this.morphTargetDictionary = undefined;
  21254. /**
  21255. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21256. * is applied. This member is `undefined` by default and only set when morph targets are
  21257. * detected in the geometry.
  21258. *
  21259. * @type {Array<number>|undefined}
  21260. * @default undefined
  21261. */
  21262. this.morphTargetInfluences = undefined;
  21263. this.updateMorphTargets();
  21264. }
  21265. copy( source, recursive ) {
  21266. super.copy( source, recursive );
  21267. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21268. this.geometry = source.geometry;
  21269. return this;
  21270. }
  21271. /**
  21272. * Computes an array of distance values which are necessary for rendering dashed lines.
  21273. * For each vertex in the geometry, the method calculates the cumulative length from the
  21274. * current point to the very beginning of the line.
  21275. *
  21276. * @return {Line} A reference to this line.
  21277. */
  21278. computeLineDistances() {
  21279. const geometry = this.geometry;
  21280. // we assume non-indexed geometry
  21281. if ( geometry.index === null ) {
  21282. const positionAttribute = geometry.attributes.position;
  21283. const lineDistances = [ 0 ];
  21284. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21285. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21286. _vEnd.fromBufferAttribute( positionAttribute, i );
  21287. lineDistances[ i ] = lineDistances[ i - 1 ];
  21288. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21289. }
  21290. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21291. } else {
  21292. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21293. }
  21294. return this;
  21295. }
  21296. /**
  21297. * Computes intersection points between a casted ray and this line.
  21298. *
  21299. * @param {Raycaster} raycaster - The raycaster.
  21300. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21301. */
  21302. raycast( raycaster, intersects ) {
  21303. const geometry = this.geometry;
  21304. const matrixWorld = this.matrixWorld;
  21305. const threshold = raycaster.params.Line.threshold;
  21306. const drawRange = geometry.drawRange;
  21307. // Checking boundingSphere distance to ray
  21308. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21309. _sphere$1.copy( geometry.boundingSphere );
  21310. _sphere$1.applyMatrix4( matrixWorld );
  21311. _sphere$1.radius += threshold;
  21312. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21313. //
  21314. _inverseMatrix$1.copy( matrixWorld ).invert();
  21315. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21316. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21317. const localThresholdSq = localThreshold * localThreshold;
  21318. const step = this.isLineSegments ? 2 : 1;
  21319. const index = geometry.index;
  21320. const attributes = geometry.attributes;
  21321. const positionAttribute = attributes.position;
  21322. if ( index !== null ) {
  21323. const start = Math.max( 0, drawRange.start );
  21324. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21325. for ( let i = start, l = end - 1; i < l; i += step ) {
  21326. const a = index.getX( i );
  21327. const b = index.getX( i + 1 );
  21328. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21329. if ( intersect ) {
  21330. intersects.push( intersect );
  21331. }
  21332. }
  21333. if ( this.isLineLoop ) {
  21334. const a = index.getX( end - 1 );
  21335. const b = index.getX( start );
  21336. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21337. if ( intersect ) {
  21338. intersects.push( intersect );
  21339. }
  21340. }
  21341. } else {
  21342. const start = Math.max( 0, drawRange.start );
  21343. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21344. for ( let i = start, l = end - 1; i < l; i += step ) {
  21345. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21346. if ( intersect ) {
  21347. intersects.push( intersect );
  21348. }
  21349. }
  21350. if ( this.isLineLoop ) {
  21351. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21352. if ( intersect ) {
  21353. intersects.push( intersect );
  21354. }
  21355. }
  21356. }
  21357. }
  21358. /**
  21359. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21360. * to make sure existing morph targets can influence this 3D object.
  21361. */
  21362. updateMorphTargets() {
  21363. const geometry = this.geometry;
  21364. const morphAttributes = geometry.morphAttributes;
  21365. const keys = Object.keys( morphAttributes );
  21366. if ( keys.length > 0 ) {
  21367. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21368. if ( morphAttribute !== undefined ) {
  21369. this.morphTargetInfluences = [];
  21370. this.morphTargetDictionary = {};
  21371. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21372. const name = morphAttribute[ m ].name || String( m );
  21373. this.morphTargetInfluences.push( 0 );
  21374. this.morphTargetDictionary[ name ] = m;
  21375. }
  21376. }
  21377. }
  21378. }
  21379. }
  21380. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21381. const positionAttribute = object.geometry.attributes.position;
  21382. _vStart.fromBufferAttribute( positionAttribute, a );
  21383. _vEnd.fromBufferAttribute( positionAttribute, b );
  21384. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21385. if ( distSq > thresholdSq ) return;
  21386. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21387. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21388. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21389. return {
  21390. distance: distance,
  21391. // What do we want? intersection point on the ray or on the segment??
  21392. // point: raycaster.ray.at( distance ),
  21393. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21394. index: i,
  21395. face: null,
  21396. faceIndex: null,
  21397. barycoord: null,
  21398. object: object
  21399. };
  21400. }
  21401. const _start = /*@__PURE__*/ new Vector3();
  21402. const _end = /*@__PURE__*/ new Vector3();
  21403. /**
  21404. * A series of lines drawn between pairs of vertices.
  21405. *
  21406. * @augments Line
  21407. */
  21408. class LineSegments extends Line {
  21409. /**
  21410. * Constructs a new line segments.
  21411. *
  21412. * @param {BufferGeometry} [geometry] - The line geometry.
  21413. * @param {Material|Array<Material>} [material] - The line material.
  21414. */
  21415. constructor( geometry, material ) {
  21416. super( geometry, material );
  21417. /**
  21418. * This flag can be used for type testing.
  21419. *
  21420. * @type {boolean}
  21421. * @readonly
  21422. * @default true
  21423. */
  21424. this.isLineSegments = true;
  21425. this.type = 'LineSegments';
  21426. }
  21427. computeLineDistances() {
  21428. const geometry = this.geometry;
  21429. // we assume non-indexed geometry
  21430. if ( geometry.index === null ) {
  21431. const positionAttribute = geometry.attributes.position;
  21432. const lineDistances = [];
  21433. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21434. _start.fromBufferAttribute( positionAttribute, i );
  21435. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21436. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21437. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21438. }
  21439. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21440. } else {
  21441. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21442. }
  21443. return this;
  21444. }
  21445. }
  21446. /**
  21447. * A continuous line. This is nearly the same as {@link Line} the only difference
  21448. * is that the last vertex is connected with the first vertex in order to close
  21449. * the line to form a loop.
  21450. *
  21451. * @augments Line
  21452. */
  21453. class LineLoop extends Line {
  21454. /**
  21455. * Constructs a new line loop.
  21456. *
  21457. * @param {BufferGeometry} [geometry] - The line geometry.
  21458. * @param {Material|Array<Material>} [material] - The line material.
  21459. */
  21460. constructor( geometry, material ) {
  21461. super( geometry, material );
  21462. /**
  21463. * This flag can be used for type testing.
  21464. *
  21465. * @type {boolean}
  21466. * @readonly
  21467. * @default true
  21468. */
  21469. this.isLineLoop = true;
  21470. this.type = 'LineLoop';
  21471. }
  21472. }
  21473. /**
  21474. * A material for rendering point primitives.
  21475. *
  21476. * Materials define the appearance of renderable 3D objects.
  21477. *
  21478. * ```js
  21479. * const vertices = [];
  21480. *
  21481. * for ( let i = 0; i < 10000; i ++ ) {
  21482. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21483. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21484. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21485. *
  21486. * vertices.push( x, y, z );
  21487. * }
  21488. *
  21489. * const geometry = new THREE.BufferGeometry();
  21490. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21491. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21492. * const points = new THREE.Points( geometry, material );
  21493. * scene.add( points );
  21494. * ```
  21495. *
  21496. * @augments Material
  21497. */
  21498. class PointsMaterial extends Material {
  21499. /**
  21500. * Constructs a new points material.
  21501. *
  21502. * @param {Object} [parameters] - An object with one or more properties
  21503. * defining the material's appearance. Any property of the material
  21504. * (including any property from inherited materials) can be passed
  21505. * in here. Color values can be passed any type of value accepted
  21506. * by {@link Color#set}.
  21507. */
  21508. constructor( parameters ) {
  21509. super();
  21510. /**
  21511. * This flag can be used for type testing.
  21512. *
  21513. * @type {boolean}
  21514. * @readonly
  21515. * @default true
  21516. */
  21517. this.isPointsMaterial = true;
  21518. this.type = 'PointsMaterial';
  21519. /**
  21520. * Color of the material.
  21521. *
  21522. * @type {Color}
  21523. * @default (1,1,1)
  21524. */
  21525. this.color = new Color( 0xffffff );
  21526. /**
  21527. * The color map. May optionally include an alpha channel, typically combined
  21528. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21529. * color is modulated by the diffuse `color`.
  21530. *
  21531. * @type {?Texture}
  21532. * @default null
  21533. */
  21534. this.map = null;
  21535. /**
  21536. * The alpha map is a grayscale texture that controls the opacity across the
  21537. * surface (black: fully transparent; white: fully opaque).
  21538. *
  21539. * Only the color of the texture is used, ignoring the alpha channel if one
  21540. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21541. * when sampling this texture due to the extra bit of precision provided for
  21542. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21543. * luminance/alpha textures will also still work as expected.
  21544. *
  21545. * @type {?Texture}
  21546. * @default null
  21547. */
  21548. this.alphaMap = null;
  21549. /**
  21550. * Defines the size of the points in pixels.
  21551. *
  21552. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
  21553. *
  21554. * @type {number}
  21555. * @default 1
  21556. */
  21557. this.size = 1;
  21558. /**
  21559. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21560. *
  21561. * @type {boolean}
  21562. * @default true
  21563. */
  21564. this.sizeAttenuation = true;
  21565. /**
  21566. * Whether the material is affected by fog or not.
  21567. *
  21568. * @type {boolean}
  21569. * @default true
  21570. */
  21571. this.fog = true;
  21572. this.setValues( parameters );
  21573. }
  21574. copy( source ) {
  21575. super.copy( source );
  21576. this.color.copy( source.color );
  21577. this.map = source.map;
  21578. this.alphaMap = source.alphaMap;
  21579. this.size = source.size;
  21580. this.sizeAttenuation = source.sizeAttenuation;
  21581. this.fog = source.fog;
  21582. return this;
  21583. }
  21584. }
  21585. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21586. const _ray = /*@__PURE__*/ new Ray();
  21587. const _sphere = /*@__PURE__*/ new Sphere();
  21588. const _position$2 = /*@__PURE__*/ new Vector3();
  21589. /**
  21590. * A class for displaying points or point clouds.
  21591. *
  21592. * @augments Object3D
  21593. */
  21594. class Points extends Object3D {
  21595. /**
  21596. * Constructs a new point cloud.
  21597. *
  21598. * @param {BufferGeometry} [geometry] - The points geometry.
  21599. * @param {Material|Array<Material>} [material] - The points material.
  21600. */
  21601. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21602. super();
  21603. /**
  21604. * This flag can be used for type testing.
  21605. *
  21606. * @type {boolean}
  21607. * @readonly
  21608. * @default true
  21609. */
  21610. this.isPoints = true;
  21611. this.type = 'Points';
  21612. /**
  21613. * The points geometry.
  21614. *
  21615. * @type {BufferGeometry}
  21616. */
  21617. this.geometry = geometry;
  21618. /**
  21619. * The line material.
  21620. *
  21621. * @type {Material|Array<Material>}
  21622. * @default PointsMaterial
  21623. */
  21624. this.material = material;
  21625. /**
  21626. * A dictionary representing the morph targets in the geometry. The key is the
  21627. * morph targets name, the value its attribute index. This member is `undefined`
  21628. * by default and only set when morph targets are detected in the geometry.
  21629. *
  21630. * @type {Object<String,number>|undefined}
  21631. * @default undefined
  21632. */
  21633. this.morphTargetDictionary = undefined;
  21634. /**
  21635. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21636. * is applied. This member is `undefined` by default and only set when morph targets are
  21637. * detected in the geometry.
  21638. *
  21639. * @type {Array<number>|undefined}
  21640. * @default undefined
  21641. */
  21642. this.morphTargetInfluences = undefined;
  21643. this.updateMorphTargets();
  21644. }
  21645. copy( source, recursive ) {
  21646. super.copy( source, recursive );
  21647. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21648. this.geometry = source.geometry;
  21649. return this;
  21650. }
  21651. /**
  21652. * Computes intersection points between a casted ray and this point cloud.
  21653. *
  21654. * @param {Raycaster} raycaster - The raycaster.
  21655. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21656. */
  21657. raycast( raycaster, intersects ) {
  21658. const geometry = this.geometry;
  21659. const matrixWorld = this.matrixWorld;
  21660. const threshold = raycaster.params.Points.threshold;
  21661. const drawRange = geometry.drawRange;
  21662. // Checking boundingSphere distance to ray
  21663. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21664. _sphere.copy( geometry.boundingSphere );
  21665. _sphere.applyMatrix4( matrixWorld );
  21666. _sphere.radius += threshold;
  21667. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21668. //
  21669. _inverseMatrix.copy( matrixWorld ).invert();
  21670. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21671. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21672. const localThresholdSq = localThreshold * localThreshold;
  21673. const index = geometry.index;
  21674. const attributes = geometry.attributes;
  21675. const positionAttribute = attributes.position;
  21676. if ( index !== null ) {
  21677. const start = Math.max( 0, drawRange.start );
  21678. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21679. for ( let i = start, il = end; i < il; i ++ ) {
  21680. const a = index.getX( i );
  21681. _position$2.fromBufferAttribute( positionAttribute, a );
  21682. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21683. }
  21684. } else {
  21685. const start = Math.max( 0, drawRange.start );
  21686. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21687. for ( let i = start, l = end; i < l; i ++ ) {
  21688. _position$2.fromBufferAttribute( positionAttribute, i );
  21689. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21690. }
  21691. }
  21692. }
  21693. /**
  21694. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21695. * to make sure existing morph targets can influence this 3D object.
  21696. */
  21697. updateMorphTargets() {
  21698. const geometry = this.geometry;
  21699. const morphAttributes = geometry.morphAttributes;
  21700. const keys = Object.keys( morphAttributes );
  21701. if ( keys.length > 0 ) {
  21702. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21703. if ( morphAttribute !== undefined ) {
  21704. this.morphTargetInfluences = [];
  21705. this.morphTargetDictionary = {};
  21706. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21707. const name = morphAttribute[ m ].name || String( m );
  21708. this.morphTargetInfluences.push( 0 );
  21709. this.morphTargetDictionary[ name ] = m;
  21710. }
  21711. }
  21712. }
  21713. }
  21714. }
  21715. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21716. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21717. if ( rayPointDistanceSq < localThresholdSq ) {
  21718. const intersectPoint = new Vector3();
  21719. _ray.closestPointToPoint( point, intersectPoint );
  21720. intersectPoint.applyMatrix4( matrixWorld );
  21721. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21722. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21723. intersects.push( {
  21724. distance: distance,
  21725. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21726. point: intersectPoint,
  21727. index: index,
  21728. face: null,
  21729. faceIndex: null,
  21730. barycoord: null,
  21731. object: object
  21732. } );
  21733. }
  21734. }
  21735. /**
  21736. * A texture for use with a video.
  21737. *
  21738. * ```js
  21739. * // assuming you have created a HTML video element with id="video"
  21740. * const video = document.getElementById( 'video' );
  21741. * const texture = new THREE.VideoTexture( video );
  21742. * ```
  21743. *
  21744. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21745. * set to THREE.SRGBColorSpace.
  21746. *
  21747. * Note: After the initial use of a texture, its dimensions, format, and type
  21748. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21749. *
  21750. * @augments Texture
  21751. */
  21752. class VideoTexture extends Texture {
  21753. /**
  21754. * Constructs a new video texture.
  21755. *
  21756. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21757. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21758. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21759. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21760. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21761. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21762. * @param {number} [format=RGBAFormat] - The texture format.
  21763. * @param {number} [type=UnsignedByteType] - The texture type.
  21764. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21765. */
  21766. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21767. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21768. /**
  21769. * This flag can be used for type testing.
  21770. *
  21771. * @type {boolean}
  21772. * @readonly
  21773. * @default true
  21774. */
  21775. this.isVideoTexture = true;
  21776. /**
  21777. * Whether to generate mipmaps (if possible) for a texture.
  21778. *
  21779. * Overwritten and set to `false` by default.
  21780. *
  21781. * @type {boolean}
  21782. * @default false
  21783. */
  21784. this.generateMipmaps = false;
  21785. /**
  21786. * The video frame request callback identifier, which is a positive integer.
  21787. *
  21788. * Value of 0 represents no scheduled rVFC.
  21789. *
  21790. * @private
  21791. * @type {number}
  21792. */
  21793. this._requestVideoFrameCallbackId = 0;
  21794. const scope = this;
  21795. function updateVideo() {
  21796. scope.needsUpdate = true;
  21797. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21798. }
  21799. if ( 'requestVideoFrameCallback' in video ) {
  21800. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21801. }
  21802. }
  21803. clone() {
  21804. return new this.constructor( this.image ).copy( this );
  21805. }
  21806. /**
  21807. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21808. * to `true` every time a new frame is available.
  21809. *
  21810. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21811. */
  21812. update() {
  21813. const video = this.image;
  21814. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21815. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21816. this.needsUpdate = true;
  21817. }
  21818. }
  21819. dispose() {
  21820. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21821. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21822. this._requestVideoFrameCallbackId = 0;
  21823. }
  21824. super.dispose();
  21825. }
  21826. }
  21827. /**
  21828. * This class can be used as an alternative way to define video data. Instead of using
  21829. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21830. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21831. * video frames are decoded with the WebCodecs API.
  21832. *
  21833. * ```js
  21834. * const texture = new THREE.VideoFrameTexture();
  21835. * texture.setFrame( frame );
  21836. * ```
  21837. *
  21838. * @augments VideoTexture
  21839. */
  21840. class VideoFrameTexture extends VideoTexture {
  21841. /**
  21842. * Constructs a new video frame texture.
  21843. *
  21844. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21845. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21846. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21847. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21848. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21849. * @param {number} [format=RGBAFormat] - The texture format.
  21850. * @param {number} [type=UnsignedByteType] - The texture type.
  21851. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21852. */
  21853. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21854. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21855. /**
  21856. * This flag can be used for type testing.
  21857. *
  21858. * @type {boolean}
  21859. * @readonly
  21860. * @default true
  21861. */
  21862. this.isVideoFrameTexture = true;
  21863. }
  21864. /**
  21865. * This method overwritten with an empty implementation since
  21866. * this type of texture is updated via `setFrame()`.
  21867. */
  21868. update() {}
  21869. clone() {
  21870. return new this.constructor().copy( this ); // restoring Texture.clone()
  21871. }
  21872. /**
  21873. * Sets the current frame of the video. This will automatically update the texture
  21874. * so the data can be used for rendering.
  21875. *
  21876. * @param {VideoFrame} frame - The video frame.
  21877. */
  21878. setFrame( frame ) {
  21879. this.image = frame;
  21880. this.needsUpdate = true;
  21881. }
  21882. }
  21883. /**
  21884. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21885. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21886. * as a texture for further usage.
  21887. *
  21888. * ```js
  21889. * const pixelRatio = window.devicePixelRatio;
  21890. * const textureSize = 128 * pixelRatio;
  21891. *
  21892. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21893. *
  21894. * // calculate start position for copying part of the frame data
  21895. * const vector = new Vector2();
  21896. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21897. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21898. *
  21899. * renderer.render( scene, camera );
  21900. *
  21901. * // copy part of the rendered frame into the framebuffer texture
  21902. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21903. * ```
  21904. *
  21905. * @augments Texture
  21906. */
  21907. class FramebufferTexture extends Texture {
  21908. /**
  21909. * Constructs a new framebuffer texture.
  21910. *
  21911. * @param {number} [width] - The width of the texture.
  21912. * @param {number} [height] - The height of the texture.
  21913. */
  21914. constructor( width, height ) {
  21915. super( { width, height } );
  21916. /**
  21917. * This flag can be used for type testing.
  21918. *
  21919. * @type {boolean}
  21920. * @readonly
  21921. * @default true
  21922. */
  21923. this.isFramebufferTexture = true;
  21924. /**
  21925. * How the texture is sampled when a texel covers more than one pixel.
  21926. *
  21927. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21928. *
  21929. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21930. * @default NearestFilter
  21931. */
  21932. this.magFilter = NearestFilter;
  21933. /**
  21934. * How the texture is sampled when a texel covers less than one pixel.
  21935. *
  21936. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21937. *
  21938. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21939. * @default NearestFilter
  21940. */
  21941. this.minFilter = NearestFilter;
  21942. /**
  21943. * Whether to generate mipmaps (if possible) for a texture.
  21944. *
  21945. * Overwritten and set to `false` by default.
  21946. *
  21947. * @type {boolean}
  21948. * @default false
  21949. */
  21950. this.generateMipmaps = false;
  21951. this.needsUpdate = true;
  21952. }
  21953. }
  21954. /**
  21955. * Creates a texture based on data in compressed form.
  21956. *
  21957. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21958. *
  21959. * @augments Texture
  21960. */
  21961. class CompressedTexture extends Texture {
  21962. /**
  21963. * Constructs a new compressed texture.
  21964. *
  21965. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21966. * the data and dimensions.
  21967. * @param {number} width - The width of the texture.
  21968. * @param {number} height - The height of the texture.
  21969. * @param {number} [format=RGBAFormat] - The texture format.
  21970. * @param {number} [type=UnsignedByteType] - The texture type.
  21971. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21972. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21973. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21974. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21975. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21976. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21977. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21978. */
  21979. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21980. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21981. /**
  21982. * This flag can be used for type testing.
  21983. *
  21984. * @type {boolean}
  21985. * @readonly
  21986. * @default true
  21987. */
  21988. this.isCompressedTexture = true;
  21989. /**
  21990. * The image property of a compressed texture just defines its dimensions.
  21991. *
  21992. * @type {{width:number,height:number}}
  21993. */
  21994. this.image = { width: width, height: height };
  21995. /**
  21996. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21997. *
  21998. * @type {Array<Object>}
  21999. */
  22000. this.mipmaps = mipmaps;
  22001. /**
  22002. * If set to `true`, the texture is flipped along the vertical axis when
  22003. * uploaded to the GPU.
  22004. *
  22005. * Overwritten and set to `false` by default since it is not possible to
  22006. * flip compressed textures.
  22007. *
  22008. * @type {boolean}
  22009. * @default false
  22010. * @readonly
  22011. */
  22012. this.flipY = false;
  22013. /**
  22014. * Whether to generate mipmaps (if possible) for a texture.
  22015. *
  22016. * Overwritten and set to `false` by default since it is not
  22017. * possible to generate mipmaps for compressed data. Mipmaps
  22018. * must be embedded in the compressed texture file.
  22019. *
  22020. * @type {boolean}
  22021. * @default false
  22022. * @readonly
  22023. */
  22024. this.generateMipmaps = false;
  22025. }
  22026. }
  22027. /**
  22028. * Creates a texture 2D array based on data in compressed form.
  22029. *
  22030. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22031. *
  22032. * @augments CompressedTexture
  22033. */
  22034. class CompressedArrayTexture extends CompressedTexture {
  22035. /**
  22036. * Constructs a new compressed array texture.
  22037. *
  22038. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  22039. * the data and dimensions.
  22040. * @param {number} width - The width of the texture.
  22041. * @param {number} height - The height of the texture.
  22042. * @param {number} depth - The depth of the texture.
  22043. * @param {number} [format=RGBAFormat] - The min filter value.
  22044. * @param {number} [type=UnsignedByteType] - The min filter value.
  22045. */
  22046. constructor( mipmaps, width, height, depth, format, type ) {
  22047. super( mipmaps, width, height, format, type );
  22048. /**
  22049. * This flag can be used for type testing.
  22050. *
  22051. * @type {boolean}
  22052. * @readonly
  22053. * @default true
  22054. */
  22055. this.isCompressedArrayTexture = true;
  22056. /**
  22057. * The image property of a compressed texture just defines its dimensions.
  22058. *
  22059. * @name CompressedArrayTexture#image
  22060. * @type {{width:number,height:number,depth:number}}
  22061. */
  22062. this.image.depth = depth;
  22063. /**
  22064. * This defines how the texture is wrapped in the depth and corresponds to
  22065. * *W* in UVW mapping.
  22066. *
  22067. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  22068. * @default ClampToEdgeWrapping
  22069. */
  22070. this.wrapR = ClampToEdgeWrapping;
  22071. /**
  22072. * A set of all layers which need to be updated in the texture.
  22073. *
  22074. * @type {Set<number>}
  22075. */
  22076. this.layerUpdates = new Set();
  22077. }
  22078. /**
  22079. * Describes that a specific layer of the texture needs to be updated.
  22080. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  22081. * entire compressed texture array is sent to the GPU. Marking specific
  22082. * layers will only transmit subsets of all mipmaps associated with a
  22083. * specific depth in the array which is often much more performant.
  22084. *
  22085. * @param {number} layerIndex - The layer index that should be updated.
  22086. */
  22087. addLayerUpdate( layerIndex ) {
  22088. this.layerUpdates.add( layerIndex );
  22089. }
  22090. /**
  22091. * Resets the layer updates registry.
  22092. */
  22093. clearLayerUpdates() {
  22094. this.layerUpdates.clear();
  22095. }
  22096. }
  22097. /**
  22098. * Creates a cube texture based on data in compressed form.
  22099. *
  22100. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22101. *
  22102. * @augments CompressedTexture
  22103. */
  22104. class CompressedCubeTexture extends CompressedTexture {
  22105. /**
  22106. * Constructs a new compressed texture.
  22107. *
  22108. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22109. * @param {number} [format=RGBAFormat] - The texture format.
  22110. * @param {number} [type=UnsignedByteType] - The texture type.
  22111. */
  22112. constructor( images, format, type ) {
  22113. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22114. /**
  22115. * This flag can be used for type testing.
  22116. *
  22117. * @type {boolean}
  22118. * @readonly
  22119. * @default true
  22120. */
  22121. this.isCompressedCubeTexture = true;
  22122. /**
  22123. * This flag can be used for type testing.
  22124. *
  22125. * @type {boolean}
  22126. * @readonly
  22127. * @default true
  22128. */
  22129. this.isCubeTexture = true;
  22130. this.image = images;
  22131. }
  22132. }
  22133. /**
  22134. * Creates a texture from a canvas element.
  22135. *
  22136. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22137. * to `true` immediately since a canvas can directly be used for rendering.
  22138. *
  22139. * @augments Texture
  22140. */
  22141. class CanvasTexture extends Texture {
  22142. /**
  22143. * Constructs a new texture.
  22144. *
  22145. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22146. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22147. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22148. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22149. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22150. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22151. * @param {number} [format=RGBAFormat] - The texture format.
  22152. * @param {number} [type=UnsignedByteType] - The texture type.
  22153. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22154. */
  22155. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22156. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22157. /**
  22158. * This flag can be used for type testing.
  22159. *
  22160. * @type {boolean}
  22161. * @readonly
  22162. * @default true
  22163. */
  22164. this.isCanvasTexture = true;
  22165. this.needsUpdate = true;
  22166. }
  22167. }
  22168. /**
  22169. * This class can be used to automatically save the depth information of a
  22170. * rendering into a texture.
  22171. *
  22172. * @augments Texture
  22173. */
  22174. class DepthTexture extends Texture {
  22175. /**
  22176. * Constructs a new depth texture.
  22177. *
  22178. * @param {number} width - The width of the texture.
  22179. * @param {number} height - The height of the texture.
  22180. * @param {number} [type=UnsignedIntType] - The texture type.
  22181. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22182. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22183. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22184. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22185. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22186. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22187. * @param {number} [format=DepthFormat] - The texture format.
  22188. * @param {number} [depth=1] - The depth of the texture.
  22189. */
  22190. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22191. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22192. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22193. }
  22194. const image = { width: width, height: height, depth: depth };
  22195. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22196. /**
  22197. * This flag can be used for type testing.
  22198. *
  22199. * @type {boolean}
  22200. * @readonly
  22201. * @default true
  22202. */
  22203. this.isDepthTexture = true;
  22204. /**
  22205. * If set to `true`, the texture is flipped along the vertical axis when
  22206. * uploaded to the GPU.
  22207. *
  22208. * Overwritten and set to `false` by default.
  22209. *
  22210. * @type {boolean}
  22211. * @default false
  22212. */
  22213. this.flipY = false;
  22214. /**
  22215. * Whether to generate mipmaps (if possible) for a texture.
  22216. *
  22217. * Overwritten and set to `false` by default.
  22218. *
  22219. * @type {boolean}
  22220. * @default false
  22221. */
  22222. this.generateMipmaps = false;
  22223. /**
  22224. * Code corresponding to the depth compare function.
  22225. *
  22226. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22227. * @default null
  22228. */
  22229. this.compareFunction = null;
  22230. }
  22231. copy( source ) {
  22232. super.copy( source );
  22233. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22234. this.compareFunction = source.compareFunction;
  22235. return this;
  22236. }
  22237. toJSON( meta ) {
  22238. const data = super.toJSON( meta );
  22239. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22240. return data;
  22241. }
  22242. }
  22243. /**
  22244. * This class can be used to automatically save the depth information of a
  22245. * cube rendering into a cube texture with depth format. Used for PointLight shadows.
  22246. *
  22247. * @augments DepthTexture
  22248. */
  22249. class CubeDepthTexture extends DepthTexture {
  22250. /**
  22251. * Constructs a new cube depth texture.
  22252. *
  22253. * @param {number} size - The size (width and height) of each cube face.
  22254. * @param {number} [type=UnsignedIntType] - The texture type.
  22255. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  22256. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22257. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22258. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  22259. * @param {number} [minFilter=NearestFilter] - The min filter value.
  22260. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22261. * @param {number} [format=DepthFormat] - The texture format.
  22262. */
  22263. constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  22264. // Create 6 identical image descriptors for the cube faces
  22265. const image = { width: size, height: size, depth: 1 };
  22266. const images = [ image, image, image, image, image, image ];
  22267. // Call DepthTexture constructor with width, height
  22268. super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format );
  22269. // Replace the single image with the array of 6 images
  22270. this.image = images;
  22271. /**
  22272. * This flag can be used for type testing.
  22273. *
  22274. * @type {boolean}
  22275. * @readonly
  22276. * @default true
  22277. */
  22278. this.isCubeDepthTexture = true;
  22279. /**
  22280. * Set to true for cube texture handling in WebGLTextures.
  22281. *
  22282. * @type {boolean}
  22283. * @readonly
  22284. * @default true
  22285. */
  22286. this.isCubeTexture = true;
  22287. }
  22288. /**
  22289. * Alias for {@link CubeDepthTexture#image}.
  22290. *
  22291. * @type {Array<Image>}
  22292. */
  22293. get images() {
  22294. return this.image;
  22295. }
  22296. set images( value ) {
  22297. this.image = value;
  22298. }
  22299. }
  22300. /**
  22301. * Represents a texture created externally with the same renderer context.
  22302. *
  22303. * This may be a texture from a protected media stream, device camera feed,
  22304. * or other data feeds like a depth sensor.
  22305. *
  22306. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22307. * the {@link WebGPURenderer} WebGPU backend.
  22308. *
  22309. * @augments Texture
  22310. */
  22311. class ExternalTexture extends Texture {
  22312. /**
  22313. * Creates a new raw texture.
  22314. *
  22315. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22316. */
  22317. constructor( sourceTexture = null ) {
  22318. super();
  22319. /**
  22320. * The external source texture.
  22321. *
  22322. * @type {?(WebGLTexture|GPUTexture)}
  22323. * @default null
  22324. */
  22325. this.sourceTexture = sourceTexture;
  22326. /**
  22327. * This flag can be used for type testing.
  22328. *
  22329. * @type {boolean}
  22330. * @readonly
  22331. * @default true
  22332. */
  22333. this.isExternalTexture = true;
  22334. }
  22335. copy( source ) {
  22336. super.copy( source );
  22337. this.sourceTexture = source.sourceTexture;
  22338. return this;
  22339. }
  22340. }
  22341. /**
  22342. * A geometry class for representing a capsule.
  22343. *
  22344. * ```js
  22345. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22346. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22347. * const capsule = new THREE.Mesh( geometry, material );
  22348. * scene.add( capsule );
  22349. * ```
  22350. *
  22351. * @augments BufferGeometry
  22352. * @demo scenes/geometry-browser.html#CapsuleGeometry
  22353. */
  22354. class CapsuleGeometry extends BufferGeometry {
  22355. /**
  22356. * Constructs a new capsule geometry.
  22357. *
  22358. * @param {number} [radius=1] - Radius of the capsule.
  22359. * @param {number} [height=1] - Height of the middle section.
  22360. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22361. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22362. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22363. */
  22364. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22365. super();
  22366. this.type = 'CapsuleGeometry';
  22367. /**
  22368. * Holds the constructor parameters that have been
  22369. * used to generate the geometry. Any modification
  22370. * after instantiation does not change the geometry.
  22371. *
  22372. * @type {Object}
  22373. */
  22374. this.parameters = {
  22375. radius: radius,
  22376. height: height,
  22377. capSegments: capSegments,
  22378. radialSegments: radialSegments,
  22379. heightSegments: heightSegments,
  22380. };
  22381. height = Math.max( 0, height );
  22382. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22383. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22384. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22385. // buffers
  22386. const indices = [];
  22387. const vertices = [];
  22388. const normals = [];
  22389. const uvs = [];
  22390. // helper variables
  22391. const halfHeight = height / 2;
  22392. const capArcLength = ( Math.PI / 2 ) * radius;
  22393. const cylinderPartLength = height;
  22394. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22395. const numVerticalSegments = capSegments * 2 + heightSegments;
  22396. const verticesPerRow = radialSegments + 1;
  22397. const normal = new Vector3();
  22398. const vertex = new Vector3();
  22399. // generate vertices, normals, and uvs
  22400. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22401. let currentArcLength = 0;
  22402. let profileY = 0;
  22403. let profileRadius = 0;
  22404. let normalYComponent = 0;
  22405. if ( iy <= capSegments ) {
  22406. // bottom cap
  22407. const segmentProgress = iy / capSegments;
  22408. const angle = ( segmentProgress * Math.PI ) / 2;
  22409. profileY = - halfHeight - radius * Math.cos( angle );
  22410. profileRadius = radius * Math.sin( angle );
  22411. normalYComponent = - radius * Math.cos( angle );
  22412. currentArcLength = segmentProgress * capArcLength;
  22413. } else if ( iy <= capSegments + heightSegments ) {
  22414. // middle section
  22415. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22416. profileY = - halfHeight + segmentProgress * height;
  22417. profileRadius = radius;
  22418. normalYComponent = 0;
  22419. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22420. } else {
  22421. // top cap
  22422. const segmentProgress =
  22423. ( iy - capSegments - heightSegments ) / capSegments;
  22424. const angle = ( segmentProgress * Math.PI ) / 2;
  22425. profileY = halfHeight + radius * Math.sin( angle );
  22426. profileRadius = radius * Math.cos( angle );
  22427. normalYComponent = radius * Math.sin( angle );
  22428. currentArcLength =
  22429. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22430. }
  22431. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22432. // special case for the poles
  22433. let uOffset = 0;
  22434. if ( iy === 0 ) {
  22435. uOffset = 0.5 / radialSegments;
  22436. } else if ( iy === numVerticalSegments ) {
  22437. uOffset = -0.5 / radialSegments;
  22438. }
  22439. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22440. const u = ix / radialSegments;
  22441. const theta = u * Math.PI * 2;
  22442. const sinTheta = Math.sin( theta );
  22443. const cosTheta = Math.cos( theta );
  22444. // vertex
  22445. vertex.x = - profileRadius * cosTheta;
  22446. vertex.y = profileY;
  22447. vertex.z = profileRadius * sinTheta;
  22448. vertices.push( vertex.x, vertex.y, vertex.z );
  22449. // normal
  22450. normal.set(
  22451. - profileRadius * cosTheta,
  22452. normalYComponent,
  22453. profileRadius * sinTheta
  22454. );
  22455. normal.normalize();
  22456. normals.push( normal.x, normal.y, normal.z );
  22457. // uv
  22458. uvs.push( u + uOffset, v );
  22459. }
  22460. if ( iy > 0 ) {
  22461. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22462. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22463. const i1 = prevIndexRow + ix;
  22464. const i2 = prevIndexRow + ix + 1;
  22465. const i3 = iy * verticesPerRow + ix;
  22466. const i4 = iy * verticesPerRow + ix + 1;
  22467. indices.push( i1, i2, i3 );
  22468. indices.push( i2, i4, i3 );
  22469. }
  22470. }
  22471. }
  22472. // build geometry
  22473. this.setIndex( indices );
  22474. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22475. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22476. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22477. }
  22478. copy( source ) {
  22479. super.copy( source );
  22480. this.parameters = Object.assign( {}, source.parameters );
  22481. return this;
  22482. }
  22483. /**
  22484. * Factory method for creating an instance of this class from the given
  22485. * JSON object.
  22486. *
  22487. * @param {Object} data - A JSON object representing the serialized geometry.
  22488. * @return {CapsuleGeometry} A new instance.
  22489. */
  22490. static fromJSON( data ) {
  22491. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22492. }
  22493. }
  22494. /**
  22495. * A simple shape of Euclidean geometry. It is constructed from a
  22496. * number of triangular segments that are oriented around a central point and
  22497. * extend as far out as a given radius. It is built counter-clockwise from a
  22498. * start angle and a given central angle. It can also be used to create
  22499. * regular polygons, where the number of segments determines the number of
  22500. * sides.
  22501. *
  22502. * ```js
  22503. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22504. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22505. * const circle = new THREE.Mesh( geometry, material );
  22506. * scene.add( circle )
  22507. * ```
  22508. *
  22509. * @augments BufferGeometry
  22510. * @demo scenes/geometry-browser.html#CircleGeometry
  22511. */
  22512. class CircleGeometry extends BufferGeometry {
  22513. /**
  22514. * Constructs a new circle geometry.
  22515. *
  22516. * @param {number} [radius=1] - Radius of the circle.
  22517. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22518. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22519. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22520. * of the circular sector in radians. The default value results in a complete circle.
  22521. */
  22522. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22523. super();
  22524. this.type = 'CircleGeometry';
  22525. /**
  22526. * Holds the constructor parameters that have been
  22527. * used to generate the geometry. Any modification
  22528. * after instantiation does not change the geometry.
  22529. *
  22530. * @type {Object}
  22531. */
  22532. this.parameters = {
  22533. radius: radius,
  22534. segments: segments,
  22535. thetaStart: thetaStart,
  22536. thetaLength: thetaLength
  22537. };
  22538. segments = Math.max( 3, segments );
  22539. // buffers
  22540. const indices = [];
  22541. const vertices = [];
  22542. const normals = [];
  22543. const uvs = [];
  22544. // helper variables
  22545. const vertex = new Vector3();
  22546. const uv = new Vector2();
  22547. // center point
  22548. vertices.push( 0, 0, 0 );
  22549. normals.push( 0, 0, 1 );
  22550. uvs.push( 0.5, 0.5 );
  22551. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22552. const segment = thetaStart + s / segments * thetaLength;
  22553. // vertex
  22554. vertex.x = radius * Math.cos( segment );
  22555. vertex.y = radius * Math.sin( segment );
  22556. vertices.push( vertex.x, vertex.y, vertex.z );
  22557. // normal
  22558. normals.push( 0, 0, 1 );
  22559. // uvs
  22560. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22561. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22562. uvs.push( uv.x, uv.y );
  22563. }
  22564. // indices
  22565. for ( let i = 1; i <= segments; i ++ ) {
  22566. indices.push( i, i + 1, 0 );
  22567. }
  22568. // build geometry
  22569. this.setIndex( indices );
  22570. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22571. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22572. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22573. }
  22574. copy( source ) {
  22575. super.copy( source );
  22576. this.parameters = Object.assign( {}, source.parameters );
  22577. return this;
  22578. }
  22579. /**
  22580. * Factory method for creating an instance of this class from the given
  22581. * JSON object.
  22582. *
  22583. * @param {Object} data - A JSON object representing the serialized geometry.
  22584. * @return {CircleGeometry} A new instance.
  22585. */
  22586. static fromJSON( data ) {
  22587. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22588. }
  22589. }
  22590. /**
  22591. * A geometry class for representing a cylinder.
  22592. *
  22593. * ```js
  22594. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22595. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22596. * const cylinder = new THREE.Mesh( geometry, material );
  22597. * scene.add( cylinder );
  22598. * ```
  22599. *
  22600. * @augments BufferGeometry
  22601. * @demo scenes/geometry-browser.html#CylinderGeometry
  22602. */
  22603. class CylinderGeometry extends BufferGeometry {
  22604. /**
  22605. * Constructs a new cylinder geometry.
  22606. *
  22607. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22608. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22609. * @param {number} [height=1] - Height of the cylinder.
  22610. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22611. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22612. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22613. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22614. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22615. * The default value results in a complete cylinder.
  22616. */
  22617. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22618. super();
  22619. this.type = 'CylinderGeometry';
  22620. /**
  22621. * Holds the constructor parameters that have been
  22622. * used to generate the geometry. Any modification
  22623. * after instantiation does not change the geometry.
  22624. *
  22625. * @type {Object}
  22626. */
  22627. this.parameters = {
  22628. radiusTop: radiusTop,
  22629. radiusBottom: radiusBottom,
  22630. height: height,
  22631. radialSegments: radialSegments,
  22632. heightSegments: heightSegments,
  22633. openEnded: openEnded,
  22634. thetaStart: thetaStart,
  22635. thetaLength: thetaLength
  22636. };
  22637. const scope = this;
  22638. radialSegments = Math.floor( radialSegments );
  22639. heightSegments = Math.floor( heightSegments );
  22640. // buffers
  22641. const indices = [];
  22642. const vertices = [];
  22643. const normals = [];
  22644. const uvs = [];
  22645. // helper variables
  22646. let index = 0;
  22647. const indexArray = [];
  22648. const halfHeight = height / 2;
  22649. let groupStart = 0;
  22650. // generate geometry
  22651. generateTorso();
  22652. if ( openEnded === false ) {
  22653. if ( radiusTop > 0 ) generateCap( true );
  22654. if ( radiusBottom > 0 ) generateCap( false );
  22655. }
  22656. // build geometry
  22657. this.setIndex( indices );
  22658. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22659. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22660. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22661. function generateTorso() {
  22662. const normal = new Vector3();
  22663. const vertex = new Vector3();
  22664. let groupCount = 0;
  22665. // this will be used to calculate the normal
  22666. const slope = ( radiusBottom - radiusTop ) / height;
  22667. // generate vertices, normals and uvs
  22668. for ( let y = 0; y <= heightSegments; y ++ ) {
  22669. const indexRow = [];
  22670. const v = y / heightSegments;
  22671. // calculate the radius of the current row
  22672. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22673. for ( let x = 0; x <= radialSegments; x ++ ) {
  22674. const u = x / radialSegments;
  22675. const theta = u * thetaLength + thetaStart;
  22676. const sinTheta = Math.sin( theta );
  22677. const cosTheta = Math.cos( theta );
  22678. // vertex
  22679. vertex.x = radius * sinTheta;
  22680. vertex.y = - v * height + halfHeight;
  22681. vertex.z = radius * cosTheta;
  22682. vertices.push( vertex.x, vertex.y, vertex.z );
  22683. // normal
  22684. normal.set( sinTheta, slope, cosTheta ).normalize();
  22685. normals.push( normal.x, normal.y, normal.z );
  22686. // uv
  22687. uvs.push( u, 1 - v );
  22688. // save index of vertex in respective row
  22689. indexRow.push( index ++ );
  22690. }
  22691. // now save vertices of the row in our index array
  22692. indexArray.push( indexRow );
  22693. }
  22694. // generate indices
  22695. for ( let x = 0; x < radialSegments; x ++ ) {
  22696. for ( let y = 0; y < heightSegments; y ++ ) {
  22697. // we use the index array to access the correct indices
  22698. const a = indexArray[ y ][ x ];
  22699. const b = indexArray[ y + 1 ][ x ];
  22700. const c = indexArray[ y + 1 ][ x + 1 ];
  22701. const d = indexArray[ y ][ x + 1 ];
  22702. // faces
  22703. if ( radiusTop > 0 || y !== 0 ) {
  22704. indices.push( a, b, d );
  22705. groupCount += 3;
  22706. }
  22707. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22708. indices.push( b, c, d );
  22709. groupCount += 3;
  22710. }
  22711. }
  22712. }
  22713. // add a group to the geometry. this will ensure multi material support
  22714. scope.addGroup( groupStart, groupCount, 0 );
  22715. // calculate new start value for groups
  22716. groupStart += groupCount;
  22717. }
  22718. function generateCap( top ) {
  22719. // save the index of the first center vertex
  22720. const centerIndexStart = index;
  22721. const uv = new Vector2();
  22722. const vertex = new Vector3();
  22723. let groupCount = 0;
  22724. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22725. const sign = ( top === true ) ? 1 : -1;
  22726. // first we generate the center vertex data of the cap.
  22727. // because the geometry needs one set of uvs per face,
  22728. // we must generate a center vertex per face/segment
  22729. for ( let x = 1; x <= radialSegments; x ++ ) {
  22730. // vertex
  22731. vertices.push( 0, halfHeight * sign, 0 );
  22732. // normal
  22733. normals.push( 0, sign, 0 );
  22734. // uv
  22735. uvs.push( 0.5, 0.5 );
  22736. // increase index
  22737. index ++;
  22738. }
  22739. // save the index of the last center vertex
  22740. const centerIndexEnd = index;
  22741. // now we generate the surrounding vertices, normals and uvs
  22742. for ( let x = 0; x <= radialSegments; x ++ ) {
  22743. const u = x / radialSegments;
  22744. const theta = u * thetaLength + thetaStart;
  22745. const cosTheta = Math.cos( theta );
  22746. const sinTheta = Math.sin( theta );
  22747. // vertex
  22748. vertex.x = radius * sinTheta;
  22749. vertex.y = halfHeight * sign;
  22750. vertex.z = radius * cosTheta;
  22751. vertices.push( vertex.x, vertex.y, vertex.z );
  22752. // normal
  22753. normals.push( 0, sign, 0 );
  22754. // uv
  22755. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22756. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22757. uvs.push( uv.x, uv.y );
  22758. // increase index
  22759. index ++;
  22760. }
  22761. // generate indices
  22762. for ( let x = 0; x < radialSegments; x ++ ) {
  22763. const c = centerIndexStart + x;
  22764. const i = centerIndexEnd + x;
  22765. if ( top === true ) {
  22766. // face top
  22767. indices.push( i, i + 1, c );
  22768. } else {
  22769. // face bottom
  22770. indices.push( i + 1, i, c );
  22771. }
  22772. groupCount += 3;
  22773. }
  22774. // add a group to the geometry. this will ensure multi material support
  22775. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22776. // calculate new start value for groups
  22777. groupStart += groupCount;
  22778. }
  22779. }
  22780. copy( source ) {
  22781. super.copy( source );
  22782. this.parameters = Object.assign( {}, source.parameters );
  22783. return this;
  22784. }
  22785. /**
  22786. * Factory method for creating an instance of this class from the given
  22787. * JSON object.
  22788. *
  22789. * @param {Object} data - A JSON object representing the serialized geometry.
  22790. * @return {CylinderGeometry} A new instance.
  22791. */
  22792. static fromJSON( data ) {
  22793. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22794. }
  22795. }
  22796. /**
  22797. * A geometry class for representing a cone.
  22798. *
  22799. * ```js
  22800. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22801. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22802. * const cone = new THREE.Mesh(geometry, material );
  22803. * scene.add( cone );
  22804. * ```
  22805. *
  22806. * @augments CylinderGeometry
  22807. * @demo scenes/geometry-browser.html#ConeGeometry
  22808. */
  22809. class ConeGeometry extends CylinderGeometry {
  22810. /**
  22811. * Constructs a new cone geometry.
  22812. *
  22813. * @param {number} [radius=1] - Radius of the cone base.
  22814. * @param {number} [height=1] - Height of the cone.
  22815. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22816. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22817. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22818. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22819. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22820. * The default value results in a complete cone.
  22821. */
  22822. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22823. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22824. this.type = 'ConeGeometry';
  22825. /**
  22826. * Holds the constructor parameters that have been
  22827. * used to generate the geometry. Any modification
  22828. * after instantiation does not change the geometry.
  22829. *
  22830. * @type {Object}
  22831. */
  22832. this.parameters = {
  22833. radius: radius,
  22834. height: height,
  22835. radialSegments: radialSegments,
  22836. heightSegments: heightSegments,
  22837. openEnded: openEnded,
  22838. thetaStart: thetaStart,
  22839. thetaLength: thetaLength
  22840. };
  22841. }
  22842. /**
  22843. * Factory method for creating an instance of this class from the given
  22844. * JSON object.
  22845. *
  22846. * @param {Object} data - A JSON object representing the serialized geometry.
  22847. * @return {ConeGeometry} A new instance.
  22848. */
  22849. static fromJSON( data ) {
  22850. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22851. }
  22852. }
  22853. /**
  22854. * A polyhedron is a solid in three dimensions with flat faces. This class
  22855. * will take an array of vertices, project them onto a sphere, and then
  22856. * divide them up to the desired level of detail.
  22857. *
  22858. * @augments BufferGeometry
  22859. */
  22860. class PolyhedronGeometry extends BufferGeometry {
  22861. /**
  22862. * Constructs a new polyhedron geometry.
  22863. *
  22864. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22865. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22866. * @param {number} [radius=1] - The radius of the shape.
  22867. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22868. */
  22869. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22870. super();
  22871. this.type = 'PolyhedronGeometry';
  22872. /**
  22873. * Holds the constructor parameters that have been
  22874. * used to generate the geometry. Any modification
  22875. * after instantiation does not change the geometry.
  22876. *
  22877. * @type {Object}
  22878. */
  22879. this.parameters = {
  22880. vertices: vertices,
  22881. indices: indices,
  22882. radius: radius,
  22883. detail: detail
  22884. };
  22885. // default buffer data
  22886. const vertexBuffer = [];
  22887. const uvBuffer = [];
  22888. // the subdivision creates the vertex buffer data
  22889. subdivide( detail );
  22890. // all vertices should lie on a conceptual sphere with a given radius
  22891. applyRadius( radius );
  22892. // finally, create the uv data
  22893. generateUVs();
  22894. // build non-indexed geometry
  22895. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22896. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22897. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22898. if ( detail === 0 ) {
  22899. this.computeVertexNormals(); // flat normals
  22900. } else {
  22901. this.normalizeNormals(); // smooth normals
  22902. }
  22903. // helper functions
  22904. function subdivide( detail ) {
  22905. const a = new Vector3();
  22906. const b = new Vector3();
  22907. const c = new Vector3();
  22908. // iterate over all faces and apply a subdivision with the given detail value
  22909. for ( let i = 0; i < indices.length; i += 3 ) {
  22910. // get the vertices of the face
  22911. getVertexByIndex( indices[ i + 0 ], a );
  22912. getVertexByIndex( indices[ i + 1 ], b );
  22913. getVertexByIndex( indices[ i + 2 ], c );
  22914. // perform subdivision
  22915. subdivideFace( a, b, c, detail );
  22916. }
  22917. }
  22918. function subdivideFace( a, b, c, detail ) {
  22919. const cols = detail + 1;
  22920. // we use this multidimensional array as a data structure for creating the subdivision
  22921. const v = [];
  22922. // construct all of the vertices for this subdivision
  22923. for ( let i = 0; i <= cols; i ++ ) {
  22924. v[ i ] = [];
  22925. const aj = a.clone().lerp( c, i / cols );
  22926. const bj = b.clone().lerp( c, i / cols );
  22927. const rows = cols - i;
  22928. for ( let j = 0; j <= rows; j ++ ) {
  22929. if ( j === 0 && i === cols ) {
  22930. v[ i ][ j ] = aj;
  22931. } else {
  22932. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22933. }
  22934. }
  22935. }
  22936. // construct all of the faces
  22937. for ( let i = 0; i < cols; i ++ ) {
  22938. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22939. const k = Math.floor( j / 2 );
  22940. if ( j % 2 === 0 ) {
  22941. pushVertex( v[ i ][ k + 1 ] );
  22942. pushVertex( v[ i + 1 ][ k ] );
  22943. pushVertex( v[ i ][ k ] );
  22944. } else {
  22945. pushVertex( v[ i ][ k + 1 ] );
  22946. pushVertex( v[ i + 1 ][ k + 1 ] );
  22947. pushVertex( v[ i + 1 ][ k ] );
  22948. }
  22949. }
  22950. }
  22951. }
  22952. function applyRadius( radius ) {
  22953. const vertex = new Vector3();
  22954. // iterate over the entire buffer and apply the radius to each vertex
  22955. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22956. vertex.x = vertexBuffer[ i + 0 ];
  22957. vertex.y = vertexBuffer[ i + 1 ];
  22958. vertex.z = vertexBuffer[ i + 2 ];
  22959. vertex.normalize().multiplyScalar( radius );
  22960. vertexBuffer[ i + 0 ] = vertex.x;
  22961. vertexBuffer[ i + 1 ] = vertex.y;
  22962. vertexBuffer[ i + 2 ] = vertex.z;
  22963. }
  22964. }
  22965. function generateUVs() {
  22966. const vertex = new Vector3();
  22967. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22968. vertex.x = vertexBuffer[ i + 0 ];
  22969. vertex.y = vertexBuffer[ i + 1 ];
  22970. vertex.z = vertexBuffer[ i + 2 ];
  22971. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22972. const v = inclination( vertex ) / Math.PI + 0.5;
  22973. uvBuffer.push( u, 1 - v );
  22974. }
  22975. correctUVs();
  22976. correctSeam();
  22977. }
  22978. function correctSeam() {
  22979. // handle case when face straddles the seam, see #3269
  22980. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22981. // uv data of a single face
  22982. const x0 = uvBuffer[ i + 0 ];
  22983. const x1 = uvBuffer[ i + 2 ];
  22984. const x2 = uvBuffer[ i + 4 ];
  22985. const max = Math.max( x0, x1, x2 );
  22986. const min = Math.min( x0, x1, x2 );
  22987. // 0.9 is somewhat arbitrary
  22988. if ( max > 0.9 && min < 0.1 ) {
  22989. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22990. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22991. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22992. }
  22993. }
  22994. }
  22995. function pushVertex( vertex ) {
  22996. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22997. }
  22998. function getVertexByIndex( index, vertex ) {
  22999. const stride = index * 3;
  23000. vertex.x = vertices[ stride + 0 ];
  23001. vertex.y = vertices[ stride + 1 ];
  23002. vertex.z = vertices[ stride + 2 ];
  23003. }
  23004. function correctUVs() {
  23005. const a = new Vector3();
  23006. const b = new Vector3();
  23007. const c = new Vector3();
  23008. const centroid = new Vector3();
  23009. const uvA = new Vector2();
  23010. const uvB = new Vector2();
  23011. const uvC = new Vector2();
  23012. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  23013. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  23014. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  23015. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  23016. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  23017. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  23018. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  23019. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  23020. const azi = azimuth( centroid );
  23021. correctUV( uvA, j + 0, a, azi );
  23022. correctUV( uvB, j + 2, b, azi );
  23023. correctUV( uvC, j + 4, c, azi );
  23024. }
  23025. }
  23026. function correctUV( uv, stride, vector, azimuth ) {
  23027. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  23028. uvBuffer[ stride ] = uv.x - 1;
  23029. }
  23030. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  23031. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  23032. }
  23033. }
  23034. // Angle around the Y axis, counter-clockwise when looking from above.
  23035. function azimuth( vector ) {
  23036. return Math.atan2( vector.z, - vector.x );
  23037. }
  23038. // Angle above the XZ plane.
  23039. function inclination( vector ) {
  23040. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  23041. }
  23042. }
  23043. copy( source ) {
  23044. super.copy( source );
  23045. this.parameters = Object.assign( {}, source.parameters );
  23046. return this;
  23047. }
  23048. /**
  23049. * Factory method for creating an instance of this class from the given
  23050. * JSON object.
  23051. *
  23052. * @param {Object} data - A JSON object representing the serialized geometry.
  23053. * @return {PolyhedronGeometry} A new instance.
  23054. */
  23055. static fromJSON( data ) {
  23056. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  23057. }
  23058. }
  23059. /**
  23060. * A geometry class for representing a dodecahedron.
  23061. *
  23062. * ```js
  23063. * const geometry = new THREE.DodecahedronGeometry();
  23064. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  23065. * const dodecahedron = new THREE.Mesh( geometry, material );
  23066. * scene.add( dodecahedron );
  23067. * ```
  23068. *
  23069. * @augments PolyhedronGeometry
  23070. * @demo scenes/geometry-browser.html#DodecahedronGeometry
  23071. */
  23072. class DodecahedronGeometry extends PolyhedronGeometry {
  23073. /**
  23074. * Constructs a new dodecahedron geometry.
  23075. *
  23076. * @param {number} [radius=1] - Radius of the dodecahedron.
  23077. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  23078. */
  23079. constructor( radius = 1, detail = 0 ) {
  23080. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  23081. const r = 1 / t;
  23082. const vertices = [
  23083. // (±1, ±1, ±1)
  23084. -1, -1, -1, -1, -1, 1,
  23085. -1, 1, -1, -1, 1, 1,
  23086. 1, -1, -1, 1, -1, 1,
  23087. 1, 1, -1, 1, 1, 1,
  23088. // (0, ±1/φ, ±φ)
  23089. 0, - r, - t, 0, - r, t,
  23090. 0, r, - t, 0, r, t,
  23091. // (±1/φ, ±φ, 0)
  23092. - r, - t, 0, - r, t, 0,
  23093. r, - t, 0, r, t, 0,
  23094. // (±φ, 0, ±1/φ)
  23095. - t, 0, - r, t, 0, - r,
  23096. - t, 0, r, t, 0, r
  23097. ];
  23098. const indices = [
  23099. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  23100. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  23101. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  23102. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  23103. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  23104. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  23105. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  23106. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  23107. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  23108. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  23109. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  23110. 1, 12, 14, 1, 14, 5, 1, 5, 9
  23111. ];
  23112. super( vertices, indices, radius, detail );
  23113. this.type = 'DodecahedronGeometry';
  23114. /**
  23115. * Holds the constructor parameters that have been
  23116. * used to generate the geometry. Any modification
  23117. * after instantiation does not change the geometry.
  23118. *
  23119. * @type {Object}
  23120. */
  23121. this.parameters = {
  23122. radius: radius,
  23123. detail: detail
  23124. };
  23125. }
  23126. /**
  23127. * Factory method for creating an instance of this class from the given
  23128. * JSON object.
  23129. *
  23130. * @param {Object} data - A JSON object representing the serialized geometry.
  23131. * @return {DodecahedronGeometry} A new instance.
  23132. */
  23133. static fromJSON( data ) {
  23134. return new DodecahedronGeometry( data.radius, data.detail );
  23135. }
  23136. }
  23137. const _v0 = /*@__PURE__*/ new Vector3();
  23138. const _v1$1 = /*@__PURE__*/ new Vector3();
  23139. const _normal = /*@__PURE__*/ new Vector3();
  23140. const _triangle = /*@__PURE__*/ new Triangle();
  23141. /**
  23142. * Can be used as a helper object to view the edges of a geometry.
  23143. *
  23144. * ```js
  23145. * const geometry = new THREE.BoxGeometry();
  23146. * const edges = new THREE.EdgesGeometry( geometry );
  23147. * const line = new THREE.LineSegments( edges );
  23148. * scene.add( line );
  23149. * ```
  23150. *
  23151. * Note: It is not yet possible to serialize/deserialize instances of this class.
  23152. *
  23153. * @augments BufferGeometry
  23154. */
  23155. class EdgesGeometry extends BufferGeometry {
  23156. /**
  23157. * Constructs a new edges geometry.
  23158. *
  23159. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23160. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23161. * between the face normals of the adjoining faces exceeds this value.
  23162. */
  23163. constructor( geometry = null, thresholdAngle = 1 ) {
  23164. super();
  23165. this.type = 'EdgesGeometry';
  23166. /**
  23167. * Holds the constructor parameters that have been
  23168. * used to generate the geometry. Any modification
  23169. * after instantiation does not change the geometry.
  23170. *
  23171. * @type {Object}
  23172. */
  23173. this.parameters = {
  23174. geometry: geometry,
  23175. thresholdAngle: thresholdAngle
  23176. };
  23177. if ( geometry !== null ) {
  23178. const precisionPoints = 4;
  23179. const precision = Math.pow( 10, precisionPoints );
  23180. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23181. const indexAttr = geometry.getIndex();
  23182. const positionAttr = geometry.getAttribute( 'position' );
  23183. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23184. const indexArr = [ 0, 0, 0 ];
  23185. const vertKeys = [ 'a', 'b', 'c' ];
  23186. const hashes = new Array( 3 );
  23187. const edgeData = {};
  23188. const vertices = [];
  23189. for ( let i = 0; i < indexCount; i += 3 ) {
  23190. if ( indexAttr ) {
  23191. indexArr[ 0 ] = indexAttr.getX( i );
  23192. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23193. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23194. } else {
  23195. indexArr[ 0 ] = i;
  23196. indexArr[ 1 ] = i + 1;
  23197. indexArr[ 2 ] = i + 2;
  23198. }
  23199. const { a, b, c } = _triangle;
  23200. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23201. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23202. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23203. _triangle.getNormal( _normal );
  23204. // create hashes for the edge from the vertices
  23205. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23206. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23207. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23208. // skip degenerate triangles
  23209. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23210. continue;
  23211. }
  23212. // iterate over every edge
  23213. for ( let j = 0; j < 3; j ++ ) {
  23214. // get the first and next vertex making up the edge
  23215. const jNext = ( j + 1 ) % 3;
  23216. const vecHash0 = hashes[ j ];
  23217. const vecHash1 = hashes[ jNext ];
  23218. const v0 = _triangle[ vertKeys[ j ] ];
  23219. const v1 = _triangle[ vertKeys[ jNext ] ];
  23220. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23221. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23222. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23223. // if we found a sibling edge add it into the vertex array if
  23224. // it meets the angle threshold and delete the edge from the map.
  23225. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23226. vertices.push( v0.x, v0.y, v0.z );
  23227. vertices.push( v1.x, v1.y, v1.z );
  23228. }
  23229. edgeData[ reverseHash ] = null;
  23230. } else if ( ! ( hash in edgeData ) ) {
  23231. // if we've already got an edge here then skip adding a new one
  23232. edgeData[ hash ] = {
  23233. index0: indexArr[ j ],
  23234. index1: indexArr[ jNext ],
  23235. normal: _normal.clone(),
  23236. };
  23237. }
  23238. }
  23239. }
  23240. // iterate over all remaining, unmatched edges and add them to the vertex array
  23241. for ( const key in edgeData ) {
  23242. if ( edgeData[ key ] ) {
  23243. const { index0, index1 } = edgeData[ key ];
  23244. _v0.fromBufferAttribute( positionAttr, index0 );
  23245. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23246. vertices.push( _v0.x, _v0.y, _v0.z );
  23247. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23248. }
  23249. }
  23250. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23251. }
  23252. }
  23253. copy( source ) {
  23254. super.copy( source );
  23255. this.parameters = Object.assign( {}, source.parameters );
  23256. return this;
  23257. }
  23258. }
  23259. /**
  23260. * An abstract base class for creating an analytic curve object that contains methods
  23261. * for interpolation.
  23262. *
  23263. * @abstract
  23264. */
  23265. class Curve {
  23266. /**
  23267. * Constructs a new curve.
  23268. */
  23269. constructor() {
  23270. /**
  23271. * The type property is used for detecting the object type
  23272. * in context of serialization/deserialization.
  23273. *
  23274. * @type {string}
  23275. * @readonly
  23276. */
  23277. this.type = 'Curve';
  23278. /**
  23279. * This value determines the amount of divisions when calculating the
  23280. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23281. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23282. * recommended to increase the value of this property if the curve is very large.
  23283. *
  23284. * @type {number}
  23285. * @default 200
  23286. */
  23287. this.arcLengthDivisions = 200;
  23288. /**
  23289. * Must be set to `true` if the curve parameters have changed.
  23290. *
  23291. * @type {boolean}
  23292. * @default false
  23293. */
  23294. this.needsUpdate = false;
  23295. /**
  23296. * An internal cache that holds precomputed curve length values.
  23297. *
  23298. * @private
  23299. * @type {?Array<number>}
  23300. * @default null
  23301. */
  23302. this.cacheArcLengths = null;
  23303. }
  23304. /**
  23305. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23306. * for the given interpolation factor.
  23307. *
  23308. * @abstract
  23309. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23310. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23311. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23312. */
  23313. getPoint( /* t, optionalTarget */ ) {
  23314. warn( 'Curve: .getPoint() not implemented.' );
  23315. }
  23316. /**
  23317. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23318. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23319. * of the curve which equidistant samples.
  23320. *
  23321. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23322. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23323. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23324. */
  23325. getPointAt( u, optionalTarget ) {
  23326. const t = this.getUtoTmapping( u );
  23327. return this.getPoint( t, optionalTarget );
  23328. }
  23329. /**
  23330. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23331. * the curve shape.
  23332. *
  23333. * @param {number} [divisions=5] - The number of divisions.
  23334. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23335. */
  23336. getPoints( divisions = 5 ) {
  23337. const points = [];
  23338. for ( let d = 0; d <= divisions; d ++ ) {
  23339. points.push( this.getPoint( d / divisions ) );
  23340. }
  23341. return points;
  23342. }
  23343. // Get sequence of points using getPointAt( u )
  23344. /**
  23345. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23346. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23347. * curve.
  23348. *
  23349. * @param {number} [divisions=5] - The number of divisions.
  23350. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23351. */
  23352. getSpacedPoints( divisions = 5 ) {
  23353. const points = [];
  23354. for ( let d = 0; d <= divisions; d ++ ) {
  23355. points.push( this.getPointAt( d / divisions ) );
  23356. }
  23357. return points;
  23358. }
  23359. /**
  23360. * Returns the total arc length of the curve.
  23361. *
  23362. * @return {number} The length of the curve.
  23363. */
  23364. getLength() {
  23365. const lengths = this.getLengths();
  23366. return lengths[ lengths.length - 1 ];
  23367. }
  23368. /**
  23369. * Returns an array of cumulative segment lengths of the curve.
  23370. *
  23371. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23372. * @return {Array<number>} An array holding the cumulative segment lengths.
  23373. */
  23374. getLengths( divisions = this.arcLengthDivisions ) {
  23375. if ( this.cacheArcLengths &&
  23376. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23377. ! this.needsUpdate ) {
  23378. return this.cacheArcLengths;
  23379. }
  23380. this.needsUpdate = false;
  23381. const cache = [];
  23382. let current, last = this.getPoint( 0 );
  23383. let sum = 0;
  23384. cache.push( 0 );
  23385. for ( let p = 1; p <= divisions; p ++ ) {
  23386. current = this.getPoint( p / divisions );
  23387. sum += current.distanceTo( last );
  23388. cache.push( sum );
  23389. last = current;
  23390. }
  23391. this.cacheArcLengths = cache;
  23392. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23393. }
  23394. /**
  23395. * Update the cumulative segment distance cache. The method must be called
  23396. * every time curve parameters are changed. If an updated curve is part of a
  23397. * composed curve like {@link CurvePath}, this method must be called on the
  23398. * composed curve, too.
  23399. */
  23400. updateArcLengths() {
  23401. this.needsUpdate = true;
  23402. this.getLengths();
  23403. }
  23404. /**
  23405. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23406. * interpolation factor in the same range that can be ued to sample equidistant points
  23407. * from a curve.
  23408. *
  23409. * @param {number} u - The interpolation factor.
  23410. * @param {?number} distance - An optional distance on the curve.
  23411. * @return {number} The updated interpolation factor.
  23412. */
  23413. getUtoTmapping( u, distance = null ) {
  23414. const arcLengths = this.getLengths();
  23415. let i = 0;
  23416. const il = arcLengths.length;
  23417. let targetArcLength; // The targeted u distance value to get
  23418. if ( distance ) {
  23419. targetArcLength = distance;
  23420. } else {
  23421. targetArcLength = u * arcLengths[ il - 1 ];
  23422. }
  23423. // binary search for the index with largest value smaller than target u distance
  23424. let low = 0, high = il - 1, comparison;
  23425. while ( low <= high ) {
  23426. 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
  23427. comparison = arcLengths[ i ] - targetArcLength;
  23428. if ( comparison < 0 ) {
  23429. low = i + 1;
  23430. } else if ( comparison > 0 ) {
  23431. high = i - 1;
  23432. } else {
  23433. high = i;
  23434. break;
  23435. // DONE
  23436. }
  23437. }
  23438. i = high;
  23439. if ( arcLengths[ i ] === targetArcLength ) {
  23440. return i / ( il - 1 );
  23441. }
  23442. // we could get finer grain at lengths, or use simple interpolation between two points
  23443. const lengthBefore = arcLengths[ i ];
  23444. const lengthAfter = arcLengths[ i + 1 ];
  23445. const segmentLength = lengthAfter - lengthBefore;
  23446. // determine where we are between the 'before' and 'after' points
  23447. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23448. // add that fractional amount to t
  23449. const t = ( i + segmentFraction ) / ( il - 1 );
  23450. return t;
  23451. }
  23452. /**
  23453. * Returns a unit vector tangent for the given interpolation factor.
  23454. * If the derived curve does not implement its tangent derivation,
  23455. * two points a small delta apart will be used to find its gradient
  23456. * which seems to give a reasonable approximation.
  23457. *
  23458. * @param {number} t - The interpolation factor.
  23459. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23460. * @return {(Vector2|Vector3)} The tangent vector.
  23461. */
  23462. getTangent( t, optionalTarget ) {
  23463. const delta = 0.0001;
  23464. let t1 = t - delta;
  23465. let t2 = t + delta;
  23466. // Capping in case of danger
  23467. if ( t1 < 0 ) t1 = 0;
  23468. if ( t2 > 1 ) t2 = 1;
  23469. const pt1 = this.getPoint( t1 );
  23470. const pt2 = this.getPoint( t2 );
  23471. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23472. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23473. return tangent;
  23474. }
  23475. /**
  23476. * Same as {@link Curve#getTangent} but with equidistant samples.
  23477. *
  23478. * @param {number} u - The interpolation factor.
  23479. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23480. * @return {(Vector2|Vector3)} The tangent vector.
  23481. * @see {@link Curve#getPointAt}
  23482. */
  23483. getTangentAt( u, optionalTarget ) {
  23484. const t = this.getUtoTmapping( u );
  23485. return this.getTangent( t, optionalTarget );
  23486. }
  23487. /**
  23488. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23489. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23490. *
  23491. * @param {number} segments - The number of segments.
  23492. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23493. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23494. */
  23495. computeFrenetFrames( segments, closed = false ) {
  23496. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23497. const normal = new Vector3();
  23498. const tangents = [];
  23499. const normals = [];
  23500. const binormals = [];
  23501. const vec = new Vector3();
  23502. const mat = new Matrix4();
  23503. // compute the tangent vectors for each segment on the curve
  23504. for ( let i = 0; i <= segments; i ++ ) {
  23505. const u = i / segments;
  23506. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23507. }
  23508. // select an initial normal vector perpendicular to the first tangent vector,
  23509. // and in the direction of the minimum tangent xyz component
  23510. normals[ 0 ] = new Vector3();
  23511. binormals[ 0 ] = new Vector3();
  23512. let min = Number.MAX_VALUE;
  23513. const tx = Math.abs( tangents[ 0 ].x );
  23514. const ty = Math.abs( tangents[ 0 ].y );
  23515. const tz = Math.abs( tangents[ 0 ].z );
  23516. if ( tx <= min ) {
  23517. min = tx;
  23518. normal.set( 1, 0, 0 );
  23519. }
  23520. if ( ty <= min ) {
  23521. min = ty;
  23522. normal.set( 0, 1, 0 );
  23523. }
  23524. if ( tz <= min ) {
  23525. normal.set( 0, 0, 1 );
  23526. }
  23527. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23528. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23529. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23530. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23531. for ( let i = 1; i <= segments; i ++ ) {
  23532. normals[ i ] = normals[ i - 1 ].clone();
  23533. binormals[ i ] = binormals[ i - 1 ].clone();
  23534. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23535. if ( vec.length() > Number.EPSILON ) {
  23536. vec.normalize();
  23537. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23538. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23539. }
  23540. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23541. }
  23542. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23543. if ( closed === true ) {
  23544. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23545. theta /= segments;
  23546. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23547. theta = - theta;
  23548. }
  23549. for ( let i = 1; i <= segments; i ++ ) {
  23550. // twist a little...
  23551. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23552. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23553. }
  23554. }
  23555. return {
  23556. tangents: tangents,
  23557. normals: normals,
  23558. binormals: binormals
  23559. };
  23560. }
  23561. /**
  23562. * Returns a new curve with copied values from this instance.
  23563. *
  23564. * @return {Curve} A clone of this instance.
  23565. */
  23566. clone() {
  23567. return new this.constructor().copy( this );
  23568. }
  23569. /**
  23570. * Copies the values of the given curve to this instance.
  23571. *
  23572. * @param {Curve} source - The curve to copy.
  23573. * @return {Curve} A reference to this curve.
  23574. */
  23575. copy( source ) {
  23576. this.arcLengthDivisions = source.arcLengthDivisions;
  23577. return this;
  23578. }
  23579. /**
  23580. * Serializes the curve into JSON.
  23581. *
  23582. * @return {Object} A JSON object representing the serialized curve.
  23583. * @see {@link ObjectLoader#parse}
  23584. */
  23585. toJSON() {
  23586. const data = {
  23587. metadata: {
  23588. version: 4.7,
  23589. type: 'Curve',
  23590. generator: 'Curve.toJSON'
  23591. }
  23592. };
  23593. data.arcLengthDivisions = this.arcLengthDivisions;
  23594. data.type = this.type;
  23595. return data;
  23596. }
  23597. /**
  23598. * Deserializes the curve from the given JSON.
  23599. *
  23600. * @param {Object} json - The JSON holding the serialized curve.
  23601. * @return {Curve} A reference to this curve.
  23602. */
  23603. fromJSON( json ) {
  23604. this.arcLengthDivisions = json.arcLengthDivisions;
  23605. return this;
  23606. }
  23607. }
  23608. /**
  23609. * A curve representing an ellipse.
  23610. *
  23611. * ```js
  23612. * const curve = new THREE.EllipseCurve(
  23613. * 0, 0,
  23614. * 10, 10,
  23615. * 0, 2 * Math.PI,
  23616. * false,
  23617. * 0
  23618. * );
  23619. *
  23620. * const points = curve.getPoints( 50 );
  23621. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23622. *
  23623. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23624. *
  23625. * // Create the final object to add to the scene
  23626. * const ellipse = new THREE.Line( geometry, material );
  23627. * ```
  23628. *
  23629. * @augments Curve
  23630. */
  23631. class EllipseCurve extends Curve {
  23632. /**
  23633. * Constructs a new ellipse curve.
  23634. *
  23635. * @param {number} [aX=0] - The X center of the ellipse.
  23636. * @param {number} [aY=0] - The Y center of the ellipse.
  23637. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23638. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23639. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23640. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23641. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23642. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23643. */
  23644. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23645. super();
  23646. /**
  23647. * This flag can be used for type testing.
  23648. *
  23649. * @type {boolean}
  23650. * @readonly
  23651. * @default true
  23652. */
  23653. this.isEllipseCurve = true;
  23654. this.type = 'EllipseCurve';
  23655. /**
  23656. * The X center of the ellipse.
  23657. *
  23658. * @type {number}
  23659. * @default 0
  23660. */
  23661. this.aX = aX;
  23662. /**
  23663. * The Y center of the ellipse.
  23664. *
  23665. * @type {number}
  23666. * @default 0
  23667. */
  23668. this.aY = aY;
  23669. /**
  23670. * The radius of the ellipse in the x direction.
  23671. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23672. *
  23673. * @type {number}
  23674. * @default 1
  23675. */
  23676. this.xRadius = xRadius;
  23677. /**
  23678. * The radius of the ellipse in the y direction.
  23679. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23680. *
  23681. * @type {number}
  23682. * @default 1
  23683. */
  23684. this.yRadius = yRadius;
  23685. /**
  23686. * The start angle of the curve in radians starting from the positive X axis.
  23687. *
  23688. * @type {number}
  23689. * @default 0
  23690. */
  23691. this.aStartAngle = aStartAngle;
  23692. /**
  23693. * The end angle of the curve in radians starting from the positive X axis.
  23694. *
  23695. * @type {number}
  23696. * @default Math.PI*2
  23697. */
  23698. this.aEndAngle = aEndAngle;
  23699. /**
  23700. * Whether the ellipse is drawn clockwise or not.
  23701. *
  23702. * @type {boolean}
  23703. * @default false
  23704. */
  23705. this.aClockwise = aClockwise;
  23706. /**
  23707. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23708. *
  23709. * @type {number}
  23710. * @default 0
  23711. */
  23712. this.aRotation = aRotation;
  23713. }
  23714. /**
  23715. * Returns a point on the curve.
  23716. *
  23717. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23718. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23719. * @return {Vector2} The position on the curve.
  23720. */
  23721. getPoint( t, optionalTarget = new Vector2() ) {
  23722. const point = optionalTarget;
  23723. const twoPi = Math.PI * 2;
  23724. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23725. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23726. // ensures that deltaAngle is 0 .. 2 PI
  23727. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23728. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23729. if ( deltaAngle < Number.EPSILON ) {
  23730. if ( samePoints ) {
  23731. deltaAngle = 0;
  23732. } else {
  23733. deltaAngle = twoPi;
  23734. }
  23735. }
  23736. if ( this.aClockwise === true && ! samePoints ) {
  23737. if ( deltaAngle === twoPi ) {
  23738. deltaAngle = - twoPi;
  23739. } else {
  23740. deltaAngle = deltaAngle - twoPi;
  23741. }
  23742. }
  23743. const angle = this.aStartAngle + t * deltaAngle;
  23744. let x = this.aX + this.xRadius * Math.cos( angle );
  23745. let y = this.aY + this.yRadius * Math.sin( angle );
  23746. if ( this.aRotation !== 0 ) {
  23747. const cos = Math.cos( this.aRotation );
  23748. const sin = Math.sin( this.aRotation );
  23749. const tx = x - this.aX;
  23750. const ty = y - this.aY;
  23751. // Rotate the point about the center of the ellipse.
  23752. x = tx * cos - ty * sin + this.aX;
  23753. y = tx * sin + ty * cos + this.aY;
  23754. }
  23755. return point.set( x, y );
  23756. }
  23757. copy( source ) {
  23758. super.copy( source );
  23759. this.aX = source.aX;
  23760. this.aY = source.aY;
  23761. this.xRadius = source.xRadius;
  23762. this.yRadius = source.yRadius;
  23763. this.aStartAngle = source.aStartAngle;
  23764. this.aEndAngle = source.aEndAngle;
  23765. this.aClockwise = source.aClockwise;
  23766. this.aRotation = source.aRotation;
  23767. return this;
  23768. }
  23769. toJSON() {
  23770. const data = super.toJSON();
  23771. data.aX = this.aX;
  23772. data.aY = this.aY;
  23773. data.xRadius = this.xRadius;
  23774. data.yRadius = this.yRadius;
  23775. data.aStartAngle = this.aStartAngle;
  23776. data.aEndAngle = this.aEndAngle;
  23777. data.aClockwise = this.aClockwise;
  23778. data.aRotation = this.aRotation;
  23779. return data;
  23780. }
  23781. fromJSON( json ) {
  23782. super.fromJSON( json );
  23783. this.aX = json.aX;
  23784. this.aY = json.aY;
  23785. this.xRadius = json.xRadius;
  23786. this.yRadius = json.yRadius;
  23787. this.aStartAngle = json.aStartAngle;
  23788. this.aEndAngle = json.aEndAngle;
  23789. this.aClockwise = json.aClockwise;
  23790. this.aRotation = json.aRotation;
  23791. return this;
  23792. }
  23793. }
  23794. /**
  23795. * A curve representing an arc.
  23796. *
  23797. * @augments EllipseCurve
  23798. */
  23799. class ArcCurve extends EllipseCurve {
  23800. /**
  23801. * Constructs a new arc curve.
  23802. *
  23803. * @param {number} [aX=0] - The X center of the ellipse.
  23804. * @param {number} [aY=0] - The Y center of the ellipse.
  23805. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23806. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23807. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23808. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23809. */
  23810. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23811. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23812. /**
  23813. * This flag can be used for type testing.
  23814. *
  23815. * @type {boolean}
  23816. * @readonly
  23817. * @default true
  23818. */
  23819. this.isArcCurve = true;
  23820. this.type = 'ArcCurve';
  23821. }
  23822. }
  23823. function CubicPoly() {
  23824. /**
  23825. * Centripetal CatmullRom Curve - which is useful for avoiding
  23826. * cusps and self-intersections in non-uniform catmull rom curves.
  23827. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23828. *
  23829. * curve.type accepts centripetal(default), chordal and catmullrom
  23830. * curve.tension is used for catmullrom which defaults to 0.5
  23831. */
  23832. /*
  23833. Based on an optimized c++ solution in
  23834. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23835. - http://ideone.com/NoEbVM
  23836. This CubicPoly class could be used for reusing some variables and calculations,
  23837. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23838. which can be placed in CurveUtils.
  23839. */
  23840. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23841. /*
  23842. * Compute coefficients for a cubic polynomial
  23843. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23844. * such that
  23845. * p(0) = x0, p(1) = x1
  23846. * and
  23847. * p'(0) = t0, p'(1) = t1.
  23848. */
  23849. function init( x0, x1, t0, t1 ) {
  23850. c0 = x0;
  23851. c1 = t0;
  23852. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23853. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23854. }
  23855. return {
  23856. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23857. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23858. },
  23859. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23860. // compute tangents when parameterized in [t1,t2]
  23861. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23862. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23863. // rescale tangents for parametrization in [0,1]
  23864. t1 *= dt1;
  23865. t2 *= dt1;
  23866. init( x1, x2, t1, t2 );
  23867. },
  23868. calc: function ( t ) {
  23869. const t2 = t * t;
  23870. const t3 = t2 * t;
  23871. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23872. }
  23873. };
  23874. }
  23875. //
  23876. const tmp = /*@__PURE__*/ new Vector3();
  23877. const px = /*@__PURE__*/ new CubicPoly();
  23878. const py = /*@__PURE__*/ new CubicPoly();
  23879. const pz = /*@__PURE__*/ new CubicPoly();
  23880. /**
  23881. * A curve representing a Catmull-Rom spline.
  23882. *
  23883. * ```js
  23884. * //Create a closed wavey loop
  23885. * const curve = new THREE.CatmullRomCurve3( [
  23886. * new THREE.Vector3( -10, 0, 10 ),
  23887. * new THREE.Vector3( -5, 5, 5 ),
  23888. * new THREE.Vector3( 0, 0, 0 ),
  23889. * new THREE.Vector3( 5, -5, 5 ),
  23890. * new THREE.Vector3( 10, 0, 10 )
  23891. * ] );
  23892. *
  23893. * const points = curve.getPoints( 50 );
  23894. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23895. *
  23896. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23897. *
  23898. * // Create the final object to add to the scene
  23899. * const curveObject = new THREE.Line( geometry, material );
  23900. * ```
  23901. *
  23902. * @augments Curve
  23903. */
  23904. class CatmullRomCurve3 extends Curve {
  23905. /**
  23906. * Constructs a new Catmull-Rom curve.
  23907. *
  23908. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23909. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23910. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23911. * @param {number} [tension=0.5] - Tension of the curve.
  23912. */
  23913. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23914. super();
  23915. /**
  23916. * This flag can be used for type testing.
  23917. *
  23918. * @type {boolean}
  23919. * @readonly
  23920. * @default true
  23921. */
  23922. this.isCatmullRomCurve3 = true;
  23923. this.type = 'CatmullRomCurve3';
  23924. /**
  23925. * An array of 3D points defining the curve.
  23926. *
  23927. * @type {Array<Vector3>}
  23928. */
  23929. this.points = points;
  23930. /**
  23931. * Whether the curve is closed or not.
  23932. *
  23933. * @type {boolean}
  23934. * @default false
  23935. */
  23936. this.closed = closed;
  23937. /**
  23938. * The curve type.
  23939. *
  23940. * @type {('centripetal'|'chordal'|'catmullrom')}
  23941. * @default 'centripetal'
  23942. */
  23943. this.curveType = curveType;
  23944. /**
  23945. * Tension of the curve.
  23946. *
  23947. * @type {number}
  23948. * @default 0.5
  23949. */
  23950. this.tension = tension;
  23951. }
  23952. /**
  23953. * Returns a point on the curve.
  23954. *
  23955. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23956. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23957. * @return {Vector3} The position on the curve.
  23958. */
  23959. getPoint( t, optionalTarget = new Vector3() ) {
  23960. const point = optionalTarget;
  23961. const points = this.points;
  23962. const l = points.length;
  23963. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23964. let intPoint = Math.floor( p );
  23965. let weight = p - intPoint;
  23966. if ( this.closed ) {
  23967. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23968. } else if ( weight === 0 && intPoint === l - 1 ) {
  23969. intPoint = l - 2;
  23970. weight = 1;
  23971. }
  23972. let p0, p3; // 4 points (p1 & p2 defined below)
  23973. if ( this.closed || intPoint > 0 ) {
  23974. p0 = points[ ( intPoint - 1 ) % l ];
  23975. } else {
  23976. // extrapolate first point
  23977. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23978. p0 = tmp;
  23979. }
  23980. const p1 = points[ intPoint % l ];
  23981. const p2 = points[ ( intPoint + 1 ) % l ];
  23982. if ( this.closed || intPoint + 2 < l ) {
  23983. p3 = points[ ( intPoint + 2 ) % l ];
  23984. } else {
  23985. // extrapolate last point
  23986. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23987. p3 = tmp;
  23988. }
  23989. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23990. // init Centripetal / Chordal Catmull-Rom
  23991. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23992. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23993. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23994. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23995. // safety check for repeated points
  23996. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23997. if ( dt0 < 1e-4 ) dt0 = dt1;
  23998. if ( dt2 < 1e-4 ) dt2 = dt1;
  23999. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  24000. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  24001. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  24002. } else if ( this.curveType === 'catmullrom' ) {
  24003. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  24004. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  24005. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  24006. }
  24007. point.set(
  24008. px.calc( weight ),
  24009. py.calc( weight ),
  24010. pz.calc( weight )
  24011. );
  24012. return point;
  24013. }
  24014. copy( source ) {
  24015. super.copy( source );
  24016. this.points = [];
  24017. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24018. const point = source.points[ i ];
  24019. this.points.push( point.clone() );
  24020. }
  24021. this.closed = source.closed;
  24022. this.curveType = source.curveType;
  24023. this.tension = source.tension;
  24024. return this;
  24025. }
  24026. toJSON() {
  24027. const data = super.toJSON();
  24028. data.points = [];
  24029. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24030. const point = this.points[ i ];
  24031. data.points.push( point.toArray() );
  24032. }
  24033. data.closed = this.closed;
  24034. data.curveType = this.curveType;
  24035. data.tension = this.tension;
  24036. return data;
  24037. }
  24038. fromJSON( json ) {
  24039. super.fromJSON( json );
  24040. this.points = [];
  24041. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24042. const point = json.points[ i ];
  24043. this.points.push( new Vector3().fromArray( point ) );
  24044. }
  24045. this.closed = json.closed;
  24046. this.curveType = json.curveType;
  24047. this.tension = json.tension;
  24048. return this;
  24049. }
  24050. }
  24051. /**
  24052. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  24053. *
  24054. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  24055. *
  24056. * @module Interpolations
  24057. */
  24058. /**
  24059. * Computes a point on a Catmull-Rom spline.
  24060. *
  24061. * @param {number} t - The interpolation factor.
  24062. * @param {number} p0 - The first control point.
  24063. * @param {number} p1 - The second control point.
  24064. * @param {number} p2 - The third control point.
  24065. * @param {number} p3 - The fourth control point.
  24066. * @return {number} The calculated point on a Catmull-Rom spline.
  24067. */
  24068. function CatmullRom( t, p0, p1, p2, p3 ) {
  24069. const v0 = ( p2 - p0 ) * 0.5;
  24070. const v1 = ( p3 - p1 ) * 0.5;
  24071. const t2 = t * t;
  24072. const t3 = t * t2;
  24073. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  24074. }
  24075. //
  24076. function QuadraticBezierP0( t, p ) {
  24077. const k = 1 - t;
  24078. return k * k * p;
  24079. }
  24080. function QuadraticBezierP1( t, p ) {
  24081. return 2 * ( 1 - t ) * t * p;
  24082. }
  24083. function QuadraticBezierP2( t, p ) {
  24084. return t * t * p;
  24085. }
  24086. /**
  24087. * Computes a point on a Quadratic Bezier curve.
  24088. *
  24089. * @param {number} t - The interpolation factor.
  24090. * @param {number} p0 - The first control point.
  24091. * @param {number} p1 - The second control point.
  24092. * @param {number} p2 - The third control point.
  24093. * @return {number} The calculated point on a Quadratic Bezier curve.
  24094. */
  24095. function QuadraticBezier( t, p0, p1, p2 ) {
  24096. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  24097. QuadraticBezierP2( t, p2 );
  24098. }
  24099. //
  24100. function CubicBezierP0( t, p ) {
  24101. const k = 1 - t;
  24102. return k * k * k * p;
  24103. }
  24104. function CubicBezierP1( t, p ) {
  24105. const k = 1 - t;
  24106. return 3 * k * k * t * p;
  24107. }
  24108. function CubicBezierP2( t, p ) {
  24109. return 3 * ( 1 - t ) * t * t * p;
  24110. }
  24111. function CubicBezierP3( t, p ) {
  24112. return t * t * t * p;
  24113. }
  24114. /**
  24115. * Computes a point on a Cubic Bezier curve.
  24116. *
  24117. * @param {number} t - The interpolation factor.
  24118. * @param {number} p0 - The first control point.
  24119. * @param {number} p1 - The second control point.
  24120. * @param {number} p2 - The third control point.
  24121. * @param {number} p3 - The fourth control point.
  24122. * @return {number} The calculated point on a Cubic Bezier curve.
  24123. */
  24124. function CubicBezier( t, p0, p1, p2, p3 ) {
  24125. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  24126. CubicBezierP3( t, p3 );
  24127. }
  24128. /**
  24129. * A curve representing a 2D Cubic Bezier curve.
  24130. *
  24131. * ```js
  24132. * const curve = new THREE.CubicBezierCurve(
  24133. * new THREE.Vector2( - 0, 0 ),
  24134. * new THREE.Vector2( - 5, 15 ),
  24135. * new THREE.Vector2( 20, 15 ),
  24136. * new THREE.Vector2( 10, 0 )
  24137. * );
  24138. *
  24139. * const points = curve.getPoints( 50 );
  24140. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24141. *
  24142. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24143. *
  24144. * // Create the final object to add to the scene
  24145. * const curveObject = new THREE.Line( geometry, material );
  24146. * ```
  24147. *
  24148. * @augments Curve
  24149. */
  24150. class CubicBezierCurve extends Curve {
  24151. /**
  24152. * Constructs a new Cubic Bezier curve.
  24153. *
  24154. * @param {Vector2} [v0] - The start point.
  24155. * @param {Vector2} [v1] - The first control point.
  24156. * @param {Vector2} [v2] - The second control point.
  24157. * @param {Vector2} [v3] - The end point.
  24158. */
  24159. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24160. super();
  24161. /**
  24162. * This flag can be used for type testing.
  24163. *
  24164. * @type {boolean}
  24165. * @readonly
  24166. * @default true
  24167. */
  24168. this.isCubicBezierCurve = true;
  24169. this.type = 'CubicBezierCurve';
  24170. /**
  24171. * The start point.
  24172. *
  24173. * @type {Vector2}
  24174. */
  24175. this.v0 = v0;
  24176. /**
  24177. * The first control point.
  24178. *
  24179. * @type {Vector2}
  24180. */
  24181. this.v1 = v1;
  24182. /**
  24183. * The second control point.
  24184. *
  24185. * @type {Vector2}
  24186. */
  24187. this.v2 = v2;
  24188. /**
  24189. * The end point.
  24190. *
  24191. * @type {Vector2}
  24192. */
  24193. this.v3 = v3;
  24194. }
  24195. /**
  24196. * Returns a point on the curve.
  24197. *
  24198. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24199. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24200. * @return {Vector2} The position on the curve.
  24201. */
  24202. getPoint( t, optionalTarget = new Vector2() ) {
  24203. const point = optionalTarget;
  24204. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24205. point.set(
  24206. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24207. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24208. );
  24209. return point;
  24210. }
  24211. copy( source ) {
  24212. super.copy( source );
  24213. this.v0.copy( source.v0 );
  24214. this.v1.copy( source.v1 );
  24215. this.v2.copy( source.v2 );
  24216. this.v3.copy( source.v3 );
  24217. return this;
  24218. }
  24219. toJSON() {
  24220. const data = super.toJSON();
  24221. data.v0 = this.v0.toArray();
  24222. data.v1 = this.v1.toArray();
  24223. data.v2 = this.v2.toArray();
  24224. data.v3 = this.v3.toArray();
  24225. return data;
  24226. }
  24227. fromJSON( json ) {
  24228. super.fromJSON( json );
  24229. this.v0.fromArray( json.v0 );
  24230. this.v1.fromArray( json.v1 );
  24231. this.v2.fromArray( json.v2 );
  24232. this.v3.fromArray( json.v3 );
  24233. return this;
  24234. }
  24235. }
  24236. /**
  24237. * A curve representing a 3D Cubic Bezier curve.
  24238. *
  24239. * @augments Curve
  24240. */
  24241. class CubicBezierCurve3 extends Curve {
  24242. /**
  24243. * Constructs a new Cubic Bezier curve.
  24244. *
  24245. * @param {Vector3} [v0] - The start point.
  24246. * @param {Vector3} [v1] - The first control point.
  24247. * @param {Vector3} [v2] - The second control point.
  24248. * @param {Vector3} [v3] - The end point.
  24249. */
  24250. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24251. super();
  24252. /**
  24253. * This flag can be used for type testing.
  24254. *
  24255. * @type {boolean}
  24256. * @readonly
  24257. * @default true
  24258. */
  24259. this.isCubicBezierCurve3 = true;
  24260. this.type = 'CubicBezierCurve3';
  24261. /**
  24262. * The start point.
  24263. *
  24264. * @type {Vector3}
  24265. */
  24266. this.v0 = v0;
  24267. /**
  24268. * The first control point.
  24269. *
  24270. * @type {Vector3}
  24271. */
  24272. this.v1 = v1;
  24273. /**
  24274. * The second control point.
  24275. *
  24276. * @type {Vector3}
  24277. */
  24278. this.v2 = v2;
  24279. /**
  24280. * The end point.
  24281. *
  24282. * @type {Vector3}
  24283. */
  24284. this.v3 = v3;
  24285. }
  24286. /**
  24287. * Returns a point on the curve.
  24288. *
  24289. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24290. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24291. * @return {Vector3} The position on the curve.
  24292. */
  24293. getPoint( t, optionalTarget = new Vector3() ) {
  24294. const point = optionalTarget;
  24295. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24296. point.set(
  24297. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24298. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24299. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24300. );
  24301. return point;
  24302. }
  24303. copy( source ) {
  24304. super.copy( source );
  24305. this.v0.copy( source.v0 );
  24306. this.v1.copy( source.v1 );
  24307. this.v2.copy( source.v2 );
  24308. this.v3.copy( source.v3 );
  24309. return this;
  24310. }
  24311. toJSON() {
  24312. const data = super.toJSON();
  24313. data.v0 = this.v0.toArray();
  24314. data.v1 = this.v1.toArray();
  24315. data.v2 = this.v2.toArray();
  24316. data.v3 = this.v3.toArray();
  24317. return data;
  24318. }
  24319. fromJSON( json ) {
  24320. super.fromJSON( json );
  24321. this.v0.fromArray( json.v0 );
  24322. this.v1.fromArray( json.v1 );
  24323. this.v2.fromArray( json.v2 );
  24324. this.v3.fromArray( json.v3 );
  24325. return this;
  24326. }
  24327. }
  24328. /**
  24329. * A curve representing a 2D line segment.
  24330. *
  24331. * @augments Curve
  24332. */
  24333. class LineCurve extends Curve {
  24334. /**
  24335. * Constructs a new line curve.
  24336. *
  24337. * @param {Vector2} [v1] - The start point.
  24338. * @param {Vector2} [v2] - The end point.
  24339. */
  24340. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24341. super();
  24342. /**
  24343. * This flag can be used for type testing.
  24344. *
  24345. * @type {boolean}
  24346. * @readonly
  24347. * @default true
  24348. */
  24349. this.isLineCurve = true;
  24350. this.type = 'LineCurve';
  24351. /**
  24352. * The start point.
  24353. *
  24354. * @type {Vector2}
  24355. */
  24356. this.v1 = v1;
  24357. /**
  24358. * The end point.
  24359. *
  24360. * @type {Vector2}
  24361. */
  24362. this.v2 = v2;
  24363. }
  24364. /**
  24365. * Returns a point on the line.
  24366. *
  24367. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24368. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24369. * @return {Vector2} The position on the line.
  24370. */
  24371. getPoint( t, optionalTarget = new Vector2() ) {
  24372. const point = optionalTarget;
  24373. if ( t === 1 ) {
  24374. point.copy( this.v2 );
  24375. } else {
  24376. point.copy( this.v2 ).sub( this.v1 );
  24377. point.multiplyScalar( t ).add( this.v1 );
  24378. }
  24379. return point;
  24380. }
  24381. // Line curve is linear, so we can overwrite default getPointAt
  24382. getPointAt( u, optionalTarget ) {
  24383. return this.getPoint( u, optionalTarget );
  24384. }
  24385. getTangent( t, optionalTarget = new Vector2() ) {
  24386. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24387. }
  24388. getTangentAt( u, optionalTarget ) {
  24389. return this.getTangent( u, optionalTarget );
  24390. }
  24391. copy( source ) {
  24392. super.copy( source );
  24393. this.v1.copy( source.v1 );
  24394. this.v2.copy( source.v2 );
  24395. return this;
  24396. }
  24397. toJSON() {
  24398. const data = super.toJSON();
  24399. data.v1 = this.v1.toArray();
  24400. data.v2 = this.v2.toArray();
  24401. return data;
  24402. }
  24403. fromJSON( json ) {
  24404. super.fromJSON( json );
  24405. this.v1.fromArray( json.v1 );
  24406. this.v2.fromArray( json.v2 );
  24407. return this;
  24408. }
  24409. }
  24410. /**
  24411. * A curve representing a 3D line segment.
  24412. *
  24413. * @augments Curve
  24414. */
  24415. class LineCurve3 extends Curve {
  24416. /**
  24417. * Constructs a new line curve.
  24418. *
  24419. * @param {Vector3} [v1] - The start point.
  24420. * @param {Vector3} [v2] - The end point.
  24421. */
  24422. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24423. super();
  24424. /**
  24425. * This flag can be used for type testing.
  24426. *
  24427. * @type {boolean}
  24428. * @readonly
  24429. * @default true
  24430. */
  24431. this.isLineCurve3 = true;
  24432. this.type = 'LineCurve3';
  24433. /**
  24434. * The start point.
  24435. *
  24436. * @type {Vector3}
  24437. */
  24438. this.v1 = v1;
  24439. /**
  24440. * The end point.
  24441. *
  24442. * @type {Vector2}
  24443. */
  24444. this.v2 = v2;
  24445. }
  24446. /**
  24447. * Returns a point on the line.
  24448. *
  24449. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24450. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24451. * @return {Vector3} The position on the line.
  24452. */
  24453. getPoint( t, optionalTarget = new Vector3() ) {
  24454. const point = optionalTarget;
  24455. if ( t === 1 ) {
  24456. point.copy( this.v2 );
  24457. } else {
  24458. point.copy( this.v2 ).sub( this.v1 );
  24459. point.multiplyScalar( t ).add( this.v1 );
  24460. }
  24461. return point;
  24462. }
  24463. // Line curve is linear, so we can overwrite default getPointAt
  24464. getPointAt( u, optionalTarget ) {
  24465. return this.getPoint( u, optionalTarget );
  24466. }
  24467. getTangent( t, optionalTarget = new Vector3() ) {
  24468. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24469. }
  24470. getTangentAt( u, optionalTarget ) {
  24471. return this.getTangent( u, optionalTarget );
  24472. }
  24473. copy( source ) {
  24474. super.copy( source );
  24475. this.v1.copy( source.v1 );
  24476. this.v2.copy( source.v2 );
  24477. return this;
  24478. }
  24479. toJSON() {
  24480. const data = super.toJSON();
  24481. data.v1 = this.v1.toArray();
  24482. data.v2 = this.v2.toArray();
  24483. return data;
  24484. }
  24485. fromJSON( json ) {
  24486. super.fromJSON( json );
  24487. this.v1.fromArray( json.v1 );
  24488. this.v2.fromArray( json.v2 );
  24489. return this;
  24490. }
  24491. }
  24492. /**
  24493. * A curve representing a 2D Quadratic Bezier curve.
  24494. *
  24495. * ```js
  24496. * const curve = new THREE.QuadraticBezierCurve(
  24497. * new THREE.Vector2( - 10, 0 ),
  24498. * new THREE.Vector2( 20, 15 ),
  24499. * new THREE.Vector2( 10, 0 )
  24500. * )
  24501. *
  24502. * const points = curve.getPoints( 50 );
  24503. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24504. *
  24505. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24506. *
  24507. * // Create the final object to add to the scene
  24508. * const curveObject = new THREE.Line( geometry, material );
  24509. * ```
  24510. *
  24511. * @augments Curve
  24512. */
  24513. class QuadraticBezierCurve extends Curve {
  24514. /**
  24515. * Constructs a new Quadratic Bezier curve.
  24516. *
  24517. * @param {Vector2} [v0] - The start point.
  24518. * @param {Vector2} [v1] - The control point.
  24519. * @param {Vector2} [v2] - The end point.
  24520. */
  24521. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24522. super();
  24523. /**
  24524. * This flag can be used for type testing.
  24525. *
  24526. * @type {boolean}
  24527. * @readonly
  24528. * @default true
  24529. */
  24530. this.isQuadraticBezierCurve = true;
  24531. this.type = 'QuadraticBezierCurve';
  24532. /**
  24533. * The start point.
  24534. *
  24535. * @type {Vector2}
  24536. */
  24537. this.v0 = v0;
  24538. /**
  24539. * The control point.
  24540. *
  24541. * @type {Vector2}
  24542. */
  24543. this.v1 = v1;
  24544. /**
  24545. * The end point.
  24546. *
  24547. * @type {Vector2}
  24548. */
  24549. this.v2 = v2;
  24550. }
  24551. /**
  24552. * Returns a point on the curve.
  24553. *
  24554. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24555. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24556. * @return {Vector2} The position on the curve.
  24557. */
  24558. getPoint( t, optionalTarget = new Vector2() ) {
  24559. const point = optionalTarget;
  24560. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24561. point.set(
  24562. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24563. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24564. );
  24565. return point;
  24566. }
  24567. copy( source ) {
  24568. super.copy( source );
  24569. this.v0.copy( source.v0 );
  24570. this.v1.copy( source.v1 );
  24571. this.v2.copy( source.v2 );
  24572. return this;
  24573. }
  24574. toJSON() {
  24575. const data = super.toJSON();
  24576. data.v0 = this.v0.toArray();
  24577. data.v1 = this.v1.toArray();
  24578. data.v2 = this.v2.toArray();
  24579. return data;
  24580. }
  24581. fromJSON( json ) {
  24582. super.fromJSON( json );
  24583. this.v0.fromArray( json.v0 );
  24584. this.v1.fromArray( json.v1 );
  24585. this.v2.fromArray( json.v2 );
  24586. return this;
  24587. }
  24588. }
  24589. /**
  24590. * A curve representing a 3D Quadratic Bezier curve.
  24591. *
  24592. * @augments Curve
  24593. */
  24594. class QuadraticBezierCurve3 extends Curve {
  24595. /**
  24596. * Constructs a new Quadratic Bezier curve.
  24597. *
  24598. * @param {Vector3} [v0] - The start point.
  24599. * @param {Vector3} [v1] - The control point.
  24600. * @param {Vector3} [v2] - The end point.
  24601. */
  24602. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24603. super();
  24604. /**
  24605. * This flag can be used for type testing.
  24606. *
  24607. * @type {boolean}
  24608. * @readonly
  24609. * @default true
  24610. */
  24611. this.isQuadraticBezierCurve3 = true;
  24612. this.type = 'QuadraticBezierCurve3';
  24613. /**
  24614. * The start point.
  24615. *
  24616. * @type {Vector3}
  24617. */
  24618. this.v0 = v0;
  24619. /**
  24620. * The control point.
  24621. *
  24622. * @type {Vector3}
  24623. */
  24624. this.v1 = v1;
  24625. /**
  24626. * The end point.
  24627. *
  24628. * @type {Vector3}
  24629. */
  24630. this.v2 = v2;
  24631. }
  24632. /**
  24633. * Returns a point on the curve.
  24634. *
  24635. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24636. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24637. * @return {Vector3} The position on the curve.
  24638. */
  24639. getPoint( t, optionalTarget = new Vector3() ) {
  24640. const point = optionalTarget;
  24641. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24642. point.set(
  24643. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24644. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24645. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24646. );
  24647. return point;
  24648. }
  24649. copy( source ) {
  24650. super.copy( source );
  24651. this.v0.copy( source.v0 );
  24652. this.v1.copy( source.v1 );
  24653. this.v2.copy( source.v2 );
  24654. return this;
  24655. }
  24656. toJSON() {
  24657. const data = super.toJSON();
  24658. data.v0 = this.v0.toArray();
  24659. data.v1 = this.v1.toArray();
  24660. data.v2 = this.v2.toArray();
  24661. return data;
  24662. }
  24663. fromJSON( json ) {
  24664. super.fromJSON( json );
  24665. this.v0.fromArray( json.v0 );
  24666. this.v1.fromArray( json.v1 );
  24667. this.v2.fromArray( json.v2 );
  24668. return this;
  24669. }
  24670. }
  24671. /**
  24672. * A curve representing a 2D spline curve.
  24673. *
  24674. * ```js
  24675. * // Create a sine-like wave
  24676. * const curve = new THREE.SplineCurve( [
  24677. * new THREE.Vector2( -10, 0 ),
  24678. * new THREE.Vector2( -5, 5 ),
  24679. * new THREE.Vector2( 0, 0 ),
  24680. * new THREE.Vector2( 5, -5 ),
  24681. * new THREE.Vector2( 10, 0 )
  24682. * ] );
  24683. *
  24684. * const points = curve.getPoints( 50 );
  24685. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24686. *
  24687. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24688. *
  24689. * // Create the final object to add to the scene
  24690. * const splineObject = new THREE.Line( geometry, material );
  24691. * ```
  24692. *
  24693. * @augments Curve
  24694. */
  24695. class SplineCurve extends Curve {
  24696. /**
  24697. * Constructs a new 2D spline curve.
  24698. *
  24699. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24700. */
  24701. constructor( points = [] ) {
  24702. super();
  24703. /**
  24704. * This flag can be used for type testing.
  24705. *
  24706. * @type {boolean}
  24707. * @readonly
  24708. * @default true
  24709. */
  24710. this.isSplineCurve = true;
  24711. this.type = 'SplineCurve';
  24712. /**
  24713. * An array of 2D points defining the curve.
  24714. *
  24715. * @type {Array<Vector2>}
  24716. */
  24717. this.points = points;
  24718. }
  24719. /**
  24720. * Returns a point on the curve.
  24721. *
  24722. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24723. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24724. * @return {Vector2} The position on the curve.
  24725. */
  24726. getPoint( t, optionalTarget = new Vector2() ) {
  24727. const point = optionalTarget;
  24728. const points = this.points;
  24729. const p = ( points.length - 1 ) * t;
  24730. const intPoint = Math.floor( p );
  24731. const weight = p - intPoint;
  24732. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24733. const p1 = points[ intPoint ];
  24734. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24735. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24736. point.set(
  24737. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24738. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24739. );
  24740. return point;
  24741. }
  24742. copy( source ) {
  24743. super.copy( source );
  24744. this.points = [];
  24745. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24746. const point = source.points[ i ];
  24747. this.points.push( point.clone() );
  24748. }
  24749. return this;
  24750. }
  24751. toJSON() {
  24752. const data = super.toJSON();
  24753. data.points = [];
  24754. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24755. const point = this.points[ i ];
  24756. data.points.push( point.toArray() );
  24757. }
  24758. return data;
  24759. }
  24760. fromJSON( json ) {
  24761. super.fromJSON( json );
  24762. this.points = [];
  24763. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24764. const point = json.points[ i ];
  24765. this.points.push( new Vector2().fromArray( point ) );
  24766. }
  24767. return this;
  24768. }
  24769. }
  24770. var Curves = /*#__PURE__*/Object.freeze({
  24771. __proto__: null,
  24772. ArcCurve: ArcCurve,
  24773. CatmullRomCurve3: CatmullRomCurve3,
  24774. CubicBezierCurve: CubicBezierCurve,
  24775. CubicBezierCurve3: CubicBezierCurve3,
  24776. EllipseCurve: EllipseCurve,
  24777. LineCurve: LineCurve,
  24778. LineCurve3: LineCurve3,
  24779. QuadraticBezierCurve: QuadraticBezierCurve,
  24780. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24781. SplineCurve: SplineCurve
  24782. });
  24783. /**
  24784. * A base class extending {@link Curve}. `CurvePath` is simply an
  24785. * array of connected curves, but retains the API of a curve.
  24786. *
  24787. * @augments Curve
  24788. */
  24789. class CurvePath extends Curve {
  24790. /**
  24791. * Constructs a new curve path.
  24792. */
  24793. constructor() {
  24794. super();
  24795. this.type = 'CurvePath';
  24796. /**
  24797. * An array of curves defining the
  24798. * path.
  24799. *
  24800. * @type {Array<Curve>}
  24801. */
  24802. this.curves = [];
  24803. /**
  24804. * Whether the path should automatically be closed
  24805. * by a line curve.
  24806. *
  24807. * @type {boolean}
  24808. * @default false
  24809. */
  24810. this.autoClose = false;
  24811. }
  24812. /**
  24813. * Adds a curve to this curve path.
  24814. *
  24815. * @param {Curve} curve - The curve to add.
  24816. */
  24817. add( curve ) {
  24818. this.curves.push( curve );
  24819. }
  24820. /**
  24821. * Adds a line curve to close the path.
  24822. *
  24823. * @return {CurvePath} A reference to this curve path.
  24824. */
  24825. closePath() {
  24826. // Add a line curve if start and end of lines are not connected
  24827. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24828. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24829. if ( ! startPoint.equals( endPoint ) ) {
  24830. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24831. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24832. }
  24833. return this;
  24834. }
  24835. /**
  24836. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24837. * for the given interpolation factor.
  24838. *
  24839. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24840. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24841. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24842. */
  24843. getPoint( t, optionalTarget ) {
  24844. // To get accurate point with reference to
  24845. // entire path distance at time t,
  24846. // following has to be done:
  24847. // 1. Length of each sub path have to be known
  24848. // 2. Locate and identify type of curve
  24849. // 3. Get t for the curve
  24850. // 4. Return curve.getPointAt(t')
  24851. const d = t * this.getLength();
  24852. const curveLengths = this.getCurveLengths();
  24853. let i = 0;
  24854. // To think about boundaries points.
  24855. while ( i < curveLengths.length ) {
  24856. if ( curveLengths[ i ] >= d ) {
  24857. const diff = curveLengths[ i ] - d;
  24858. const curve = this.curves[ i ];
  24859. const segmentLength = curve.getLength();
  24860. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24861. return curve.getPointAt( u, optionalTarget );
  24862. }
  24863. i ++;
  24864. }
  24865. return null;
  24866. // loop where sum != 0, sum > d , sum+1 <d
  24867. }
  24868. getLength() {
  24869. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24870. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24871. // getPoint() depends on getLength
  24872. const lens = this.getCurveLengths();
  24873. return lens[ lens.length - 1 ];
  24874. }
  24875. updateArcLengths() {
  24876. // cacheLengths must be recalculated.
  24877. this.needsUpdate = true;
  24878. this.cacheLengths = null;
  24879. this.getCurveLengths();
  24880. }
  24881. /**
  24882. * Returns list of cumulative curve lengths of the defined curves.
  24883. *
  24884. * @return {Array<number>} The curve lengths.
  24885. */
  24886. getCurveLengths() {
  24887. // Compute lengths and cache them
  24888. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24889. // We use cache values if curves and cache array are same length
  24890. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24891. return this.cacheLengths;
  24892. }
  24893. // Get length of sub-curve
  24894. // Push sums into cached array
  24895. const lengths = [];
  24896. let sums = 0;
  24897. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24898. sums += this.curves[ i ].getLength();
  24899. lengths.push( sums );
  24900. }
  24901. this.cacheLengths = lengths;
  24902. return lengths;
  24903. }
  24904. getSpacedPoints( divisions = 40 ) {
  24905. const points = [];
  24906. for ( let i = 0; i <= divisions; i ++ ) {
  24907. points.push( this.getPoint( i / divisions ) );
  24908. }
  24909. if ( this.autoClose ) {
  24910. points.push( points[ 0 ] );
  24911. }
  24912. return points;
  24913. }
  24914. getPoints( divisions = 12 ) {
  24915. const points = [];
  24916. let last;
  24917. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24918. const curve = curves[ i ];
  24919. const resolution = curve.isEllipseCurve ? divisions * 2
  24920. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24921. : curve.isSplineCurve ? divisions * curve.points.length
  24922. : divisions;
  24923. const pts = curve.getPoints( resolution );
  24924. for ( let j = 0; j < pts.length; j ++ ) {
  24925. const point = pts[ j ];
  24926. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24927. points.push( point );
  24928. last = point;
  24929. }
  24930. }
  24931. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24932. points.push( points[ 0 ] );
  24933. }
  24934. return points;
  24935. }
  24936. copy( source ) {
  24937. super.copy( source );
  24938. this.curves = [];
  24939. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24940. const curve = source.curves[ i ];
  24941. this.curves.push( curve.clone() );
  24942. }
  24943. this.autoClose = source.autoClose;
  24944. return this;
  24945. }
  24946. toJSON() {
  24947. const data = super.toJSON();
  24948. data.autoClose = this.autoClose;
  24949. data.curves = [];
  24950. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24951. const curve = this.curves[ i ];
  24952. data.curves.push( curve.toJSON() );
  24953. }
  24954. return data;
  24955. }
  24956. fromJSON( json ) {
  24957. super.fromJSON( json );
  24958. this.autoClose = json.autoClose;
  24959. this.curves = [];
  24960. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24961. const curve = json.curves[ i ];
  24962. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24963. }
  24964. return this;
  24965. }
  24966. }
  24967. /**
  24968. * A 2D path representation. The class provides methods for creating paths
  24969. * and contours of 2D shapes similar to the 2D Canvas API.
  24970. *
  24971. * ```js
  24972. * const path = new THREE.Path();
  24973. *
  24974. * path.lineTo( 0, 0.8 );
  24975. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24976. * path.lineTo( 1, 1 );
  24977. *
  24978. * const points = path.getPoints();
  24979. *
  24980. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24981. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24982. *
  24983. * const line = new THREE.Line( geometry, material );
  24984. * scene.add( line );
  24985. * ```
  24986. *
  24987. * @augments CurvePath
  24988. */
  24989. class Path extends CurvePath {
  24990. /**
  24991. * Constructs a new path.
  24992. *
  24993. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24994. */
  24995. constructor( points ) {
  24996. super();
  24997. this.type = 'Path';
  24998. /**
  24999. * The current offset of the path. Any new curve added will start here.
  25000. *
  25001. * @type {Vector2}
  25002. */
  25003. this.currentPoint = new Vector2();
  25004. if ( points ) {
  25005. this.setFromPoints( points );
  25006. }
  25007. }
  25008. /**
  25009. * Creates a path from the given list of points. The points are added
  25010. * to the path as instances of {@link LineCurve}.
  25011. *
  25012. * @param {Array<Vector2>} points - An array of 2D points.
  25013. * @return {Path} A reference to this path.
  25014. */
  25015. setFromPoints( points ) {
  25016. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  25017. for ( let i = 1, l = points.length; i < l; i ++ ) {
  25018. this.lineTo( points[ i ].x, points[ i ].y );
  25019. }
  25020. return this;
  25021. }
  25022. /**
  25023. * Moves {@link Path#currentPoint} to the given point.
  25024. *
  25025. * @param {number} x - The x coordinate.
  25026. * @param {number} y - The y coordinate.
  25027. * @return {Path} A reference to this path.
  25028. */
  25029. moveTo( x, y ) {
  25030. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  25031. return this;
  25032. }
  25033. /**
  25034. * Adds an instance of {@link LineCurve} to the path by connecting
  25035. * the current point with the given one.
  25036. *
  25037. * @param {number} x - The x coordinate of the end point.
  25038. * @param {number} y - The y coordinate of the end point.
  25039. * @return {Path} A reference to this path.
  25040. */
  25041. lineTo( x, y ) {
  25042. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  25043. this.curves.push( curve );
  25044. this.currentPoint.set( x, y );
  25045. return this;
  25046. }
  25047. /**
  25048. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  25049. * the current point with the given one.
  25050. *
  25051. * @param {number} aCPx - The x coordinate of the control point.
  25052. * @param {number} aCPy - The y coordinate of the control point.
  25053. * @param {number} aX - The x coordinate of the end point.
  25054. * @param {number} aY - The y coordinate of the end point.
  25055. * @return {Path} A reference to this path.
  25056. */
  25057. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  25058. const curve = new QuadraticBezierCurve(
  25059. this.currentPoint.clone(),
  25060. new Vector2( aCPx, aCPy ),
  25061. new Vector2( aX, aY )
  25062. );
  25063. this.curves.push( curve );
  25064. this.currentPoint.set( aX, aY );
  25065. return this;
  25066. }
  25067. /**
  25068. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  25069. * the current point with the given one.
  25070. *
  25071. * @param {number} aCP1x - The x coordinate of the first control point.
  25072. * @param {number} aCP1y - The y coordinate of the first control point.
  25073. * @param {number} aCP2x - The x coordinate of the second control point.
  25074. * @param {number} aCP2y - The y coordinate of the second control point.
  25075. * @param {number} aX - The x coordinate of the end point.
  25076. * @param {number} aY - The y coordinate of the end point.
  25077. * @return {Path} A reference to this path.
  25078. */
  25079. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  25080. const curve = new CubicBezierCurve(
  25081. this.currentPoint.clone(),
  25082. new Vector2( aCP1x, aCP1y ),
  25083. new Vector2( aCP2x, aCP2y ),
  25084. new Vector2( aX, aY )
  25085. );
  25086. this.curves.push( curve );
  25087. this.currentPoint.set( aX, aY );
  25088. return this;
  25089. }
  25090. /**
  25091. * Adds an instance of {@link SplineCurve} to the path by connecting
  25092. * the current point with the given list of points.
  25093. *
  25094. * @param {Array<Vector2>} pts - An array of points in 2D space.
  25095. * @return {Path} A reference to this path.
  25096. */
  25097. splineThru( pts ) {
  25098. const npts = [ this.currentPoint.clone() ].concat( pts );
  25099. const curve = new SplineCurve( npts );
  25100. this.curves.push( curve );
  25101. this.currentPoint.copy( pts[ pts.length - 1 ] );
  25102. return this;
  25103. }
  25104. /**
  25105. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  25106. * to the current point.
  25107. *
  25108. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  25109. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  25110. * @param {number} [aRadius=1] - The radius of the arc.
  25111. * @param {number} [aStartAngle=0] - The start angle in radians.
  25112. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25113. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25114. * @return {Path} A reference to this path.
  25115. */
  25116. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25117. const x0 = this.currentPoint.x;
  25118. const y0 = this.currentPoint.y;
  25119. this.absarc( aX + x0, aY + y0, aRadius,
  25120. aStartAngle, aEndAngle, aClockwise );
  25121. return this;
  25122. }
  25123. /**
  25124. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  25125. *
  25126. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  25127. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  25128. * @param {number} [aRadius=1] - The radius of the arc.
  25129. * @param {number} [aStartAngle=0] - The start angle in radians.
  25130. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25131. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  25132. * @return {Path} A reference to this path.
  25133. */
  25134. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  25135. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  25136. return this;
  25137. }
  25138. /**
  25139. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  25140. * to the current point
  25141. *
  25142. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  25143. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  25144. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25145. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25146. * @param {number} [aStartAngle=0] - The start angle in radians.
  25147. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25148. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25149. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25150. * @return {Path} A reference to this path.
  25151. */
  25152. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25153. const x0 = this.currentPoint.x;
  25154. const y0 = this.currentPoint.y;
  25155. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25156. return this;
  25157. }
  25158. /**
  25159. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25160. *
  25161. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25162. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25163. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25164. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25165. * @param {number} [aStartAngle=0] - The start angle in radians.
  25166. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25167. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25168. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25169. * @return {Path} A reference to this path.
  25170. */
  25171. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25172. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25173. if ( this.curves.length > 0 ) {
  25174. // if a previous curve is present, attempt to join
  25175. const firstPoint = curve.getPoint( 0 );
  25176. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25177. this.lineTo( firstPoint.x, firstPoint.y );
  25178. }
  25179. }
  25180. this.curves.push( curve );
  25181. const lastPoint = curve.getPoint( 1 );
  25182. this.currentPoint.copy( lastPoint );
  25183. return this;
  25184. }
  25185. copy( source ) {
  25186. super.copy( source );
  25187. this.currentPoint.copy( source.currentPoint );
  25188. return this;
  25189. }
  25190. toJSON() {
  25191. const data = super.toJSON();
  25192. data.currentPoint = this.currentPoint.toArray();
  25193. return data;
  25194. }
  25195. fromJSON( json ) {
  25196. super.fromJSON( json );
  25197. this.currentPoint.fromArray( json.currentPoint );
  25198. return this;
  25199. }
  25200. }
  25201. /**
  25202. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25203. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25204. * points, or to get triangulated faces.
  25205. *
  25206. * ```js
  25207. * const heartShape = new THREE.Shape();
  25208. *
  25209. * heartShape.moveTo( 25, 25 );
  25210. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25211. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25212. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25213. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25214. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25215. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25216. *
  25217. * const extrudeSettings = {
  25218. * depth: 8,
  25219. * bevelEnabled: true,
  25220. * bevelSegments: 2,
  25221. * steps: 2,
  25222. * bevelSize: 1,
  25223. * bevelThickness: 1
  25224. * };
  25225. *
  25226. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25227. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25228. * ```
  25229. *
  25230. * @augments Path
  25231. */
  25232. class Shape extends Path {
  25233. /**
  25234. * Constructs a new shape.
  25235. *
  25236. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25237. */
  25238. constructor( points ) {
  25239. super( points );
  25240. /**
  25241. * The UUID of the shape.
  25242. *
  25243. * @type {string}
  25244. * @readonly
  25245. */
  25246. this.uuid = generateUUID();
  25247. this.type = 'Shape';
  25248. /**
  25249. * Defines the holes in the shape. Hole definitions must use the
  25250. * opposite winding order (CW/CCW) than the outer shape.
  25251. *
  25252. * @type {Array<Path>}
  25253. * @readonly
  25254. */
  25255. this.holes = [];
  25256. }
  25257. /**
  25258. * Returns an array representing each contour of the holes
  25259. * as a list of 2D points.
  25260. *
  25261. * @param {number} divisions - The fineness of the result.
  25262. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25263. */
  25264. getPointsHoles( divisions ) {
  25265. const holesPts = [];
  25266. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25267. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25268. }
  25269. return holesPts;
  25270. }
  25271. // get points of shape and holes (keypoints based on segments parameter)
  25272. /**
  25273. * Returns an object that holds contour data for the shape and its holes as
  25274. * arrays of 2D points.
  25275. *
  25276. * @param {number} divisions - The fineness of the result.
  25277. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25278. */
  25279. extractPoints( divisions ) {
  25280. return {
  25281. shape: this.getPoints( divisions ),
  25282. holes: this.getPointsHoles( divisions )
  25283. };
  25284. }
  25285. copy( source ) {
  25286. super.copy( source );
  25287. this.holes = [];
  25288. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25289. const hole = source.holes[ i ];
  25290. this.holes.push( hole.clone() );
  25291. }
  25292. return this;
  25293. }
  25294. toJSON() {
  25295. const data = super.toJSON();
  25296. data.uuid = this.uuid;
  25297. data.holes = [];
  25298. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25299. const hole = this.holes[ i ];
  25300. data.holes.push( hole.toJSON() );
  25301. }
  25302. return data;
  25303. }
  25304. fromJSON( json ) {
  25305. super.fromJSON( json );
  25306. this.uuid = json.uuid;
  25307. this.holes = [];
  25308. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25309. const hole = json.holes[ i ];
  25310. this.holes.push( new Path().fromJSON( hole ) );
  25311. }
  25312. return this;
  25313. }
  25314. }
  25315. /* eslint-disable */
  25316. // copy of mapbox/earcut version 3.0.2
  25317. // https://github.com/mapbox/earcut/tree/v3.0.2
  25318. function earcut(data, holeIndices, dim = 2) {
  25319. const hasHoles = holeIndices && holeIndices.length;
  25320. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25321. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25322. const triangles = [];
  25323. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25324. let minX, minY, invSize;
  25325. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25326. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25327. if (data.length > 80 * dim) {
  25328. minX = data[0];
  25329. minY = data[1];
  25330. let maxX = minX;
  25331. let maxY = minY;
  25332. for (let i = dim; i < outerLen; i += dim) {
  25333. const x = data[i];
  25334. const y = data[i + 1];
  25335. if (x < minX) minX = x;
  25336. if (y < minY) minY = y;
  25337. if (x > maxX) maxX = x;
  25338. if (y > maxY) maxY = y;
  25339. }
  25340. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25341. invSize = Math.max(maxX - minX, maxY - minY);
  25342. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25343. }
  25344. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25345. return triangles;
  25346. }
  25347. // create a circular doubly linked list from polygon points in the specified winding order
  25348. function linkedList(data, start, end, dim, clockwise) {
  25349. let last;
  25350. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25351. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25352. } else {
  25353. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25354. }
  25355. if (last && equals(last, last.next)) {
  25356. removeNode(last);
  25357. last = last.next;
  25358. }
  25359. return last;
  25360. }
  25361. // eliminate colinear or duplicate points
  25362. function filterPoints(start, end) {
  25363. if (!start) return start;
  25364. if (!end) end = start;
  25365. let p = start,
  25366. again;
  25367. do {
  25368. again = false;
  25369. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25370. removeNode(p);
  25371. p = end = p.prev;
  25372. if (p === p.next) break;
  25373. again = true;
  25374. } else {
  25375. p = p.next;
  25376. }
  25377. } while (again || p !== end);
  25378. return end;
  25379. }
  25380. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25381. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25382. if (!ear) return;
  25383. // interlink polygon nodes in z-order
  25384. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25385. let stop = ear;
  25386. // iterate through ears, slicing them one by one
  25387. while (ear.prev !== ear.next) {
  25388. const prev = ear.prev;
  25389. const next = ear.next;
  25390. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25391. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25392. removeNode(ear);
  25393. // skipping the next vertex leads to less sliver triangles
  25394. ear = next.next;
  25395. stop = next.next;
  25396. continue;
  25397. }
  25398. ear = next;
  25399. // if we looped through the whole remaining polygon and can't find any more ears
  25400. if (ear === stop) {
  25401. // try filtering points and slicing again
  25402. if (!pass) {
  25403. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25404. // if this didn't work, try curing all small self-intersections locally
  25405. } else if (pass === 1) {
  25406. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25407. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25408. // as a last resort, try splitting the remaining polygon into two
  25409. } else if (pass === 2) {
  25410. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25411. }
  25412. break;
  25413. }
  25414. }
  25415. }
  25416. // check whether a polygon node forms a valid ear with adjacent nodes
  25417. function isEar(ear) {
  25418. const a = ear.prev,
  25419. b = ear,
  25420. c = ear.next;
  25421. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25422. // now make sure we don't have other points inside the potential ear
  25423. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25424. // triangle bbox
  25425. const x0 = Math.min(ax, bx, cx),
  25426. y0 = Math.min(ay, by, cy),
  25427. x1 = Math.max(ax, bx, cx),
  25428. y1 = Math.max(ay, by, cy);
  25429. let p = c.next;
  25430. while (p !== a) {
  25431. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25432. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25433. area(p.prev, p, p.next) >= 0) return false;
  25434. p = p.next;
  25435. }
  25436. return true;
  25437. }
  25438. function isEarHashed(ear, minX, minY, invSize) {
  25439. const a = ear.prev,
  25440. b = ear,
  25441. c = ear.next;
  25442. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25443. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25444. // triangle bbox
  25445. const x0 = Math.min(ax, bx, cx),
  25446. y0 = Math.min(ay, by, cy),
  25447. x1 = Math.max(ax, bx, cx),
  25448. y1 = Math.max(ay, by, cy);
  25449. // z-order range for the current triangle bbox;
  25450. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25451. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25452. let p = ear.prevZ,
  25453. n = ear.nextZ;
  25454. // look for points inside the triangle in both directions
  25455. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25456. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25457. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25458. p = p.prevZ;
  25459. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25460. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25461. n = n.nextZ;
  25462. }
  25463. // look for remaining points in decreasing z-order
  25464. while (p && p.z >= minZ) {
  25465. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25466. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25467. p = p.prevZ;
  25468. }
  25469. // look for remaining points in increasing z-order
  25470. while (n && n.z <= maxZ) {
  25471. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25472. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25473. n = n.nextZ;
  25474. }
  25475. return true;
  25476. }
  25477. // go through all polygon nodes and cure small local self-intersections
  25478. function cureLocalIntersections(start, triangles) {
  25479. let p = start;
  25480. do {
  25481. const a = p.prev,
  25482. b = p.next.next;
  25483. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25484. triangles.push(a.i, p.i, b.i);
  25485. // remove two nodes involved
  25486. removeNode(p);
  25487. removeNode(p.next);
  25488. p = start = b;
  25489. }
  25490. p = p.next;
  25491. } while (p !== start);
  25492. return filterPoints(p);
  25493. }
  25494. // try splitting polygon into two and triangulate them independently
  25495. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25496. // look for a valid diagonal that divides the polygon into two
  25497. let a = start;
  25498. do {
  25499. let b = a.next.next;
  25500. while (b !== a.prev) {
  25501. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25502. // split the polygon in two by the diagonal
  25503. let c = splitPolygon(a, b);
  25504. // filter colinear points around the cuts
  25505. a = filterPoints(a, a.next);
  25506. c = filterPoints(c, c.next);
  25507. // run earcut on each half
  25508. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25509. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25510. return;
  25511. }
  25512. b = b.next;
  25513. }
  25514. a = a.next;
  25515. } while (a !== start);
  25516. }
  25517. // link every hole into the outer loop, producing a single-ring polygon without holes
  25518. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25519. const queue = [];
  25520. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25521. const start = holeIndices[i] * dim;
  25522. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25523. const list = linkedList(data, start, end, dim, false);
  25524. if (list === list.next) list.steiner = true;
  25525. queue.push(getLeftmost(list));
  25526. }
  25527. queue.sort(compareXYSlope);
  25528. // process holes from left to right
  25529. for (let i = 0; i < queue.length; i++) {
  25530. outerNode = eliminateHole(queue[i], outerNode);
  25531. }
  25532. return outerNode;
  25533. }
  25534. function compareXYSlope(a, b) {
  25535. let result = a.x - b.x;
  25536. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25537. // the bridge to the outer shell is always the point that they meet at.
  25538. if (result === 0) {
  25539. result = a.y - b.y;
  25540. if (result === 0) {
  25541. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25542. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25543. result = aSlope - bSlope;
  25544. }
  25545. }
  25546. return result;
  25547. }
  25548. // find a bridge between vertices that connects hole with an outer ring and link it
  25549. function eliminateHole(hole, outerNode) {
  25550. const bridge = findHoleBridge(hole, outerNode);
  25551. if (!bridge) {
  25552. return outerNode;
  25553. }
  25554. const bridgeReverse = splitPolygon(bridge, hole);
  25555. // filter collinear points around the cuts
  25556. filterPoints(bridgeReverse, bridgeReverse.next);
  25557. return filterPoints(bridge, bridge.next);
  25558. }
  25559. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25560. function findHoleBridge(hole, outerNode) {
  25561. let p = outerNode;
  25562. const hx = hole.x;
  25563. const hy = hole.y;
  25564. let qx = -Infinity;
  25565. let m;
  25566. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25567. // segment's endpoint with lesser x will be potential connection point
  25568. // unless they intersect at a vertex, then choose the vertex
  25569. if (equals(hole, p)) return p;
  25570. do {
  25571. if (equals(hole, p.next)) return p.next;
  25572. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25573. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25574. if (x <= hx && x > qx) {
  25575. qx = x;
  25576. m = p.x < p.next.x ? p : p.next;
  25577. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25578. }
  25579. }
  25580. p = p.next;
  25581. } while (p !== outerNode);
  25582. if (!m) return null;
  25583. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25584. // if there are no points found, we have a valid connection;
  25585. // otherwise choose the point of the minimum angle with the ray as connection point
  25586. const stop = m;
  25587. const mx = m.x;
  25588. const my = m.y;
  25589. let tanMin = Infinity;
  25590. p = m;
  25591. do {
  25592. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25593. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25594. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25595. if (locallyInside(p, hole) &&
  25596. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25597. m = p;
  25598. tanMin = tan;
  25599. }
  25600. }
  25601. p = p.next;
  25602. } while (p !== stop);
  25603. return m;
  25604. }
  25605. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25606. function sectorContainsSector(m, p) {
  25607. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25608. }
  25609. // interlink polygon nodes in z-order
  25610. function indexCurve(start, minX, minY, invSize) {
  25611. let p = start;
  25612. do {
  25613. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25614. p.prevZ = p.prev;
  25615. p.nextZ = p.next;
  25616. p = p.next;
  25617. } while (p !== start);
  25618. p.prevZ.nextZ = null;
  25619. p.prevZ = null;
  25620. sortLinked(p);
  25621. }
  25622. // Simon Tatham's linked list merge sort algorithm
  25623. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25624. function sortLinked(list) {
  25625. let numMerges;
  25626. let inSize = 1;
  25627. do {
  25628. let p = list;
  25629. let e;
  25630. list = null;
  25631. let tail = null;
  25632. numMerges = 0;
  25633. while (p) {
  25634. numMerges++;
  25635. let q = p;
  25636. let pSize = 0;
  25637. for (let i = 0; i < inSize; i++) {
  25638. pSize++;
  25639. q = q.nextZ;
  25640. if (!q) break;
  25641. }
  25642. let qSize = inSize;
  25643. while (pSize > 0 || (qSize > 0 && q)) {
  25644. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25645. e = p;
  25646. p = p.nextZ;
  25647. pSize--;
  25648. } else {
  25649. e = q;
  25650. q = q.nextZ;
  25651. qSize--;
  25652. }
  25653. if (tail) tail.nextZ = e;
  25654. else list = e;
  25655. e.prevZ = tail;
  25656. tail = e;
  25657. }
  25658. p = q;
  25659. }
  25660. tail.nextZ = null;
  25661. inSize *= 2;
  25662. } while (numMerges > 1);
  25663. return list;
  25664. }
  25665. // z-order of a point given coords and inverse of the longer side of data bbox
  25666. function zOrder(x, y, minX, minY, invSize) {
  25667. // coords are transformed into non-negative 15-bit integer range
  25668. x = (x - minX) * invSize | 0;
  25669. y = (y - minY) * invSize | 0;
  25670. x = (x | (x << 8)) & 0x00FF00FF;
  25671. x = (x | (x << 4)) & 0x0F0F0F0F;
  25672. x = (x | (x << 2)) & 0x33333333;
  25673. x = (x | (x << 1)) & 0x55555555;
  25674. y = (y | (y << 8)) & 0x00FF00FF;
  25675. y = (y | (y << 4)) & 0x0F0F0F0F;
  25676. y = (y | (y << 2)) & 0x33333333;
  25677. y = (y | (y << 1)) & 0x55555555;
  25678. return x | (y << 1);
  25679. }
  25680. // find the leftmost node of a polygon ring
  25681. function getLeftmost(start) {
  25682. let p = start,
  25683. leftmost = start;
  25684. do {
  25685. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25686. p = p.next;
  25687. } while (p !== start);
  25688. return leftmost;
  25689. }
  25690. // check if a point lies within a convex triangle
  25691. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25692. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25693. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25694. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25695. }
  25696. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25697. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25698. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25699. }
  25700. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25701. function isValidDiagonal(a, b) {
  25702. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25703. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25704. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25705. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25706. }
  25707. // signed area of a triangle
  25708. function area(p, q, r) {
  25709. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25710. }
  25711. // check if two points are equal
  25712. function equals(p1, p2) {
  25713. return p1.x === p2.x && p1.y === p2.y;
  25714. }
  25715. // check if two segments intersect
  25716. function intersects(p1, q1, p2, q2) {
  25717. const o1 = sign(area(p1, q1, p2));
  25718. const o2 = sign(area(p1, q1, q2));
  25719. const o3 = sign(area(p2, q2, p1));
  25720. const o4 = sign(area(p2, q2, q1));
  25721. if (o1 !== o2 && o3 !== o4) return true; // general case
  25722. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25723. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25724. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25725. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25726. return false;
  25727. }
  25728. // for collinear points p, q, r, check if point q lies on segment pr
  25729. function onSegment(p, q, r) {
  25730. 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);
  25731. }
  25732. function sign(num) {
  25733. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25734. }
  25735. // check if a polygon diagonal intersects any polygon segments
  25736. function intersectsPolygon(a, b) {
  25737. let p = a;
  25738. do {
  25739. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25740. intersects(p, p.next, a, b)) return true;
  25741. p = p.next;
  25742. } while (p !== a);
  25743. return false;
  25744. }
  25745. // check if a polygon diagonal is locally inside the polygon
  25746. function locallyInside(a, b) {
  25747. return area(a.prev, a, a.next) < 0 ?
  25748. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25749. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25750. }
  25751. // check if the middle point of a polygon diagonal is inside the polygon
  25752. function middleInside(a, b) {
  25753. let p = a;
  25754. let inside = false;
  25755. const px = (a.x + b.x) / 2;
  25756. const py = (a.y + b.y) / 2;
  25757. do {
  25758. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25759. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25760. inside = !inside;
  25761. p = p.next;
  25762. } while (p !== a);
  25763. return inside;
  25764. }
  25765. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25766. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25767. function splitPolygon(a, b) {
  25768. const a2 = createNode(a.i, a.x, a.y),
  25769. b2 = createNode(b.i, b.x, b.y),
  25770. an = a.next,
  25771. bp = b.prev;
  25772. a.next = b;
  25773. b.prev = a;
  25774. a2.next = an;
  25775. an.prev = a2;
  25776. b2.next = a2;
  25777. a2.prev = b2;
  25778. bp.next = b2;
  25779. b2.prev = bp;
  25780. return b2;
  25781. }
  25782. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25783. function insertNode(i, x, y, last) {
  25784. const p = createNode(i, x, y);
  25785. if (!last) {
  25786. p.prev = p;
  25787. p.next = p;
  25788. } else {
  25789. p.next = last.next;
  25790. p.prev = last;
  25791. last.next.prev = p;
  25792. last.next = p;
  25793. }
  25794. return p;
  25795. }
  25796. function removeNode(p) {
  25797. p.next.prev = p.prev;
  25798. p.prev.next = p.next;
  25799. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25800. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25801. }
  25802. function createNode(i, x, y) {
  25803. return {
  25804. i, // vertex index in coordinates array
  25805. x, y, // vertex coordinates
  25806. prev: null, // previous and next vertex nodes in a polygon ring
  25807. next: null,
  25808. z: 0, // z-order curve value
  25809. prevZ: null, // previous and next nodes in z-order
  25810. nextZ: null,
  25811. steiner: false // indicates whether this is a steiner point
  25812. };
  25813. }
  25814. function signedArea(data, start, end, dim) {
  25815. let sum = 0;
  25816. for (let i = start, j = end - dim; i < end; i += dim) {
  25817. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25818. j = i;
  25819. }
  25820. return sum;
  25821. }
  25822. /**
  25823. * An implementation of the earcut polygon triangulation algorithm.
  25824. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25825. *
  25826. * @see https://github.com/mapbox/earcut
  25827. */
  25828. class Earcut {
  25829. /**
  25830. * Triangulates the given shape definition by returning an array of triangles.
  25831. *
  25832. * @param {Array<number>} data - An array with 2D points.
  25833. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25834. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25835. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25836. * representing vertex indices.
  25837. */
  25838. static triangulate( data, holeIndices, dim = 2 ) {
  25839. return earcut( data, holeIndices, dim );
  25840. }
  25841. }
  25842. /**
  25843. * A class containing utility functions for shapes.
  25844. *
  25845. * @hideconstructor
  25846. */
  25847. class ShapeUtils {
  25848. /**
  25849. * Calculate area of a ( 2D ) contour polygon.
  25850. *
  25851. * @param {Array<Vector2>} contour - An array of 2D points.
  25852. * @return {number} The area.
  25853. */
  25854. static area( contour ) {
  25855. const n = contour.length;
  25856. let a = 0.0;
  25857. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25858. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25859. }
  25860. return a * 0.5;
  25861. }
  25862. /**
  25863. * Returns `true` if the given contour uses a clockwise winding order.
  25864. *
  25865. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25866. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25867. */
  25868. static isClockWise( pts ) {
  25869. return ShapeUtils.area( pts ) < 0;
  25870. }
  25871. /**
  25872. * Triangulates the given shape definition.
  25873. *
  25874. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25875. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25876. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25877. */
  25878. static triangulateShape( contour, holes ) {
  25879. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25880. const holeIndices = []; // array of hole indices
  25881. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25882. removeDupEndPts( contour );
  25883. addContour( vertices, contour );
  25884. //
  25885. let holeIndex = contour.length;
  25886. holes.forEach( removeDupEndPts );
  25887. for ( let i = 0; i < holes.length; i ++ ) {
  25888. holeIndices.push( holeIndex );
  25889. holeIndex += holes[ i ].length;
  25890. addContour( vertices, holes[ i ] );
  25891. }
  25892. //
  25893. const triangles = Earcut.triangulate( vertices, holeIndices );
  25894. //
  25895. for ( let i = 0; i < triangles.length; i += 3 ) {
  25896. faces.push( triangles.slice( i, i + 3 ) );
  25897. }
  25898. return faces;
  25899. }
  25900. }
  25901. function removeDupEndPts( points ) {
  25902. const l = points.length;
  25903. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25904. points.pop();
  25905. }
  25906. }
  25907. function addContour( vertices, contour ) {
  25908. for ( let i = 0; i < contour.length; i ++ ) {
  25909. vertices.push( contour[ i ].x );
  25910. vertices.push( contour[ i ].y );
  25911. }
  25912. }
  25913. /**
  25914. * Creates extruded geometry from a path shape.
  25915. *
  25916. * ```js
  25917. * const length = 12, width = 8;
  25918. *
  25919. * const shape = new THREE.Shape();
  25920. * shape.moveTo( 0,0 );
  25921. * shape.lineTo( 0, width );
  25922. * shape.lineTo( length, width );
  25923. * shape.lineTo( length, 0 );
  25924. * shape.lineTo( 0, 0 );
  25925. *
  25926. * const geometry = new THREE.ExtrudeGeometry( shape );
  25927. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25928. * const mesh = new THREE.Mesh( geometry, material ) ;
  25929. * scene.add( mesh );
  25930. * ```
  25931. *
  25932. * @augments BufferGeometry
  25933. * @demo scenes/geometry-browser.html#ExtrudeGeometry
  25934. */
  25935. class ExtrudeGeometry extends BufferGeometry {
  25936. /**
  25937. * Constructs a new extrude geometry.
  25938. *
  25939. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25940. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25941. */
  25942. 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 = {} ) {
  25943. super();
  25944. this.type = 'ExtrudeGeometry';
  25945. /**
  25946. * Holds the constructor parameters that have been
  25947. * used to generate the geometry. Any modification
  25948. * after instantiation does not change the geometry.
  25949. *
  25950. * @type {Object}
  25951. */
  25952. this.parameters = {
  25953. shapes: shapes,
  25954. options: options
  25955. };
  25956. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25957. const scope = this;
  25958. const verticesArray = [];
  25959. const uvArray = [];
  25960. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25961. const shape = shapes[ i ];
  25962. addShape( shape );
  25963. }
  25964. // build geometry
  25965. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25966. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25967. this.computeVertexNormals();
  25968. // functions
  25969. function addShape( shape ) {
  25970. const placeholder = [];
  25971. // options
  25972. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25973. const steps = options.steps !== undefined ? options.steps : 1;
  25974. const depth = options.depth !== undefined ? options.depth : 1;
  25975. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25976. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25977. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25978. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25979. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25980. const extrudePath = options.extrudePath;
  25981. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25982. //
  25983. let extrudePts, extrudeByPath = false;
  25984. let splineTube, binormal, normal, position2;
  25985. if ( extrudePath ) {
  25986. extrudePts = extrudePath.getSpacedPoints( steps );
  25987. extrudeByPath = true;
  25988. bevelEnabled = false; // bevels not supported for path extrusion
  25989. // SETUP TNB variables
  25990. // TODO1 - have a .isClosed in spline?
  25991. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25992. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25993. binormal = new Vector3();
  25994. normal = new Vector3();
  25995. position2 = new Vector3();
  25996. }
  25997. // Safeguards if bevels are not enabled
  25998. if ( ! bevelEnabled ) {
  25999. bevelSegments = 0;
  26000. bevelThickness = 0;
  26001. bevelSize = 0;
  26002. bevelOffset = 0;
  26003. }
  26004. // Variables initialization
  26005. const shapePoints = shape.extractPoints( curveSegments );
  26006. let vertices = shapePoints.shape;
  26007. const holes = shapePoints.holes;
  26008. const reverse = ! ShapeUtils.isClockWise( vertices );
  26009. if ( reverse ) {
  26010. vertices = vertices.reverse();
  26011. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  26012. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26013. const ahole = holes[ h ];
  26014. if ( ShapeUtils.isClockWise( ahole ) ) {
  26015. holes[ h ] = ahole.reverse();
  26016. }
  26017. }
  26018. }
  26019. /**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.
  26020. * @param {Array<Vector2>} points
  26021. */
  26022. function mergeOverlappingPoints( points ) {
  26023. const THRESHOLD = 1e-10;
  26024. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  26025. let prevPos = points[ 0 ];
  26026. for ( let i = 1; i <= points.length; i ++ ) {
  26027. const currentIndex = i % points.length;
  26028. const currentPos = points[ currentIndex ];
  26029. const dx = currentPos.x - prevPos.x;
  26030. const dy = currentPos.y - prevPos.y;
  26031. const distSq = dx * dx + dy * dy;
  26032. const scalingFactorSqrt = Math.max(
  26033. Math.abs( currentPos.x ),
  26034. Math.abs( currentPos.y ),
  26035. Math.abs( prevPos.x ),
  26036. Math.abs( prevPos.y )
  26037. );
  26038. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  26039. if ( distSq <= thresholdSqScaled ) {
  26040. points.splice( currentIndex, 1 );
  26041. i --;
  26042. continue;
  26043. }
  26044. prevPos = currentPos;
  26045. }
  26046. }
  26047. mergeOverlappingPoints( vertices );
  26048. holes.forEach( mergeOverlappingPoints );
  26049. const numHoles = holes.length;
  26050. /* Vertices */
  26051. const contour = vertices; // vertices has all points but contour has only points of circumference
  26052. for ( let h = 0; h < numHoles; h ++ ) {
  26053. const ahole = holes[ h ];
  26054. vertices = vertices.concat( ahole );
  26055. }
  26056. function scalePt2( pt, vec, size ) {
  26057. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  26058. return pt.clone().addScaledVector( vec, size );
  26059. }
  26060. const vlen = vertices.length;
  26061. // Find directions for point movement
  26062. function getBevelVec( inPt, inPrev, inNext ) {
  26063. // computes for inPt the corresponding point inPt' on a new contour
  26064. // shifted by 1 unit (length of normalized vector) to the left
  26065. // if we walk along contour clockwise, this new contour is outside the old one
  26066. //
  26067. // inPt' is the intersection of the two lines parallel to the two
  26068. // adjacent edges of inPt at a distance of 1 unit on the left side.
  26069. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  26070. // good reading for geometry algorithms (here: line-line intersection)
  26071. // http://geomalgorithms.com/a05-_intersect-1.html
  26072. const v_prev_x = inPt.x - inPrev.x,
  26073. v_prev_y = inPt.y - inPrev.y;
  26074. const v_next_x = inNext.x - inPt.x,
  26075. v_next_y = inNext.y - inPt.y;
  26076. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  26077. // check for collinear edges
  26078. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  26079. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  26080. // not collinear
  26081. // length of vectors for normalizing
  26082. const v_prev_len = Math.sqrt( v_prev_lensq );
  26083. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  26084. // shift adjacent points by unit vectors to the left
  26085. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  26086. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  26087. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  26088. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  26089. // scaling factor for v_prev to intersection point
  26090. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  26091. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  26092. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  26093. // vector from inPt to intersection point
  26094. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  26095. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  26096. // Don't normalize!, otherwise sharp corners become ugly
  26097. // but prevent crazy spikes
  26098. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  26099. if ( v_trans_lensq <= 2 ) {
  26100. return new Vector2( v_trans_x, v_trans_y );
  26101. } else {
  26102. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  26103. }
  26104. } else {
  26105. // handle special case of collinear edges
  26106. let direction_eq = false; // assumes: opposite
  26107. if ( v_prev_x > Number.EPSILON ) {
  26108. if ( v_next_x > Number.EPSILON ) {
  26109. direction_eq = true;
  26110. }
  26111. } else {
  26112. if ( v_prev_x < - Number.EPSILON ) {
  26113. if ( v_next_x < - Number.EPSILON ) {
  26114. direction_eq = true;
  26115. }
  26116. } else {
  26117. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  26118. direction_eq = true;
  26119. }
  26120. }
  26121. }
  26122. if ( direction_eq ) {
  26123. // log("Warning: lines are a straight sequence");
  26124. v_trans_x = - v_prev_y;
  26125. v_trans_y = v_prev_x;
  26126. shrink_by = Math.sqrt( v_prev_lensq );
  26127. } else {
  26128. // log("Warning: lines are a straight spike");
  26129. v_trans_x = v_prev_x;
  26130. v_trans_y = v_prev_y;
  26131. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  26132. }
  26133. }
  26134. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  26135. }
  26136. const contourMovements = [];
  26137. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26138. if ( j === il ) j = 0;
  26139. if ( k === il ) k = 0;
  26140. // (j)---(i)---(k)
  26141. // log('i,j,k', i, j , k)
  26142. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  26143. }
  26144. const holesMovements = [];
  26145. let oneHoleMovements, verticesMovements = contourMovements.concat();
  26146. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26147. const ahole = holes[ h ];
  26148. oneHoleMovements = [];
  26149. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26150. if ( j === il ) j = 0;
  26151. if ( k === il ) k = 0;
  26152. // (j)---(i)---(k)
  26153. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  26154. }
  26155. holesMovements.push( oneHoleMovements );
  26156. verticesMovements = verticesMovements.concat( oneHoleMovements );
  26157. }
  26158. let faces;
  26159. if ( bevelSegments === 0 ) {
  26160. faces = ShapeUtils.triangulateShape( contour, holes );
  26161. } else {
  26162. const contractedContourVertices = [];
  26163. const expandedHoleVertices = [];
  26164. // Loop bevelSegments, 1 for the front, 1 for the back
  26165. for ( let b = 0; b < bevelSegments; b ++ ) {
  26166. //for ( b = bevelSegments; b > 0; b -- ) {
  26167. const t = b / bevelSegments;
  26168. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26169. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26170. // contract shape
  26171. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26172. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26173. v( vert.x, vert.y, - z );
  26174. if ( t === 0 ) contractedContourVertices.push( vert );
  26175. }
  26176. // expand holes
  26177. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26178. const ahole = holes[ h ];
  26179. oneHoleMovements = holesMovements[ h ];
  26180. const oneHoleVertices = [];
  26181. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26182. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26183. v( vert.x, vert.y, - z );
  26184. if ( t === 0 ) oneHoleVertices.push( vert );
  26185. }
  26186. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26187. }
  26188. }
  26189. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26190. }
  26191. const flen = faces.length;
  26192. const bs = bevelSize + bevelOffset;
  26193. // Back facing vertices
  26194. for ( let i = 0; i < vlen; i ++ ) {
  26195. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26196. if ( ! extrudeByPath ) {
  26197. v( vert.x, vert.y, 0 );
  26198. } else {
  26199. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26200. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26201. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26202. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26203. v( position2.x, position2.y, position2.z );
  26204. }
  26205. }
  26206. // Add stepped vertices...
  26207. // Including front facing vertices
  26208. for ( let s = 1; s <= steps; s ++ ) {
  26209. for ( let i = 0; i < vlen; i ++ ) {
  26210. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26211. if ( ! extrudeByPath ) {
  26212. v( vert.x, vert.y, depth / steps * s );
  26213. } else {
  26214. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26215. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26216. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26217. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26218. v( position2.x, position2.y, position2.z );
  26219. }
  26220. }
  26221. }
  26222. // Add bevel segments planes
  26223. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26224. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26225. const t = b / bevelSegments;
  26226. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26227. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26228. // contract shape
  26229. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26230. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26231. v( vert.x, vert.y, depth + z );
  26232. }
  26233. // expand holes
  26234. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26235. const ahole = holes[ h ];
  26236. oneHoleMovements = holesMovements[ h ];
  26237. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26238. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26239. if ( ! extrudeByPath ) {
  26240. v( vert.x, vert.y, depth + z );
  26241. } else {
  26242. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26243. }
  26244. }
  26245. }
  26246. }
  26247. /* Faces */
  26248. // Top and bottom faces
  26249. buildLidFaces();
  26250. // Sides faces
  26251. buildSideFaces();
  26252. ///// Internal functions
  26253. function buildLidFaces() {
  26254. const start = verticesArray.length / 3;
  26255. if ( bevelEnabled ) {
  26256. let layer = 0; // steps + 1
  26257. let offset = vlen * layer;
  26258. // Bottom faces
  26259. for ( let i = 0; i < flen; i ++ ) {
  26260. const face = faces[ i ];
  26261. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26262. }
  26263. layer = steps + bevelSegments * 2;
  26264. offset = vlen * layer;
  26265. // Top faces
  26266. for ( let i = 0; i < flen; i ++ ) {
  26267. const face = faces[ i ];
  26268. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26269. }
  26270. } else {
  26271. // Bottom faces
  26272. for ( let i = 0; i < flen; i ++ ) {
  26273. const face = faces[ i ];
  26274. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26275. }
  26276. // Top faces
  26277. for ( let i = 0; i < flen; i ++ ) {
  26278. const face = faces[ i ];
  26279. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26280. }
  26281. }
  26282. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26283. }
  26284. // Create faces for the z-sides of the shape
  26285. function buildSideFaces() {
  26286. const start = verticesArray.length / 3;
  26287. let layeroffset = 0;
  26288. sidewalls( contour, layeroffset );
  26289. layeroffset += contour.length;
  26290. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26291. const ahole = holes[ h ];
  26292. sidewalls( ahole, layeroffset );
  26293. //, true
  26294. layeroffset += ahole.length;
  26295. }
  26296. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26297. }
  26298. function sidewalls( contour, layeroffset ) {
  26299. let i = contour.length;
  26300. while ( -- i >= 0 ) {
  26301. const j = i;
  26302. let k = i - 1;
  26303. if ( k < 0 ) k = contour.length - 1;
  26304. //log('b', i,j, i-1, k,vertices.length);
  26305. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26306. const slen1 = vlen * s;
  26307. const slen2 = vlen * ( s + 1 );
  26308. const a = layeroffset + j + slen1,
  26309. b = layeroffset + k + slen1,
  26310. c = layeroffset + k + slen2,
  26311. d = layeroffset + j + slen2;
  26312. f4( a, b, c, d );
  26313. }
  26314. }
  26315. }
  26316. function v( x, y, z ) {
  26317. placeholder.push( x );
  26318. placeholder.push( y );
  26319. placeholder.push( z );
  26320. }
  26321. function f3( a, b, c ) {
  26322. addVertex( a );
  26323. addVertex( b );
  26324. addVertex( c );
  26325. const nextIndex = verticesArray.length / 3;
  26326. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26327. addUV( uvs[ 0 ] );
  26328. addUV( uvs[ 1 ] );
  26329. addUV( uvs[ 2 ] );
  26330. }
  26331. function f4( a, b, c, d ) {
  26332. addVertex( a );
  26333. addVertex( b );
  26334. addVertex( d );
  26335. addVertex( b );
  26336. addVertex( c );
  26337. addVertex( d );
  26338. const nextIndex = verticesArray.length / 3;
  26339. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26340. addUV( uvs[ 0 ] );
  26341. addUV( uvs[ 1 ] );
  26342. addUV( uvs[ 3 ] );
  26343. addUV( uvs[ 1 ] );
  26344. addUV( uvs[ 2 ] );
  26345. addUV( uvs[ 3 ] );
  26346. }
  26347. function addVertex( index ) {
  26348. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26349. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26350. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26351. }
  26352. function addUV( vector2 ) {
  26353. uvArray.push( vector2.x );
  26354. uvArray.push( vector2.y );
  26355. }
  26356. }
  26357. }
  26358. copy( source ) {
  26359. super.copy( source );
  26360. this.parameters = Object.assign( {}, source.parameters );
  26361. return this;
  26362. }
  26363. toJSON() {
  26364. const data = super.toJSON();
  26365. const shapes = this.parameters.shapes;
  26366. const options = this.parameters.options;
  26367. return toJSON$1( shapes, options, data );
  26368. }
  26369. /**
  26370. * Factory method for creating an instance of this class from the given
  26371. * JSON object.
  26372. *
  26373. * @param {Object} data - A JSON object representing the serialized geometry.
  26374. * @param {Array<Shape>} shapes - An array of shapes.
  26375. * @return {ExtrudeGeometry} A new instance.
  26376. */
  26377. static fromJSON( data, shapes ) {
  26378. const geometryShapes = [];
  26379. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26380. const shape = shapes[ data.shapes[ j ] ];
  26381. geometryShapes.push( shape );
  26382. }
  26383. const extrudePath = data.options.extrudePath;
  26384. if ( extrudePath !== undefined ) {
  26385. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26386. }
  26387. return new ExtrudeGeometry( geometryShapes, data.options );
  26388. }
  26389. }
  26390. const WorldUVGenerator = {
  26391. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26392. const a_x = vertices[ indexA * 3 ];
  26393. const a_y = vertices[ indexA * 3 + 1 ];
  26394. const b_x = vertices[ indexB * 3 ];
  26395. const b_y = vertices[ indexB * 3 + 1 ];
  26396. const c_x = vertices[ indexC * 3 ];
  26397. const c_y = vertices[ indexC * 3 + 1 ];
  26398. return [
  26399. new Vector2( a_x, a_y ),
  26400. new Vector2( b_x, b_y ),
  26401. new Vector2( c_x, c_y )
  26402. ];
  26403. },
  26404. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26405. const a_x = vertices[ indexA * 3 ];
  26406. const a_y = vertices[ indexA * 3 + 1 ];
  26407. const a_z = vertices[ indexA * 3 + 2 ];
  26408. const b_x = vertices[ indexB * 3 ];
  26409. const b_y = vertices[ indexB * 3 + 1 ];
  26410. const b_z = vertices[ indexB * 3 + 2 ];
  26411. const c_x = vertices[ indexC * 3 ];
  26412. const c_y = vertices[ indexC * 3 + 1 ];
  26413. const c_z = vertices[ indexC * 3 + 2 ];
  26414. const d_x = vertices[ indexD * 3 ];
  26415. const d_y = vertices[ indexD * 3 + 1 ];
  26416. const d_z = vertices[ indexD * 3 + 2 ];
  26417. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26418. return [
  26419. new Vector2( a_x, 1 - a_z ),
  26420. new Vector2( b_x, 1 - b_z ),
  26421. new Vector2( c_x, 1 - c_z ),
  26422. new Vector2( d_x, 1 - d_z )
  26423. ];
  26424. } else {
  26425. return [
  26426. new Vector2( a_y, 1 - a_z ),
  26427. new Vector2( b_y, 1 - b_z ),
  26428. new Vector2( c_y, 1 - c_z ),
  26429. new Vector2( d_y, 1 - d_z )
  26430. ];
  26431. }
  26432. }
  26433. };
  26434. function toJSON$1( shapes, options, data ) {
  26435. data.shapes = [];
  26436. if ( Array.isArray( shapes ) ) {
  26437. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26438. const shape = shapes[ i ];
  26439. data.shapes.push( shape.uuid );
  26440. }
  26441. } else {
  26442. data.shapes.push( shapes.uuid );
  26443. }
  26444. data.options = Object.assign( {}, options );
  26445. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26446. return data;
  26447. }
  26448. /**
  26449. * A geometry class for representing an icosahedron.
  26450. *
  26451. * ```js
  26452. * const geometry = new THREE.IcosahedronGeometry();
  26453. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26454. * const icosahedron = new THREE.Mesh( geometry, material );
  26455. * scene.add( icosahedron );
  26456. * ```
  26457. *
  26458. * @augments PolyhedronGeometry
  26459. * @demo scenes/geometry-browser.html#IcosahedronGeometry
  26460. */
  26461. class IcosahedronGeometry extends PolyhedronGeometry {
  26462. /**
  26463. * Constructs a new icosahedron geometry.
  26464. *
  26465. * @param {number} [radius=1] - Radius of the icosahedron.
  26466. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26467. */
  26468. constructor( radius = 1, detail = 0 ) {
  26469. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26470. const vertices = [
  26471. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26472. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26473. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26474. ];
  26475. const indices = [
  26476. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26477. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26478. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26479. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26480. ];
  26481. super( vertices, indices, radius, detail );
  26482. this.type = 'IcosahedronGeometry';
  26483. /**
  26484. * Holds the constructor parameters that have been
  26485. * used to generate the geometry. Any modification
  26486. * after instantiation does not change the geometry.
  26487. *
  26488. * @type {Object}
  26489. */
  26490. this.parameters = {
  26491. radius: radius,
  26492. detail: detail
  26493. };
  26494. }
  26495. /**
  26496. * Factory method for creating an instance of this class from the given
  26497. * JSON object.
  26498. *
  26499. * @param {Object} data - A JSON object representing the serialized geometry.
  26500. * @return {IcosahedronGeometry} A new instance.
  26501. */
  26502. static fromJSON( data ) {
  26503. return new IcosahedronGeometry( data.radius, data.detail );
  26504. }
  26505. }
  26506. /**
  26507. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26508. *
  26509. * ```js
  26510. * const points = [];
  26511. * for ( let i = 0; i < 10; i ++ ) {
  26512. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26513. * }
  26514. * const geometry = new THREE.LatheGeometry( points );
  26515. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26516. * const lathe = new THREE.Mesh( geometry, material );
  26517. * scene.add( lathe );
  26518. * ```
  26519. *
  26520. * @augments BufferGeometry
  26521. * @demo scenes/geometry-browser.html#LatheGeometry
  26522. */
  26523. class LatheGeometry extends BufferGeometry {
  26524. /**
  26525. * Constructs a new lathe geometry.
  26526. *
  26527. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26528. * must be greater than zero.
  26529. * @param {number} [segments=12] - The number of circumference segments to generate.
  26530. * @param {number} [phiStart=0] - The starting angle in radians.
  26531. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26532. * closed lathe, less than 2PI is a portion.
  26533. */
  26534. 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 ) {
  26535. super();
  26536. this.type = 'LatheGeometry';
  26537. /**
  26538. * Holds the constructor parameters that have been
  26539. * used to generate the geometry. Any modification
  26540. * after instantiation does not change the geometry.
  26541. *
  26542. * @type {Object}
  26543. */
  26544. this.parameters = {
  26545. points: points,
  26546. segments: segments,
  26547. phiStart: phiStart,
  26548. phiLength: phiLength
  26549. };
  26550. segments = Math.floor( segments );
  26551. // clamp phiLength so it's in range of [ 0, 2PI ]
  26552. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26553. // buffers
  26554. const indices = [];
  26555. const vertices = [];
  26556. const uvs = [];
  26557. const initNormals = [];
  26558. const normals = [];
  26559. // helper variables
  26560. const inverseSegments = 1.0 / segments;
  26561. const vertex = new Vector3();
  26562. const uv = new Vector2();
  26563. const normal = new Vector3();
  26564. const curNormal = new Vector3();
  26565. const prevNormal = new Vector3();
  26566. let dx = 0;
  26567. let dy = 0;
  26568. // pre-compute normals for initial "meridian"
  26569. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26570. switch ( j ) {
  26571. case 0: // special handling for 1st vertex on path
  26572. dx = points[ j + 1 ].x - points[ j ].x;
  26573. dy = points[ j + 1 ].y - points[ j ].y;
  26574. normal.x = dy * 1.0;
  26575. normal.y = - dx;
  26576. normal.z = dy * 0.0;
  26577. prevNormal.copy( normal );
  26578. normal.normalize();
  26579. initNormals.push( normal.x, normal.y, normal.z );
  26580. break;
  26581. case ( points.length - 1 ): // special handling for last Vertex on path
  26582. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26583. break;
  26584. default: // default handling for all vertices in between
  26585. dx = points[ j + 1 ].x - points[ j ].x;
  26586. dy = points[ j + 1 ].y - points[ j ].y;
  26587. normal.x = dy * 1.0;
  26588. normal.y = - dx;
  26589. normal.z = dy * 0.0;
  26590. curNormal.copy( normal );
  26591. normal.x += prevNormal.x;
  26592. normal.y += prevNormal.y;
  26593. normal.z += prevNormal.z;
  26594. normal.normalize();
  26595. initNormals.push( normal.x, normal.y, normal.z );
  26596. prevNormal.copy( curNormal );
  26597. }
  26598. }
  26599. // generate vertices, uvs and normals
  26600. for ( let i = 0; i <= segments; i ++ ) {
  26601. const phi = phiStart + i * inverseSegments * phiLength;
  26602. const sin = Math.sin( phi );
  26603. const cos = Math.cos( phi );
  26604. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26605. // vertex
  26606. vertex.x = points[ j ].x * sin;
  26607. vertex.y = points[ j ].y;
  26608. vertex.z = points[ j ].x * cos;
  26609. vertices.push( vertex.x, vertex.y, vertex.z );
  26610. // uv
  26611. uv.x = i / segments;
  26612. uv.y = j / ( points.length - 1 );
  26613. uvs.push( uv.x, uv.y );
  26614. // normal
  26615. const x = initNormals[ 3 * j + 0 ] * sin;
  26616. const y = initNormals[ 3 * j + 1 ];
  26617. const z = initNormals[ 3 * j + 0 ] * cos;
  26618. normals.push( x, y, z );
  26619. }
  26620. }
  26621. // indices
  26622. for ( let i = 0; i < segments; i ++ ) {
  26623. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26624. const base = j + i * points.length;
  26625. const a = base;
  26626. const b = base + points.length;
  26627. const c = base + points.length + 1;
  26628. const d = base + 1;
  26629. // faces
  26630. indices.push( a, b, d );
  26631. indices.push( c, d, b );
  26632. }
  26633. }
  26634. // build geometry
  26635. this.setIndex( indices );
  26636. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26637. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26638. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26639. }
  26640. copy( source ) {
  26641. super.copy( source );
  26642. this.parameters = Object.assign( {}, source.parameters );
  26643. return this;
  26644. }
  26645. /**
  26646. * Factory method for creating an instance of this class from the given
  26647. * JSON object.
  26648. *
  26649. * @param {Object} data - A JSON object representing the serialized geometry.
  26650. * @return {LatheGeometry} A new instance.
  26651. */
  26652. static fromJSON( data ) {
  26653. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26654. }
  26655. }
  26656. /**
  26657. * A geometry class for representing an octahedron.
  26658. *
  26659. * ```js
  26660. * const geometry = new THREE.OctahedronGeometry();
  26661. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26662. * const octahedron = new THREE.Mesh( geometry, material );
  26663. * scene.add( octahedron );
  26664. * ```
  26665. *
  26666. * @augments PolyhedronGeometry
  26667. * @demo scenes/geometry-browser.html#OctahedronGeometry
  26668. */
  26669. class OctahedronGeometry extends PolyhedronGeometry {
  26670. /**
  26671. * Constructs a new octahedron geometry.
  26672. *
  26673. * @param {number} [radius=1] - Radius of the octahedron.
  26674. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26675. */
  26676. constructor( radius = 1, detail = 0 ) {
  26677. const vertices = [
  26678. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26679. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26680. ];
  26681. const indices = [
  26682. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26683. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26684. 1, 3, 4, 1, 4, 2
  26685. ];
  26686. super( vertices, indices, radius, detail );
  26687. this.type = 'OctahedronGeometry';
  26688. /**
  26689. * Holds the constructor parameters that have been
  26690. * used to generate the geometry. Any modification
  26691. * after instantiation does not change the geometry.
  26692. *
  26693. * @type {Object}
  26694. */
  26695. this.parameters = {
  26696. radius: radius,
  26697. detail: detail
  26698. };
  26699. }
  26700. /**
  26701. * Factory method for creating an instance of this class from the given
  26702. * JSON object.
  26703. *
  26704. * @param {Object} data - A JSON object representing the serialized geometry.
  26705. * @return {OctahedronGeometry} A new instance.
  26706. */
  26707. static fromJSON( data ) {
  26708. return new OctahedronGeometry( data.radius, data.detail );
  26709. }
  26710. }
  26711. /**
  26712. * A geometry class for representing a plane.
  26713. *
  26714. * ```js
  26715. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26716. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26717. * const plane = new THREE.Mesh( geometry, material );
  26718. * scene.add( plane );
  26719. * ```
  26720. *
  26721. * @augments BufferGeometry
  26722. * @demo scenes/geometry-browser.html#PlaneGeometry
  26723. */
  26724. class PlaneGeometry extends BufferGeometry {
  26725. /**
  26726. * Constructs a new plane geometry.
  26727. *
  26728. * @param {number} [width=1] - The width along the X axis.
  26729. * @param {number} [height=1] - The height along the Y axis
  26730. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26731. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26732. */
  26733. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26734. super();
  26735. this.type = 'PlaneGeometry';
  26736. /**
  26737. * Holds the constructor parameters that have been
  26738. * used to generate the geometry. Any modification
  26739. * after instantiation does not change the geometry.
  26740. *
  26741. * @type {Object}
  26742. */
  26743. this.parameters = {
  26744. width: width,
  26745. height: height,
  26746. widthSegments: widthSegments,
  26747. heightSegments: heightSegments
  26748. };
  26749. const width_half = width / 2;
  26750. const height_half = height / 2;
  26751. const gridX = Math.floor( widthSegments );
  26752. const gridY = Math.floor( heightSegments );
  26753. const gridX1 = gridX + 1;
  26754. const gridY1 = gridY + 1;
  26755. const segment_width = width / gridX;
  26756. const segment_height = height / gridY;
  26757. //
  26758. const indices = [];
  26759. const vertices = [];
  26760. const normals = [];
  26761. const uvs = [];
  26762. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26763. const y = iy * segment_height - height_half;
  26764. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26765. const x = ix * segment_width - width_half;
  26766. vertices.push( x, - y, 0 );
  26767. normals.push( 0, 0, 1 );
  26768. uvs.push( ix / gridX );
  26769. uvs.push( 1 - ( iy / gridY ) );
  26770. }
  26771. }
  26772. for ( let iy = 0; iy < gridY; iy ++ ) {
  26773. for ( let ix = 0; ix < gridX; ix ++ ) {
  26774. const a = ix + gridX1 * iy;
  26775. const b = ix + gridX1 * ( iy + 1 );
  26776. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26777. const d = ( ix + 1 ) + gridX1 * iy;
  26778. indices.push( a, b, d );
  26779. indices.push( b, c, d );
  26780. }
  26781. }
  26782. this.setIndex( indices );
  26783. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26784. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26785. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26786. }
  26787. copy( source ) {
  26788. super.copy( source );
  26789. this.parameters = Object.assign( {}, source.parameters );
  26790. return this;
  26791. }
  26792. /**
  26793. * Factory method for creating an instance of this class from the given
  26794. * JSON object.
  26795. *
  26796. * @param {Object} data - A JSON object representing the serialized geometry.
  26797. * @return {PlaneGeometry} A new instance.
  26798. */
  26799. static fromJSON( data ) {
  26800. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26801. }
  26802. }
  26803. /**
  26804. * A class for generating a two-dimensional ring geometry.
  26805. *
  26806. * ```js
  26807. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26808. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26809. * const mesh = new THREE.Mesh( geometry, material );
  26810. * scene.add( mesh );
  26811. * ```
  26812. *
  26813. * @augments BufferGeometry
  26814. * @demo scenes/geometry-browser.html#RingGeometry
  26815. */
  26816. class RingGeometry extends BufferGeometry {
  26817. /**
  26818. * Constructs a new ring geometry.
  26819. *
  26820. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26821. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26822. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26823. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26824. * @param {number} [thetaStart=0] - Starting angle in radians.
  26825. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26826. */
  26827. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26828. super();
  26829. this.type = 'RingGeometry';
  26830. /**
  26831. * Holds the constructor parameters that have been
  26832. * used to generate the geometry. Any modification
  26833. * after instantiation does not change the geometry.
  26834. *
  26835. * @type {Object}
  26836. */
  26837. this.parameters = {
  26838. innerRadius: innerRadius,
  26839. outerRadius: outerRadius,
  26840. thetaSegments: thetaSegments,
  26841. phiSegments: phiSegments,
  26842. thetaStart: thetaStart,
  26843. thetaLength: thetaLength
  26844. };
  26845. thetaSegments = Math.max( 3, thetaSegments );
  26846. phiSegments = Math.max( 1, phiSegments );
  26847. // buffers
  26848. const indices = [];
  26849. const vertices = [];
  26850. const normals = [];
  26851. const uvs = [];
  26852. // some helper variables
  26853. let radius = innerRadius;
  26854. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26855. const vertex = new Vector3();
  26856. const uv = new Vector2();
  26857. // generate vertices, normals and uvs
  26858. for ( let j = 0; j <= phiSegments; j ++ ) {
  26859. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26860. // values are generate from the inside of the ring to the outside
  26861. const segment = thetaStart + i / thetaSegments * thetaLength;
  26862. // vertex
  26863. vertex.x = radius * Math.cos( segment );
  26864. vertex.y = radius * Math.sin( segment );
  26865. vertices.push( vertex.x, vertex.y, vertex.z );
  26866. // normal
  26867. normals.push( 0, 0, 1 );
  26868. // uv
  26869. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26870. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26871. uvs.push( uv.x, uv.y );
  26872. }
  26873. // increase the radius for next row of vertices
  26874. radius += radiusStep;
  26875. }
  26876. // indices
  26877. for ( let j = 0; j < phiSegments; j ++ ) {
  26878. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26879. for ( let i = 0; i < thetaSegments; i ++ ) {
  26880. const segment = i + thetaSegmentLevel;
  26881. const a = segment;
  26882. const b = segment + thetaSegments + 1;
  26883. const c = segment + thetaSegments + 2;
  26884. const d = segment + 1;
  26885. // faces
  26886. indices.push( a, b, d );
  26887. indices.push( b, c, d );
  26888. }
  26889. }
  26890. // build geometry
  26891. this.setIndex( indices );
  26892. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26893. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26894. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26895. }
  26896. copy( source ) {
  26897. super.copy( source );
  26898. this.parameters = Object.assign( {}, source.parameters );
  26899. return this;
  26900. }
  26901. /**
  26902. * Factory method for creating an instance of this class from the given
  26903. * JSON object.
  26904. *
  26905. * @param {Object} data - A JSON object representing the serialized geometry.
  26906. * @return {RingGeometry} A new instance.
  26907. */
  26908. static fromJSON( data ) {
  26909. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26910. }
  26911. }
  26912. /**
  26913. * Creates an one-sided polygonal geometry from one or more path shapes.
  26914. *
  26915. * ```js
  26916. * const arcShape = new THREE.Shape()
  26917. * .moveTo( 5, 1 )
  26918. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26919. *
  26920. * const geometry = new THREE.ShapeGeometry( arcShape );
  26921. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26922. * const mesh = new THREE.Mesh( geometry, material ) ;
  26923. * scene.add( mesh );
  26924. * ```
  26925. *
  26926. * @augments BufferGeometry
  26927. * @demo scenes/geometry-browser.html#ShapeGeometry
  26928. */
  26929. class ShapeGeometry extends BufferGeometry {
  26930. /**
  26931. * Constructs a new shape geometry.
  26932. *
  26933. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26934. * @param {number} [curveSegments=12] - Number of segments per shape.
  26935. */
  26936. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26937. super();
  26938. this.type = 'ShapeGeometry';
  26939. /**
  26940. * Holds the constructor parameters that have been
  26941. * used to generate the geometry. Any modification
  26942. * after instantiation does not change the geometry.
  26943. *
  26944. * @type {Object}
  26945. */
  26946. this.parameters = {
  26947. shapes: shapes,
  26948. curveSegments: curveSegments
  26949. };
  26950. // buffers
  26951. const indices = [];
  26952. const vertices = [];
  26953. const normals = [];
  26954. const uvs = [];
  26955. // helper variables
  26956. let groupStart = 0;
  26957. let groupCount = 0;
  26958. // allow single and array values for "shapes" parameter
  26959. if ( Array.isArray( shapes ) === false ) {
  26960. addShape( shapes );
  26961. } else {
  26962. for ( let i = 0; i < shapes.length; i ++ ) {
  26963. addShape( shapes[ i ] );
  26964. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26965. groupStart += groupCount;
  26966. groupCount = 0;
  26967. }
  26968. }
  26969. // build geometry
  26970. this.setIndex( indices );
  26971. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26972. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26973. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26974. // helper functions
  26975. function addShape( shape ) {
  26976. const indexOffset = vertices.length / 3;
  26977. const points = shape.extractPoints( curveSegments );
  26978. let shapeVertices = points.shape;
  26979. const shapeHoles = points.holes;
  26980. // check direction of vertices
  26981. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26982. shapeVertices = shapeVertices.reverse();
  26983. }
  26984. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26985. const shapeHole = shapeHoles[ i ];
  26986. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26987. shapeHoles[ i ] = shapeHole.reverse();
  26988. }
  26989. }
  26990. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26991. // join vertices of inner and outer paths to a single array
  26992. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26993. const shapeHole = shapeHoles[ i ];
  26994. shapeVertices = shapeVertices.concat( shapeHole );
  26995. }
  26996. // vertices, normals, uvs
  26997. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26998. const vertex = shapeVertices[ i ];
  26999. vertices.push( vertex.x, vertex.y, 0 );
  27000. normals.push( 0, 0, 1 );
  27001. uvs.push( vertex.x, vertex.y ); // world uvs
  27002. }
  27003. // indices
  27004. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  27005. const face = faces[ i ];
  27006. const a = face[ 0 ] + indexOffset;
  27007. const b = face[ 1 ] + indexOffset;
  27008. const c = face[ 2 ] + indexOffset;
  27009. indices.push( a, b, c );
  27010. groupCount += 3;
  27011. }
  27012. }
  27013. }
  27014. copy( source ) {
  27015. super.copy( source );
  27016. this.parameters = Object.assign( {}, source.parameters );
  27017. return this;
  27018. }
  27019. toJSON() {
  27020. const data = super.toJSON();
  27021. const shapes = this.parameters.shapes;
  27022. return toJSON( shapes, data );
  27023. }
  27024. /**
  27025. * Factory method for creating an instance of this class from the given
  27026. * JSON object.
  27027. *
  27028. * @param {Object} data - A JSON object representing the serialized geometry.
  27029. * @param {Array<Shape>} shapes - An array of shapes.
  27030. * @return {ShapeGeometry} A new instance.
  27031. */
  27032. static fromJSON( data, shapes ) {
  27033. const geometryShapes = [];
  27034. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  27035. const shape = shapes[ data.shapes[ j ] ];
  27036. geometryShapes.push( shape );
  27037. }
  27038. return new ShapeGeometry( geometryShapes, data.curveSegments );
  27039. }
  27040. }
  27041. function toJSON( shapes, data ) {
  27042. data.shapes = [];
  27043. if ( Array.isArray( shapes ) ) {
  27044. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  27045. const shape = shapes[ i ];
  27046. data.shapes.push( shape.uuid );
  27047. }
  27048. } else {
  27049. data.shapes.push( shapes.uuid );
  27050. }
  27051. return data;
  27052. }
  27053. /**
  27054. * A class for generating a sphere geometry.
  27055. *
  27056. * ```js
  27057. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  27058. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27059. * const sphere = new THREE.Mesh( geometry, material );
  27060. * scene.add( sphere );
  27061. * ```
  27062. *
  27063. * @augments BufferGeometry
  27064. * @demo scenes/geometry-browser.html#SphereGeometry
  27065. */
  27066. class SphereGeometry extends BufferGeometry {
  27067. /**
  27068. * Constructs a new sphere geometry.
  27069. *
  27070. * @param {number} [radius=1] - The sphere radius.
  27071. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  27072. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  27073. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  27074. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  27075. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  27076. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  27077. */
  27078. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  27079. super();
  27080. this.type = 'SphereGeometry';
  27081. /**
  27082. * Holds the constructor parameters that have been
  27083. * used to generate the geometry. Any modification
  27084. * after instantiation does not change the geometry.
  27085. *
  27086. * @type {Object}
  27087. */
  27088. this.parameters = {
  27089. radius: radius,
  27090. widthSegments: widthSegments,
  27091. heightSegments: heightSegments,
  27092. phiStart: phiStart,
  27093. phiLength: phiLength,
  27094. thetaStart: thetaStart,
  27095. thetaLength: thetaLength
  27096. };
  27097. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  27098. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  27099. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  27100. let index = 0;
  27101. const grid = [];
  27102. const vertex = new Vector3();
  27103. const normal = new Vector3();
  27104. // buffers
  27105. const indices = [];
  27106. const vertices = [];
  27107. const normals = [];
  27108. const uvs = [];
  27109. // generate vertices, normals and uvs
  27110. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  27111. const verticesRow = [];
  27112. const v = iy / heightSegments;
  27113. // special case for the poles
  27114. let uOffset = 0;
  27115. if ( iy === 0 && thetaStart === 0 ) {
  27116. uOffset = 0.5 / widthSegments;
  27117. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  27118. uOffset = -0.5 / widthSegments;
  27119. }
  27120. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  27121. const u = ix / widthSegments;
  27122. // vertex
  27123. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27124. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  27125. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  27126. vertices.push( vertex.x, vertex.y, vertex.z );
  27127. // normal
  27128. normal.copy( vertex ).normalize();
  27129. normals.push( normal.x, normal.y, normal.z );
  27130. // uv
  27131. uvs.push( u + uOffset, 1 - v );
  27132. verticesRow.push( index ++ );
  27133. }
  27134. grid.push( verticesRow );
  27135. }
  27136. // indices
  27137. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  27138. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  27139. const a = grid[ iy ][ ix + 1 ];
  27140. const b = grid[ iy ][ ix ];
  27141. const c = grid[ iy + 1 ][ ix ];
  27142. const d = grid[ iy + 1 ][ ix + 1 ];
  27143. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  27144. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  27145. }
  27146. }
  27147. // build geometry
  27148. this.setIndex( indices );
  27149. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27150. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27151. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27152. }
  27153. copy( source ) {
  27154. super.copy( source );
  27155. this.parameters = Object.assign( {}, source.parameters );
  27156. return this;
  27157. }
  27158. /**
  27159. * Factory method for creating an instance of this class from the given
  27160. * JSON object.
  27161. *
  27162. * @param {Object} data - A JSON object representing the serialized geometry.
  27163. * @return {SphereGeometry} A new instance.
  27164. */
  27165. static fromJSON( data ) {
  27166. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  27167. }
  27168. }
  27169. /**
  27170. * A geometry class for representing an tetrahedron.
  27171. *
  27172. * ```js
  27173. * const geometry = new THREE.TetrahedronGeometry();
  27174. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27175. * const tetrahedron = new THREE.Mesh( geometry, material );
  27176. * scene.add( tetrahedron );
  27177. * ```
  27178. *
  27179. * @augments PolyhedronGeometry
  27180. * @demo scenes/geometry-browser.html#TetrahedronGeometry
  27181. */
  27182. class TetrahedronGeometry extends PolyhedronGeometry {
  27183. /**
  27184. * Constructs a new tetrahedron geometry.
  27185. *
  27186. * @param {number} [radius=1] - Radius of the tetrahedron.
  27187. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27188. */
  27189. constructor( radius = 1, detail = 0 ) {
  27190. const vertices = [
  27191. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27192. ];
  27193. const indices = [
  27194. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27195. ];
  27196. super( vertices, indices, radius, detail );
  27197. this.type = 'TetrahedronGeometry';
  27198. /**
  27199. * Holds the constructor parameters that have been
  27200. * used to generate the geometry. Any modification
  27201. * after instantiation does not change the geometry.
  27202. *
  27203. * @type {Object}
  27204. */
  27205. this.parameters = {
  27206. radius: radius,
  27207. detail: detail
  27208. };
  27209. }
  27210. /**
  27211. * Factory method for creating an instance of this class from the given
  27212. * JSON object.
  27213. *
  27214. * @param {Object} data - A JSON object representing the serialized geometry.
  27215. * @return {TetrahedronGeometry} A new instance.
  27216. */
  27217. static fromJSON( data ) {
  27218. return new TetrahedronGeometry( data.radius, data.detail );
  27219. }
  27220. }
  27221. /**
  27222. * A geometry class for representing an torus.
  27223. *
  27224. * ```js
  27225. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27226. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27227. * const torus = new THREE.Mesh( geometry, material );
  27228. * scene.add( torus );
  27229. * ```
  27230. *
  27231. * @augments BufferGeometry
  27232. * @demo scenes/geometry-browser.html#TorusGeometry
  27233. */
  27234. class TorusGeometry extends BufferGeometry {
  27235. /**
  27236. * Constructs a new torus geometry.
  27237. *
  27238. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27239. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27240. * @param {number} [radialSegments=12] - The number of radial segments.
  27241. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27242. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27243. */
  27244. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27245. super();
  27246. this.type = 'TorusGeometry';
  27247. /**
  27248. * Holds the constructor parameters that have been
  27249. * used to generate the geometry. Any modification
  27250. * after instantiation does not change the geometry.
  27251. *
  27252. * @type {Object}
  27253. */
  27254. this.parameters = {
  27255. radius: radius,
  27256. tube: tube,
  27257. radialSegments: radialSegments,
  27258. tubularSegments: tubularSegments,
  27259. arc: arc
  27260. };
  27261. radialSegments = Math.floor( radialSegments );
  27262. tubularSegments = Math.floor( tubularSegments );
  27263. // buffers
  27264. const indices = [];
  27265. const vertices = [];
  27266. const normals = [];
  27267. const uvs = [];
  27268. // helper variables
  27269. const center = new Vector3();
  27270. const vertex = new Vector3();
  27271. const normal = new Vector3();
  27272. // generate vertices, normals and uvs
  27273. for ( let j = 0; j <= radialSegments; j ++ ) {
  27274. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27275. const u = i / tubularSegments * arc;
  27276. const v = j / radialSegments * Math.PI * 2;
  27277. // vertex
  27278. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27279. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27280. vertex.z = tube * Math.sin( v );
  27281. vertices.push( vertex.x, vertex.y, vertex.z );
  27282. // normal
  27283. center.x = radius * Math.cos( u );
  27284. center.y = radius * Math.sin( u );
  27285. normal.subVectors( vertex, center ).normalize();
  27286. normals.push( normal.x, normal.y, normal.z );
  27287. // uv
  27288. uvs.push( i / tubularSegments );
  27289. uvs.push( j / radialSegments );
  27290. }
  27291. }
  27292. // generate indices
  27293. for ( let j = 1; j <= radialSegments; j ++ ) {
  27294. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27295. // indices
  27296. const a = ( tubularSegments + 1 ) * j + i - 1;
  27297. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27298. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27299. const d = ( tubularSegments + 1 ) * j + i;
  27300. // faces
  27301. indices.push( a, b, d );
  27302. indices.push( b, c, d );
  27303. }
  27304. }
  27305. // build geometry
  27306. this.setIndex( indices );
  27307. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27308. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27309. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27310. }
  27311. copy( source ) {
  27312. super.copy( source );
  27313. this.parameters = Object.assign( {}, source.parameters );
  27314. return this;
  27315. }
  27316. /**
  27317. * Factory method for creating an instance of this class from the given
  27318. * JSON object.
  27319. *
  27320. * @param {Object} data - A JSON object representing the serialized geometry.
  27321. * @return {TorusGeometry} A new instance.
  27322. */
  27323. static fromJSON( data ) {
  27324. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27325. }
  27326. }
  27327. /**
  27328. * Creates a torus knot, the particular shape of which is defined by a pair
  27329. * of coprime integers, p and q. If p and q are not coprime, the result will
  27330. * be a torus link.
  27331. *
  27332. * ```js
  27333. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27334. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27335. * const torusKnot = new THREE.Mesh( geometry, material );
  27336. * scene.add( torusKnot );
  27337. * ```
  27338. *
  27339. * @augments BufferGeometry
  27340. * @demo scenes/geometry-browser.html#TorusKnotGeometry
  27341. */
  27342. class TorusKnotGeometry extends BufferGeometry {
  27343. /**
  27344. * Constructs a new torus knot geometry.
  27345. *
  27346. * @param {number} [radius=1] - Radius of the torus knot.
  27347. * @param {number} [tube=0.4] - Radius of the tube.
  27348. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27349. * @param {number} [radialSegments=8] - The number of radial segments.
  27350. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27351. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27352. */
  27353. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27354. super();
  27355. this.type = 'TorusKnotGeometry';
  27356. /**
  27357. * Holds the constructor parameters that have been
  27358. * used to generate the geometry. Any modification
  27359. * after instantiation does not change the geometry.
  27360. *
  27361. * @type {Object}
  27362. */
  27363. this.parameters = {
  27364. radius: radius,
  27365. tube: tube,
  27366. tubularSegments: tubularSegments,
  27367. radialSegments: radialSegments,
  27368. p: p,
  27369. q: q
  27370. };
  27371. tubularSegments = Math.floor( tubularSegments );
  27372. radialSegments = Math.floor( radialSegments );
  27373. // buffers
  27374. const indices = [];
  27375. const vertices = [];
  27376. const normals = [];
  27377. const uvs = [];
  27378. // helper variables
  27379. const vertex = new Vector3();
  27380. const normal = new Vector3();
  27381. const P1 = new Vector3();
  27382. const P2 = new Vector3();
  27383. const B = new Vector3();
  27384. const T = new Vector3();
  27385. const N = new Vector3();
  27386. // generate vertices, normals and uvs
  27387. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27388. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27389. const u = i / tubularSegments * p * Math.PI * 2;
  27390. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27391. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27392. calculatePositionOnCurve( u, p, q, radius, P1 );
  27393. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27394. // calculate orthonormal basis
  27395. T.subVectors( P2, P1 );
  27396. N.addVectors( P2, P1 );
  27397. B.crossVectors( T, N );
  27398. N.crossVectors( B, T );
  27399. // normalize B, N. T can be ignored, we don't use it
  27400. B.normalize();
  27401. N.normalize();
  27402. for ( let j = 0; j <= radialSegments; ++ j ) {
  27403. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27404. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27405. const v = j / radialSegments * Math.PI * 2;
  27406. const cx = - tube * Math.cos( v );
  27407. const cy = tube * Math.sin( v );
  27408. // now calculate the final vertex position.
  27409. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27410. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27411. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27412. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27413. vertices.push( vertex.x, vertex.y, vertex.z );
  27414. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27415. normal.subVectors( vertex, P1 ).normalize();
  27416. normals.push( normal.x, normal.y, normal.z );
  27417. // uv
  27418. uvs.push( i / tubularSegments );
  27419. uvs.push( j / radialSegments );
  27420. }
  27421. }
  27422. // generate indices
  27423. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27424. for ( let i = 1; i <= radialSegments; i ++ ) {
  27425. // indices
  27426. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27427. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27428. const c = ( radialSegments + 1 ) * j + i;
  27429. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27430. // faces
  27431. indices.push( a, b, d );
  27432. indices.push( b, c, d );
  27433. }
  27434. }
  27435. // build geometry
  27436. this.setIndex( indices );
  27437. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27438. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27439. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27440. // this function calculates the current position on the torus curve
  27441. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27442. const cu = Math.cos( u );
  27443. const su = Math.sin( u );
  27444. const quOverP = q / p * u;
  27445. const cs = Math.cos( quOverP );
  27446. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27447. position.y = radius * ( 2 + cs ) * su * 0.5;
  27448. position.z = radius * Math.sin( quOverP ) * 0.5;
  27449. }
  27450. }
  27451. copy( source ) {
  27452. super.copy( source );
  27453. this.parameters = Object.assign( {}, source.parameters );
  27454. return this;
  27455. }
  27456. /**
  27457. * Factory method for creating an instance of this class from the given
  27458. * JSON object.
  27459. *
  27460. * @param {Object} data - A JSON object representing the serialized geometry.
  27461. * @return {TorusKnotGeometry} A new instance.
  27462. */
  27463. static fromJSON( data ) {
  27464. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27465. }
  27466. }
  27467. /**
  27468. * Creates a tube that extrudes along a 3D curve.
  27469. *
  27470. * ```js
  27471. * class CustomSinCurve extends THREE.Curve {
  27472. *
  27473. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27474. *
  27475. * const tx = t * 3 - 1.5;
  27476. * const ty = Math.sin( 2 * Math.PI * t );
  27477. * const tz = 0;
  27478. *
  27479. * return optionalTarget.set( tx, ty, tz );
  27480. * }
  27481. *
  27482. * }
  27483. *
  27484. * const path = new CustomSinCurve( 10 );
  27485. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27486. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27487. * const mesh = new THREE.Mesh( geometry, material );
  27488. * scene.add( mesh );
  27489. * ```
  27490. *
  27491. * @augments BufferGeometry
  27492. * @demo scenes/geometry-browser.html#TubeGeometry
  27493. */
  27494. class TubeGeometry extends BufferGeometry {
  27495. /**
  27496. * Constructs a new tube geometry.
  27497. *
  27498. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27499. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27500. * @param {number} [radius=1] -The radius of the tube.
  27501. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27502. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27503. */
  27504. 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 ) {
  27505. super();
  27506. this.type = 'TubeGeometry';
  27507. /**
  27508. * Holds the constructor parameters that have been
  27509. * used to generate the geometry. Any modification
  27510. * after instantiation does not change the geometry.
  27511. *
  27512. * @type {Object}
  27513. */
  27514. this.parameters = {
  27515. path: path,
  27516. tubularSegments: tubularSegments,
  27517. radius: radius,
  27518. radialSegments: radialSegments,
  27519. closed: closed
  27520. };
  27521. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27522. // expose internals
  27523. this.tangents = frames.tangents;
  27524. this.normals = frames.normals;
  27525. this.binormals = frames.binormals;
  27526. // helper variables
  27527. const vertex = new Vector3();
  27528. const normal = new Vector3();
  27529. const uv = new Vector2();
  27530. let P = new Vector3();
  27531. // buffer
  27532. const vertices = [];
  27533. const normals = [];
  27534. const uvs = [];
  27535. const indices = [];
  27536. // create buffer data
  27537. generateBufferData();
  27538. // build geometry
  27539. this.setIndex( indices );
  27540. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27541. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27542. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27543. // functions
  27544. function generateBufferData() {
  27545. for ( let i = 0; i < tubularSegments; i ++ ) {
  27546. generateSegment( i );
  27547. }
  27548. // if the geometry is not closed, generate the last row of vertices and normals
  27549. // at the regular position on the given path
  27550. //
  27551. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27552. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27553. // uvs are generated in a separate function.
  27554. // this makes it easy compute correct values for closed geometries
  27555. generateUVs();
  27556. // finally create faces
  27557. generateIndices();
  27558. }
  27559. function generateSegment( i ) {
  27560. // we use getPointAt to sample evenly distributed points from the given path
  27561. P = path.getPointAt( i / tubularSegments, P );
  27562. // retrieve corresponding normal and binormal
  27563. const N = frames.normals[ i ];
  27564. const B = frames.binormals[ i ];
  27565. // generate normals and vertices for the current segment
  27566. for ( let j = 0; j <= radialSegments; j ++ ) {
  27567. const v = j / radialSegments * Math.PI * 2;
  27568. const sin = Math.sin( v );
  27569. const cos = - Math.cos( v );
  27570. // normal
  27571. normal.x = ( cos * N.x + sin * B.x );
  27572. normal.y = ( cos * N.y + sin * B.y );
  27573. normal.z = ( cos * N.z + sin * B.z );
  27574. normal.normalize();
  27575. normals.push( normal.x, normal.y, normal.z );
  27576. // vertex
  27577. vertex.x = P.x + radius * normal.x;
  27578. vertex.y = P.y + radius * normal.y;
  27579. vertex.z = P.z + radius * normal.z;
  27580. vertices.push( vertex.x, vertex.y, vertex.z );
  27581. }
  27582. }
  27583. function generateIndices() {
  27584. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27585. for ( let i = 1; i <= radialSegments; i ++ ) {
  27586. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27587. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27588. const c = ( radialSegments + 1 ) * j + i;
  27589. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27590. // faces
  27591. indices.push( a, b, d );
  27592. indices.push( b, c, d );
  27593. }
  27594. }
  27595. }
  27596. function generateUVs() {
  27597. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27598. for ( let j = 0; j <= radialSegments; j ++ ) {
  27599. uv.x = i / tubularSegments;
  27600. uv.y = j / radialSegments;
  27601. uvs.push( uv.x, uv.y );
  27602. }
  27603. }
  27604. }
  27605. }
  27606. copy( source ) {
  27607. super.copy( source );
  27608. this.parameters = Object.assign( {}, source.parameters );
  27609. return this;
  27610. }
  27611. toJSON() {
  27612. const data = super.toJSON();
  27613. data.path = this.parameters.path.toJSON();
  27614. return data;
  27615. }
  27616. /**
  27617. * Factory method for creating an instance of this class from the given
  27618. * JSON object.
  27619. *
  27620. * @param {Object} data - A JSON object representing the serialized geometry.
  27621. * @return {TubeGeometry} A new instance.
  27622. */
  27623. static fromJSON( data ) {
  27624. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27625. // User defined curves or instances of CurvePath will not be deserialized.
  27626. return new TubeGeometry(
  27627. new Curves[ data.path.type ]().fromJSON( data.path ),
  27628. data.tubularSegments,
  27629. data.radius,
  27630. data.radialSegments,
  27631. data.closed
  27632. );
  27633. }
  27634. }
  27635. /**
  27636. * Can be used as a helper object to visualize a geometry as a wireframe.
  27637. *
  27638. * ```js
  27639. * const geometry = new THREE.SphereGeometry();
  27640. *
  27641. * const wireframe = new THREE.WireframeGeometry( geometry );
  27642. *
  27643. * const line = new THREE.LineSegments( wireframe );
  27644. * line.material.depthWrite = false;
  27645. * line.material.opacity = 0.25;
  27646. * line.material.transparent = true;
  27647. *
  27648. * scene.add( line );
  27649. * ```
  27650. *
  27651. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27652. *
  27653. * @augments BufferGeometry
  27654. */
  27655. class WireframeGeometry extends BufferGeometry {
  27656. /**
  27657. * Constructs a new wireframe geometry.
  27658. *
  27659. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27660. */
  27661. constructor( geometry = null ) {
  27662. super();
  27663. this.type = 'WireframeGeometry';
  27664. /**
  27665. * Holds the constructor parameters that have been
  27666. * used to generate the geometry. Any modification
  27667. * after instantiation does not change the geometry.
  27668. *
  27669. * @type {Object}
  27670. */
  27671. this.parameters = {
  27672. geometry: geometry
  27673. };
  27674. if ( geometry !== null ) {
  27675. // buffer
  27676. const vertices = [];
  27677. const edges = new Set();
  27678. // helper variables
  27679. const start = new Vector3();
  27680. const end = new Vector3();
  27681. if ( geometry.index !== null ) {
  27682. // indexed BufferGeometry
  27683. const position = geometry.attributes.position;
  27684. const indices = geometry.index;
  27685. let groups = geometry.groups;
  27686. if ( groups.length === 0 ) {
  27687. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27688. }
  27689. // create a data structure that contains all edges without duplicates
  27690. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27691. const group = groups[ o ];
  27692. const groupStart = group.start;
  27693. const groupCount = group.count;
  27694. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27695. for ( let j = 0; j < 3; j ++ ) {
  27696. const index1 = indices.getX( i + j );
  27697. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27698. start.fromBufferAttribute( position, index1 );
  27699. end.fromBufferAttribute( position, index2 );
  27700. if ( isUniqueEdge( start, end, edges ) === true ) {
  27701. vertices.push( start.x, start.y, start.z );
  27702. vertices.push( end.x, end.y, end.z );
  27703. }
  27704. }
  27705. }
  27706. }
  27707. } else {
  27708. // non-indexed BufferGeometry
  27709. const position = geometry.attributes.position;
  27710. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27711. for ( let j = 0; j < 3; j ++ ) {
  27712. // three edges per triangle, an edge is represented as (index1, index2)
  27713. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27714. const index1 = 3 * i + j;
  27715. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27716. start.fromBufferAttribute( position, index1 );
  27717. end.fromBufferAttribute( position, index2 );
  27718. if ( isUniqueEdge( start, end, edges ) === true ) {
  27719. vertices.push( start.x, start.y, start.z );
  27720. vertices.push( end.x, end.y, end.z );
  27721. }
  27722. }
  27723. }
  27724. }
  27725. // build geometry
  27726. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27727. }
  27728. }
  27729. copy( source ) {
  27730. super.copy( source );
  27731. this.parameters = Object.assign( {}, source.parameters );
  27732. return this;
  27733. }
  27734. }
  27735. function isUniqueEdge( start, end, edges ) {
  27736. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27737. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27738. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27739. return false;
  27740. } else {
  27741. edges.add( hash1 );
  27742. edges.add( hash2 );
  27743. return true;
  27744. }
  27745. }
  27746. var Geometries = /*#__PURE__*/Object.freeze({
  27747. __proto__: null,
  27748. BoxGeometry: BoxGeometry,
  27749. CapsuleGeometry: CapsuleGeometry,
  27750. CircleGeometry: CircleGeometry,
  27751. ConeGeometry: ConeGeometry,
  27752. CylinderGeometry: CylinderGeometry,
  27753. DodecahedronGeometry: DodecahedronGeometry,
  27754. EdgesGeometry: EdgesGeometry,
  27755. ExtrudeGeometry: ExtrudeGeometry,
  27756. IcosahedronGeometry: IcosahedronGeometry,
  27757. LatheGeometry: LatheGeometry,
  27758. OctahedronGeometry: OctahedronGeometry,
  27759. PlaneGeometry: PlaneGeometry,
  27760. PolyhedronGeometry: PolyhedronGeometry,
  27761. RingGeometry: RingGeometry,
  27762. ShapeGeometry: ShapeGeometry,
  27763. SphereGeometry: SphereGeometry,
  27764. TetrahedronGeometry: TetrahedronGeometry,
  27765. TorusGeometry: TorusGeometry,
  27766. TorusKnotGeometry: TorusKnotGeometry,
  27767. TubeGeometry: TubeGeometry,
  27768. WireframeGeometry: WireframeGeometry
  27769. });
  27770. /**
  27771. * This material can receive shadows, but otherwise is completely transparent.
  27772. *
  27773. * ```js
  27774. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27775. * geometry.rotateX( - Math.PI / 2 );
  27776. *
  27777. * const material = new THREE.ShadowMaterial();
  27778. * material.opacity = 0.2;
  27779. *
  27780. * const plane = new THREE.Mesh( geometry, material );
  27781. * plane.position.y = -200;
  27782. * plane.receiveShadow = true;
  27783. * scene.add( plane );
  27784. * ```
  27785. *
  27786. * @augments Material
  27787. */
  27788. class ShadowMaterial extends Material {
  27789. /**
  27790. * Constructs a new shadow material.
  27791. *
  27792. * @param {Object} [parameters] - An object with one or more properties
  27793. * defining the material's appearance. Any property of the material
  27794. * (including any property from inherited materials) can be passed
  27795. * in here. Color values can be passed any type of value accepted
  27796. * by {@link Color#set}.
  27797. */
  27798. constructor( parameters ) {
  27799. super();
  27800. /**
  27801. * This flag can be used for type testing.
  27802. *
  27803. * @type {boolean}
  27804. * @readonly
  27805. * @default true
  27806. */
  27807. this.isShadowMaterial = true;
  27808. this.type = 'ShadowMaterial';
  27809. /**
  27810. * Color of the material.
  27811. *
  27812. * @type {Color}
  27813. * @default (0,0,0)
  27814. */
  27815. this.color = new Color( 0x000000 );
  27816. /**
  27817. * Overwritten since shadow materials are transparent
  27818. * by default.
  27819. *
  27820. * @type {boolean}
  27821. * @default true
  27822. */
  27823. this.transparent = true;
  27824. /**
  27825. * Whether the material is affected by fog or not.
  27826. *
  27827. * @type {boolean}
  27828. * @default true
  27829. */
  27830. this.fog = true;
  27831. this.setValues( parameters );
  27832. }
  27833. copy( source ) {
  27834. super.copy( source );
  27835. this.color.copy( source.color );
  27836. this.fog = source.fog;
  27837. return this;
  27838. }
  27839. }
  27840. /**
  27841. * This class works just like {@link ShaderMaterial}, except that definitions
  27842. * of built-in uniforms and attributes are not automatically prepended to the
  27843. * GLSL shader code.
  27844. *
  27845. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27846. *
  27847. * @augments ShaderMaterial
  27848. */
  27849. class RawShaderMaterial extends ShaderMaterial {
  27850. /**
  27851. * Constructs a new raw shader material.
  27852. *
  27853. * @param {Object} [parameters] - An object with one or more properties
  27854. * defining the material's appearance. Any property of the material
  27855. * (including any property from inherited materials) can be passed
  27856. * in here. Color values can be passed any type of value accepted
  27857. * by {@link Color#set}.
  27858. */
  27859. constructor( parameters ) {
  27860. super( parameters );
  27861. /**
  27862. * This flag can be used for type testing.
  27863. *
  27864. * @type {boolean}
  27865. * @readonly
  27866. * @default true
  27867. */
  27868. this.isRawShaderMaterial = true;
  27869. this.type = 'RawShaderMaterial';
  27870. }
  27871. }
  27872. /**
  27873. * A standard physically based material, using Metallic-Roughness workflow.
  27874. *
  27875. * Physically based rendering (PBR) has recently become the standard in many
  27876. * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
  27877. * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
  27878. * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017).
  27879. *
  27880. * This approach differs from older approaches in that instead of using
  27881. * approximations for the way in which light interacts with a surface, a
  27882. * physically correct model is used. The idea is that, instead of tweaking
  27883. * materials to look good under specific lighting, a material can be created
  27884. * that will react 'correctly' under all lighting scenarios.
  27885. *
  27886. * In practice this gives a more accurate and realistic looking result than
  27887. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27888. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27889. * shading.
  27890. *
  27891. * Note that for best results you should always specify an environment map when using this material.
  27892. *
  27893. * For a non-technical introduction to the concept of PBR and how to set up a
  27894. * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co):
  27895. *
  27896. * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
  27897. * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/)
  27898. *
  27899. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27900. * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
  27901. * (pdf), by Brent Burley.
  27902. *
  27903. * @augments Material
  27904. * @demo scenes/material-browser.html#MeshStandardMaterial
  27905. */
  27906. class MeshStandardMaterial extends Material {
  27907. /**
  27908. * Constructs a new mesh standard material.
  27909. *
  27910. * @param {Object} [parameters] - An object with one or more properties
  27911. * defining the material's appearance. Any property of the material
  27912. * (including any property from inherited materials) can be passed
  27913. * in here. Color values can be passed any type of value accepted
  27914. * by {@link Color#set}.
  27915. */
  27916. constructor( parameters ) {
  27917. super();
  27918. /**
  27919. * This flag can be used for type testing.
  27920. *
  27921. * @type {boolean}
  27922. * @readonly
  27923. * @default true
  27924. */
  27925. this.isMeshStandardMaterial = true;
  27926. this.type = 'MeshStandardMaterial';
  27927. this.defines = { 'STANDARD': '' };
  27928. /**
  27929. * Color of the material.
  27930. *
  27931. * @type {Color}
  27932. * @default (1,1,1)
  27933. */
  27934. this.color = new Color( 0xffffff ); // diffuse
  27935. /**
  27936. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27937. * means fully diffuse. If `roughnessMap` is also provided,
  27938. * both values are multiplied.
  27939. *
  27940. * @type {number}
  27941. * @default 1
  27942. */
  27943. this.roughness = 1.0;
  27944. /**
  27945. * How much the material is like a metal. Non-metallic materials such as wood
  27946. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27947. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27948. * If `metalnessMap` is also provided, both values are multiplied.
  27949. *
  27950. * @type {number}
  27951. * @default 0
  27952. */
  27953. this.metalness = 0.0;
  27954. /**
  27955. * The color map. May optionally include an alpha channel, typically combined
  27956. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27957. * color is modulated by the diffuse `color`.
  27958. *
  27959. * @type {?Texture}
  27960. * @default null
  27961. */
  27962. this.map = null;
  27963. /**
  27964. * The light map. Requires a second set of UVs.
  27965. *
  27966. * @type {?Texture}
  27967. * @default null
  27968. */
  27969. this.lightMap = null;
  27970. /**
  27971. * Intensity of the baked light.
  27972. *
  27973. * @type {number}
  27974. * @default 1
  27975. */
  27976. this.lightMapIntensity = 1.0;
  27977. /**
  27978. * The red channel of this texture is used as the ambient occlusion map.
  27979. * Requires a second set of UVs.
  27980. *
  27981. * @type {?Texture}
  27982. * @default null
  27983. */
  27984. this.aoMap = null;
  27985. /**
  27986. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27987. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27988. * red channel is also `1`, ambient light is fully occluded on a surface.
  27989. *
  27990. * @type {number}
  27991. * @default 1
  27992. */
  27993. this.aoMapIntensity = 1.0;
  27994. /**
  27995. * Emissive (light) color of the material, essentially a solid color
  27996. * unaffected by other lighting.
  27997. *
  27998. * @type {Color}
  27999. * @default (0,0,0)
  28000. */
  28001. this.emissive = new Color( 0x000000 );
  28002. /**
  28003. * Intensity of the emissive light. Modulates the emissive color.
  28004. *
  28005. * @type {number}
  28006. * @default 1
  28007. */
  28008. this.emissiveIntensity = 1.0;
  28009. /**
  28010. * Set emissive (glow) map. The emissive map color is modulated by the
  28011. * emissive color and the emissive intensity. If you have an emissive map,
  28012. * be sure to set the emissive color to something other than black.
  28013. *
  28014. * @type {?Texture}
  28015. * @default null
  28016. */
  28017. this.emissiveMap = null;
  28018. /**
  28019. * The texture to create a bump map. The black and white values map to the
  28020. * perceived depth in relation to the lights. Bump doesn't actually affect
  28021. * the geometry of the object, only the lighting. If a normal map is defined
  28022. * this will be ignored.
  28023. *
  28024. * @type {?Texture}
  28025. * @default null
  28026. */
  28027. this.bumpMap = null;
  28028. /**
  28029. * How much the bump map affects the material. Typical range is `[0,1]`.
  28030. *
  28031. * @type {number}
  28032. * @default 1
  28033. */
  28034. this.bumpScale = 1;
  28035. /**
  28036. * The texture to create a normal map. The RGB values affect the surface
  28037. * normal for each pixel fragment and change the way the color is lit. Normal
  28038. * maps do not change the actual shape of the surface, only the lighting. In
  28039. * case the material has a normal map authored using the left handed
  28040. * convention, the `y` component of `normalScale` should be negated to compensate
  28041. * for the different handedness.
  28042. *
  28043. * @type {?Texture}
  28044. * @default null
  28045. */
  28046. this.normalMap = null;
  28047. /**
  28048. * The type of normal map.
  28049. *
  28050. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28051. * @default TangentSpaceNormalMap
  28052. */
  28053. this.normalMapType = TangentSpaceNormalMap;
  28054. /**
  28055. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28056. *
  28057. * @type {Vector2}
  28058. * @default (1,1)
  28059. */
  28060. this.normalScale = new Vector2( 1, 1 );
  28061. /**
  28062. * The displacement map affects the position of the mesh's vertices. Unlike
  28063. * other maps which only affect the light and shade of the material the
  28064. * displaced vertices can cast shadows, block other objects, and otherwise
  28065. * act as real geometry. The displacement texture is an image where the value
  28066. * of each pixel (white being the highest) is mapped against, and
  28067. * repositions, the vertices of the mesh.
  28068. *
  28069. * @type {?Texture}
  28070. * @default null
  28071. */
  28072. this.displacementMap = null;
  28073. /**
  28074. * How much the displacement map affects the mesh (where black is no
  28075. * displacement, and white is maximum displacement). Without a displacement
  28076. * map set, this value is not applied.
  28077. *
  28078. * @type {number}
  28079. * @default 0
  28080. */
  28081. this.displacementScale = 1;
  28082. /**
  28083. * The offset of the displacement map's values on the mesh's vertices.
  28084. * The bias is added to the scaled sample of the displacement map.
  28085. * Without a displacement map set, this value is not applied.
  28086. *
  28087. * @type {number}
  28088. * @default 0
  28089. */
  28090. this.displacementBias = 0;
  28091. /**
  28092. * The green channel of this texture is used to alter the roughness of the
  28093. * material.
  28094. *
  28095. * @type {?Texture}
  28096. * @default null
  28097. */
  28098. this.roughnessMap = null;
  28099. /**
  28100. * The blue channel of this texture is used to alter the metalness of the
  28101. * material.
  28102. *
  28103. * @type {?Texture}
  28104. * @default null
  28105. */
  28106. this.metalnessMap = null;
  28107. /**
  28108. * The alpha map is a grayscale texture that controls the opacity across the
  28109. * surface (black: fully transparent; white: fully opaque).
  28110. *
  28111. * Only the color of the texture is used, ignoring the alpha channel if one
  28112. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28113. * when sampling this texture due to the extra bit of precision provided for
  28114. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28115. * luminance/alpha textures will also still work as expected.
  28116. *
  28117. * @type {?Texture}
  28118. * @default null
  28119. */
  28120. this.alphaMap = null;
  28121. /**
  28122. * The environment map. To ensure a physically correct rendering, environment maps
  28123. * are internally pre-processed with {@link PMREMGenerator}.
  28124. *
  28125. * @type {?Texture}
  28126. * @default null
  28127. */
  28128. this.envMap = null;
  28129. /**
  28130. * The rotation of the environment map in radians.
  28131. *
  28132. * @type {Euler}
  28133. * @default (0,0,0)
  28134. */
  28135. this.envMapRotation = new Euler();
  28136. /**
  28137. * Scales the effect of the environment map by multiplying its color.
  28138. *
  28139. * @type {number}
  28140. * @default 1
  28141. */
  28142. this.envMapIntensity = 1.0;
  28143. /**
  28144. * Renders the geometry as a wireframe.
  28145. *
  28146. * @type {boolean}
  28147. * @default false
  28148. */
  28149. this.wireframe = false;
  28150. /**
  28151. * Controls the thickness of the wireframe.
  28152. *
  28153. * Can only be used with {@link SVGRenderer}.
  28154. *
  28155. * @type {number}
  28156. * @default 1
  28157. */
  28158. this.wireframeLinewidth = 1;
  28159. /**
  28160. * Defines appearance of wireframe ends.
  28161. *
  28162. * Can only be used with {@link SVGRenderer}.
  28163. *
  28164. * @type {('round'|'bevel'|'miter')}
  28165. * @default 'round'
  28166. */
  28167. this.wireframeLinecap = 'round';
  28168. /**
  28169. * Defines appearance of wireframe joints.
  28170. *
  28171. * Can only be used with {@link SVGRenderer}.
  28172. *
  28173. * @type {('round'|'bevel'|'miter')}
  28174. * @default 'round'
  28175. */
  28176. this.wireframeLinejoin = 'round';
  28177. /**
  28178. * Whether the material is rendered with flat shading or not.
  28179. *
  28180. * @type {boolean}
  28181. * @default false
  28182. */
  28183. this.flatShading = false;
  28184. /**
  28185. * Whether the material is affected by fog or not.
  28186. *
  28187. * @type {boolean}
  28188. * @default true
  28189. */
  28190. this.fog = true;
  28191. this.setValues( parameters );
  28192. }
  28193. copy( source ) {
  28194. super.copy( source );
  28195. this.defines = { 'STANDARD': '' };
  28196. this.color.copy( source.color );
  28197. this.roughness = source.roughness;
  28198. this.metalness = source.metalness;
  28199. this.map = source.map;
  28200. this.lightMap = source.lightMap;
  28201. this.lightMapIntensity = source.lightMapIntensity;
  28202. this.aoMap = source.aoMap;
  28203. this.aoMapIntensity = source.aoMapIntensity;
  28204. this.emissive.copy( source.emissive );
  28205. this.emissiveMap = source.emissiveMap;
  28206. this.emissiveIntensity = source.emissiveIntensity;
  28207. this.bumpMap = source.bumpMap;
  28208. this.bumpScale = source.bumpScale;
  28209. this.normalMap = source.normalMap;
  28210. this.normalMapType = source.normalMapType;
  28211. this.normalScale.copy( source.normalScale );
  28212. this.displacementMap = source.displacementMap;
  28213. this.displacementScale = source.displacementScale;
  28214. this.displacementBias = source.displacementBias;
  28215. this.roughnessMap = source.roughnessMap;
  28216. this.metalnessMap = source.metalnessMap;
  28217. this.alphaMap = source.alphaMap;
  28218. this.envMap = source.envMap;
  28219. this.envMapRotation.copy( source.envMapRotation );
  28220. this.envMapIntensity = source.envMapIntensity;
  28221. this.wireframe = source.wireframe;
  28222. this.wireframeLinewidth = source.wireframeLinewidth;
  28223. this.wireframeLinecap = source.wireframeLinecap;
  28224. this.wireframeLinejoin = source.wireframeLinejoin;
  28225. this.flatShading = source.flatShading;
  28226. this.fog = source.fog;
  28227. return this;
  28228. }
  28229. }
  28230. /**
  28231. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28232. * physically-based rendering properties:
  28233. *
  28234. * - Anisotropy: Ability to represent the anisotropic property of materials
  28235. * as observable with brushed metals.
  28236. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28237. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28238. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28239. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28240. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28241. * wings of many insects.
  28242. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28243. * transparent materials are less reflective. Physically-based transmission provides a more
  28244. * realistic option for thin, transparent surfaces like glass.
  28245. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28246. * - Sheen: Can be used for representing cloth and fabric materials.
  28247. *
  28248. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28249. * higher performance cost, per pixel, than other three.js materials. Most
  28250. * effects are disabled by default, and add cost as they are enabled. For
  28251. * best results, always specify an environment map when using this material.
  28252. *
  28253. * @augments MeshStandardMaterial
  28254. * @demo scenes/material-browser.html#MeshPhysicalMaterial
  28255. */
  28256. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28257. /**
  28258. * Constructs a new mesh physical material.
  28259. *
  28260. * @param {Object} [parameters] - An object with one or more properties
  28261. * defining the material's appearance. Any property of the material
  28262. * (including any property from inherited materials) can be passed
  28263. * in here. Color values can be passed any type of value accepted
  28264. * by {@link Color#set}.
  28265. */
  28266. constructor( parameters ) {
  28267. super();
  28268. /**
  28269. * This flag can be used for type testing.
  28270. *
  28271. * @type {boolean}
  28272. * @readonly
  28273. * @default true
  28274. */
  28275. this.isMeshPhysicalMaterial = true;
  28276. this.defines = {
  28277. 'STANDARD': '',
  28278. 'PHYSICAL': ''
  28279. };
  28280. this.type = 'MeshPhysicalMaterial';
  28281. /**
  28282. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28283. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28284. * property provides additional rotation to the vectors in the texture.
  28285. *
  28286. * @type {number}
  28287. * @default 1
  28288. */
  28289. this.anisotropyRotation = 0;
  28290. /**
  28291. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28292. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28293. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28294. *
  28295. * @type {?Texture}
  28296. * @default null
  28297. */
  28298. this.anisotropyMap = null;
  28299. /**
  28300. * The red channel of this texture is multiplied against `clearcoat`,
  28301. * for per-pixel control over a coating's intensity.
  28302. *
  28303. * @type {?Texture}
  28304. * @default null
  28305. */
  28306. this.clearcoatMap = null;
  28307. /**
  28308. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28309. *
  28310. * @type {number}
  28311. * @default 0
  28312. */
  28313. this.clearcoatRoughness = 0.0;
  28314. /**
  28315. * The green channel of this texture is multiplied against
  28316. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28317. *
  28318. * @type {?Texture}
  28319. * @default null
  28320. */
  28321. this.clearcoatRoughnessMap = null;
  28322. /**
  28323. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28324. * `(0,0)` to `(1,1)`.
  28325. *
  28326. * @type {Vector2}
  28327. * @default (1,1)
  28328. */
  28329. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28330. /**
  28331. * Can be used to enable independent normals for the clear coat layer.
  28332. *
  28333. * @type {?Texture}
  28334. * @default null
  28335. */
  28336. this.clearcoatNormalMap = null;
  28337. /**
  28338. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28339. *
  28340. * @type {number}
  28341. * @default 1.5
  28342. */
  28343. this.ior = 1.5;
  28344. /**
  28345. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28346. * corresponds to an index-of-refraction of `1.5`.
  28347. *
  28348. * This models the reflectivity of non-metallic materials. It has no effect
  28349. * when `metalness` is `1.0`
  28350. *
  28351. * @name MeshPhysicalMaterial#reflectivity
  28352. * @type {number}
  28353. * @default 0.5
  28354. */
  28355. Object.defineProperty( this, 'reflectivity', {
  28356. get: function () {
  28357. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28358. },
  28359. set: function ( reflectivity ) {
  28360. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28361. }
  28362. } );
  28363. /**
  28364. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28365. * control over iridescence.
  28366. *
  28367. * @type {?Texture}
  28368. * @default null
  28369. */
  28370. this.iridescenceMap = null;
  28371. /**
  28372. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28373. * Between `1.0` to `2.333`.
  28374. *
  28375. * @type {number}
  28376. * @default 1.3
  28377. */
  28378. this.iridescenceIOR = 1.3;
  28379. /**
  28380. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28381. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28382. *
  28383. * @type {Array<number,number>}
  28384. * @default [100,400]
  28385. */
  28386. this.iridescenceThicknessRange = [ 100, 400 ];
  28387. /**
  28388. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28389. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28390. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28391. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28392. * - Values in-between will linearly interpolate between the elements of the array.
  28393. *
  28394. * @type {?Texture}
  28395. * @default null
  28396. */
  28397. this.iridescenceThicknessMap = null;
  28398. /**
  28399. * The sheen tint.
  28400. *
  28401. * @type {Color}
  28402. * @default (0,0,0)
  28403. */
  28404. this.sheenColor = new Color( 0x000000 );
  28405. /**
  28406. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28407. * over sheen tint.
  28408. *
  28409. * @type {?Texture}
  28410. * @default null
  28411. */
  28412. this.sheenColorMap = null;
  28413. /**
  28414. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28415. *
  28416. * @type {number}
  28417. * @default 1
  28418. */
  28419. this.sheenRoughness = 1.0;
  28420. /**
  28421. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28422. * over sheen roughness.
  28423. *
  28424. * @type {?Texture}
  28425. * @default null
  28426. */
  28427. this.sheenRoughnessMap = null;
  28428. /**
  28429. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28430. * optical transparency.
  28431. *
  28432. * @type {?Texture}
  28433. * @default null
  28434. */
  28435. this.transmissionMap = null;
  28436. /**
  28437. * The thickness of the volume beneath the surface. The value is given in the
  28438. * coordinate space of the mesh. If the value is `0` the material is
  28439. * thin-walled. Otherwise the material is a volume boundary.
  28440. *
  28441. * @type {number}
  28442. * @default 0
  28443. */
  28444. this.thickness = 0;
  28445. /**
  28446. * A texture that defines the thickness, stored in the green channel. This will
  28447. * be multiplied by `thickness`.
  28448. *
  28449. * @type {?Texture}
  28450. * @default null
  28451. */
  28452. this.thicknessMap = null;
  28453. /**
  28454. * Density of the medium given as the average distance that light travels in
  28455. * the medium before interacting with a particle. The value is given in world
  28456. * space units, and must be greater than zero.
  28457. *
  28458. * @type {number}
  28459. * @default Infinity
  28460. */
  28461. this.attenuationDistance = Infinity;
  28462. /**
  28463. * The color that white light turns into due to absorption when reaching the
  28464. * attenuation distance.
  28465. *
  28466. * @type {Color}
  28467. * @default (1,1,1)
  28468. */
  28469. this.attenuationColor = new Color( 1, 1, 1 );
  28470. /**
  28471. * A float that scales the amount of specular reflection for non-metals only.
  28472. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28473. *
  28474. * @type {number}
  28475. * @default 1
  28476. */
  28477. this.specularIntensity = 1.0;
  28478. /**
  28479. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28480. * for per-pixel control over specular intensity.
  28481. *
  28482. * @type {?Texture}
  28483. * @default null
  28484. */
  28485. this.specularIntensityMap = null;
  28486. /**
  28487. * Tints the specular reflection at normal incidence for non-metals only.
  28488. *
  28489. * @type {Color}
  28490. * @default (1,1,1)
  28491. */
  28492. this.specularColor = new Color( 1, 1, 1 );
  28493. /**
  28494. * The RGB channels of this texture are multiplied against `specularColor`,
  28495. * for per-pixel control over specular color.
  28496. *
  28497. * @type {?Texture}
  28498. * @default null
  28499. */
  28500. this.specularColorMap = null;
  28501. this._anisotropy = 0;
  28502. this._clearcoat = 0;
  28503. this._dispersion = 0;
  28504. this._iridescence = 0;
  28505. this._sheen = 0.0;
  28506. this._transmission = 0;
  28507. this.setValues( parameters );
  28508. }
  28509. /**
  28510. * The anisotropy strength, from `0.0` to `1.0`.
  28511. *
  28512. * @type {number}
  28513. * @default 0
  28514. */
  28515. get anisotropy() {
  28516. return this._anisotropy;
  28517. }
  28518. set anisotropy( value ) {
  28519. if ( this._anisotropy > 0 !== value > 0 ) {
  28520. this.version ++;
  28521. }
  28522. this._anisotropy = value;
  28523. }
  28524. /**
  28525. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28526. * clear coat related properties to enable multilayer materials that have a
  28527. * thin translucent layer over the base layer.
  28528. *
  28529. * @type {number}
  28530. * @default 0
  28531. */
  28532. get clearcoat() {
  28533. return this._clearcoat;
  28534. }
  28535. set clearcoat( value ) {
  28536. if ( this._clearcoat > 0 !== value > 0 ) {
  28537. this.version ++;
  28538. }
  28539. this._clearcoat = value;
  28540. }
  28541. /**
  28542. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28543. * the surface and the viewer, from `0.0` to `1.0`.
  28544. *
  28545. * @type {number}
  28546. * @default 0
  28547. */
  28548. get iridescence() {
  28549. return this._iridescence;
  28550. }
  28551. set iridescence( value ) {
  28552. if ( this._iridescence > 0 !== value > 0 ) {
  28553. this.version ++;
  28554. }
  28555. this._iridescence = value;
  28556. }
  28557. /**
  28558. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28559. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28560. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28561. *
  28562. * @type {number}
  28563. * @default 0
  28564. */
  28565. get dispersion() {
  28566. return this._dispersion;
  28567. }
  28568. set dispersion( value ) {
  28569. if ( this._dispersion > 0 !== value > 0 ) {
  28570. this.version ++;
  28571. }
  28572. this._dispersion = value;
  28573. }
  28574. /**
  28575. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28576. *
  28577. * @type {number}
  28578. * @default 0
  28579. */
  28580. get sheen() {
  28581. return this._sheen;
  28582. }
  28583. set sheen( value ) {
  28584. if ( this._sheen > 0 !== value > 0 ) {
  28585. this.version ++;
  28586. }
  28587. this._sheen = value;
  28588. }
  28589. /**
  28590. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28591. *
  28592. * Thin, transparent or semitransparent, plastic or glass materials remain
  28593. * largely reflective even if they are fully transmissive. The transmission
  28594. * property can be used to model these materials.
  28595. *
  28596. * When transmission is non-zero, `opacity` should be set to `1`.
  28597. *
  28598. * @type {number}
  28599. * @default 0
  28600. */
  28601. get transmission() {
  28602. return this._transmission;
  28603. }
  28604. set transmission( value ) {
  28605. if ( this._transmission > 0 !== value > 0 ) {
  28606. this.version ++;
  28607. }
  28608. this._transmission = value;
  28609. }
  28610. copy( source ) {
  28611. super.copy( source );
  28612. this.defines = {
  28613. 'STANDARD': '',
  28614. 'PHYSICAL': ''
  28615. };
  28616. this.anisotropy = source.anisotropy;
  28617. this.anisotropyRotation = source.anisotropyRotation;
  28618. this.anisotropyMap = source.anisotropyMap;
  28619. this.clearcoat = source.clearcoat;
  28620. this.clearcoatMap = source.clearcoatMap;
  28621. this.clearcoatRoughness = source.clearcoatRoughness;
  28622. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28623. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28624. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28625. this.dispersion = source.dispersion;
  28626. this.ior = source.ior;
  28627. this.iridescence = source.iridescence;
  28628. this.iridescenceMap = source.iridescenceMap;
  28629. this.iridescenceIOR = source.iridescenceIOR;
  28630. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28631. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28632. this.sheen = source.sheen;
  28633. this.sheenColor.copy( source.sheenColor );
  28634. this.sheenColorMap = source.sheenColorMap;
  28635. this.sheenRoughness = source.sheenRoughness;
  28636. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28637. this.transmission = source.transmission;
  28638. this.transmissionMap = source.transmissionMap;
  28639. this.thickness = source.thickness;
  28640. this.thicknessMap = source.thicknessMap;
  28641. this.attenuationDistance = source.attenuationDistance;
  28642. this.attenuationColor.copy( source.attenuationColor );
  28643. this.specularIntensity = source.specularIntensity;
  28644. this.specularIntensityMap = source.specularIntensityMap;
  28645. this.specularColor.copy( source.specularColor );
  28646. this.specularColorMap = source.specularColorMap;
  28647. return this;
  28648. }
  28649. }
  28650. /**
  28651. * A material for shiny surfaces with specular highlights.
  28652. *
  28653. * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model)
  28654. * model for calculating reflectance. Unlike the Lambertian model used in the
  28655. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28656. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28657. *
  28658. * Performance will generally be greater when using this material over the
  28659. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28660. * some graphical accuracy.
  28661. *
  28662. * @augments Material
  28663. * @demo scenes/material-browser.html#MeshPhongMaterial
  28664. */
  28665. class MeshPhongMaterial extends Material {
  28666. /**
  28667. * Constructs a new mesh phong material.
  28668. *
  28669. * @param {Object} [parameters] - An object with one or more properties
  28670. * defining the material's appearance. Any property of the material
  28671. * (including any property from inherited materials) can be passed
  28672. * in here. Color values can be passed any type of value accepted
  28673. * by {@link Color#set}.
  28674. */
  28675. constructor( parameters ) {
  28676. super();
  28677. /**
  28678. * This flag can be used for type testing.
  28679. *
  28680. * @type {boolean}
  28681. * @readonly
  28682. * @default true
  28683. */
  28684. this.isMeshPhongMaterial = true;
  28685. this.type = 'MeshPhongMaterial';
  28686. /**
  28687. * Color of the material.
  28688. *
  28689. * @type {Color}
  28690. * @default (1,1,1)
  28691. */
  28692. this.color = new Color( 0xffffff ); // diffuse
  28693. /**
  28694. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28695. *
  28696. * This defines how shiny the material is and the color of its shine.
  28697. *
  28698. * @type {Color}
  28699. */
  28700. this.specular = new Color( 0x111111 );
  28701. /**
  28702. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28703. *
  28704. * @type {number}
  28705. * @default 30
  28706. */
  28707. this.shininess = 30;
  28708. /**
  28709. * The color map. May optionally include an alpha channel, typically combined
  28710. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28711. * color is modulated by the diffuse `color`.
  28712. *
  28713. * @type {?Texture}
  28714. * @default null
  28715. */
  28716. this.map = null;
  28717. /**
  28718. * The light map. Requires a second set of UVs.
  28719. *
  28720. * @type {?Texture}
  28721. * @default null
  28722. */
  28723. this.lightMap = null;
  28724. /**
  28725. * Intensity of the baked light.
  28726. *
  28727. * @type {number}
  28728. * @default 1
  28729. */
  28730. this.lightMapIntensity = 1.0;
  28731. /**
  28732. * The red channel of this texture is used as the ambient occlusion map.
  28733. * Requires a second set of UVs.
  28734. *
  28735. * @type {?Texture}
  28736. * @default null
  28737. */
  28738. this.aoMap = null;
  28739. /**
  28740. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28741. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28742. * red channel is also `1`, ambient light is fully occluded on a surface.
  28743. *
  28744. * @type {number}
  28745. * @default 1
  28746. */
  28747. this.aoMapIntensity = 1.0;
  28748. /**
  28749. * Emissive (light) color of the material, essentially a solid color
  28750. * unaffected by other lighting.
  28751. *
  28752. * @type {Color}
  28753. * @default (0,0,0)
  28754. */
  28755. this.emissive = new Color( 0x000000 );
  28756. /**
  28757. * Intensity of the emissive light. Modulates the emissive color.
  28758. *
  28759. * @type {number}
  28760. * @default 1
  28761. */
  28762. this.emissiveIntensity = 1.0;
  28763. /**
  28764. * Set emissive (glow) map. The emissive map color is modulated by the
  28765. * emissive color and the emissive intensity. If you have an emissive map,
  28766. * be sure to set the emissive color to something other than black.
  28767. *
  28768. * @type {?Texture}
  28769. * @default null
  28770. */
  28771. this.emissiveMap = null;
  28772. /**
  28773. * The texture to create a bump map. The black and white values map to the
  28774. * perceived depth in relation to the lights. Bump doesn't actually affect
  28775. * the geometry of the object, only the lighting. If a normal map is defined
  28776. * this will be ignored.
  28777. *
  28778. * @type {?Texture}
  28779. * @default null
  28780. */
  28781. this.bumpMap = null;
  28782. /**
  28783. * How much the bump map affects the material. Typical range is `[0,1]`.
  28784. *
  28785. * @type {number}
  28786. * @default 1
  28787. */
  28788. this.bumpScale = 1;
  28789. /**
  28790. * The texture to create a normal map. The RGB values affect the surface
  28791. * normal for each pixel fragment and change the way the color is lit. Normal
  28792. * maps do not change the actual shape of the surface, only the lighting. In
  28793. * case the material has a normal map authored using the left handed
  28794. * convention, the `y` component of `normalScale` should be negated to compensate
  28795. * for the different handedness.
  28796. *
  28797. * @type {?Texture}
  28798. * @default null
  28799. */
  28800. this.normalMap = null;
  28801. /**
  28802. * The type of normal map.
  28803. *
  28804. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28805. * @default TangentSpaceNormalMap
  28806. */
  28807. this.normalMapType = TangentSpaceNormalMap;
  28808. /**
  28809. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28810. *
  28811. * @type {Vector2}
  28812. * @default (1,1)
  28813. */
  28814. this.normalScale = new Vector2( 1, 1 );
  28815. /**
  28816. * The displacement map affects the position of the mesh's vertices. Unlike
  28817. * other maps which only affect the light and shade of the material the
  28818. * displaced vertices can cast shadows, block other objects, and otherwise
  28819. * act as real geometry. The displacement texture is an image where the value
  28820. * of each pixel (white being the highest) is mapped against, and
  28821. * repositions, the vertices of the mesh.
  28822. *
  28823. * @type {?Texture}
  28824. * @default null
  28825. */
  28826. this.displacementMap = null;
  28827. /**
  28828. * How much the displacement map affects the mesh (where black is no
  28829. * displacement, and white is maximum displacement). Without a displacement
  28830. * map set, this value is not applied.
  28831. *
  28832. * @type {number}
  28833. * @default 0
  28834. */
  28835. this.displacementScale = 1;
  28836. /**
  28837. * The offset of the displacement map's values on the mesh's vertices.
  28838. * The bias is added to the scaled sample of the displacement map.
  28839. * Without a displacement map set, this value is not applied.
  28840. *
  28841. * @type {number}
  28842. * @default 0
  28843. */
  28844. this.displacementBias = 0;
  28845. /**
  28846. * The specular map value affects both how much the specular surface
  28847. * highlight contributes and how much of the environment map affects the
  28848. * surface.
  28849. *
  28850. * @type {?Texture}
  28851. * @default null
  28852. */
  28853. this.specularMap = null;
  28854. /**
  28855. * The alpha map is a grayscale texture that controls the opacity across the
  28856. * surface (black: fully transparent; white: fully opaque).
  28857. *
  28858. * Only the color of the texture is used, ignoring the alpha channel if one
  28859. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28860. * when sampling this texture due to the extra bit of precision provided for
  28861. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28862. * luminance/alpha textures will also still work as expected.
  28863. *
  28864. * @type {?Texture}
  28865. * @default null
  28866. */
  28867. this.alphaMap = null;
  28868. /**
  28869. * The environment map.
  28870. *
  28871. * @type {?Texture}
  28872. * @default null
  28873. */
  28874. this.envMap = null;
  28875. /**
  28876. * The rotation of the environment map in radians.
  28877. *
  28878. * @type {Euler}
  28879. * @default (0,0,0)
  28880. */
  28881. this.envMapRotation = new Euler();
  28882. /**
  28883. * How to combine the result of the surface's color with the environment map, if any.
  28884. *
  28885. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28886. * blend between the two colors.
  28887. *
  28888. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28889. * @default MultiplyOperation
  28890. */
  28891. this.combine = MultiplyOperation;
  28892. /**
  28893. * How much the environment map affects the surface.
  28894. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28895. *
  28896. * @type {number}
  28897. * @default 1
  28898. */
  28899. this.reflectivity = 1;
  28900. /**
  28901. * The index of refraction (IOR) of air (approximately 1) divided by the
  28902. * index of refraction of the material. It is used with environment mapping
  28903. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28904. * The refraction ratio should not exceed `1`.
  28905. *
  28906. * @type {number}
  28907. * @default 0.98
  28908. */
  28909. this.refractionRatio = 0.98;
  28910. /**
  28911. * Renders the geometry as a wireframe.
  28912. *
  28913. * @type {boolean}
  28914. * @default false
  28915. */
  28916. this.wireframe = false;
  28917. /**
  28918. * Controls the thickness of the wireframe.
  28919. *
  28920. * Can only be used with {@link SVGRenderer}.
  28921. *
  28922. * @type {number}
  28923. * @default 1
  28924. */
  28925. this.wireframeLinewidth = 1;
  28926. /**
  28927. * Defines appearance of wireframe ends.
  28928. *
  28929. * Can only be used with {@link SVGRenderer}.
  28930. *
  28931. * @type {('round'|'bevel'|'miter')}
  28932. * @default 'round'
  28933. */
  28934. this.wireframeLinecap = 'round';
  28935. /**
  28936. * Defines appearance of wireframe joints.
  28937. *
  28938. * Can only be used with {@link SVGRenderer}.
  28939. *
  28940. * @type {('round'|'bevel'|'miter')}
  28941. * @default 'round'
  28942. */
  28943. this.wireframeLinejoin = 'round';
  28944. /**
  28945. * Whether the material is rendered with flat shading or not.
  28946. *
  28947. * @type {boolean}
  28948. * @default false
  28949. */
  28950. this.flatShading = false;
  28951. /**
  28952. * Whether the material is affected by fog or not.
  28953. *
  28954. * @type {boolean}
  28955. * @default true
  28956. */
  28957. this.fog = true;
  28958. this.setValues( parameters );
  28959. }
  28960. copy( source ) {
  28961. super.copy( source );
  28962. this.color.copy( source.color );
  28963. this.specular.copy( source.specular );
  28964. this.shininess = source.shininess;
  28965. this.map = source.map;
  28966. this.lightMap = source.lightMap;
  28967. this.lightMapIntensity = source.lightMapIntensity;
  28968. this.aoMap = source.aoMap;
  28969. this.aoMapIntensity = source.aoMapIntensity;
  28970. this.emissive.copy( source.emissive );
  28971. this.emissiveMap = source.emissiveMap;
  28972. this.emissiveIntensity = source.emissiveIntensity;
  28973. this.bumpMap = source.bumpMap;
  28974. this.bumpScale = source.bumpScale;
  28975. this.normalMap = source.normalMap;
  28976. this.normalMapType = source.normalMapType;
  28977. this.normalScale.copy( source.normalScale );
  28978. this.displacementMap = source.displacementMap;
  28979. this.displacementScale = source.displacementScale;
  28980. this.displacementBias = source.displacementBias;
  28981. this.specularMap = source.specularMap;
  28982. this.alphaMap = source.alphaMap;
  28983. this.envMap = source.envMap;
  28984. this.envMapRotation.copy( source.envMapRotation );
  28985. this.combine = source.combine;
  28986. this.reflectivity = source.reflectivity;
  28987. this.refractionRatio = source.refractionRatio;
  28988. this.wireframe = source.wireframe;
  28989. this.wireframeLinewidth = source.wireframeLinewidth;
  28990. this.wireframeLinecap = source.wireframeLinecap;
  28991. this.wireframeLinejoin = source.wireframeLinejoin;
  28992. this.flatShading = source.flatShading;
  28993. this.fog = source.fog;
  28994. return this;
  28995. }
  28996. }
  28997. /**
  28998. * A material implementing toon shading.
  28999. *
  29000. * @augments Material
  29001. * @demo scenes/material-browser.html#MeshToonMaterial
  29002. */
  29003. class MeshToonMaterial extends Material {
  29004. /**
  29005. * Constructs a new mesh toon material.
  29006. *
  29007. * @param {Object} [parameters] - An object with one or more properties
  29008. * defining the material's appearance. Any property of the material
  29009. * (including any property from inherited materials) can be passed
  29010. * in here. Color values can be passed any type of value accepted
  29011. * by {@link Color#set}.
  29012. */
  29013. constructor( parameters ) {
  29014. super();
  29015. /**
  29016. * This flag can be used for type testing.
  29017. *
  29018. * @type {boolean}
  29019. * @readonly
  29020. * @default true
  29021. */
  29022. this.isMeshToonMaterial = true;
  29023. this.defines = { 'TOON': '' };
  29024. this.type = 'MeshToonMaterial';
  29025. /**
  29026. * Color of the material.
  29027. *
  29028. * @type {Color}
  29029. * @default (1,1,1)
  29030. */
  29031. this.color = new Color( 0xffffff );
  29032. /**
  29033. * The color map. May optionally include an alpha channel, typically combined
  29034. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29035. * color is modulated by the diffuse `color`.
  29036. *
  29037. * @type {?Texture}
  29038. * @default null
  29039. */
  29040. this.map = null;
  29041. /**
  29042. * Gradient map for toon shading. It's required to set
  29043. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  29044. * when using this type of texture.
  29045. *
  29046. * @type {?Texture}
  29047. * @default null
  29048. */
  29049. this.gradientMap = null;
  29050. /**
  29051. * The light map. Requires a second set of UVs.
  29052. *
  29053. * @type {?Texture}
  29054. * @default null
  29055. */
  29056. this.lightMap = null;
  29057. /**
  29058. * Intensity of the baked light.
  29059. *
  29060. * @type {number}
  29061. * @default 1
  29062. */
  29063. this.lightMapIntensity = 1.0;
  29064. /**
  29065. * The red channel of this texture is used as the ambient occlusion map.
  29066. * Requires a second set of UVs.
  29067. *
  29068. * @type {?Texture}
  29069. * @default null
  29070. */
  29071. this.aoMap = null;
  29072. /**
  29073. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29074. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29075. * red channel is also `1`, ambient light is fully occluded on a surface.
  29076. *
  29077. * @type {number}
  29078. * @default 1
  29079. */
  29080. this.aoMapIntensity = 1.0;
  29081. /**
  29082. * Emissive (light) color of the material, essentially a solid color
  29083. * unaffected by other lighting.
  29084. *
  29085. * @type {Color}
  29086. * @default (0,0,0)
  29087. */
  29088. this.emissive = new Color( 0x000000 );
  29089. /**
  29090. * Intensity of the emissive light. Modulates the emissive color.
  29091. *
  29092. * @type {number}
  29093. * @default 1
  29094. */
  29095. this.emissiveIntensity = 1.0;
  29096. /**
  29097. * Set emissive (glow) map. The emissive map color is modulated by the
  29098. * emissive color and the emissive intensity. If you have an emissive map,
  29099. * be sure to set the emissive color to something other than black.
  29100. *
  29101. * @type {?Texture}
  29102. * @default null
  29103. */
  29104. this.emissiveMap = null;
  29105. /**
  29106. * The texture to create a bump map. The black and white values map to the
  29107. * perceived depth in relation to the lights. Bump doesn't actually affect
  29108. * the geometry of the object, only the lighting. If a normal map is defined
  29109. * this will be ignored.
  29110. *
  29111. * @type {?Texture}
  29112. * @default null
  29113. */
  29114. this.bumpMap = null;
  29115. /**
  29116. * How much the bump map affects the material. Typical range is `[0,1]`.
  29117. *
  29118. * @type {number}
  29119. * @default 1
  29120. */
  29121. this.bumpScale = 1;
  29122. /**
  29123. * The texture to create a normal map. The RGB values affect the surface
  29124. * normal for each pixel fragment and change the way the color is lit. Normal
  29125. * maps do not change the actual shape of the surface, only the lighting. In
  29126. * case the material has a normal map authored using the left handed
  29127. * convention, the `y` component of `normalScale` should be negated to compensate
  29128. * for the different handedness.
  29129. *
  29130. * @type {?Texture}
  29131. * @default null
  29132. */
  29133. this.normalMap = null;
  29134. /**
  29135. * The type of normal map.
  29136. *
  29137. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29138. * @default TangentSpaceNormalMap
  29139. */
  29140. this.normalMapType = TangentSpaceNormalMap;
  29141. /**
  29142. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29143. *
  29144. * @type {Vector2}
  29145. * @default (1,1)
  29146. */
  29147. this.normalScale = new Vector2( 1, 1 );
  29148. /**
  29149. * The displacement map affects the position of the mesh's vertices. Unlike
  29150. * other maps which only affect the light and shade of the material the
  29151. * displaced vertices can cast shadows, block other objects, and otherwise
  29152. * act as real geometry. The displacement texture is an image where the value
  29153. * of each pixel (white being the highest) is mapped against, and
  29154. * repositions, the vertices of the mesh.
  29155. *
  29156. * @type {?Texture}
  29157. * @default null
  29158. */
  29159. this.displacementMap = null;
  29160. /**
  29161. * How much the displacement map affects the mesh (where black is no
  29162. * displacement, and white is maximum displacement). Without a displacement
  29163. * map set, this value is not applied.
  29164. *
  29165. * @type {number}
  29166. * @default 0
  29167. */
  29168. this.displacementScale = 1;
  29169. /**
  29170. * The offset of the displacement map's values on the mesh's vertices.
  29171. * The bias is added to the scaled sample of the displacement map.
  29172. * Without a displacement map set, this value is not applied.
  29173. *
  29174. * @type {number}
  29175. * @default 0
  29176. */
  29177. this.displacementBias = 0;
  29178. /**
  29179. * The alpha map is a grayscale texture that controls the opacity across the
  29180. * surface (black: fully transparent; white: fully opaque).
  29181. *
  29182. * Only the color of the texture is used, ignoring the alpha channel if one
  29183. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29184. * when sampling this texture due to the extra bit of precision provided for
  29185. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29186. * luminance/alpha textures will also still work as expected.
  29187. *
  29188. * @type {?Texture}
  29189. * @default null
  29190. */
  29191. this.alphaMap = null;
  29192. /**
  29193. * Renders the geometry as a wireframe.
  29194. *
  29195. * @type {boolean}
  29196. * @default false
  29197. */
  29198. this.wireframe = false;
  29199. /**
  29200. * Controls the thickness of the wireframe.
  29201. *
  29202. * Can only be used with {@link SVGRenderer}.
  29203. *
  29204. * @type {number}
  29205. * @default 1
  29206. */
  29207. this.wireframeLinewidth = 1;
  29208. /**
  29209. * Defines appearance of wireframe ends.
  29210. *
  29211. * Can only be used with {@link SVGRenderer}.
  29212. *
  29213. * @type {('round'|'bevel'|'miter')}
  29214. * @default 'round'
  29215. */
  29216. this.wireframeLinecap = 'round';
  29217. /**
  29218. * Defines appearance of wireframe joints.
  29219. *
  29220. * Can only be used with {@link SVGRenderer}.
  29221. *
  29222. * @type {('round'|'bevel'|'miter')}
  29223. * @default 'round'
  29224. */
  29225. this.wireframeLinejoin = 'round';
  29226. /**
  29227. * Whether the material is affected by fog or not.
  29228. *
  29229. * @type {boolean}
  29230. * @default true
  29231. */
  29232. this.fog = true;
  29233. this.setValues( parameters );
  29234. }
  29235. copy( source ) {
  29236. super.copy( source );
  29237. this.color.copy( source.color );
  29238. this.map = source.map;
  29239. this.gradientMap = source.gradientMap;
  29240. this.lightMap = source.lightMap;
  29241. this.lightMapIntensity = source.lightMapIntensity;
  29242. this.aoMap = source.aoMap;
  29243. this.aoMapIntensity = source.aoMapIntensity;
  29244. this.emissive.copy( source.emissive );
  29245. this.emissiveMap = source.emissiveMap;
  29246. this.emissiveIntensity = source.emissiveIntensity;
  29247. this.bumpMap = source.bumpMap;
  29248. this.bumpScale = source.bumpScale;
  29249. this.normalMap = source.normalMap;
  29250. this.normalMapType = source.normalMapType;
  29251. this.normalScale.copy( source.normalScale );
  29252. this.displacementMap = source.displacementMap;
  29253. this.displacementScale = source.displacementScale;
  29254. this.displacementBias = source.displacementBias;
  29255. this.alphaMap = source.alphaMap;
  29256. this.wireframe = source.wireframe;
  29257. this.wireframeLinewidth = source.wireframeLinewidth;
  29258. this.wireframeLinecap = source.wireframeLinecap;
  29259. this.wireframeLinejoin = source.wireframeLinejoin;
  29260. this.fog = source.fog;
  29261. return this;
  29262. }
  29263. }
  29264. /**
  29265. * A material that maps the normal vectors to RGB colors.
  29266. *
  29267. * @augments Material
  29268. * @demo scenes/material-browser.html#MeshNormalMaterial
  29269. */
  29270. class MeshNormalMaterial extends Material {
  29271. /**
  29272. * Constructs a new mesh normal material.
  29273. *
  29274. * @param {Object} [parameters] - An object with one or more properties
  29275. * defining the material's appearance. Any property of the material
  29276. * (including any property from inherited materials) can be passed
  29277. * in here. Color values can be passed any type of value accepted
  29278. * by {@link Color#set}.
  29279. */
  29280. constructor( parameters ) {
  29281. super();
  29282. /**
  29283. * This flag can be used for type testing.
  29284. *
  29285. * @type {boolean}
  29286. * @readonly
  29287. * @default true
  29288. */
  29289. this.isMeshNormalMaterial = true;
  29290. this.type = 'MeshNormalMaterial';
  29291. /**
  29292. * The texture to create a bump map. The black and white values map to the
  29293. * perceived depth in relation to the lights. Bump doesn't actually affect
  29294. * the geometry of the object, only the lighting. If a normal map is defined
  29295. * this will be ignored.
  29296. *
  29297. * @type {?Texture}
  29298. * @default null
  29299. */
  29300. this.bumpMap = null;
  29301. /**
  29302. * How much the bump map affects the material. Typical range is `[0,1]`.
  29303. *
  29304. * @type {number}
  29305. * @default 1
  29306. */
  29307. this.bumpScale = 1;
  29308. /**
  29309. * The texture to create a normal map. The RGB values affect the surface
  29310. * normal for each pixel fragment and change the way the color is lit. Normal
  29311. * maps do not change the actual shape of the surface, only the lighting. In
  29312. * case the material has a normal map authored using the left handed
  29313. * convention, the `y` component of `normalScale` should be negated to compensate
  29314. * for the different handedness.
  29315. *
  29316. * @type {?Texture}
  29317. * @default null
  29318. */
  29319. this.normalMap = null;
  29320. /**
  29321. * The type of normal map.
  29322. *
  29323. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29324. * @default TangentSpaceNormalMap
  29325. */
  29326. this.normalMapType = TangentSpaceNormalMap;
  29327. /**
  29328. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29329. *
  29330. * @type {Vector2}
  29331. * @default (1,1)
  29332. */
  29333. this.normalScale = new Vector2( 1, 1 );
  29334. /**
  29335. * The displacement map affects the position of the mesh's vertices. Unlike
  29336. * other maps which only affect the light and shade of the material the
  29337. * displaced vertices can cast shadows, block other objects, and otherwise
  29338. * act as real geometry. The displacement texture is an image where the value
  29339. * of each pixel (white being the highest) is mapped against, and
  29340. * repositions, the vertices of the mesh.
  29341. *
  29342. * @type {?Texture}
  29343. * @default null
  29344. */
  29345. this.displacementMap = null;
  29346. /**
  29347. * How much the displacement map affects the mesh (where black is no
  29348. * displacement, and white is maximum displacement). Without a displacement
  29349. * map set, this value is not applied.
  29350. *
  29351. * @type {number}
  29352. * @default 0
  29353. */
  29354. this.displacementScale = 1;
  29355. /**
  29356. * The offset of the displacement map's values on the mesh's vertices.
  29357. * The bias is added to the scaled sample of the displacement map.
  29358. * Without a displacement map set, this value is not applied.
  29359. *
  29360. * @type {number}
  29361. * @default 0
  29362. */
  29363. this.displacementBias = 0;
  29364. /**
  29365. * Renders the geometry as a wireframe.
  29366. *
  29367. * @type {boolean}
  29368. * @default false
  29369. */
  29370. this.wireframe = false;
  29371. /**
  29372. * Controls the thickness of the wireframe.
  29373. *
  29374. * WebGL and WebGPU ignore this property and always render
  29375. * 1 pixel wide lines.
  29376. *
  29377. * @type {number}
  29378. * @default 1
  29379. */
  29380. this.wireframeLinewidth = 1;
  29381. /**
  29382. * Whether the material is rendered with flat shading or not.
  29383. *
  29384. * @type {boolean}
  29385. * @default false
  29386. */
  29387. this.flatShading = false;
  29388. this.setValues( parameters );
  29389. }
  29390. copy( source ) {
  29391. super.copy( source );
  29392. this.bumpMap = source.bumpMap;
  29393. this.bumpScale = source.bumpScale;
  29394. this.normalMap = source.normalMap;
  29395. this.normalMapType = source.normalMapType;
  29396. this.normalScale.copy( source.normalScale );
  29397. this.displacementMap = source.displacementMap;
  29398. this.displacementScale = source.displacementScale;
  29399. this.displacementBias = source.displacementBias;
  29400. this.wireframe = source.wireframe;
  29401. this.wireframeLinewidth = source.wireframeLinewidth;
  29402. this.flatShading = source.flatShading;
  29403. return this;
  29404. }
  29405. }
  29406. /**
  29407. * A material for non-shiny surfaces, without specular highlights.
  29408. *
  29409. * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance)
  29410. * model for calculating reflectance. This can simulate some surfaces (such
  29411. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29412. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29413. * shading.
  29414. *
  29415. * Due to the simplicity of the reflectance and illumination models,
  29416. * performance will be greater when using this material over the
  29417. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29418. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29419. *
  29420. * @augments Material
  29421. * @demo scenes/material-browser.html#MeshLambertMaterial
  29422. */
  29423. class MeshLambertMaterial extends Material {
  29424. /**
  29425. * Constructs a new mesh lambert material.
  29426. *
  29427. * @param {Object} [parameters] - An object with one or more properties
  29428. * defining the material's appearance. Any property of the material
  29429. * (including any property from inherited materials) can be passed
  29430. * in here. Color values can be passed any type of value accepted
  29431. * by {@link Color#set}.
  29432. */
  29433. constructor( parameters ) {
  29434. super();
  29435. /**
  29436. * This flag can be used for type testing.
  29437. *
  29438. * @type {boolean}
  29439. * @readonly
  29440. * @default true
  29441. */
  29442. this.isMeshLambertMaterial = true;
  29443. this.type = 'MeshLambertMaterial';
  29444. /**
  29445. * Color of the material.
  29446. *
  29447. * @type {Color}
  29448. * @default (1,1,1)
  29449. */
  29450. this.color = new Color( 0xffffff ); // diffuse
  29451. /**
  29452. * The color map. May optionally include an alpha channel, typically combined
  29453. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29454. * color is modulated by the diffuse `color`.
  29455. *
  29456. * @type {?Texture}
  29457. * @default null
  29458. */
  29459. this.map = null;
  29460. /**
  29461. * The light map. Requires a second set of UVs.
  29462. *
  29463. * @type {?Texture}
  29464. * @default null
  29465. */
  29466. this.lightMap = null;
  29467. /**
  29468. * Intensity of the baked light.
  29469. *
  29470. * @type {number}
  29471. * @default 1
  29472. */
  29473. this.lightMapIntensity = 1.0;
  29474. /**
  29475. * The red channel of this texture is used as the ambient occlusion map.
  29476. * Requires a second set of UVs.
  29477. *
  29478. * @type {?Texture}
  29479. * @default null
  29480. */
  29481. this.aoMap = null;
  29482. /**
  29483. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29484. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29485. * red channel is also `1`, ambient light is fully occluded on a surface.
  29486. *
  29487. * @type {number}
  29488. * @default 1
  29489. */
  29490. this.aoMapIntensity = 1.0;
  29491. /**
  29492. * Emissive (light) color of the material, essentially a solid color
  29493. * unaffected by other lighting.
  29494. *
  29495. * @type {Color}
  29496. * @default (0,0,0)
  29497. */
  29498. this.emissive = new Color( 0x000000 );
  29499. /**
  29500. * Intensity of the emissive light. Modulates the emissive color.
  29501. *
  29502. * @type {number}
  29503. * @default 1
  29504. */
  29505. this.emissiveIntensity = 1.0;
  29506. /**
  29507. * Set emissive (glow) map. The emissive map color is modulated by the
  29508. * emissive color and the emissive intensity. If you have an emissive map,
  29509. * be sure to set the emissive color to something other than black.
  29510. *
  29511. * @type {?Texture}
  29512. * @default null
  29513. */
  29514. this.emissiveMap = null;
  29515. /**
  29516. * The texture to create a bump map. The black and white values map to the
  29517. * perceived depth in relation to the lights. Bump doesn't actually affect
  29518. * the geometry of the object, only the lighting. If a normal map is defined
  29519. * this will be ignored.
  29520. *
  29521. * @type {?Texture}
  29522. * @default null
  29523. */
  29524. this.bumpMap = null;
  29525. /**
  29526. * How much the bump map affects the material. Typical range is `[0,1]`.
  29527. *
  29528. * @type {number}
  29529. * @default 1
  29530. */
  29531. this.bumpScale = 1;
  29532. /**
  29533. * The texture to create a normal map. The RGB values affect the surface
  29534. * normal for each pixel fragment and change the way the color is lit. Normal
  29535. * maps do not change the actual shape of the surface, only the lighting. In
  29536. * case the material has a normal map authored using the left handed
  29537. * convention, the `y` component of `normalScale` should be negated to compensate
  29538. * for the different handedness.
  29539. *
  29540. * @type {?Texture}
  29541. * @default null
  29542. */
  29543. this.normalMap = null;
  29544. /**
  29545. * The type of normal map.
  29546. *
  29547. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29548. * @default TangentSpaceNormalMap
  29549. */
  29550. this.normalMapType = TangentSpaceNormalMap;
  29551. /**
  29552. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29553. *
  29554. * @type {Vector2}
  29555. * @default (1,1)
  29556. */
  29557. this.normalScale = new Vector2( 1, 1 );
  29558. /**
  29559. * The displacement map affects the position of the mesh's vertices. Unlike
  29560. * other maps which only affect the light and shade of the material the
  29561. * displaced vertices can cast shadows, block other objects, and otherwise
  29562. * act as real geometry. The displacement texture is an image where the value
  29563. * of each pixel (white being the highest) is mapped against, and
  29564. * repositions, the vertices of the mesh.
  29565. *
  29566. * @type {?Texture}
  29567. * @default null
  29568. */
  29569. this.displacementMap = null;
  29570. /**
  29571. * How much the displacement map affects the mesh (where black is no
  29572. * displacement, and white is maximum displacement). Without a displacement
  29573. * map set, this value is not applied.
  29574. *
  29575. * @type {number}
  29576. * @default 0
  29577. */
  29578. this.displacementScale = 1;
  29579. /**
  29580. * The offset of the displacement map's values on the mesh's vertices.
  29581. * The bias is added to the scaled sample of the displacement map.
  29582. * Without a displacement map set, this value is not applied.
  29583. *
  29584. * @type {number}
  29585. * @default 0
  29586. */
  29587. this.displacementBias = 0;
  29588. /**
  29589. * Specular map used by the material.
  29590. *
  29591. * @type {?Texture}
  29592. * @default null
  29593. */
  29594. this.specularMap = 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 environment map.
  29611. *
  29612. * @type {?Texture}
  29613. * @default null
  29614. */
  29615. this.envMap = null;
  29616. /**
  29617. * The rotation of the environment map in radians.
  29618. *
  29619. * @type {Euler}
  29620. * @default (0,0,0)
  29621. */
  29622. this.envMapRotation = new Euler();
  29623. /**
  29624. * How to combine the result of the surface's color with the environment map, if any.
  29625. *
  29626. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29627. * blend between the two colors.
  29628. *
  29629. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29630. * @default MultiplyOperation
  29631. */
  29632. this.combine = MultiplyOperation;
  29633. /**
  29634. * How much the environment map affects the surface.
  29635. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29636. *
  29637. * @type {number}
  29638. * @default 1
  29639. */
  29640. this.reflectivity = 1;
  29641. /**
  29642. * The index of refraction (IOR) of air (approximately 1) divided by the
  29643. * index of refraction of the material. It is used with environment mapping
  29644. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29645. * The refraction ratio should not exceed `1`.
  29646. *
  29647. * @type {number}
  29648. * @default 0.98
  29649. */
  29650. this.refractionRatio = 0.98;
  29651. /**
  29652. * Renders the geometry as a wireframe.
  29653. *
  29654. * @type {boolean}
  29655. * @default false
  29656. */
  29657. this.wireframe = false;
  29658. /**
  29659. * Controls the thickness of the wireframe.
  29660. *
  29661. * Can only be used with {@link SVGRenderer}.
  29662. *
  29663. * @type {number}
  29664. * @default 1
  29665. */
  29666. this.wireframeLinewidth = 1;
  29667. /**
  29668. * Defines appearance of wireframe ends.
  29669. *
  29670. * Can only be used with {@link SVGRenderer}.
  29671. *
  29672. * @type {('round'|'bevel'|'miter')}
  29673. * @default 'round'
  29674. */
  29675. this.wireframeLinecap = 'round';
  29676. /**
  29677. * Defines appearance of wireframe joints.
  29678. *
  29679. * Can only be used with {@link SVGRenderer}.
  29680. *
  29681. * @type {('round'|'bevel'|'miter')}
  29682. * @default 'round'
  29683. */
  29684. this.wireframeLinejoin = 'round';
  29685. /**
  29686. * Whether the material is rendered with flat shading or not.
  29687. *
  29688. * @type {boolean}
  29689. * @default false
  29690. */
  29691. this.flatShading = false;
  29692. /**
  29693. * Whether the material is affected by fog or not.
  29694. *
  29695. * @type {boolean}
  29696. * @default true
  29697. */
  29698. this.fog = true;
  29699. this.setValues( parameters );
  29700. }
  29701. copy( source ) {
  29702. super.copy( source );
  29703. this.color.copy( source.color );
  29704. this.map = source.map;
  29705. this.lightMap = source.lightMap;
  29706. this.lightMapIntensity = source.lightMapIntensity;
  29707. this.aoMap = source.aoMap;
  29708. this.aoMapIntensity = source.aoMapIntensity;
  29709. this.emissive.copy( source.emissive );
  29710. this.emissiveMap = source.emissiveMap;
  29711. this.emissiveIntensity = source.emissiveIntensity;
  29712. this.bumpMap = source.bumpMap;
  29713. this.bumpScale = source.bumpScale;
  29714. this.normalMap = source.normalMap;
  29715. this.normalMapType = source.normalMapType;
  29716. this.normalScale.copy( source.normalScale );
  29717. this.displacementMap = source.displacementMap;
  29718. this.displacementScale = source.displacementScale;
  29719. this.displacementBias = source.displacementBias;
  29720. this.specularMap = source.specularMap;
  29721. this.alphaMap = source.alphaMap;
  29722. this.envMap = source.envMap;
  29723. this.envMapRotation.copy( source.envMapRotation );
  29724. this.combine = source.combine;
  29725. this.reflectivity = source.reflectivity;
  29726. this.refractionRatio = source.refractionRatio;
  29727. this.wireframe = source.wireframe;
  29728. this.wireframeLinewidth = source.wireframeLinewidth;
  29729. this.wireframeLinecap = source.wireframeLinecap;
  29730. this.wireframeLinejoin = source.wireframeLinejoin;
  29731. this.flatShading = source.flatShading;
  29732. this.fog = source.fog;
  29733. return this;
  29734. }
  29735. }
  29736. /**
  29737. * A material for drawing geometry by depth. Depth is based off of the camera
  29738. * near and far plane. White is nearest, black is farthest.
  29739. *
  29740. * @augments Material
  29741. * @demo scenes/material-browser.html#MeshDepthMaterial
  29742. */
  29743. class MeshDepthMaterial extends Material {
  29744. /**
  29745. * Constructs a new mesh depth material.
  29746. *
  29747. * @param {Object} [parameters] - An object with one or more properties
  29748. * defining the material's appearance. Any property of the material
  29749. * (including any property from inherited materials) can be passed
  29750. * in here. Color values can be passed any type of value accepted
  29751. * by {@link Color#set}.
  29752. */
  29753. constructor( parameters ) {
  29754. super();
  29755. /**
  29756. * This flag can be used for type testing.
  29757. *
  29758. * @type {boolean}
  29759. * @readonly
  29760. * @default true
  29761. */
  29762. this.isMeshDepthMaterial = true;
  29763. this.type = 'MeshDepthMaterial';
  29764. /**
  29765. * Type for depth packing.
  29766. *
  29767. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29768. * @default BasicDepthPacking
  29769. */
  29770. this.depthPacking = BasicDepthPacking;
  29771. /**
  29772. * The color map. May optionally include an alpha channel, typically combined
  29773. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29774. *
  29775. * @type {?Texture}
  29776. * @default null
  29777. */
  29778. this.map = null;
  29779. /**
  29780. * The alpha map is a grayscale texture that controls the opacity across the
  29781. * surface (black: fully transparent; white: fully opaque).
  29782. *
  29783. * Only the color of the texture is used, ignoring the alpha channel if one
  29784. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29785. * when sampling this texture due to the extra bit of precision provided for
  29786. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29787. * luminance/alpha textures will also still work as expected.
  29788. *
  29789. * @type {?Texture}
  29790. * @default null
  29791. */
  29792. this.alphaMap = null;
  29793. /**
  29794. * The displacement map affects the position of the mesh's vertices. Unlike
  29795. * other maps which only affect the light and shade of the material the
  29796. * displaced vertices can cast shadows, block other objects, and otherwise
  29797. * act as real geometry. The displacement texture is an image where the value
  29798. * of each pixel (white being the highest) is mapped against, and
  29799. * repositions, the vertices of the mesh.
  29800. *
  29801. * @type {?Texture}
  29802. * @default null
  29803. */
  29804. this.displacementMap = null;
  29805. /**
  29806. * How much the displacement map affects the mesh (where black is no
  29807. * displacement, and white is maximum displacement). Without a displacement
  29808. * map set, this value is not applied.
  29809. *
  29810. * @type {number}
  29811. * @default 0
  29812. */
  29813. this.displacementScale = 1;
  29814. /**
  29815. * The offset of the displacement map's values on the mesh's vertices.
  29816. * The bias is added to the scaled sample of the displacement map.
  29817. * Without a displacement map set, this value is not applied.
  29818. *
  29819. * @type {number}
  29820. * @default 0
  29821. */
  29822. this.displacementBias = 0;
  29823. /**
  29824. * Renders the geometry as a wireframe.
  29825. *
  29826. * @type {boolean}
  29827. * @default false
  29828. */
  29829. this.wireframe = false;
  29830. /**
  29831. * Controls the thickness of the wireframe.
  29832. *
  29833. * WebGL and WebGPU ignore this property and always render
  29834. * 1 pixel wide lines.
  29835. *
  29836. * @type {number}
  29837. * @default 1
  29838. */
  29839. this.wireframeLinewidth = 1;
  29840. this.setValues( parameters );
  29841. }
  29842. copy( source ) {
  29843. super.copy( source );
  29844. this.depthPacking = source.depthPacking;
  29845. this.map = source.map;
  29846. this.alphaMap = source.alphaMap;
  29847. this.displacementMap = source.displacementMap;
  29848. this.displacementScale = source.displacementScale;
  29849. this.displacementBias = source.displacementBias;
  29850. this.wireframe = source.wireframe;
  29851. this.wireframeLinewidth = source.wireframeLinewidth;
  29852. return this;
  29853. }
  29854. }
  29855. /**
  29856. * A material used internally for implementing shadow mapping with
  29857. * point lights.
  29858. *
  29859. * Can also be used to customize the shadow casting of an object by assigning
  29860. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29861. * The following examples demonstrates this approach in order to ensure
  29862. * transparent parts of objects do not cast shadows.
  29863. *
  29864. * @augments Material
  29865. */
  29866. class MeshDistanceMaterial extends Material {
  29867. /**
  29868. * Constructs a new mesh distance material.
  29869. *
  29870. * @param {Object} [parameters] - An object with one or more properties
  29871. * defining the material's appearance. Any property of the material
  29872. * (including any property from inherited materials) can be passed
  29873. * in here. Color values can be passed any type of value accepted
  29874. * by {@link Color#set}.
  29875. */
  29876. constructor( parameters ) {
  29877. super();
  29878. /**
  29879. * This flag can be used for type testing.
  29880. *
  29881. * @type {boolean}
  29882. * @readonly
  29883. * @default true
  29884. */
  29885. this.isMeshDistanceMaterial = true;
  29886. this.type = 'MeshDistanceMaterial';
  29887. /**
  29888. * The color map. May optionally include an alpha channel, typically combined
  29889. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29890. *
  29891. * @type {?Texture}
  29892. * @default null
  29893. */
  29894. this.map = null;
  29895. /**
  29896. * The alpha map is a grayscale texture that controls the opacity across the
  29897. * surface (black: fully transparent; white: fully opaque).
  29898. *
  29899. * Only the color of the texture is used, ignoring the alpha channel if one
  29900. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29901. * when sampling this texture due to the extra bit of precision provided for
  29902. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29903. * luminance/alpha textures will also still work as expected.
  29904. *
  29905. * @type {?Texture}
  29906. * @default null
  29907. */
  29908. this.alphaMap = null;
  29909. /**
  29910. * The displacement map affects the position of the mesh's vertices. Unlike
  29911. * other maps which only affect the light and shade of the material the
  29912. * displaced vertices can cast shadows, block other objects, and otherwise
  29913. * act as real geometry. The displacement texture is an image where the value
  29914. * of each pixel (white being the highest) is mapped against, and
  29915. * repositions, the vertices of the mesh.
  29916. *
  29917. * @type {?Texture}
  29918. * @default null
  29919. */
  29920. this.displacementMap = null;
  29921. /**
  29922. * How much the displacement map affects the mesh (where black is no
  29923. * displacement, and white is maximum displacement). Without a displacement
  29924. * map set, this value is not applied.
  29925. *
  29926. * @type {number}
  29927. * @default 0
  29928. */
  29929. this.displacementScale = 1;
  29930. /**
  29931. * The offset of the displacement map's values on the mesh's vertices.
  29932. * The bias is added to the scaled sample of the displacement map.
  29933. * Without a displacement map set, this value is not applied.
  29934. *
  29935. * @type {number}
  29936. * @default 0
  29937. */
  29938. this.displacementBias = 0;
  29939. this.setValues( parameters );
  29940. }
  29941. copy( source ) {
  29942. super.copy( source );
  29943. this.map = source.map;
  29944. this.alphaMap = source.alphaMap;
  29945. this.displacementMap = source.displacementMap;
  29946. this.displacementScale = source.displacementScale;
  29947. this.displacementBias = source.displacementBias;
  29948. return this;
  29949. }
  29950. }
  29951. /**
  29952. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29953. * material color and shading.
  29954. *
  29955. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29956. * baked lighting. It will cast a shadow onto an object that receives shadows
  29957. * (and shadow clipping works), but it will not self-shadow or receive
  29958. * shadows.
  29959. *
  29960. * @augments Material
  29961. * @demo scenes/material-browser.html#MeshMatcapMaterial
  29962. */
  29963. class MeshMatcapMaterial extends Material {
  29964. /**
  29965. * Constructs a new mesh matcap material.
  29966. *
  29967. * @param {Object} [parameters] - An object with one or more properties
  29968. * defining the material's appearance. Any property of the material
  29969. * (including any property from inherited materials) can be passed
  29970. * in here. Color values can be passed any type of value accepted
  29971. * by {@link Color#set}.
  29972. */
  29973. constructor( parameters ) {
  29974. super();
  29975. /**
  29976. * This flag can be used for type testing.
  29977. *
  29978. * @type {boolean}
  29979. * @readonly
  29980. * @default true
  29981. */
  29982. this.isMeshMatcapMaterial = true;
  29983. this.defines = { 'MATCAP': '' };
  29984. this.type = 'MeshMatcapMaterial';
  29985. /**
  29986. * Color of the material.
  29987. *
  29988. * @type {Color}
  29989. * @default (1,1,1)
  29990. */
  29991. this.color = new Color( 0xffffff ); // diffuse
  29992. /**
  29993. * The matcap map.
  29994. *
  29995. * @type {?Texture}
  29996. * @default null
  29997. */
  29998. this.matcap = null;
  29999. /**
  30000. * The color map. May optionally include an alpha channel, typically combined
  30001. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  30002. * color is modulated by the diffuse `color`.
  30003. *
  30004. * @type {?Texture}
  30005. * @default null
  30006. */
  30007. this.map = null;
  30008. /**
  30009. * The texture to create a bump map. The black and white values map to the
  30010. * perceived depth in relation to the lights. Bump doesn't actually affect
  30011. * the geometry of the object, only the lighting. If a normal map is defined
  30012. * this will be ignored.
  30013. *
  30014. * @type {?Texture}
  30015. * @default null
  30016. */
  30017. this.bumpMap = null;
  30018. /**
  30019. * How much the bump map affects the material. Typical range is `[0,1]`.
  30020. *
  30021. * @type {number}
  30022. * @default 1
  30023. */
  30024. this.bumpScale = 1;
  30025. /**
  30026. * The texture to create a normal map. The RGB values affect the surface
  30027. * normal for each pixel fragment and change the way the color is lit. Normal
  30028. * maps do not change the actual shape of the surface, only the lighting. In
  30029. * case the material has a normal map authored using the left handed
  30030. * convention, the `y` component of `normalScale` should be negated to compensate
  30031. * for the different handedness.
  30032. *
  30033. * @type {?Texture}
  30034. * @default null
  30035. */
  30036. this.normalMap = null;
  30037. /**
  30038. * The type of normal map.
  30039. *
  30040. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  30041. * @default TangentSpaceNormalMap
  30042. */
  30043. this.normalMapType = TangentSpaceNormalMap;
  30044. /**
  30045. * How much the normal map affects the material. Typical value range is `[0,1]`.
  30046. *
  30047. * @type {Vector2}
  30048. * @default (1,1)
  30049. */
  30050. this.normalScale = new Vector2( 1, 1 );
  30051. /**
  30052. * The displacement map affects the position of the mesh's vertices. Unlike
  30053. * other maps which only affect the light and shade of the material the
  30054. * displaced vertices can cast shadows, block other objects, and otherwise
  30055. * act as real geometry. The displacement texture is an image where the value
  30056. * of each pixel (white being the highest) is mapped against, and
  30057. * repositions, the vertices of the mesh.
  30058. *
  30059. * @type {?Texture}
  30060. * @default null
  30061. */
  30062. this.displacementMap = null;
  30063. /**
  30064. * How much the displacement map affects the mesh (where black is no
  30065. * displacement, and white is maximum displacement). Without a displacement
  30066. * map set, this value is not applied.
  30067. *
  30068. * @type {number}
  30069. * @default 0
  30070. */
  30071. this.displacementScale = 1;
  30072. /**
  30073. * The offset of the displacement map's values on the mesh's vertices.
  30074. * The bias is added to the scaled sample of the displacement map.
  30075. * Without a displacement map set, this value is not applied.
  30076. *
  30077. * @type {number}
  30078. * @default 0
  30079. */
  30080. this.displacementBias = 0;
  30081. /**
  30082. * The alpha map is a grayscale texture that controls the opacity across the
  30083. * surface (black: fully transparent; white: fully opaque).
  30084. *
  30085. * Only the color of the texture is used, ignoring the alpha channel if one
  30086. * exists. For RGB and RGBA textures, the renderer will use the green channel
  30087. * when sampling this texture due to the extra bit of precision provided for
  30088. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  30089. * luminance/alpha textures will also still work as expected.
  30090. *
  30091. * @type {?Texture}
  30092. * @default null
  30093. */
  30094. this.alphaMap = null;
  30095. /**
  30096. * Renders the geometry as a wireframe.
  30097. *
  30098. * @type {boolean}
  30099. * @default false
  30100. */
  30101. this.wireframe = false;
  30102. /**
  30103. * Controls the thickness of the wireframe.
  30104. *
  30105. * Can only be used with {@link SVGRenderer}.
  30106. *
  30107. * @type {number}
  30108. * @default 1
  30109. */
  30110. this.wireframeLinewidth = 1;
  30111. /**
  30112. * Whether the material is rendered with flat shading or not.
  30113. *
  30114. * @type {boolean}
  30115. * @default false
  30116. */
  30117. this.flatShading = false;
  30118. /**
  30119. * Whether the material is affected by fog or not.
  30120. *
  30121. * @type {boolean}
  30122. * @default true
  30123. */
  30124. this.fog = true;
  30125. this.setValues( parameters );
  30126. }
  30127. copy( source ) {
  30128. super.copy( source );
  30129. this.defines = { 'MATCAP': '' };
  30130. this.color.copy( source.color );
  30131. this.matcap = source.matcap;
  30132. this.map = source.map;
  30133. this.bumpMap = source.bumpMap;
  30134. this.bumpScale = source.bumpScale;
  30135. this.normalMap = source.normalMap;
  30136. this.normalMapType = source.normalMapType;
  30137. this.normalScale.copy( source.normalScale );
  30138. this.displacementMap = source.displacementMap;
  30139. this.displacementScale = source.displacementScale;
  30140. this.displacementBias = source.displacementBias;
  30141. this.alphaMap = source.alphaMap;
  30142. this.wireframe = source.wireframe;
  30143. this.wireframeLinewidth = source.wireframeLinewidth;
  30144. this.flatShading = source.flatShading;
  30145. this.fog = source.fog;
  30146. return this;
  30147. }
  30148. }
  30149. /**
  30150. * A material for rendering line primitives.
  30151. *
  30152. * Materials define the appearance of renderable 3D objects.
  30153. *
  30154. * ```js
  30155. * const material = new THREE.LineDashedMaterial( {
  30156. * color: 0xffffff,
  30157. * scale: 1,
  30158. * dashSize: 3,
  30159. * gapSize: 1,
  30160. * } );
  30161. * ```
  30162. *
  30163. * @augments LineBasicMaterial
  30164. */
  30165. class LineDashedMaterial extends LineBasicMaterial {
  30166. /**
  30167. * Constructs a new line dashed material.
  30168. *
  30169. * @param {Object} [parameters] - An object with one or more properties
  30170. * defining the material's appearance. Any property of the material
  30171. * (including any property from inherited materials) can be passed
  30172. * in here. Color values can be passed any type of value accepted
  30173. * by {@link Color#set}.
  30174. */
  30175. constructor( parameters ) {
  30176. super();
  30177. /**
  30178. * This flag can be used for type testing.
  30179. *
  30180. * @type {boolean}
  30181. * @readonly
  30182. * @default true
  30183. */
  30184. this.isLineDashedMaterial = true;
  30185. this.type = 'LineDashedMaterial';
  30186. /**
  30187. * The scale of the dashed part of a line.
  30188. *
  30189. * @type {number}
  30190. * @default 1
  30191. */
  30192. this.scale = 1;
  30193. /**
  30194. * The size of the dash. This is both the gap with the stroke.
  30195. *
  30196. * @type {number}
  30197. * @default 3
  30198. */
  30199. this.dashSize = 3;
  30200. /**
  30201. * The size of the gap.
  30202. *
  30203. * @type {number}
  30204. * @default 1
  30205. */
  30206. this.gapSize = 1;
  30207. this.setValues( parameters );
  30208. }
  30209. copy( source ) {
  30210. super.copy( source );
  30211. this.scale = source.scale;
  30212. this.dashSize = source.dashSize;
  30213. this.gapSize = source.gapSize;
  30214. return this;
  30215. }
  30216. }
  30217. /**
  30218. * Converts an array to a specific type.
  30219. *
  30220. * @param {TypedArray|Array} array - The array to convert.
  30221. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30222. * @return {TypedArray} The converted array.
  30223. */
  30224. function convertArray( array, type ) {
  30225. if ( ! array || array.constructor === type ) return array;
  30226. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30227. return new type( array ); // create typed array
  30228. }
  30229. return Array.prototype.slice.call( array ); // create Array
  30230. }
  30231. /**
  30232. * Returns an array by which times and values can be sorted.
  30233. *
  30234. * @param {Array<number>} times - The keyframe time values.
  30235. * @return {Array<number>} The array.
  30236. */
  30237. function getKeyframeOrder( times ) {
  30238. function compareTime( i, j ) {
  30239. return times[ i ] - times[ j ];
  30240. }
  30241. const n = times.length;
  30242. const result = new Array( n );
  30243. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30244. result.sort( compareTime );
  30245. return result;
  30246. }
  30247. /**
  30248. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30249. *
  30250. * @param {Array<number>} values - The values to sort.
  30251. * @param {number} stride - The stride.
  30252. * @param {Array<number>} order - The sort order.
  30253. * @return {Array<number>} The sorted values.
  30254. */
  30255. function sortedArray( values, stride, order ) {
  30256. const nValues = values.length;
  30257. const result = new values.constructor( nValues );
  30258. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30259. const srcOffset = order[ i ] * stride;
  30260. for ( let j = 0; j !== stride; ++ j ) {
  30261. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30262. }
  30263. }
  30264. return result;
  30265. }
  30266. /**
  30267. * Used for parsing AOS keyframe formats.
  30268. *
  30269. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30270. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30271. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30272. * @param {string} valuePropertyName - The name of the property to use.
  30273. */
  30274. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30275. let i = 1, key = jsonKeys[ 0 ];
  30276. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30277. key = jsonKeys[ i ++ ];
  30278. }
  30279. if ( key === undefined ) return; // no data
  30280. let value = key[ valuePropertyName ];
  30281. if ( value === undefined ) return; // no data
  30282. if ( Array.isArray( value ) ) {
  30283. do {
  30284. value = key[ valuePropertyName ];
  30285. if ( value !== undefined ) {
  30286. times.push( key.time );
  30287. values.push( ...value ); // push all elements
  30288. }
  30289. key = jsonKeys[ i ++ ];
  30290. } while ( key !== undefined );
  30291. } else if ( value.toArray !== undefined ) {
  30292. // ...assume THREE.Math-ish
  30293. do {
  30294. value = key[ valuePropertyName ];
  30295. if ( value !== undefined ) {
  30296. times.push( key.time );
  30297. value.toArray( values, values.length );
  30298. }
  30299. key = jsonKeys[ i ++ ];
  30300. } while ( key !== undefined );
  30301. } else {
  30302. // otherwise push as-is
  30303. do {
  30304. value = key[ valuePropertyName ];
  30305. if ( value !== undefined ) {
  30306. times.push( key.time );
  30307. values.push( value );
  30308. }
  30309. key = jsonKeys[ i ++ ];
  30310. } while ( key !== undefined );
  30311. }
  30312. }
  30313. /**
  30314. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30315. *
  30316. * @param {AnimationClip} sourceClip - The values to sort.
  30317. * @param {string} name - The name of the clip.
  30318. * @param {number} startFrame - The start frame.
  30319. * @param {number} endFrame - The end frame.
  30320. * @param {number} [fps=30] - The FPS.
  30321. * @return {AnimationClip} The new sub clip.
  30322. */
  30323. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30324. const clip = sourceClip.clone();
  30325. clip.name = name;
  30326. const tracks = [];
  30327. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30328. const track = clip.tracks[ i ];
  30329. const valueSize = track.getValueSize();
  30330. const times = [];
  30331. const values = [];
  30332. for ( let j = 0; j < track.times.length; ++ j ) {
  30333. const frame = track.times[ j ] * fps;
  30334. if ( frame < startFrame || frame >= endFrame ) continue;
  30335. times.push( track.times[ j ] );
  30336. for ( let k = 0; k < valueSize; ++ k ) {
  30337. values.push( track.values[ j * valueSize + k ] );
  30338. }
  30339. }
  30340. if ( times.length === 0 ) continue;
  30341. track.times = convertArray( times, track.times.constructor );
  30342. track.values = convertArray( values, track.values.constructor );
  30343. tracks.push( track );
  30344. }
  30345. clip.tracks = tracks;
  30346. // find minimum .times value across all tracks in the trimmed clip
  30347. let minStartTime = Infinity;
  30348. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30349. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30350. minStartTime = clip.tracks[ i ].times[ 0 ];
  30351. }
  30352. }
  30353. // shift all tracks such that clip begins at t=0
  30354. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30355. clip.tracks[ i ].shift( -1 * minStartTime );
  30356. }
  30357. clip.resetDuration();
  30358. return clip;
  30359. }
  30360. /**
  30361. * Converts the keyframes of the given animation clip to an additive format.
  30362. *
  30363. * @param {AnimationClip} targetClip - The clip to make additive.
  30364. * @param {number} [referenceFrame=0] - The reference frame.
  30365. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30366. * @param {number} [fps=30] - The FPS.
  30367. * @return {AnimationClip} The updated clip which is now additive.
  30368. */
  30369. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30370. if ( fps <= 0 ) fps = 30;
  30371. const numTracks = referenceClip.tracks.length;
  30372. const referenceTime = referenceFrame / fps;
  30373. // Make each track's values relative to the values at the reference frame
  30374. for ( let i = 0; i < numTracks; ++ i ) {
  30375. const referenceTrack = referenceClip.tracks[ i ];
  30376. const referenceTrackType = referenceTrack.ValueTypeName;
  30377. // Skip this track if it's non-numeric
  30378. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30379. // Find the track in the target clip whose name and type matches the reference track
  30380. const targetTrack = targetClip.tracks.find( function ( track ) {
  30381. return track.name === referenceTrack.name
  30382. && track.ValueTypeName === referenceTrackType;
  30383. } );
  30384. if ( targetTrack === undefined ) continue;
  30385. let referenceOffset = 0;
  30386. const referenceValueSize = referenceTrack.getValueSize();
  30387. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30388. referenceOffset = referenceValueSize / 3;
  30389. }
  30390. let targetOffset = 0;
  30391. const targetValueSize = targetTrack.getValueSize();
  30392. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30393. targetOffset = targetValueSize / 3;
  30394. }
  30395. const lastIndex = referenceTrack.times.length - 1;
  30396. let referenceValue;
  30397. // Find the value to subtract out of the track
  30398. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30399. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30400. const startIndex = referenceOffset;
  30401. const endIndex = referenceValueSize - referenceOffset;
  30402. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30403. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30404. // Reference frame is after the last keyframe, so just use the last keyframe
  30405. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30406. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30407. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30408. } else {
  30409. // Interpolate to the reference value
  30410. const interpolant = referenceTrack.createInterpolant();
  30411. const startIndex = referenceOffset;
  30412. const endIndex = referenceValueSize - referenceOffset;
  30413. interpolant.evaluate( referenceTime );
  30414. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30415. }
  30416. // Conjugate the quaternion
  30417. if ( referenceTrackType === 'quaternion' ) {
  30418. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30419. referenceQuat.toArray( referenceValue );
  30420. }
  30421. // Subtract the reference value from all of the track values
  30422. const numTimes = targetTrack.times.length;
  30423. for ( let j = 0; j < numTimes; ++ j ) {
  30424. const valueStart = j * targetValueSize + targetOffset;
  30425. if ( referenceTrackType === 'quaternion' ) {
  30426. // Multiply the conjugate for quaternion track types
  30427. Quaternion.multiplyQuaternionsFlat(
  30428. targetTrack.values,
  30429. valueStart,
  30430. referenceValue,
  30431. 0,
  30432. targetTrack.values,
  30433. valueStart
  30434. );
  30435. } else {
  30436. const valueEnd = targetValueSize - targetOffset * 2;
  30437. // Subtract each value for all other numeric track types
  30438. for ( let k = 0; k < valueEnd; ++ k ) {
  30439. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30440. }
  30441. }
  30442. }
  30443. }
  30444. targetClip.blendMode = AdditiveAnimationBlendMode;
  30445. return targetClip;
  30446. }
  30447. /**
  30448. * A class with various methods to assist with animations.
  30449. *
  30450. * @hideconstructor
  30451. */
  30452. class AnimationUtils {
  30453. /**
  30454. * Converts an array to a specific type
  30455. *
  30456. * @static
  30457. * @param {TypedArray|Array} array - The array to convert.
  30458. * @param {TypedArray.constructor} type - The constructor of a type array.
  30459. * @return {TypedArray} The converted array
  30460. */
  30461. static convertArray( array, type ) {
  30462. return convertArray( array, type );
  30463. }
  30464. /**
  30465. * Returns `true` if the given object is a typed array.
  30466. *
  30467. * @static
  30468. * @param {any} object - The object to check.
  30469. * @return {boolean} Whether the given object is a typed array.
  30470. */
  30471. static isTypedArray( object ) {
  30472. return isTypedArray( object );
  30473. }
  30474. /**
  30475. * Returns an array by which times and values can be sorted.
  30476. *
  30477. * @static
  30478. * @param {Array<number>} times - The keyframe time values.
  30479. * @return {Array<number>} The array.
  30480. */
  30481. static getKeyframeOrder( times ) {
  30482. return getKeyframeOrder( times );
  30483. }
  30484. /**
  30485. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30486. *
  30487. * @static
  30488. * @param {Array<number>} values - The values to sort.
  30489. * @param {number} stride - The stride.
  30490. * @param {Array<number>} order - The sort order.
  30491. * @return {Array<number>} The sorted values.
  30492. */
  30493. static sortedArray( values, stride, order ) {
  30494. return sortedArray( values, stride, order );
  30495. }
  30496. /**
  30497. * Used for parsing AOS keyframe formats.
  30498. *
  30499. * @static
  30500. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30501. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30502. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30503. * @param {string} valuePropertyName - The name of the property to use.
  30504. */
  30505. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30506. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30507. }
  30508. /**
  30509. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30510. *
  30511. * @static
  30512. * @param {AnimationClip} sourceClip - The values to sort.
  30513. * @param {string} name - The name of the clip.
  30514. * @param {number} startFrame - The start frame.
  30515. * @param {number} endFrame - The end frame.
  30516. * @param {number} [fps=30] - The FPS.
  30517. * @return {AnimationClip} The new sub clip.
  30518. */
  30519. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30520. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30521. }
  30522. /**
  30523. * Converts the keyframes of the given animation clip to an additive format.
  30524. *
  30525. * @static
  30526. * @param {AnimationClip} targetClip - The clip to make additive.
  30527. * @param {number} [referenceFrame=0] - The reference frame.
  30528. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30529. * @param {number} [fps=30] - The FPS.
  30530. * @return {AnimationClip} The updated clip which is now additive.
  30531. */
  30532. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30533. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30534. }
  30535. }
  30536. /**
  30537. * Abstract base class of interpolants over parametric samples.
  30538. *
  30539. * The parameter domain is one dimensional, typically the time or a path
  30540. * along a curve defined by the data.
  30541. *
  30542. * The sample values can have any dimensionality and derived classes may
  30543. * apply special interpretations to the data.
  30544. *
  30545. * This class provides the interval seek in a Template Method, deferring
  30546. * the actual interpolation to derived classes.
  30547. *
  30548. * Time complexity is O(1) for linear access crossing at most two points
  30549. * and O(log N) for random access, where N is the number of positions.
  30550. *
  30551. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30552. *
  30553. * @abstract
  30554. */
  30555. class Interpolant {
  30556. /**
  30557. * Constructs a new interpolant.
  30558. *
  30559. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30560. * @param {TypedArray} sampleValues - The sample values.
  30561. * @param {number} sampleSize - The sample size
  30562. * @param {TypedArray} [resultBuffer] - The result buffer.
  30563. */
  30564. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30565. /**
  30566. * The parameter positions.
  30567. *
  30568. * @type {TypedArray}
  30569. */
  30570. this.parameterPositions = parameterPositions;
  30571. /**
  30572. * A cache index.
  30573. *
  30574. * @private
  30575. * @type {number}
  30576. * @default 0
  30577. */
  30578. this._cachedIndex = 0;
  30579. /**
  30580. * The result buffer.
  30581. *
  30582. * @type {TypedArray}
  30583. */
  30584. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30585. /**
  30586. * The sample values.
  30587. *
  30588. * @type {TypedArray}
  30589. */
  30590. this.sampleValues = sampleValues;
  30591. /**
  30592. * The value size.
  30593. *
  30594. * @type {TypedArray}
  30595. */
  30596. this.valueSize = sampleSize;
  30597. /**
  30598. * The interpolation settings.
  30599. *
  30600. * @type {?Object}
  30601. * @default null
  30602. */
  30603. this.settings = null;
  30604. /**
  30605. * The default settings object.
  30606. *
  30607. * @type {Object}
  30608. */
  30609. this.DefaultSettings_ = {};
  30610. }
  30611. /**
  30612. * Evaluate the interpolant at position `t`.
  30613. *
  30614. * @param {number} t - The interpolation factor.
  30615. * @return {TypedArray} The result buffer.
  30616. */
  30617. evaluate( t ) {
  30618. const pp = this.parameterPositions;
  30619. let i1 = this._cachedIndex,
  30620. t1 = pp[ i1 ],
  30621. t0 = pp[ i1 - 1 ];
  30622. validate_interval: {
  30623. seek: {
  30624. let right;
  30625. linear_scan: {
  30626. //- See http://jsperf.com/comparison-to-undefined/3
  30627. //- slower code:
  30628. //-
  30629. //- if ( t >= t1 || t1 === undefined ) {
  30630. forward_scan: if ( ! ( t < t1 ) ) {
  30631. for ( let giveUpAt = i1 + 2; ; ) {
  30632. if ( t1 === undefined ) {
  30633. if ( t < t0 ) break forward_scan;
  30634. // after end
  30635. i1 = pp.length;
  30636. this._cachedIndex = i1;
  30637. return this.copySampleValue_( i1 - 1 );
  30638. }
  30639. if ( i1 === giveUpAt ) break; // this loop
  30640. t0 = t1;
  30641. t1 = pp[ ++ i1 ];
  30642. if ( t < t1 ) {
  30643. // we have arrived at the sought interval
  30644. break seek;
  30645. }
  30646. }
  30647. // prepare binary search on the right side of the index
  30648. right = pp.length;
  30649. break linear_scan;
  30650. }
  30651. //- slower code:
  30652. //- if ( t < t0 || t0 === undefined ) {
  30653. if ( ! ( t >= t0 ) ) {
  30654. // looping?
  30655. const t1global = pp[ 1 ];
  30656. if ( t < t1global ) {
  30657. i1 = 2; // + 1, using the scan for the details
  30658. t0 = t1global;
  30659. }
  30660. // linear reverse scan
  30661. for ( let giveUpAt = i1 - 2; ; ) {
  30662. if ( t0 === undefined ) {
  30663. // before start
  30664. this._cachedIndex = 0;
  30665. return this.copySampleValue_( 0 );
  30666. }
  30667. if ( i1 === giveUpAt ) break; // this loop
  30668. t1 = t0;
  30669. t0 = pp[ -- i1 - 1 ];
  30670. if ( t >= t0 ) {
  30671. // we have arrived at the sought interval
  30672. break seek;
  30673. }
  30674. }
  30675. // prepare binary search on the left side of the index
  30676. right = i1;
  30677. i1 = 0;
  30678. break linear_scan;
  30679. }
  30680. // the interval is valid
  30681. break validate_interval;
  30682. } // linear scan
  30683. // binary search
  30684. while ( i1 < right ) {
  30685. const mid = ( i1 + right ) >>> 1;
  30686. if ( t < pp[ mid ] ) {
  30687. right = mid;
  30688. } else {
  30689. i1 = mid + 1;
  30690. }
  30691. }
  30692. t1 = pp[ i1 ];
  30693. t0 = pp[ i1 - 1 ];
  30694. // check boundary cases, again
  30695. if ( t0 === undefined ) {
  30696. this._cachedIndex = 0;
  30697. return this.copySampleValue_( 0 );
  30698. }
  30699. if ( t1 === undefined ) {
  30700. i1 = pp.length;
  30701. this._cachedIndex = i1;
  30702. return this.copySampleValue_( i1 - 1 );
  30703. }
  30704. } // seek
  30705. this._cachedIndex = i1;
  30706. this.intervalChanged_( i1, t0, t1 );
  30707. } // validate_interval
  30708. return this.interpolate_( i1, t0, t, t1 );
  30709. }
  30710. /**
  30711. * Returns the interpolation settings.
  30712. *
  30713. * @return {Object} The interpolation settings.
  30714. */
  30715. getSettings_() {
  30716. return this.settings || this.DefaultSettings_;
  30717. }
  30718. /**
  30719. * Copies a sample value to the result buffer.
  30720. *
  30721. * @param {number} index - An index into the sample value buffer.
  30722. * @return {TypedArray} The result buffer.
  30723. */
  30724. copySampleValue_( index ) {
  30725. // copies a sample value to the result buffer
  30726. const result = this.resultBuffer,
  30727. values = this.sampleValues,
  30728. stride = this.valueSize,
  30729. offset = index * stride;
  30730. for ( let i = 0; i !== stride; ++ i ) {
  30731. result[ i ] = values[ offset + i ];
  30732. }
  30733. return result;
  30734. }
  30735. /**
  30736. * Copies a sample value to the result buffer.
  30737. *
  30738. * @abstract
  30739. * @param {number} i1 - An index into the sample value buffer.
  30740. * @param {number} t0 - The previous interpolation factor.
  30741. * @param {number} t - The current interpolation factor.
  30742. * @param {number} t1 - The next interpolation factor.
  30743. * @return {TypedArray} The result buffer.
  30744. */
  30745. interpolate_( /* i1, t0, t, t1 */ ) {
  30746. throw new Error( 'call to abstract method' );
  30747. // implementations shall return this.resultBuffer
  30748. }
  30749. /**
  30750. * Optional method that is executed when the interval has changed.
  30751. *
  30752. * @param {number} i1 - An index into the sample value buffer.
  30753. * @param {number} t0 - The previous interpolation factor.
  30754. * @param {number} t - The current interpolation factor.
  30755. */
  30756. intervalChanged_( /* i1, t0, t1 */ ) {
  30757. // empty
  30758. }
  30759. }
  30760. /**
  30761. * Fast and simple cubic spline interpolant.
  30762. *
  30763. * It was derived from a Hermitian construction setting the first derivative
  30764. * at each sample position to the linear slope between neighboring positions
  30765. * over their parameter interval.
  30766. *
  30767. * @augments Interpolant
  30768. */
  30769. class CubicInterpolant extends Interpolant {
  30770. /**
  30771. * Constructs a new cubic interpolant.
  30772. *
  30773. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30774. * @param {TypedArray} sampleValues - The sample values.
  30775. * @param {number} sampleSize - The sample size
  30776. * @param {TypedArray} [resultBuffer] - The result buffer.
  30777. */
  30778. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30779. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30780. this._weightPrev = -0;
  30781. this._offsetPrev = -0;
  30782. this._weightNext = -0;
  30783. this._offsetNext = -0;
  30784. this.DefaultSettings_ = {
  30785. endingStart: ZeroCurvatureEnding,
  30786. endingEnd: ZeroCurvatureEnding
  30787. };
  30788. }
  30789. intervalChanged_( i1, t0, t1 ) {
  30790. const pp = this.parameterPositions;
  30791. let iPrev = i1 - 2,
  30792. iNext = i1 + 1,
  30793. tPrev = pp[ iPrev ],
  30794. tNext = pp[ iNext ];
  30795. if ( tPrev === undefined ) {
  30796. switch ( this.getSettings_().endingStart ) {
  30797. case ZeroSlopeEnding:
  30798. // f'(t0) = 0
  30799. iPrev = i1;
  30800. tPrev = 2 * t0 - t1;
  30801. break;
  30802. case WrapAroundEnding:
  30803. // use the other end of the curve
  30804. iPrev = pp.length - 2;
  30805. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30806. break;
  30807. default: // ZeroCurvatureEnding
  30808. // f''(t0) = 0 a.k.a. Natural Spline
  30809. iPrev = i1;
  30810. tPrev = t1;
  30811. }
  30812. }
  30813. if ( tNext === undefined ) {
  30814. switch ( this.getSettings_().endingEnd ) {
  30815. case ZeroSlopeEnding:
  30816. // f'(tN) = 0
  30817. iNext = i1;
  30818. tNext = 2 * t1 - t0;
  30819. break;
  30820. case WrapAroundEnding:
  30821. // use the other end of the curve
  30822. iNext = 1;
  30823. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30824. break;
  30825. default: // ZeroCurvatureEnding
  30826. // f''(tN) = 0, a.k.a. Natural Spline
  30827. iNext = i1 - 1;
  30828. tNext = t0;
  30829. }
  30830. }
  30831. const halfDt = ( t1 - t0 ) * 0.5,
  30832. stride = this.valueSize;
  30833. this._weightPrev = halfDt / ( t0 - tPrev );
  30834. this._weightNext = halfDt / ( tNext - t1 );
  30835. this._offsetPrev = iPrev * stride;
  30836. this._offsetNext = iNext * stride;
  30837. }
  30838. interpolate_( i1, t0, t, t1 ) {
  30839. const result = this.resultBuffer,
  30840. values = this.sampleValues,
  30841. stride = this.valueSize,
  30842. o1 = i1 * stride, o0 = o1 - stride,
  30843. oP = this._offsetPrev, oN = this._offsetNext,
  30844. wP = this._weightPrev, wN = this._weightNext,
  30845. p = ( t - t0 ) / ( t1 - t0 ),
  30846. pp = p * p,
  30847. ppp = pp * p;
  30848. // evaluate polynomials
  30849. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30850. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30851. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30852. const sN = wN * ppp - wN * pp;
  30853. // combine data linearly
  30854. for ( let i = 0; i !== stride; ++ i ) {
  30855. result[ i ] =
  30856. sP * values[ oP + i ] +
  30857. s0 * values[ o0 + i ] +
  30858. s1 * values[ o1 + i ] +
  30859. sN * values[ oN + i ];
  30860. }
  30861. return result;
  30862. }
  30863. }
  30864. /**
  30865. * A basic linear interpolant.
  30866. *
  30867. * @augments Interpolant
  30868. */
  30869. class LinearInterpolant extends Interpolant {
  30870. /**
  30871. * Constructs a new linear interpolant.
  30872. *
  30873. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30874. * @param {TypedArray} sampleValues - The sample values.
  30875. * @param {number} sampleSize - The sample size
  30876. * @param {TypedArray} [resultBuffer] - The result buffer.
  30877. */
  30878. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30879. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30880. }
  30881. interpolate_( i1, t0, t, t1 ) {
  30882. const result = this.resultBuffer,
  30883. values = this.sampleValues,
  30884. stride = this.valueSize,
  30885. offset1 = i1 * stride,
  30886. offset0 = offset1 - stride,
  30887. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30888. weight0 = 1 - weight1;
  30889. for ( let i = 0; i !== stride; ++ i ) {
  30890. result[ i ] =
  30891. values[ offset0 + i ] * weight0 +
  30892. values[ offset1 + i ] * weight1;
  30893. }
  30894. return result;
  30895. }
  30896. }
  30897. /**
  30898. * Interpolant that evaluates to the sample value at the position preceding
  30899. * the parameter.
  30900. *
  30901. * @augments Interpolant
  30902. */
  30903. class DiscreteInterpolant extends Interpolant {
  30904. /**
  30905. * Constructs a new discrete interpolant.
  30906. *
  30907. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30908. * @param {TypedArray} sampleValues - The sample values.
  30909. * @param {number} sampleSize - The sample size
  30910. * @param {TypedArray} [resultBuffer] - The result buffer.
  30911. */
  30912. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30913. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30914. }
  30915. interpolate_( i1 /*, t0, t, t1 */ ) {
  30916. return this.copySampleValue_( i1 - 1 );
  30917. }
  30918. }
  30919. /**
  30920. * Represents s a timed sequence of keyframes, which are composed of lists of
  30921. * times and related values, and which are used to animate a specific property
  30922. * of an object.
  30923. */
  30924. class KeyframeTrack {
  30925. /**
  30926. * Constructs a new keyframe track.
  30927. *
  30928. * @param {string} name - The keyframe track's name.
  30929. * @param {Array<number>} times - A list of keyframe times.
  30930. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30931. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30932. */
  30933. constructor( name, times, values, interpolation ) {
  30934. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30935. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30936. /**
  30937. * The track's name can refer to morph targets or bones or
  30938. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30939. * for the forms of strings that can be parsed for property binding.
  30940. *
  30941. * @type {string}
  30942. */
  30943. this.name = name;
  30944. /**
  30945. * The keyframe times.
  30946. *
  30947. * @type {Float32Array}
  30948. */
  30949. this.times = convertArray( times, this.TimeBufferType );
  30950. /**
  30951. * The keyframe values.
  30952. *
  30953. * @type {Float32Array}
  30954. */
  30955. this.values = convertArray( values, this.ValueBufferType );
  30956. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30957. }
  30958. /**
  30959. * Converts the keyframe track to JSON.
  30960. *
  30961. * @static
  30962. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30963. * @return {Object} The serialized keyframe track as JSON.
  30964. */
  30965. static toJSON( track ) {
  30966. const trackType = track.constructor;
  30967. let json;
  30968. // derived classes can define a static toJSON method
  30969. if ( trackType.toJSON !== this.toJSON ) {
  30970. json = trackType.toJSON( track );
  30971. } else {
  30972. // by default, we assume the data can be serialized as-is
  30973. json = {
  30974. 'name': track.name,
  30975. 'times': convertArray( track.times, Array ),
  30976. 'values': convertArray( track.values, Array )
  30977. };
  30978. const interpolation = track.getInterpolation();
  30979. if ( interpolation !== track.DefaultInterpolation ) {
  30980. json.interpolation = interpolation;
  30981. }
  30982. }
  30983. json.type = track.ValueTypeName; // mandatory
  30984. return json;
  30985. }
  30986. /**
  30987. * Factory method for creating a new discrete interpolant.
  30988. *
  30989. * @static
  30990. * @param {TypedArray} [result] - The result buffer.
  30991. * @return {DiscreteInterpolant} The new interpolant.
  30992. */
  30993. InterpolantFactoryMethodDiscrete( result ) {
  30994. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30995. }
  30996. /**
  30997. * Factory method for creating a new linear interpolant.
  30998. *
  30999. * @static
  31000. * @param {TypedArray} [result] - The result buffer.
  31001. * @return {LinearInterpolant} The new interpolant.
  31002. */
  31003. InterpolantFactoryMethodLinear( result ) {
  31004. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31005. }
  31006. /**
  31007. * Factory method for creating a new smooth interpolant.
  31008. *
  31009. * @static
  31010. * @param {TypedArray} [result] - The result buffer.
  31011. * @return {CubicInterpolant} The new interpolant.
  31012. */
  31013. InterpolantFactoryMethodSmooth( result ) {
  31014. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  31015. }
  31016. /**
  31017. * Defines the interpolation factor method for this keyframe track.
  31018. *
  31019. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  31020. * @return {KeyframeTrack} A reference to this keyframe track.
  31021. */
  31022. setInterpolation( interpolation ) {
  31023. let factoryMethod;
  31024. switch ( interpolation ) {
  31025. case InterpolateDiscrete:
  31026. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  31027. break;
  31028. case InterpolateLinear:
  31029. factoryMethod = this.InterpolantFactoryMethodLinear;
  31030. break;
  31031. case InterpolateSmooth:
  31032. factoryMethod = this.InterpolantFactoryMethodSmooth;
  31033. break;
  31034. }
  31035. if ( factoryMethod === undefined ) {
  31036. const message = 'unsupported interpolation for ' +
  31037. this.ValueTypeName + ' keyframe track named ' + this.name;
  31038. if ( this.createInterpolant === undefined ) {
  31039. // fall back to default, unless the default itself is messed up
  31040. if ( interpolation !== this.DefaultInterpolation ) {
  31041. this.setInterpolation( this.DefaultInterpolation );
  31042. } else {
  31043. throw new Error( message ); // fatal, in this case
  31044. }
  31045. }
  31046. warn( 'KeyframeTrack:', message );
  31047. return this;
  31048. }
  31049. this.createInterpolant = factoryMethod;
  31050. return this;
  31051. }
  31052. /**
  31053. * Returns the current interpolation type.
  31054. *
  31055. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  31056. */
  31057. getInterpolation() {
  31058. switch ( this.createInterpolant ) {
  31059. case this.InterpolantFactoryMethodDiscrete:
  31060. return InterpolateDiscrete;
  31061. case this.InterpolantFactoryMethodLinear:
  31062. return InterpolateLinear;
  31063. case this.InterpolantFactoryMethodSmooth:
  31064. return InterpolateSmooth;
  31065. }
  31066. }
  31067. /**
  31068. * Returns the value size.
  31069. *
  31070. * @return {number} The value size.
  31071. */
  31072. getValueSize() {
  31073. return this.values.length / this.times.length;
  31074. }
  31075. /**
  31076. * Moves all keyframes either forward or backward in time.
  31077. *
  31078. * @param {number} timeOffset - The offset to move the time values.
  31079. * @return {KeyframeTrack} A reference to this keyframe track.
  31080. */
  31081. shift( timeOffset ) {
  31082. if ( timeOffset !== 0.0 ) {
  31083. const times = this.times;
  31084. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31085. times[ i ] += timeOffset;
  31086. }
  31087. }
  31088. return this;
  31089. }
  31090. /**
  31091. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  31092. *
  31093. * @param {number} timeScale - The time scale.
  31094. * @return {KeyframeTrack} A reference to this keyframe track.
  31095. */
  31096. scale( timeScale ) {
  31097. if ( timeScale !== 1.0 ) {
  31098. const times = this.times;
  31099. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  31100. times[ i ] *= timeScale;
  31101. }
  31102. }
  31103. return this;
  31104. }
  31105. /**
  31106. * Removes keyframes before and after animation without changing any values within the defined time range.
  31107. *
  31108. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  31109. * keys this will change their values
  31110. *
  31111. * @param {number} startTime - The start time.
  31112. * @param {number} endTime - The end time.
  31113. * @return {KeyframeTrack} A reference to this keyframe track.
  31114. */
  31115. trim( startTime, endTime ) {
  31116. const times = this.times,
  31117. nKeys = times.length;
  31118. let from = 0,
  31119. to = nKeys - 1;
  31120. while ( from !== nKeys && times[ from ] < startTime ) {
  31121. ++ from;
  31122. }
  31123. while ( to !== -1 && times[ to ] > endTime ) {
  31124. -- to;
  31125. }
  31126. ++ to; // inclusive -> exclusive bound
  31127. if ( from !== 0 || to !== nKeys ) {
  31128. // empty tracks are forbidden, so keep at least one keyframe
  31129. if ( from >= to ) {
  31130. to = Math.max( to, 1 );
  31131. from = to - 1;
  31132. }
  31133. const stride = this.getValueSize();
  31134. this.times = times.slice( from, to );
  31135. this.values = this.values.slice( from * stride, to * stride );
  31136. }
  31137. return this;
  31138. }
  31139. /**
  31140. * Performs minimal validation on the keyframe track. Returns `true` if the values
  31141. * are valid.
  31142. *
  31143. * @return {boolean} Whether the keyframes are valid or not.
  31144. */
  31145. validate() {
  31146. let valid = true;
  31147. const valueSize = this.getValueSize();
  31148. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31149. error( 'KeyframeTrack: Invalid value size in track.', this );
  31150. valid = false;
  31151. }
  31152. const times = this.times,
  31153. values = this.values,
  31154. nKeys = times.length;
  31155. if ( nKeys === 0 ) {
  31156. error( 'KeyframeTrack: Track is empty.', this );
  31157. valid = false;
  31158. }
  31159. let prevTime = null;
  31160. for ( let i = 0; i !== nKeys; i ++ ) {
  31161. const currTime = times[ i ];
  31162. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31163. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31164. valid = false;
  31165. break;
  31166. }
  31167. if ( prevTime !== null && prevTime > currTime ) {
  31168. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31169. valid = false;
  31170. break;
  31171. }
  31172. prevTime = currTime;
  31173. }
  31174. if ( values !== undefined ) {
  31175. if ( isTypedArray( values ) ) {
  31176. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31177. const value = values[ i ];
  31178. if ( isNaN( value ) ) {
  31179. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31180. valid = false;
  31181. break;
  31182. }
  31183. }
  31184. }
  31185. }
  31186. return valid;
  31187. }
  31188. /**
  31189. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31190. * common in morph target sequences).
  31191. *
  31192. * @return {AnimationClip} A reference to this animation clip.
  31193. */
  31194. optimize() {
  31195. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31196. // times or values may be shared with other tracks, so overwriting is unsafe
  31197. const times = this.times.slice(),
  31198. values = this.values.slice(),
  31199. stride = this.getValueSize(),
  31200. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31201. lastIndex = times.length - 1;
  31202. let writeIndex = 1;
  31203. for ( let i = 1; i < lastIndex; ++ i ) {
  31204. let keep = false;
  31205. const time = times[ i ];
  31206. const timeNext = times[ i + 1 ];
  31207. // remove adjacent keyframes scheduled at the same time
  31208. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31209. if ( ! smoothInterpolation ) {
  31210. // remove unnecessary keyframes same as their neighbors
  31211. const offset = i * stride,
  31212. offsetP = offset - stride,
  31213. offsetN = offset + stride;
  31214. for ( let j = 0; j !== stride; ++ j ) {
  31215. const value = values[ offset + j ];
  31216. if ( value !== values[ offsetP + j ] ||
  31217. value !== values[ offsetN + j ] ) {
  31218. keep = true;
  31219. break;
  31220. }
  31221. }
  31222. } else {
  31223. keep = true;
  31224. }
  31225. }
  31226. // in-place compaction
  31227. if ( keep ) {
  31228. if ( i !== writeIndex ) {
  31229. times[ writeIndex ] = times[ i ];
  31230. const readOffset = i * stride,
  31231. writeOffset = writeIndex * stride;
  31232. for ( let j = 0; j !== stride; ++ j ) {
  31233. values[ writeOffset + j ] = values[ readOffset + j ];
  31234. }
  31235. }
  31236. ++ writeIndex;
  31237. }
  31238. }
  31239. // flush last keyframe (compaction looks ahead)
  31240. if ( lastIndex > 0 ) {
  31241. times[ writeIndex ] = times[ lastIndex ];
  31242. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31243. values[ writeOffset + j ] = values[ readOffset + j ];
  31244. }
  31245. ++ writeIndex;
  31246. }
  31247. if ( writeIndex !== times.length ) {
  31248. this.times = times.slice( 0, writeIndex );
  31249. this.values = values.slice( 0, writeIndex * stride );
  31250. } else {
  31251. this.times = times;
  31252. this.values = values;
  31253. }
  31254. return this;
  31255. }
  31256. /**
  31257. * Returns a new keyframe track with copied values from this instance.
  31258. *
  31259. * @return {KeyframeTrack} A clone of this instance.
  31260. */
  31261. clone() {
  31262. const times = this.times.slice();
  31263. const values = this.values.slice();
  31264. const TypedKeyframeTrack = this.constructor;
  31265. const track = new TypedKeyframeTrack( this.name, times, values );
  31266. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31267. track.createInterpolant = this.createInterpolant;
  31268. return track;
  31269. }
  31270. }
  31271. /**
  31272. * The value type name.
  31273. *
  31274. * @type {String}
  31275. * @default ''
  31276. */
  31277. KeyframeTrack.prototype.ValueTypeName = '';
  31278. /**
  31279. * The time buffer type of this keyframe track.
  31280. *
  31281. * @type {TypedArray|Array}
  31282. * @default Float32Array.constructor
  31283. */
  31284. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31285. /**
  31286. * The value buffer type of this keyframe track.
  31287. *
  31288. * @type {TypedArray|Array}
  31289. * @default Float32Array.constructor
  31290. */
  31291. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31292. /**
  31293. * The default interpolation type of this keyframe track.
  31294. *
  31295. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31296. * @default InterpolateLinear
  31297. */
  31298. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31299. /**
  31300. * A track for boolean keyframe values.
  31301. *
  31302. * @augments KeyframeTrack
  31303. */
  31304. class BooleanKeyframeTrack extends KeyframeTrack {
  31305. /**
  31306. * Constructs a new boolean keyframe track.
  31307. *
  31308. * This keyframe track type has no `interpolation` parameter because the
  31309. * interpolation is always discrete.
  31310. *
  31311. * @param {string} name - The keyframe track's name.
  31312. * @param {Array<number>} times - A list of keyframe times.
  31313. * @param {Array<boolean>} values - A list of keyframe values.
  31314. */
  31315. constructor( name, times, values ) {
  31316. super( name, times, values );
  31317. }
  31318. }
  31319. /**
  31320. * The value type name.
  31321. *
  31322. * @type {String}
  31323. * @default 'bool'
  31324. */
  31325. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31326. /**
  31327. * The value buffer type of this keyframe track.
  31328. *
  31329. * @type {TypedArray|Array}
  31330. * @default Array.constructor
  31331. */
  31332. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31333. /**
  31334. * The default interpolation type of this keyframe track.
  31335. *
  31336. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31337. * @default InterpolateDiscrete
  31338. */
  31339. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31340. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31341. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31342. /**
  31343. * A track for color keyframe values.
  31344. *
  31345. * @augments KeyframeTrack
  31346. */
  31347. class ColorKeyframeTrack extends KeyframeTrack {
  31348. /**
  31349. * Constructs a new color keyframe track.
  31350. *
  31351. * @param {string} name - The keyframe track's name.
  31352. * @param {Array<number>} times - A list of keyframe times.
  31353. * @param {Array<number>} values - A list of keyframe values.
  31354. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31355. */
  31356. constructor( name, times, values, interpolation ) {
  31357. super( name, times, values, interpolation );
  31358. }
  31359. }
  31360. /**
  31361. * The value type name.
  31362. *
  31363. * @type {String}
  31364. * @default 'color'
  31365. */
  31366. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31367. /**
  31368. * A track for numeric keyframe values.
  31369. *
  31370. * @augments KeyframeTrack
  31371. */
  31372. class NumberKeyframeTrack extends KeyframeTrack {
  31373. /**
  31374. * Constructs a new number keyframe track.
  31375. *
  31376. * @param {string} name - The keyframe track's name.
  31377. * @param {Array<number>} times - A list of keyframe times.
  31378. * @param {Array<number>} values - A list of keyframe values.
  31379. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31380. */
  31381. constructor( name, times, values, interpolation ) {
  31382. super( name, times, values, interpolation );
  31383. }
  31384. }
  31385. /**
  31386. * The value type name.
  31387. *
  31388. * @type {String}
  31389. * @default 'number'
  31390. */
  31391. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31392. /**
  31393. * Spherical linear unit quaternion interpolant.
  31394. *
  31395. * @augments Interpolant
  31396. */
  31397. class QuaternionLinearInterpolant extends Interpolant {
  31398. /**
  31399. * Constructs a new SLERP interpolant.
  31400. *
  31401. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31402. * @param {TypedArray} sampleValues - The sample values.
  31403. * @param {number} sampleSize - The sample size
  31404. * @param {TypedArray} [resultBuffer] - The result buffer.
  31405. */
  31406. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31407. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31408. }
  31409. interpolate_( i1, t0, t, t1 ) {
  31410. const result = this.resultBuffer,
  31411. values = this.sampleValues,
  31412. stride = this.valueSize,
  31413. alpha = ( t - t0 ) / ( t1 - t0 );
  31414. let offset = i1 * stride;
  31415. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31416. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31417. }
  31418. return result;
  31419. }
  31420. }
  31421. /**
  31422. * A track for Quaternion keyframe values.
  31423. *
  31424. * @augments KeyframeTrack
  31425. */
  31426. class QuaternionKeyframeTrack extends KeyframeTrack {
  31427. /**
  31428. * Constructs a new Quaternion keyframe track.
  31429. *
  31430. * @param {string} name - The keyframe track's name.
  31431. * @param {Array<number>} times - A list of keyframe times.
  31432. * @param {Array<number>} values - A list of keyframe values.
  31433. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31434. */
  31435. constructor( name, times, values, interpolation ) {
  31436. super( name, times, values, interpolation );
  31437. }
  31438. /**
  31439. * Overwritten so the method returns Quaternion based interpolant.
  31440. *
  31441. * @static
  31442. * @param {TypedArray} [result] - The result buffer.
  31443. * @return {QuaternionLinearInterpolant} The new interpolant.
  31444. */
  31445. InterpolantFactoryMethodLinear( result ) {
  31446. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31447. }
  31448. }
  31449. /**
  31450. * The value type name.
  31451. *
  31452. * @type {String}
  31453. * @default 'quaternion'
  31454. */
  31455. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31456. // ValueBufferType is inherited
  31457. // DefaultInterpolation is inherited;
  31458. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31459. /**
  31460. * A track for string keyframe values.
  31461. *
  31462. * @augments KeyframeTrack
  31463. */
  31464. class StringKeyframeTrack extends KeyframeTrack {
  31465. /**
  31466. * Constructs a new string keyframe track.
  31467. *
  31468. * This keyframe track type has no `interpolation` parameter because the
  31469. * interpolation is always discrete.
  31470. *
  31471. * @param {string} name - The keyframe track's name.
  31472. * @param {Array<number>} times - A list of keyframe times.
  31473. * @param {Array<string>} values - A list of keyframe values.
  31474. */
  31475. constructor( name, times, values ) {
  31476. super( name, times, values );
  31477. }
  31478. }
  31479. /**
  31480. * The value type name.
  31481. *
  31482. * @type {String}
  31483. * @default 'string'
  31484. */
  31485. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31486. /**
  31487. * The value buffer type of this keyframe track.
  31488. *
  31489. * @type {TypedArray|Array}
  31490. * @default Array.constructor
  31491. */
  31492. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31493. /**
  31494. * The default interpolation type of this keyframe track.
  31495. *
  31496. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31497. * @default InterpolateDiscrete
  31498. */
  31499. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31500. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31501. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31502. /**
  31503. * A track for vector keyframe values.
  31504. *
  31505. * @augments KeyframeTrack
  31506. */
  31507. class VectorKeyframeTrack extends KeyframeTrack {
  31508. /**
  31509. * Constructs a new vector keyframe track.
  31510. *
  31511. * @param {string} name - The keyframe track's name.
  31512. * @param {Array<number>} times - A list of keyframe times.
  31513. * @param {Array<number>} values - A list of keyframe values.
  31514. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31515. */
  31516. constructor( name, times, values, interpolation ) {
  31517. super( name, times, values, interpolation );
  31518. }
  31519. }
  31520. /**
  31521. * The value type name.
  31522. *
  31523. * @type {String}
  31524. * @default 'vector'
  31525. */
  31526. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31527. /**
  31528. * A reusable set of keyframe tracks which represent an animation.
  31529. */
  31530. class AnimationClip {
  31531. /**
  31532. * Constructs a new animation clip.
  31533. *
  31534. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31535. * use the static interface of this class for creating clips. In most cases though, animation clips
  31536. * will automatically be created by loaders when importing animated 3D assets.
  31537. *
  31538. * @param {string} [name=''] - The clip's name.
  31539. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31540. * the duration will be calculated from the passed keyframes.
  31541. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31542. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31543. * is blended/combined when two or more animations are simultaneously played.
  31544. */
  31545. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31546. /**
  31547. * The clip's name.
  31548. *
  31549. * @type {string}
  31550. */
  31551. this.name = name;
  31552. /**
  31553. * An array of keyframe tracks.
  31554. *
  31555. * @type {Array<KeyframeTrack>}
  31556. */
  31557. this.tracks = tracks;
  31558. /**
  31559. * The clip's duration in seconds.
  31560. *
  31561. * @type {number}
  31562. */
  31563. this.duration = duration;
  31564. /**
  31565. * Defines how the animation is blended/combined when two or more animations
  31566. * are simultaneously played.
  31567. *
  31568. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31569. */
  31570. this.blendMode = blendMode;
  31571. /**
  31572. * The UUID of the animation clip.
  31573. *
  31574. * @type {string}
  31575. * @readonly
  31576. */
  31577. this.uuid = generateUUID();
  31578. /**
  31579. * An object that can be used to store custom data about the animation clip.
  31580. * It should not hold references to functions as these will not be cloned.
  31581. *
  31582. * @type {Object}
  31583. */
  31584. this.userData = {};
  31585. // this means it should figure out its duration by scanning the tracks
  31586. if ( this.duration < 0 ) {
  31587. this.resetDuration();
  31588. }
  31589. }
  31590. /**
  31591. * Factory method for creating an animation clip from the given JSON.
  31592. *
  31593. * @static
  31594. * @param {Object} json - The serialized animation clip.
  31595. * @return {AnimationClip} The new animation clip.
  31596. */
  31597. static parse( json ) {
  31598. const tracks = [],
  31599. jsonTracks = json.tracks,
  31600. frameTime = 1.0 / ( json.fps || 1.0 );
  31601. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31602. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31603. }
  31604. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31605. clip.uuid = json.uuid;
  31606. clip.userData = JSON.parse( json.userData || '{}' );
  31607. return clip;
  31608. }
  31609. /**
  31610. * Serializes the given animation clip into JSON.
  31611. *
  31612. * @static
  31613. * @param {AnimationClip} clip - The animation clip to serialize.
  31614. * @return {Object} The JSON object.
  31615. */
  31616. static toJSON( clip ) {
  31617. const tracks = [],
  31618. clipTracks = clip.tracks;
  31619. const json = {
  31620. 'name': clip.name,
  31621. 'duration': clip.duration,
  31622. 'tracks': tracks,
  31623. 'uuid': clip.uuid,
  31624. 'blendMode': clip.blendMode,
  31625. 'userData': JSON.stringify( clip.userData ),
  31626. };
  31627. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31628. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31629. }
  31630. return json;
  31631. }
  31632. /**
  31633. * Returns a new animation clip from the passed morph targets array of a
  31634. * geometry, taking a name and the number of frames per second.
  31635. *
  31636. * Note: The fps parameter is required, but the animation speed can be
  31637. * overridden via {@link AnimationAction#setDuration}.
  31638. *
  31639. * @static
  31640. * @param {string} name - The name of the animation clip.
  31641. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31642. * @param {number} fps - The Frames-Per-Second value.
  31643. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31644. * @return {AnimationClip} The new animation clip.
  31645. */
  31646. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31647. const numMorphTargets = morphTargetSequence.length;
  31648. const tracks = [];
  31649. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31650. let times = [];
  31651. let values = [];
  31652. times.push(
  31653. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31654. i,
  31655. ( i + 1 ) % numMorphTargets );
  31656. values.push( 0, 1, 0 );
  31657. const order = getKeyframeOrder( times );
  31658. times = sortedArray( times, 1, order );
  31659. values = sortedArray( values, 1, order );
  31660. // if there is a key at the first frame, duplicate it as the
  31661. // last frame as well for perfect loop.
  31662. if ( ! noLoop && times[ 0 ] === 0 ) {
  31663. times.push( numMorphTargets );
  31664. values.push( values[ 0 ] );
  31665. }
  31666. tracks.push(
  31667. new NumberKeyframeTrack(
  31668. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31669. times, values
  31670. ).scale( 1.0 / fps ) );
  31671. }
  31672. return new this( name, -1, tracks );
  31673. }
  31674. /**
  31675. * Searches for an animation clip by name, taking as its first parameter
  31676. * either an array of clips, or a mesh or geometry that contains an
  31677. * array named "animations" property.
  31678. *
  31679. * @static
  31680. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31681. * @param {string} name - The name to search for.
  31682. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31683. */
  31684. static findByName( objectOrClipArray, name ) {
  31685. let clipArray = objectOrClipArray;
  31686. if ( ! Array.isArray( objectOrClipArray ) ) {
  31687. const o = objectOrClipArray;
  31688. clipArray = o.geometry && o.geometry.animations || o.animations;
  31689. }
  31690. for ( let i = 0; i < clipArray.length; i ++ ) {
  31691. if ( clipArray[ i ].name === name ) {
  31692. return clipArray[ i ];
  31693. }
  31694. }
  31695. return null;
  31696. }
  31697. /**
  31698. * Returns an array of new AnimationClips created from the morph target
  31699. * sequences of a geometry, trying to sort morph target names into
  31700. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31701. *
  31702. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31703. *
  31704. * @static
  31705. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31706. * @param {number} fps - The Frames-Per-Second value.
  31707. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31708. * @return {Array<AnimationClip>} An array of new animation clips.
  31709. */
  31710. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31711. const animationToMorphTargets = {};
  31712. // tested with https://regex101.com/ on trick sequences
  31713. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31714. const pattern = /^([\w-]*?)([\d]+)$/;
  31715. // sort morph target names into animation groups based
  31716. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31717. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31718. const morphTarget = morphTargets[ i ];
  31719. const parts = morphTarget.name.match( pattern );
  31720. if ( parts && parts.length > 1 ) {
  31721. const name = parts[ 1 ];
  31722. let animationMorphTargets = animationToMorphTargets[ name ];
  31723. if ( ! animationMorphTargets ) {
  31724. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31725. }
  31726. animationMorphTargets.push( morphTarget );
  31727. }
  31728. }
  31729. const clips = [];
  31730. for ( const name in animationToMorphTargets ) {
  31731. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31732. }
  31733. return clips;
  31734. }
  31735. /**
  31736. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31737. *
  31738. * @static
  31739. * @deprecated since r175.
  31740. * @param {Object} animation - A serialized animation clip as JSON.
  31741. * @param {Array<Bones>} bones - An array of bones.
  31742. * @return {?AnimationClip} The new animation clip.
  31743. */
  31744. static parseAnimation( animation, bones ) {
  31745. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31746. if ( ! animation ) {
  31747. error( 'AnimationClip: No animation in JSONLoader data.' );
  31748. return null;
  31749. }
  31750. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31751. // only return track if there are actually keys.
  31752. if ( animationKeys.length !== 0 ) {
  31753. const times = [];
  31754. const values = [];
  31755. flattenJSON( animationKeys, times, values, propertyName );
  31756. // empty keys are filtered out, so check again
  31757. if ( times.length !== 0 ) {
  31758. destTracks.push( new trackType( trackName, times, values ) );
  31759. }
  31760. }
  31761. };
  31762. const tracks = [];
  31763. const clipName = animation.name || 'default';
  31764. const fps = animation.fps || 30;
  31765. const blendMode = animation.blendMode;
  31766. // automatic length determination in AnimationClip.
  31767. let duration = animation.length || -1;
  31768. const hierarchyTracks = animation.hierarchy || [];
  31769. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31770. const animationKeys = hierarchyTracks[ h ].keys;
  31771. // skip empty tracks
  31772. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31773. // process morph targets
  31774. if ( animationKeys[ 0 ].morphTargets ) {
  31775. // figure out all morph targets used in this track
  31776. const morphTargetNames = {};
  31777. let k;
  31778. for ( k = 0; k < animationKeys.length; k ++ ) {
  31779. if ( animationKeys[ k ].morphTargets ) {
  31780. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31781. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31782. }
  31783. }
  31784. }
  31785. // create a track for each morph target with all zero
  31786. // morphTargetInfluences except for the keys in which
  31787. // the morphTarget is named.
  31788. for ( const morphTargetName in morphTargetNames ) {
  31789. const times = [];
  31790. const values = [];
  31791. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31792. const animationKey = animationKeys[ k ];
  31793. times.push( animationKey.time );
  31794. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31795. }
  31796. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31797. }
  31798. duration = morphTargetNames.length * fps;
  31799. } else {
  31800. // ...assume skeletal animation
  31801. const boneName = '.bones[' + bones[ h ].name + ']';
  31802. addNonemptyTrack(
  31803. VectorKeyframeTrack, boneName + '.position',
  31804. animationKeys, 'pos', tracks );
  31805. addNonemptyTrack(
  31806. QuaternionKeyframeTrack, boneName + '.quaternion',
  31807. animationKeys, 'rot', tracks );
  31808. addNonemptyTrack(
  31809. VectorKeyframeTrack, boneName + '.scale',
  31810. animationKeys, 'scl', tracks );
  31811. }
  31812. }
  31813. if ( tracks.length === 0 ) {
  31814. return null;
  31815. }
  31816. const clip = new this( clipName, duration, tracks, blendMode );
  31817. return clip;
  31818. }
  31819. /**
  31820. * Sets the duration of this clip to the duration of its longest keyframe track.
  31821. *
  31822. * @return {AnimationClip} A reference to this animation clip.
  31823. */
  31824. resetDuration() {
  31825. const tracks = this.tracks;
  31826. let duration = 0;
  31827. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31828. const track = this.tracks[ i ];
  31829. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31830. }
  31831. this.duration = duration;
  31832. return this;
  31833. }
  31834. /**
  31835. * Trims all tracks to the clip's duration.
  31836. *
  31837. * @return {AnimationClip} A reference to this animation clip.
  31838. */
  31839. trim() {
  31840. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31841. this.tracks[ i ].trim( 0, this.duration );
  31842. }
  31843. return this;
  31844. }
  31845. /**
  31846. * Performs minimal validation on each track in the clip. Returns `true` if all
  31847. * tracks are valid.
  31848. *
  31849. * @return {boolean} Whether the clip's keyframes are valid or not.
  31850. */
  31851. validate() {
  31852. let valid = true;
  31853. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31854. valid = valid && this.tracks[ i ].validate();
  31855. }
  31856. return valid;
  31857. }
  31858. /**
  31859. * Optimizes each track by removing equivalent sequential keys (which are
  31860. * common in morph target sequences).
  31861. *
  31862. * @return {AnimationClip} A reference to this animation clip.
  31863. */
  31864. optimize() {
  31865. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31866. this.tracks[ i ].optimize();
  31867. }
  31868. return this;
  31869. }
  31870. /**
  31871. * Returns a new animation clip with copied values from this instance.
  31872. *
  31873. * @return {AnimationClip} A clone of this instance.
  31874. */
  31875. clone() {
  31876. const tracks = [];
  31877. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31878. tracks.push( this.tracks[ i ].clone() );
  31879. }
  31880. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31881. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31882. return clip;
  31883. }
  31884. /**
  31885. * Serializes this animation clip into JSON.
  31886. *
  31887. * @return {Object} The JSON object.
  31888. */
  31889. toJSON() {
  31890. return this.constructor.toJSON( this );
  31891. }
  31892. }
  31893. function getTrackTypeForValueTypeName( typeName ) {
  31894. switch ( typeName.toLowerCase() ) {
  31895. case 'scalar':
  31896. case 'double':
  31897. case 'float':
  31898. case 'number':
  31899. case 'integer':
  31900. return NumberKeyframeTrack;
  31901. case 'vector':
  31902. case 'vector2':
  31903. case 'vector3':
  31904. case 'vector4':
  31905. return VectorKeyframeTrack;
  31906. case 'color':
  31907. return ColorKeyframeTrack;
  31908. case 'quaternion':
  31909. return QuaternionKeyframeTrack;
  31910. case 'bool':
  31911. case 'boolean':
  31912. return BooleanKeyframeTrack;
  31913. case 'string':
  31914. return StringKeyframeTrack;
  31915. }
  31916. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31917. }
  31918. function parseKeyframeTrack( json ) {
  31919. if ( json.type === undefined ) {
  31920. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31921. }
  31922. const trackType = getTrackTypeForValueTypeName( json.type );
  31923. if ( json.times === undefined ) {
  31924. const times = [], values = [];
  31925. flattenJSON( json.keys, times, values, 'value' );
  31926. json.times = times;
  31927. json.values = values;
  31928. }
  31929. // derived classes can define a static parse method
  31930. if ( trackType.parse !== undefined ) {
  31931. return trackType.parse( json );
  31932. } else {
  31933. // by default, we assume a constructor compatible with the base
  31934. return new trackType( json.name, json.times, json.values, json.interpolation );
  31935. }
  31936. }
  31937. /**
  31938. * @class
  31939. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31940. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31941. * @hideconstructor
  31942. */
  31943. const Cache = {
  31944. /**
  31945. * Whether caching is enabled or not.
  31946. *
  31947. * @static
  31948. * @type {boolean}
  31949. * @default false
  31950. */
  31951. enabled: false,
  31952. /**
  31953. * A dictionary that holds cached files.
  31954. *
  31955. * @static
  31956. * @type {Object<string,Object>}
  31957. */
  31958. files: {},
  31959. /**
  31960. * Adds a cache entry with a key to reference the file. If this key already
  31961. * holds a file, it is overwritten.
  31962. *
  31963. * @static
  31964. * @param {string} key - The key to reference the cached file.
  31965. * @param {Object} file - The file to be cached.
  31966. */
  31967. add: function ( key, file ) {
  31968. if ( this.enabled === false ) return;
  31969. // log( 'Cache', 'Adding key:', key );
  31970. this.files[ key ] = file;
  31971. },
  31972. /**
  31973. * Gets the cached value for the given key.
  31974. *
  31975. * @static
  31976. * @param {string} key - The key to reference the cached file.
  31977. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31978. */
  31979. get: function ( key ) {
  31980. if ( this.enabled === false ) return;
  31981. // log( 'Cache', 'Checking key:', key );
  31982. return this.files[ key ];
  31983. },
  31984. /**
  31985. * Removes the cached file associated with the given key.
  31986. *
  31987. * @static
  31988. * @param {string} key - The key to reference the cached file.
  31989. */
  31990. remove: function ( key ) {
  31991. delete this.files[ key ];
  31992. },
  31993. /**
  31994. * Remove all values from the cache.
  31995. *
  31996. * @static
  31997. */
  31998. clear: function () {
  31999. this.files = {};
  32000. }
  32001. };
  32002. /**
  32003. * Handles and keeps track of loaded and pending data. A default global
  32004. * instance of this class is created and used by loaders if not supplied
  32005. * manually.
  32006. *
  32007. * In general that should be sufficient, however there are times when it can
  32008. * be useful to have separate loaders - for example if you want to show
  32009. * separate loading bars for objects and textures.
  32010. *
  32011. * ```js
  32012. * const manager = new THREE.LoadingManager();
  32013. * manager.onLoad = () => console.log( 'Loading complete!' );
  32014. *
  32015. * const loader1 = new OBJLoader( manager );
  32016. * const loader2 = new ColladaLoader( manager );
  32017. * ```
  32018. */
  32019. class LoadingManager {
  32020. /**
  32021. * Constructs a new loading manager.
  32022. *
  32023. * @param {Function} [onLoad] - Executes when all items have been loaded.
  32024. * @param {Function} [onProgress] - Executes when single items have been loaded.
  32025. * @param {Function} [onError] - Executes when an error occurs.
  32026. */
  32027. constructor( onLoad, onProgress, onError ) {
  32028. const scope = this;
  32029. let isLoading = false;
  32030. let itemsLoaded = 0;
  32031. let itemsTotal = 0;
  32032. let urlModifier = undefined;
  32033. const handlers = [];
  32034. // Refer to #5689 for the reason why we don't set .onStart
  32035. // in the constructor
  32036. /**
  32037. * Executes when an item starts loading.
  32038. *
  32039. * @type {Function|undefined}
  32040. * @default undefined
  32041. */
  32042. this.onStart = undefined;
  32043. /**
  32044. * Executes when all items have been loaded.
  32045. *
  32046. * @type {Function|undefined}
  32047. * @default undefined
  32048. */
  32049. this.onLoad = onLoad;
  32050. /**
  32051. * Executes when single items have been loaded.
  32052. *
  32053. * @type {Function|undefined}
  32054. * @default undefined
  32055. */
  32056. this.onProgress = onProgress;
  32057. /**
  32058. * Executes when an error occurs.
  32059. *
  32060. * @type {Function|undefined}
  32061. * @default undefined
  32062. */
  32063. this.onError = onError;
  32064. /**
  32065. * Used for aborting ongoing requests in loaders using this manager.
  32066. *
  32067. * @private
  32068. * @type {AbortController | null}
  32069. */
  32070. this._abortController = null;
  32071. /**
  32072. * This should be called by any loader using the manager when the loader
  32073. * starts loading an item.
  32074. *
  32075. * @param {string} url - The URL to load.
  32076. */
  32077. this.itemStart = function ( url ) {
  32078. itemsTotal ++;
  32079. if ( isLoading === false ) {
  32080. if ( scope.onStart !== undefined ) {
  32081. scope.onStart( url, itemsLoaded, itemsTotal );
  32082. }
  32083. }
  32084. isLoading = true;
  32085. };
  32086. /**
  32087. * This should be called by any loader using the manager when the loader
  32088. * ended loading an item.
  32089. *
  32090. * @param {string} url - The URL of the loaded item.
  32091. */
  32092. this.itemEnd = function ( url ) {
  32093. itemsLoaded ++;
  32094. if ( scope.onProgress !== undefined ) {
  32095. scope.onProgress( url, itemsLoaded, itemsTotal );
  32096. }
  32097. if ( itemsLoaded === itemsTotal ) {
  32098. isLoading = false;
  32099. if ( scope.onLoad !== undefined ) {
  32100. scope.onLoad();
  32101. }
  32102. }
  32103. };
  32104. /**
  32105. * This should be called by any loader using the manager when the loader
  32106. * encounters an error when loading an item.
  32107. *
  32108. * @param {string} url - The URL of the item that produces an error.
  32109. */
  32110. this.itemError = function ( url ) {
  32111. if ( scope.onError !== undefined ) {
  32112. scope.onError( url );
  32113. }
  32114. };
  32115. /**
  32116. * Given a URL, uses the URL modifier callback (if any) and returns a
  32117. * resolved URL. If no URL modifier is set, returns the original URL.
  32118. *
  32119. * @param {string} url - The URL to load.
  32120. * @return {string} The resolved URL.
  32121. */
  32122. this.resolveURL = function ( url ) {
  32123. if ( urlModifier ) {
  32124. return urlModifier( url );
  32125. }
  32126. return url;
  32127. };
  32128. /**
  32129. * If provided, the callback will be passed each resource URL before a
  32130. * request is sent. The callback may return the original URL, or a new URL to
  32131. * override loading behavior. This behavior can be used to load assets from
  32132. * .ZIP files, drag-and-drop APIs, and Data URIs.
  32133. *
  32134. * ```js
  32135. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  32136. *
  32137. * const manager = new THREE.LoadingManager();
  32138. *
  32139. * // Initialize loading manager with URL callback.
  32140. * const objectURLs = [];
  32141. * manager.setURLModifier( ( url ) => {
  32142. *
  32143. * url = URL.createObjectURL( blobs[ url ] );
  32144. * objectURLs.push( url );
  32145. * return url;
  32146. *
  32147. * } );
  32148. *
  32149. * // Load as usual, then revoke the blob URLs.
  32150. * const loader = new GLTFLoader( manager );
  32151. * loader.load( 'fish.gltf', (gltf) => {
  32152. *
  32153. * scene.add( gltf.scene );
  32154. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32155. *
  32156. * } );
  32157. * ```
  32158. *
  32159. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32160. * @return {LoadingManager} A reference to this loading manager.
  32161. */
  32162. this.setURLModifier = function ( transform ) {
  32163. urlModifier = transform;
  32164. return this;
  32165. };
  32166. /**
  32167. * Registers a loader with the given regular expression. Can be used to
  32168. * define what loader should be used in order to load specific files. A
  32169. * typical use case is to overwrite the default loader for textures.
  32170. *
  32171. * ```js
  32172. * // add handler for TGA textures
  32173. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32174. * ```
  32175. *
  32176. * @param {string} regex - A regular expression.
  32177. * @param {Loader} loader - A loader that should handle matched cases.
  32178. * @return {LoadingManager} A reference to this loading manager.
  32179. */
  32180. this.addHandler = function ( regex, loader ) {
  32181. handlers.push( regex, loader );
  32182. return this;
  32183. };
  32184. /**
  32185. * Removes the loader for the given regular expression.
  32186. *
  32187. * @param {string} regex - A regular expression.
  32188. * @return {LoadingManager} A reference to this loading manager.
  32189. */
  32190. this.removeHandler = function ( regex ) {
  32191. const index = handlers.indexOf( regex );
  32192. if ( index !== -1 ) {
  32193. handlers.splice( index, 2 );
  32194. }
  32195. return this;
  32196. };
  32197. /**
  32198. * Can be used to retrieve the registered loader for the given file path.
  32199. *
  32200. * @param {string} file - The file path.
  32201. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32202. */
  32203. this.getHandler = function ( file ) {
  32204. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32205. const regex = handlers[ i ];
  32206. const loader = handlers[ i + 1 ];
  32207. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32208. if ( regex.test( file ) ) {
  32209. return loader;
  32210. }
  32211. }
  32212. return null;
  32213. };
  32214. /**
  32215. * Can be used to abort ongoing loading requests in loaders using this manager.
  32216. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32217. * is supported in the browser.
  32218. *
  32219. * @return {LoadingManager} A reference to this loading manager.
  32220. */
  32221. this.abort = function () {
  32222. this.abortController.abort();
  32223. this._abortController = null;
  32224. return this;
  32225. };
  32226. }
  32227. // TODO: Revert this back to a single member variable once this issue has been fixed
  32228. // https://github.com/cloudflare/workerd/issues/3657
  32229. /**
  32230. * Used for aborting ongoing requests in loaders using this manager.
  32231. *
  32232. * @type {AbortController}
  32233. */
  32234. get abortController() {
  32235. if ( ! this._abortController ) {
  32236. this._abortController = new AbortController();
  32237. }
  32238. return this._abortController;
  32239. }
  32240. }
  32241. /**
  32242. * The global default loading manager.
  32243. *
  32244. * @constant
  32245. * @type {LoadingManager}
  32246. */
  32247. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32248. /**
  32249. * Abstract base class for loaders.
  32250. *
  32251. * @abstract
  32252. */
  32253. class Loader {
  32254. /**
  32255. * Constructs a new loader.
  32256. *
  32257. * @param {LoadingManager} [manager] - The loading manager.
  32258. */
  32259. constructor( manager ) {
  32260. /**
  32261. * The loading manager.
  32262. *
  32263. * @type {LoadingManager}
  32264. * @default DefaultLoadingManager
  32265. */
  32266. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32267. /**
  32268. * The crossOrigin string to implement CORS for loading the url from a
  32269. * different domain that allows CORS.
  32270. *
  32271. * @type {string}
  32272. * @default 'anonymous'
  32273. */
  32274. this.crossOrigin = 'anonymous';
  32275. /**
  32276. * Whether the XMLHttpRequest uses credentials.
  32277. *
  32278. * @type {boolean}
  32279. * @default false
  32280. */
  32281. this.withCredentials = false;
  32282. /**
  32283. * The base path from which the asset will be loaded.
  32284. *
  32285. * @type {string}
  32286. */
  32287. this.path = '';
  32288. /**
  32289. * The base path from which additional resources like textures will be loaded.
  32290. *
  32291. * @type {string}
  32292. */
  32293. this.resourcePath = '';
  32294. /**
  32295. * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32296. * used in HTTP request.
  32297. *
  32298. * @type {Object<string, any>}
  32299. */
  32300. this.requestHeader = {};
  32301. }
  32302. /**
  32303. * This method needs to be implemented by all concrete loaders. It holds the
  32304. * logic for loading assets from the backend.
  32305. *
  32306. * @abstract
  32307. * @param {string} url - The path/URL of the file to be loaded.
  32308. * @param {Function} onLoad - Executed when the loading process has been finished.
  32309. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32310. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32311. */
  32312. load( /* url, onLoad, onProgress, onError */ ) {}
  32313. /**
  32314. * A async version of {@link Loader#load}.
  32315. *
  32316. * @param {string} url - The path/URL of the file to be loaded.
  32317. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32318. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32319. */
  32320. loadAsync( url, onProgress ) {
  32321. const scope = this;
  32322. return new Promise( function ( resolve, reject ) {
  32323. scope.load( url, resolve, onProgress, reject );
  32324. } );
  32325. }
  32326. /**
  32327. * This method needs to be implemented by all concrete loaders. It holds the
  32328. * logic for parsing the asset into three.js entities.
  32329. *
  32330. * @abstract
  32331. * @param {any} data - The data to parse.
  32332. */
  32333. parse( /* data */ ) {}
  32334. /**
  32335. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32336. * from a different domain that allows CORS.
  32337. *
  32338. * @param {string} crossOrigin - The `crossOrigin` value.
  32339. * @return {Loader} A reference to this instance.
  32340. */
  32341. setCrossOrigin( crossOrigin ) {
  32342. this.crossOrigin = crossOrigin;
  32343. return this;
  32344. }
  32345. /**
  32346. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32347. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
  32348. *
  32349. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32350. *
  32351. * @param {boolean} value - The `withCredentials` value.
  32352. * @return {Loader} A reference to this instance.
  32353. */
  32354. setWithCredentials( value ) {
  32355. this.withCredentials = value;
  32356. return this;
  32357. }
  32358. /**
  32359. * Sets the base path for the asset.
  32360. *
  32361. * @param {string} path - The base path.
  32362. * @return {Loader} A reference to this instance.
  32363. */
  32364. setPath( path ) {
  32365. this.path = path;
  32366. return this;
  32367. }
  32368. /**
  32369. * Sets the base path for dependent resources like textures.
  32370. *
  32371. * @param {string} resourcePath - The resource path.
  32372. * @return {Loader} A reference to this instance.
  32373. */
  32374. setResourcePath( resourcePath ) {
  32375. this.resourcePath = resourcePath;
  32376. return this;
  32377. }
  32378. /**
  32379. * Sets the given request header.
  32380. *
  32381. * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
  32382. * for configuring the HTTP request.
  32383. * @return {Loader} A reference to this instance.
  32384. */
  32385. setRequestHeader( requestHeader ) {
  32386. this.requestHeader = requestHeader;
  32387. return this;
  32388. }
  32389. /**
  32390. * This method can be implemented in loaders for aborting ongoing requests.
  32391. *
  32392. * @abstract
  32393. * @return {Loader} A reference to this instance.
  32394. */
  32395. abort() {
  32396. return this;
  32397. }
  32398. }
  32399. /**
  32400. * Callback for onProgress in loaders.
  32401. *
  32402. * @callback onProgressCallback
  32403. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32404. */
  32405. /**
  32406. * Callback for onError in loaders.
  32407. *
  32408. * @callback onErrorCallback
  32409. * @param {Error} error - The error which occurred during the loading process.
  32410. */
  32411. /**
  32412. * The default material name that is used by loaders
  32413. * when creating materials for loaded 3D objects.
  32414. *
  32415. * Note: Not all loaders might honor this setting.
  32416. *
  32417. * @static
  32418. * @type {string}
  32419. * @default '__DEFAULT'
  32420. */
  32421. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32422. const loading = {};
  32423. class HttpError extends Error {
  32424. constructor( message, response ) {
  32425. super( message );
  32426. this.response = response;
  32427. }
  32428. }
  32429. /**
  32430. * A low level class for loading resources with the Fetch API, used internally by
  32431. * most loaders. It can also be used directly to load any file type that does
  32432. * not have a loader.
  32433. *
  32434. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32435. * once to your application.
  32436. *
  32437. * ```js
  32438. * const loader = new THREE.FileLoader();
  32439. * const data = await loader.loadAsync( 'example.txt' );
  32440. * ```
  32441. *
  32442. * @augments Loader
  32443. */
  32444. class FileLoader extends Loader {
  32445. /**
  32446. * Constructs a new file loader.
  32447. *
  32448. * @param {LoadingManager} [manager] - The loading manager.
  32449. */
  32450. constructor( manager ) {
  32451. super( manager );
  32452. /**
  32453. * The expected mime type. Valid values can be found
  32454. * [here](hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype)
  32455. *
  32456. * @type {string}
  32457. */
  32458. this.mimeType = '';
  32459. /**
  32460. * The expected response type.
  32461. *
  32462. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32463. * @default ''
  32464. */
  32465. this.responseType = '';
  32466. /**
  32467. * Used for aborting requests.
  32468. *
  32469. * @private
  32470. * @type {AbortController}
  32471. */
  32472. this._abortController = new AbortController();
  32473. }
  32474. /**
  32475. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32476. *
  32477. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32478. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32479. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32480. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32481. * @return {any|undefined} The cached resource if available.
  32482. */
  32483. load( url, onLoad, onProgress, onError ) {
  32484. if ( url === undefined ) url = '';
  32485. if ( this.path !== undefined ) url = this.path + url;
  32486. url = this.manager.resolveURL( url );
  32487. const cached = Cache.get( `file:${url}` );
  32488. if ( cached !== undefined ) {
  32489. this.manager.itemStart( url );
  32490. setTimeout( () => {
  32491. if ( onLoad ) onLoad( cached );
  32492. this.manager.itemEnd( url );
  32493. }, 0 );
  32494. return cached;
  32495. }
  32496. // Check if request is duplicate
  32497. if ( loading[ url ] !== undefined ) {
  32498. loading[ url ].push( {
  32499. onLoad: onLoad,
  32500. onProgress: onProgress,
  32501. onError: onError
  32502. } );
  32503. return;
  32504. }
  32505. // Initialise array for duplicate requests
  32506. loading[ url ] = [];
  32507. loading[ url ].push( {
  32508. onLoad: onLoad,
  32509. onProgress: onProgress,
  32510. onError: onError,
  32511. } );
  32512. // create request
  32513. const req = new Request( url, {
  32514. headers: new Headers( this.requestHeader ),
  32515. credentials: this.withCredentials ? 'include' : 'same-origin',
  32516. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32517. } );
  32518. // record states ( avoid data race )
  32519. const mimeType = this.mimeType;
  32520. const responseType = this.responseType;
  32521. // start the fetch
  32522. fetch( req )
  32523. .then( response => {
  32524. if ( response.status === 200 || response.status === 0 ) {
  32525. // Some browsers return HTTP Status 0 when using non-http protocol
  32526. // e.g. 'file://' or 'data://'. Handle as success.
  32527. if ( response.status === 0 ) {
  32528. warn( 'FileLoader: HTTP Status 0 received.' );
  32529. }
  32530. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32531. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32532. return response;
  32533. }
  32534. const callbacks = loading[ url ];
  32535. const reader = response.body.getReader();
  32536. // Nginx needs X-File-Size check
  32537. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32538. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32539. const total = contentLength ? parseInt( contentLength ) : 0;
  32540. const lengthComputable = total !== 0;
  32541. let loaded = 0;
  32542. // periodically read data into the new stream tracking while download progress
  32543. const stream = new ReadableStream( {
  32544. start( controller ) {
  32545. readData();
  32546. function readData() {
  32547. reader.read().then( ( { done, value } ) => {
  32548. if ( done ) {
  32549. controller.close();
  32550. } else {
  32551. loaded += value.byteLength;
  32552. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32553. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32554. const callback = callbacks[ i ];
  32555. if ( callback.onProgress ) callback.onProgress( event );
  32556. }
  32557. controller.enqueue( value );
  32558. readData();
  32559. }
  32560. }, ( e ) => {
  32561. controller.error( e );
  32562. } );
  32563. }
  32564. }
  32565. } );
  32566. return new Response( stream );
  32567. } else {
  32568. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32569. }
  32570. } )
  32571. .then( response => {
  32572. switch ( responseType ) {
  32573. case 'arraybuffer':
  32574. return response.arrayBuffer();
  32575. case 'blob':
  32576. return response.blob();
  32577. case 'document':
  32578. return response.text()
  32579. .then( text => {
  32580. const parser = new DOMParser();
  32581. return parser.parseFromString( text, mimeType );
  32582. } );
  32583. case 'json':
  32584. return response.json();
  32585. default:
  32586. if ( mimeType === '' ) {
  32587. return response.text();
  32588. } else {
  32589. // sniff encoding
  32590. const re = /charset="?([^;"\s]*)"?/i;
  32591. const exec = re.exec( mimeType );
  32592. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32593. const decoder = new TextDecoder( label );
  32594. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32595. }
  32596. }
  32597. } )
  32598. .then( data => {
  32599. // Add to cache only on HTTP success, so that we do not cache
  32600. // error response bodies as proper responses to requests.
  32601. Cache.add( `file:${url}`, data );
  32602. const callbacks = loading[ url ];
  32603. delete loading[ url ];
  32604. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32605. const callback = callbacks[ i ];
  32606. if ( callback.onLoad ) callback.onLoad( data );
  32607. }
  32608. } )
  32609. .catch( err => {
  32610. // Abort errors and other errors are handled the same
  32611. const callbacks = loading[ url ];
  32612. if ( callbacks === undefined ) {
  32613. // When onLoad was called and url was deleted in `loading`
  32614. this.manager.itemError( url );
  32615. throw err;
  32616. }
  32617. delete loading[ url ];
  32618. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32619. const callback = callbacks[ i ];
  32620. if ( callback.onError ) callback.onError( err );
  32621. }
  32622. this.manager.itemError( url );
  32623. } )
  32624. .finally( () => {
  32625. this.manager.itemEnd( url );
  32626. } );
  32627. this.manager.itemStart( url );
  32628. }
  32629. /**
  32630. * Sets the expected response type.
  32631. *
  32632. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32633. * @return {FileLoader} A reference to this file loader.
  32634. */
  32635. setResponseType( value ) {
  32636. this.responseType = value;
  32637. return this;
  32638. }
  32639. /**
  32640. * Sets the expected mime type of the loaded file.
  32641. *
  32642. * @param {string} value - The mime type.
  32643. * @return {FileLoader} A reference to this file loader.
  32644. */
  32645. setMimeType( value ) {
  32646. this.mimeType = value;
  32647. return this;
  32648. }
  32649. /**
  32650. * Aborts ongoing fetch requests.
  32651. *
  32652. * @return {FileLoader} A reference to this instance.
  32653. */
  32654. abort() {
  32655. this._abortController.abort();
  32656. this._abortController = new AbortController();
  32657. return this;
  32658. }
  32659. }
  32660. /**
  32661. * Class for loading animation clips in the JSON format. The files are internally
  32662. * loaded via {@link FileLoader}.
  32663. *
  32664. * ```js
  32665. * const loader = new THREE.AnimationLoader();
  32666. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32667. * ```
  32668. *
  32669. * @augments Loader
  32670. */
  32671. class AnimationLoader extends Loader {
  32672. /**
  32673. * Constructs a new animation loader.
  32674. *
  32675. * @param {LoadingManager} [manager] - The loading manager.
  32676. */
  32677. constructor( manager ) {
  32678. super( manager );
  32679. }
  32680. /**
  32681. * Starts loading from the given URL and pass the loaded animations as an array
  32682. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32683. *
  32684. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32685. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32686. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32687. * @param {onErrorCallback} onError - Executed when errors occur.
  32688. */
  32689. load( url, onLoad, onProgress, onError ) {
  32690. const scope = this;
  32691. const loader = new FileLoader( this.manager );
  32692. loader.setPath( this.path );
  32693. loader.setRequestHeader( this.requestHeader );
  32694. loader.setWithCredentials( this.withCredentials );
  32695. loader.load( url, function ( text ) {
  32696. try {
  32697. onLoad( scope.parse( JSON.parse( text ) ) );
  32698. } catch ( e ) {
  32699. if ( onError ) {
  32700. onError( e );
  32701. } else {
  32702. error( e );
  32703. }
  32704. scope.manager.itemError( url );
  32705. }
  32706. }, onProgress, onError );
  32707. }
  32708. /**
  32709. * Parses the given JSON object and returns an array of animation clips.
  32710. *
  32711. * @param {Object} json - The serialized animation clips.
  32712. * @return {Array<AnimationClip>} The parsed animation clips.
  32713. */
  32714. parse( json ) {
  32715. const animations = [];
  32716. for ( let i = 0; i < json.length; i ++ ) {
  32717. const clip = AnimationClip.parse( json[ i ] );
  32718. animations.push( clip );
  32719. }
  32720. return animations;
  32721. }
  32722. }
  32723. /**
  32724. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32725. * Textures are internally loaded via {@link FileLoader}.
  32726. *
  32727. * Derived classes have to implement the `parse()` method which holds the parsing
  32728. * for the respective format.
  32729. *
  32730. * @abstract
  32731. * @augments Loader
  32732. */
  32733. class CompressedTextureLoader extends Loader {
  32734. /**
  32735. * Constructs a new compressed texture loader.
  32736. *
  32737. * @param {LoadingManager} [manager] - The loading manager.
  32738. */
  32739. constructor( manager ) {
  32740. super( manager );
  32741. }
  32742. /**
  32743. * Starts loading from the given URL and passes the loaded compressed texture
  32744. * to the `onLoad()` callback. The method also returns a new texture object which can
  32745. * directly be used for material creation. If you do it this way, the texture
  32746. * may pop up in your scene once the respective loading process is finished.
  32747. *
  32748. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32749. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32750. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32751. * @param {onErrorCallback} onError - Executed when errors occur.
  32752. * @return {CompressedTexture} The compressed texture.
  32753. */
  32754. load( url, onLoad, onProgress, onError ) {
  32755. const scope = this;
  32756. const images = [];
  32757. const texture = new CompressedTexture();
  32758. const loader = new FileLoader( this.manager );
  32759. loader.setPath( this.path );
  32760. loader.setResponseType( 'arraybuffer' );
  32761. loader.setRequestHeader( this.requestHeader );
  32762. loader.setWithCredentials( scope.withCredentials );
  32763. let loaded = 0;
  32764. function loadTexture( i ) {
  32765. loader.load( url[ i ], function ( buffer ) {
  32766. const texDatas = scope.parse( buffer, true );
  32767. images[ i ] = {
  32768. width: texDatas.width,
  32769. height: texDatas.height,
  32770. format: texDatas.format,
  32771. mipmaps: texDatas.mipmaps
  32772. };
  32773. loaded += 1;
  32774. if ( loaded === 6 ) {
  32775. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32776. texture.image = images;
  32777. texture.format = texDatas.format;
  32778. texture.needsUpdate = true;
  32779. if ( onLoad ) onLoad( texture );
  32780. }
  32781. }, onProgress, onError );
  32782. }
  32783. if ( Array.isArray( url ) ) {
  32784. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32785. loadTexture( i );
  32786. }
  32787. } else {
  32788. // compressed cubemap texture stored in a single DDS file
  32789. loader.load( url, function ( buffer ) {
  32790. const texDatas = scope.parse( buffer, true );
  32791. if ( texDatas.isCubemap ) {
  32792. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32793. for ( let f = 0; f < faces; f ++ ) {
  32794. images[ f ] = { mipmaps: [] };
  32795. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32796. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32797. images[ f ].format = texDatas.format;
  32798. images[ f ].width = texDatas.width;
  32799. images[ f ].height = texDatas.height;
  32800. }
  32801. }
  32802. texture.image = images;
  32803. } else {
  32804. texture.image.width = texDatas.width;
  32805. texture.image.height = texDatas.height;
  32806. texture.mipmaps = texDatas.mipmaps;
  32807. }
  32808. if ( texDatas.mipmapCount === 1 ) {
  32809. texture.minFilter = LinearFilter;
  32810. }
  32811. texture.format = texDatas.format;
  32812. texture.needsUpdate = true;
  32813. if ( onLoad ) onLoad( texture );
  32814. }, onProgress, onError );
  32815. }
  32816. return texture;
  32817. }
  32818. }
  32819. const _loading = new WeakMap();
  32820. /**
  32821. * A loader for loading images. The class loads images with the HTML `Image` API.
  32822. *
  32823. * ```js
  32824. * const loader = new THREE.ImageLoader();
  32825. * const image = await loader.loadAsync( 'image.png' );
  32826. * ```
  32827. * Please note that `ImageLoader` has dropped support for progress
  32828. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32829. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639).
  32830. *
  32831. * @augments Loader
  32832. */
  32833. class ImageLoader extends Loader {
  32834. /**
  32835. * Constructs a new image loader.
  32836. *
  32837. * @param {LoadingManager} [manager] - The loading manager.
  32838. */
  32839. constructor( manager ) {
  32840. super( manager );
  32841. }
  32842. /**
  32843. * Starts loading from the given URL and passes the loaded image
  32844. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32845. * directly be used for texture creation. If you do it this way, the texture
  32846. * may pop up in your scene once the respective loading process is finished.
  32847. *
  32848. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32849. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32850. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32851. * @param {onErrorCallback} onError - Executed when errors occur.
  32852. * @return {Image} The image.
  32853. */
  32854. load( url, onLoad, onProgress, onError ) {
  32855. if ( this.path !== undefined ) url = this.path + url;
  32856. url = this.manager.resolveURL( url );
  32857. const scope = this;
  32858. const cached = Cache.get( `image:${url}` );
  32859. if ( cached !== undefined ) {
  32860. if ( cached.complete === true ) {
  32861. scope.manager.itemStart( url );
  32862. setTimeout( function () {
  32863. if ( onLoad ) onLoad( cached );
  32864. scope.manager.itemEnd( url );
  32865. }, 0 );
  32866. } else {
  32867. let arr = _loading.get( cached );
  32868. if ( arr === undefined ) {
  32869. arr = [];
  32870. _loading.set( cached, arr );
  32871. }
  32872. arr.push( { onLoad, onError } );
  32873. }
  32874. return cached;
  32875. }
  32876. const image = createElementNS( 'img' );
  32877. function onImageLoad() {
  32878. removeEventListeners();
  32879. if ( onLoad ) onLoad( this );
  32880. //
  32881. const callbacks = _loading.get( this ) || [];
  32882. for ( let i = 0; i < callbacks.length; i ++ ) {
  32883. const callback = callbacks[ i ];
  32884. if ( callback.onLoad ) callback.onLoad( this );
  32885. }
  32886. _loading.delete( this );
  32887. scope.manager.itemEnd( url );
  32888. }
  32889. function onImageError( event ) {
  32890. removeEventListeners();
  32891. if ( onError ) onError( event );
  32892. Cache.remove( `image:${url}` );
  32893. //
  32894. const callbacks = _loading.get( this ) || [];
  32895. for ( let i = 0; i < callbacks.length; i ++ ) {
  32896. const callback = callbacks[ i ];
  32897. if ( callback.onError ) callback.onError( event );
  32898. }
  32899. _loading.delete( this );
  32900. scope.manager.itemError( url );
  32901. scope.manager.itemEnd( url );
  32902. }
  32903. function removeEventListeners() {
  32904. image.removeEventListener( 'load', onImageLoad, false );
  32905. image.removeEventListener( 'error', onImageError, false );
  32906. }
  32907. image.addEventListener( 'load', onImageLoad, false );
  32908. image.addEventListener( 'error', onImageError, false );
  32909. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32910. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32911. }
  32912. Cache.add( `image:${url}`, image );
  32913. scope.manager.itemStart( url );
  32914. image.src = url;
  32915. return image;
  32916. }
  32917. }
  32918. /**
  32919. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32920. *
  32921. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32922. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32923. * like vertical and horizontal cross, column and row layouts are not supported.
  32924. *
  32925. * Note that, by convention, cube maps are specified in a coordinate system
  32926. * in which positive-x is to the right when looking up the positive-z axis --
  32927. * in other words, using a left-handed coordinate system. Since three.js uses
  32928. * a right-handed coordinate system, environment maps used in three.js will
  32929. * have pos-x and neg-x swapped.
  32930. *
  32931. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32932. * is set to `SRGBColorSpace` by default.
  32933. *
  32934. * ```js
  32935. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32936. * const cubeTexture = await loader.loadAsync( [
  32937. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32938. * ] );
  32939. * scene.background = cubeTexture;
  32940. * ```
  32941. *
  32942. * @augments Loader
  32943. */
  32944. class CubeTextureLoader extends Loader {
  32945. /**
  32946. * Constructs a new cube texture loader.
  32947. *
  32948. * @param {LoadingManager} [manager] - The loading manager.
  32949. */
  32950. constructor( manager ) {
  32951. super( manager );
  32952. }
  32953. /**
  32954. * Starts loading from the given URL and pass the fully loaded cube texture
  32955. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32956. * directly be used for material creation. If you do it this way, the cube texture
  32957. * may pop up in your scene once the respective loading process is finished.
  32958. *
  32959. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32960. * cube texture. The urls should be specified in the following order: pos-x,
  32961. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32962. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32963. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32964. * @param {onErrorCallback} onError - Executed when errors occur.
  32965. * @return {CubeTexture} The cube texture.
  32966. */
  32967. load( urls, onLoad, onProgress, onError ) {
  32968. const texture = new CubeTexture();
  32969. texture.colorSpace = SRGBColorSpace;
  32970. const loader = new ImageLoader( this.manager );
  32971. loader.setCrossOrigin( this.crossOrigin );
  32972. loader.setPath( this.path );
  32973. let loaded = 0;
  32974. function loadTexture( i ) {
  32975. loader.load( urls[ i ], function ( image ) {
  32976. texture.images[ i ] = image;
  32977. loaded ++;
  32978. if ( loaded === 6 ) {
  32979. texture.needsUpdate = true;
  32980. if ( onLoad ) onLoad( texture );
  32981. }
  32982. }, undefined, onError );
  32983. }
  32984. for ( let i = 0; i < urls.length; ++ i ) {
  32985. loadTexture( i );
  32986. }
  32987. return texture;
  32988. }
  32989. }
  32990. /**
  32991. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32992. * Textures are internally loaded via {@link FileLoader}.
  32993. *
  32994. * Derived classes have to implement the `parse()` method which holds the parsing
  32995. * for the respective format.
  32996. *
  32997. * @abstract
  32998. * @augments Loader
  32999. */
  33000. class DataTextureLoader extends Loader {
  33001. /**
  33002. * Constructs a new data texture loader.
  33003. *
  33004. * @param {LoadingManager} [manager] - The loading manager.
  33005. */
  33006. constructor( manager ) {
  33007. super( manager );
  33008. }
  33009. /**
  33010. * Starts loading from the given URL and passes the loaded data texture
  33011. * to the `onLoad()` callback. The method also returns a new texture object which can
  33012. * directly be used for material creation. If you do it this way, the texture
  33013. * may pop up in your scene once the respective loading process is finished.
  33014. *
  33015. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33016. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  33017. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  33018. * @param {onErrorCallback} onError - Executed when errors occur.
  33019. * @return {DataTexture} The data texture.
  33020. */
  33021. load( url, onLoad, onProgress, onError ) {
  33022. const scope = this;
  33023. const texture = new DataTexture();
  33024. const loader = new FileLoader( this.manager );
  33025. loader.setResponseType( 'arraybuffer' );
  33026. loader.setRequestHeader( this.requestHeader );
  33027. loader.setPath( this.path );
  33028. loader.setWithCredentials( scope.withCredentials );
  33029. loader.load( url, function ( buffer ) {
  33030. let texData;
  33031. try {
  33032. texData = scope.parse( buffer );
  33033. } catch ( error ) {
  33034. if ( onError !== undefined ) {
  33035. onError( error );
  33036. } else {
  33037. error( error );
  33038. return;
  33039. }
  33040. }
  33041. if ( texData.image !== undefined ) {
  33042. texture.image = texData.image;
  33043. } else if ( texData.data !== undefined ) {
  33044. texture.image.width = texData.width;
  33045. texture.image.height = texData.height;
  33046. texture.image.data = texData.data;
  33047. }
  33048. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  33049. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  33050. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  33051. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  33052. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  33053. if ( texData.colorSpace !== undefined ) {
  33054. texture.colorSpace = texData.colorSpace;
  33055. }
  33056. if ( texData.flipY !== undefined ) {
  33057. texture.flipY = texData.flipY;
  33058. }
  33059. if ( texData.format !== undefined ) {
  33060. texture.format = texData.format;
  33061. }
  33062. if ( texData.type !== undefined ) {
  33063. texture.type = texData.type;
  33064. }
  33065. if ( texData.mipmaps !== undefined ) {
  33066. texture.mipmaps = texData.mipmaps;
  33067. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  33068. }
  33069. if ( texData.mipmapCount === 1 ) {
  33070. texture.minFilter = LinearFilter;
  33071. }
  33072. if ( texData.generateMipmaps !== undefined ) {
  33073. texture.generateMipmaps = texData.generateMipmaps;
  33074. }
  33075. texture.needsUpdate = true;
  33076. if ( onLoad ) onLoad( texture, texData );
  33077. }, onProgress, onError );
  33078. return texture;
  33079. }
  33080. }
  33081. /**
  33082. * Class for loading textures. Images are internally
  33083. * loaded via {@link ImageLoader}.
  33084. *
  33085. * ```js
  33086. * const loader = new THREE.TextureLoader();
  33087. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  33088. *
  33089. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  33090. * ```
  33091. * Please note that `TextureLoader` has dropped support for progress
  33092. * events in `r84`. For a `TextureLoader` that supports progress events, see
  33093. * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145).
  33094. *
  33095. * @augments Loader
  33096. */
  33097. class TextureLoader extends Loader {
  33098. /**
  33099. * Constructs a new texture loader.
  33100. *
  33101. * @param {LoadingManager} [manager] - The loading manager.
  33102. */
  33103. constructor( manager ) {
  33104. super( manager );
  33105. }
  33106. /**
  33107. * Starts loading from the given URL and pass the fully loaded texture
  33108. * to the `onLoad()` callback. The method also returns a new texture object which can
  33109. * directly be used for material creation. If you do it this way, the texture
  33110. * may pop up in your scene once the respective loading process is finished.
  33111. *
  33112. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  33113. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  33114. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  33115. * @param {onErrorCallback} onError - Executed when errors occur.
  33116. * @return {Texture} The texture.
  33117. */
  33118. load( url, onLoad, onProgress, onError ) {
  33119. const texture = new Texture();
  33120. const loader = new ImageLoader( this.manager );
  33121. loader.setCrossOrigin( this.crossOrigin );
  33122. loader.setPath( this.path );
  33123. loader.load( url, function ( image ) {
  33124. texture.image = image;
  33125. texture.needsUpdate = true;
  33126. if ( onLoad !== undefined ) {
  33127. onLoad( texture );
  33128. }
  33129. }, onProgress, onError );
  33130. return texture;
  33131. }
  33132. }
  33133. /**
  33134. * Abstract base class for lights - all other light types inherit the
  33135. * properties and methods described here.
  33136. *
  33137. * @abstract
  33138. * @augments Object3D
  33139. */
  33140. class Light extends Object3D {
  33141. /**
  33142. * Constructs a new light.
  33143. *
  33144. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33145. * @param {number} [intensity=1] - The light's strength/intensity.
  33146. */
  33147. constructor( color, intensity = 1 ) {
  33148. super();
  33149. /**
  33150. * This flag can be used for type testing.
  33151. *
  33152. * @type {boolean}
  33153. * @readonly
  33154. * @default true
  33155. */
  33156. this.isLight = true;
  33157. this.type = 'Light';
  33158. /**
  33159. * The light's color.
  33160. *
  33161. * @type {Color}
  33162. */
  33163. this.color = new Color( color );
  33164. /**
  33165. * The light's intensity.
  33166. *
  33167. * @type {number}
  33168. * @default 1
  33169. */
  33170. this.intensity = intensity;
  33171. }
  33172. /**
  33173. * Frees the GPU-related resources allocated by this instance. Call this
  33174. * method whenever this instance is no longer used in your app.
  33175. */
  33176. dispose() {
  33177. // Empty here in base class; some subclasses override.
  33178. }
  33179. copy( source, recursive ) {
  33180. super.copy( source, recursive );
  33181. this.color.copy( source.color );
  33182. this.intensity = source.intensity;
  33183. return this;
  33184. }
  33185. toJSON( meta ) {
  33186. const data = super.toJSON( meta );
  33187. data.object.color = this.color.getHex();
  33188. data.object.intensity = this.intensity;
  33189. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  33190. if ( this.distance !== undefined ) data.object.distance = this.distance;
  33191. if ( this.angle !== undefined ) data.object.angle = this.angle;
  33192. if ( this.decay !== undefined ) data.object.decay = this.decay;
  33193. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  33194. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  33195. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  33196. return data;
  33197. }
  33198. }
  33199. /**
  33200. * A light source positioned directly above the scene, with color fading from
  33201. * the sky color to the ground color.
  33202. *
  33203. * This light cannot be used to cast shadows.
  33204. *
  33205. * ```js
  33206. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33207. * scene.add( light );
  33208. * ```
  33209. *
  33210. * @augments Light
  33211. */
  33212. class HemisphereLight extends Light {
  33213. /**
  33214. * Constructs a new hemisphere light.
  33215. *
  33216. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33217. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33218. * @param {number} [intensity=1] - The light's strength/intensity.
  33219. */
  33220. constructor( skyColor, groundColor, intensity ) {
  33221. super( skyColor, intensity );
  33222. /**
  33223. * This flag can be used for type testing.
  33224. *
  33225. * @type {boolean}
  33226. * @readonly
  33227. * @default true
  33228. */
  33229. this.isHemisphereLight = true;
  33230. this.type = 'HemisphereLight';
  33231. this.position.copy( Object3D.DEFAULT_UP );
  33232. this.updateMatrix();
  33233. /**
  33234. * The light's ground color.
  33235. *
  33236. * @type {Color}
  33237. */
  33238. this.groundColor = new Color( groundColor );
  33239. }
  33240. copy( source, recursive ) {
  33241. super.copy( source, recursive );
  33242. this.groundColor.copy( source.groundColor );
  33243. return this;
  33244. }
  33245. }
  33246. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33247. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33248. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33249. /**
  33250. * Abstract base class for light shadow classes. These classes
  33251. * represent the shadow configuration for different light types.
  33252. *
  33253. * @abstract
  33254. */
  33255. class LightShadow {
  33256. /**
  33257. * Constructs a new light shadow.
  33258. *
  33259. * @param {Camera} camera - The light's view of the world.
  33260. */
  33261. constructor( camera ) {
  33262. /**
  33263. * The light's view of the world.
  33264. *
  33265. * @type {Camera}
  33266. */
  33267. this.camera = camera;
  33268. /**
  33269. * The intensity of the shadow. The default is `1`.
  33270. * Valid values are in the range `[0, 1]`.
  33271. *
  33272. * @type {number}
  33273. * @default 1
  33274. */
  33275. this.intensity = 1;
  33276. /**
  33277. * Shadow map bias, how much to add or subtract from the normalized depth
  33278. * when deciding whether a surface is in shadow.
  33279. *
  33280. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33281. * may help reduce artifacts in shadows.
  33282. *
  33283. * @type {number}
  33284. * @default 0
  33285. */
  33286. this.bias = 0;
  33287. /**
  33288. * Defines how much the position used to query the shadow map is offset along
  33289. * the object normal. The default is `0`. Increasing this value can be used to
  33290. * reduce shadow acne especially in large scenes where light shines onto
  33291. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33292. *
  33293. * @type {number}
  33294. * @default 0
  33295. */
  33296. this.normalBias = 0;
  33297. /**
  33298. * Setting this to values greater than 1 will blur the edges of the shadow.
  33299. * High values will cause unwanted banding effects in the shadows - a greater
  33300. * map size will allow for a higher value to be used here before these effects
  33301. * become visible.
  33302. *
  33303. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33304. *
  33305. * @type {number}
  33306. * @default 1
  33307. */
  33308. this.radius = 1;
  33309. /**
  33310. * The amount of samples to use when blurring a VSM shadow map.
  33311. *
  33312. * @type {number}
  33313. * @default 8
  33314. */
  33315. this.blurSamples = 8;
  33316. /**
  33317. * Defines the width and height of the shadow map. Higher values give better quality
  33318. * shadows at the cost of computation time. Values must be powers of two.
  33319. *
  33320. * @type {Vector2}
  33321. * @default (512,512)
  33322. */
  33323. this.mapSize = new Vector2( 512, 512 );
  33324. /**
  33325. * The type of shadow texture. The default is `UnsignedByteType`.
  33326. *
  33327. * @type {number}
  33328. * @default UnsignedByteType
  33329. */
  33330. this.mapType = UnsignedByteType;
  33331. /**
  33332. * The depth map generated using the internal camera; a location beyond a
  33333. * pixel's depth is in shadow. Computed internally during rendering.
  33334. *
  33335. * @type {?RenderTarget}
  33336. * @default null
  33337. */
  33338. this.map = null;
  33339. /**
  33340. * The distribution map generated using the internal camera; an occlusion is
  33341. * calculated based on the distribution of depths. Computed internally during
  33342. * rendering.
  33343. *
  33344. * @type {?RenderTarget}
  33345. * @default null
  33346. */
  33347. this.mapPass = null;
  33348. /**
  33349. * Model to shadow camera space, to compute location and depth in shadow map.
  33350. * This is computed internally during rendering.
  33351. *
  33352. * @type {Matrix4}
  33353. */
  33354. this.matrix = new Matrix4();
  33355. /**
  33356. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33357. * lighting / shadows, you may set this to `false`.
  33358. *
  33359. * @type {boolean}
  33360. * @default true
  33361. */
  33362. this.autoUpdate = true;
  33363. /**
  33364. * When set to `true`, shadow maps will be updated in the next `render` call.
  33365. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33366. * set this property to `true` and then make a render call to update the light's shadow.
  33367. *
  33368. * @type {boolean}
  33369. * @default false
  33370. */
  33371. this.needsUpdate = false;
  33372. this._frustum = new Frustum();
  33373. this._frameExtents = new Vector2( 1, 1 );
  33374. this._viewportCount = 1;
  33375. this._viewports = [
  33376. new Vector4( 0, 0, 1, 1 )
  33377. ];
  33378. }
  33379. /**
  33380. * Used internally by the renderer to get the number of viewports that need
  33381. * to be rendered for this shadow.
  33382. *
  33383. * @return {number} The viewport count.
  33384. */
  33385. getViewportCount() {
  33386. return this._viewportCount;
  33387. }
  33388. /**
  33389. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33390. *
  33391. * @return {Frustum} The shadow camera frustum.
  33392. */
  33393. getFrustum() {
  33394. return this._frustum;
  33395. }
  33396. /**
  33397. * Update the matrices for the camera and shadow, used internally by the renderer.
  33398. *
  33399. * @param {Light} light - The light for which the shadow is being rendered.
  33400. */
  33401. updateMatrices( light ) {
  33402. const shadowCamera = this.camera;
  33403. const shadowMatrix = this.matrix;
  33404. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33405. shadowCamera.position.copy( _lightPositionWorld$1 );
  33406. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33407. shadowCamera.lookAt( _lookTarget$1 );
  33408. shadowCamera.updateMatrixWorld();
  33409. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33410. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33411. if ( shadowCamera.reversedDepth ) {
  33412. shadowMatrix.set(
  33413. 0.5, 0.0, 0.0, 0.5,
  33414. 0.0, 0.5, 0.0, 0.5,
  33415. 0.0, 0.0, 1.0, 0.0,
  33416. 0.0, 0.0, 0.0, 1.0
  33417. );
  33418. } else {
  33419. shadowMatrix.set(
  33420. 0.5, 0.0, 0.0, 0.5,
  33421. 0.0, 0.5, 0.0, 0.5,
  33422. 0.0, 0.0, 0.5, 0.5,
  33423. 0.0, 0.0, 0.0, 1.0
  33424. );
  33425. }
  33426. shadowMatrix.multiply( _projScreenMatrix$1 );
  33427. }
  33428. /**
  33429. * Returns a viewport definition for the given viewport index.
  33430. *
  33431. * @param {number} viewportIndex - The viewport index.
  33432. * @return {Vector4} The viewport.
  33433. */
  33434. getViewport( viewportIndex ) {
  33435. return this._viewports[ viewportIndex ];
  33436. }
  33437. /**
  33438. * Returns the frame extends.
  33439. *
  33440. * @return {Vector2} The frame extends.
  33441. */
  33442. getFrameExtents() {
  33443. return this._frameExtents;
  33444. }
  33445. /**
  33446. * Frees the GPU-related resources allocated by this instance. Call this
  33447. * method whenever this instance is no longer used in your app.
  33448. */
  33449. dispose() {
  33450. if ( this.map ) {
  33451. this.map.dispose();
  33452. }
  33453. if ( this.mapPass ) {
  33454. this.mapPass.dispose();
  33455. }
  33456. }
  33457. /**
  33458. * Copies the values of the given light shadow instance to this instance.
  33459. *
  33460. * @param {LightShadow} source - The light shadow to copy.
  33461. * @return {LightShadow} A reference to this light shadow instance.
  33462. */
  33463. copy( source ) {
  33464. this.camera = source.camera.clone();
  33465. this.intensity = source.intensity;
  33466. this.bias = source.bias;
  33467. this.radius = source.radius;
  33468. this.autoUpdate = source.autoUpdate;
  33469. this.needsUpdate = source.needsUpdate;
  33470. this.normalBias = source.normalBias;
  33471. this.blurSamples = source.blurSamples;
  33472. this.mapSize.copy( source.mapSize );
  33473. return this;
  33474. }
  33475. /**
  33476. * Returns a new light shadow instance with copied values from this instance.
  33477. *
  33478. * @return {LightShadow} A clone of this instance.
  33479. */
  33480. clone() {
  33481. return new this.constructor().copy( this );
  33482. }
  33483. /**
  33484. * Serializes the light shadow into JSON.
  33485. *
  33486. * @return {Object} A JSON object representing the serialized light shadow.
  33487. * @see {@link ObjectLoader#parse}
  33488. */
  33489. toJSON() {
  33490. const object = {};
  33491. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33492. if ( this.bias !== 0 ) object.bias = this.bias;
  33493. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33494. if ( this.radius !== 1 ) object.radius = this.radius;
  33495. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33496. object.camera = this.camera.toJSON( false ).object;
  33497. delete object.camera.matrix;
  33498. return object;
  33499. }
  33500. }
  33501. /**
  33502. * Represents the shadow configuration of directional lights.
  33503. *
  33504. * @augments LightShadow
  33505. */
  33506. class SpotLightShadow extends LightShadow {
  33507. /**
  33508. * Constructs a new spot light shadow.
  33509. */
  33510. constructor() {
  33511. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33512. /**
  33513. * This flag can be used for type testing.
  33514. *
  33515. * @type {boolean}
  33516. * @readonly
  33517. * @default true
  33518. */
  33519. this.isSpotLightShadow = true;
  33520. /**
  33521. * Used to focus the shadow camera. The camera's field of view is set as a
  33522. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33523. *
  33524. * @type {number}
  33525. * @default 1
  33526. */
  33527. this.focus = 1;
  33528. /**
  33529. * Texture aspect ratio.
  33530. *
  33531. * @type {number}
  33532. * @default 1
  33533. */
  33534. this.aspect = 1;
  33535. }
  33536. updateMatrices( light ) {
  33537. const camera = this.camera;
  33538. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33539. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33540. const far = light.distance || camera.far;
  33541. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33542. camera.fov = fov;
  33543. camera.aspect = aspect;
  33544. camera.far = far;
  33545. camera.updateProjectionMatrix();
  33546. }
  33547. super.updateMatrices( light );
  33548. }
  33549. copy( source ) {
  33550. super.copy( source );
  33551. this.focus = source.focus;
  33552. return this;
  33553. }
  33554. }
  33555. /**
  33556. * This light gets emitted from a single point in one direction, along a cone
  33557. * that increases in size the further from the light it gets.
  33558. *
  33559. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33560. *
  33561. * ```js
  33562. * // white spotlight shining from the side, modulated by a texture
  33563. * const spotLight = new THREE.SpotLight( 0xffffff );
  33564. * spotLight.position.set( 100, 1000, 100 );
  33565. * spotLight.map = new THREE.TextureLoader().load( url );
  33566. *
  33567. * spotLight.castShadow = true;
  33568. * spotLight.shadow.mapSize.width = 1024;
  33569. * spotLight.shadow.mapSize.height = 1024;
  33570. * spotLight.shadow.camera.near = 500;
  33571. * spotLight.shadow.camera.far = 4000;
  33572. * spotLight.shadow.camera.fov = 30;s
  33573. * ```
  33574. *
  33575. * @augments Light
  33576. */
  33577. class SpotLight extends Light {
  33578. /**
  33579. * Constructs a new spot light.
  33580. *
  33581. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33582. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33583. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33584. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33585. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33586. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33587. */
  33588. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33589. super( color, intensity );
  33590. /**
  33591. * This flag can be used for type testing.
  33592. *
  33593. * @type {boolean}
  33594. * @readonly
  33595. * @default true
  33596. */
  33597. this.isSpotLight = true;
  33598. this.type = 'SpotLight';
  33599. this.position.copy( Object3D.DEFAULT_UP );
  33600. this.updateMatrix();
  33601. /**
  33602. * The spot light points from its position to the
  33603. * target's position.
  33604. *
  33605. * For the target's position to be changed to anything other
  33606. * than the default, it must be added to the scene.
  33607. *
  33608. * It is also possible to set the target to be another 3D object
  33609. * in the scene. The light will now track the target object.
  33610. *
  33611. * @type {Object3D}
  33612. */
  33613. this.target = new Object3D();
  33614. /**
  33615. * Maximum range of the light. `0` means no limit.
  33616. *
  33617. * @type {number}
  33618. * @default 0
  33619. */
  33620. this.distance = distance;
  33621. /**
  33622. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33623. *
  33624. * @type {number}
  33625. * @default Math.PI/3
  33626. */
  33627. this.angle = angle;
  33628. /**
  33629. * Percent of the spotlight cone that is attenuated due to penumbra.
  33630. * Value range is `[0,1]`.
  33631. *
  33632. * @type {number}
  33633. * @default 0
  33634. */
  33635. this.penumbra = penumbra;
  33636. /**
  33637. * The amount the light dims along the distance of the light. In context of
  33638. * physically-correct rendering the default value should not be changed.
  33639. *
  33640. * @type {number}
  33641. * @default 2
  33642. */
  33643. this.decay = decay;
  33644. /**
  33645. * A texture used to modulate the color of the light. The spot light
  33646. * color is mixed with the RGB value of this texture, with a ratio
  33647. * corresponding to its alpha value. The cookie-like masking effect is
  33648. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33649. *
  33650. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33651. *
  33652. * @type {?Texture}
  33653. * @default null
  33654. */
  33655. this.map = null;
  33656. /**
  33657. * This property holds the light's shadow configuration.
  33658. *
  33659. * @type {SpotLightShadow}
  33660. */
  33661. this.shadow = new SpotLightShadow();
  33662. }
  33663. /**
  33664. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33665. * Changing the power will also change the light's intensity.
  33666. *
  33667. * @type {number}
  33668. */
  33669. get power() {
  33670. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33671. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33672. return this.intensity * Math.PI;
  33673. }
  33674. set power( power ) {
  33675. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33676. this.intensity = power / Math.PI;
  33677. }
  33678. dispose() {
  33679. this.shadow.dispose();
  33680. }
  33681. copy( source, recursive ) {
  33682. super.copy( source, recursive );
  33683. this.distance = source.distance;
  33684. this.angle = source.angle;
  33685. this.penumbra = source.penumbra;
  33686. this.decay = source.decay;
  33687. this.target = source.target.clone();
  33688. this.shadow = source.shadow.clone();
  33689. return this;
  33690. }
  33691. }
  33692. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33693. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33694. const _lookTarget = /*@__PURE__*/ new Vector3();
  33695. /**
  33696. * Represents the shadow configuration of point lights.
  33697. *
  33698. * @augments LightShadow
  33699. */
  33700. class PointLightShadow extends LightShadow {
  33701. /**
  33702. * Constructs a new point light shadow.
  33703. */
  33704. constructor() {
  33705. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33706. /**
  33707. * This flag can be used for type testing.
  33708. *
  33709. * @type {boolean}
  33710. * @readonly
  33711. * @default true
  33712. */
  33713. this.isPointLightShadow = true;
  33714. this._cubeDirections = [
  33715. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 1, 0 ),
  33716. new Vector3( 0, -1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33717. ];
  33718. this._cubeUps = [
  33719. new Vector3( 0, -1, 0 ), new Vector3( 0, -1, 0 ), new Vector3( 0, 0, 1 ),
  33720. new Vector3( 0, 0, -1 ), new Vector3( 0, -1, 0 ), new Vector3( 0, -1, 0 )
  33721. ];
  33722. }
  33723. /**
  33724. * Update the matrices for the camera and shadow, used internally by the renderer.
  33725. *
  33726. * @param {Light} light - The light for which the shadow is being rendered.
  33727. * @param {number} [faceIndex=0] - The cube face index (0-5).
  33728. */
  33729. updateMatrices( light, faceIndex = 0 ) {
  33730. const camera = this.camera;
  33731. const shadowMatrix = this.matrix;
  33732. const far = light.distance || camera.far;
  33733. if ( far !== camera.far ) {
  33734. camera.far = far;
  33735. camera.updateProjectionMatrix();
  33736. }
  33737. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33738. camera.position.copy( _lightPositionWorld );
  33739. _lookTarget.copy( camera.position );
  33740. _lookTarget.add( this._cubeDirections[ faceIndex ] );
  33741. camera.up.copy( this._cubeUps[ faceIndex ] );
  33742. camera.lookAt( _lookTarget );
  33743. camera.updateMatrixWorld();
  33744. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33745. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33746. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33747. }
  33748. }
  33749. /**
  33750. * A light that gets emitted from a single point in all directions. A common
  33751. * use case for this is to replicate the light emitted from a bare
  33752. * lightbulb.
  33753. *
  33754. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33755. *
  33756. * ```js
  33757. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33758. * light.position.set( 50, 50, 50 );
  33759. * scene.add( light );
  33760. * ```
  33761. *
  33762. * @augments Light
  33763. */
  33764. class PointLight extends Light {
  33765. /**
  33766. * Constructs a new point light.
  33767. *
  33768. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33769. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33770. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33771. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33772. */
  33773. constructor( color, intensity, distance = 0, decay = 2 ) {
  33774. super( color, intensity );
  33775. /**
  33776. * This flag can be used for type testing.
  33777. *
  33778. * @type {boolean}
  33779. * @readonly
  33780. * @default true
  33781. */
  33782. this.isPointLight = true;
  33783. this.type = 'PointLight';
  33784. /**
  33785. * When distance is zero, light will attenuate according to inverse-square
  33786. * law to infinite distance. When distance is non-zero, light will attenuate
  33787. * according to inverse-square law until near the distance cutoff, where it
  33788. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33789. * physically correct.
  33790. *
  33791. * @type {number}
  33792. * @default 0
  33793. */
  33794. this.distance = distance;
  33795. /**
  33796. * The amount the light dims along the distance of the light. In context of
  33797. * physically-correct rendering the default value should not be changed.
  33798. *
  33799. * @type {number}
  33800. * @default 2
  33801. */
  33802. this.decay = decay;
  33803. /**
  33804. * This property holds the light's shadow configuration.
  33805. *
  33806. * @type {PointLightShadow}
  33807. */
  33808. this.shadow = new PointLightShadow();
  33809. }
  33810. /**
  33811. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33812. * Changing the power will also change the light's intensity.
  33813. *
  33814. * @type {number}
  33815. */
  33816. get power() {
  33817. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33818. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33819. return this.intensity * 4 * Math.PI;
  33820. }
  33821. set power( power ) {
  33822. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33823. this.intensity = power / ( 4 * Math.PI );
  33824. }
  33825. dispose() {
  33826. this.shadow.dispose();
  33827. }
  33828. copy( source, recursive ) {
  33829. super.copy( source, recursive );
  33830. this.distance = source.distance;
  33831. this.decay = source.decay;
  33832. this.shadow = source.shadow.clone();
  33833. return this;
  33834. }
  33835. }
  33836. /**
  33837. * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection).
  33838. *
  33839. * In this projection mode, an object's size in the rendered image stays
  33840. * constant regardless of its distance from the camera. This can be useful
  33841. * for rendering 2D scenes and UI elements, amongst other things.
  33842. *
  33843. * ```js
  33844. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33845. * scene.add( camera );
  33846. * ```
  33847. *
  33848. * @augments Camera
  33849. */
  33850. class OrthographicCamera extends Camera {
  33851. /**
  33852. * Constructs a new orthographic camera.
  33853. *
  33854. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33855. * @param {number} [right=1] - The right plane of the camera's frustum.
  33856. * @param {number} [top=1] - The top plane of the camera's frustum.
  33857. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33858. * @param {number} [near=0.1] - The camera's near plane.
  33859. * @param {number} [far=2000] - The camera's far plane.
  33860. */
  33861. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33862. super();
  33863. /**
  33864. * This flag can be used for type testing.
  33865. *
  33866. * @type {boolean}
  33867. * @readonly
  33868. * @default true
  33869. */
  33870. this.isOrthographicCamera = true;
  33871. this.type = 'OrthographicCamera';
  33872. /**
  33873. * The zoom factor of the camera.
  33874. *
  33875. * @type {number}
  33876. * @default 1
  33877. */
  33878. this.zoom = 1;
  33879. /**
  33880. * Represents the frustum window specification. This property should not be edited
  33881. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33882. *
  33883. * @type {?Object}
  33884. * @default null
  33885. */
  33886. this.view = null;
  33887. /**
  33888. * The left plane of the camera's frustum.
  33889. *
  33890. * @type {number}
  33891. * @default -1
  33892. */
  33893. this.left = left;
  33894. /**
  33895. * The right plane of the camera's frustum.
  33896. *
  33897. * @type {number}
  33898. * @default 1
  33899. */
  33900. this.right = right;
  33901. /**
  33902. * The top plane of the camera's frustum.
  33903. *
  33904. * @type {number}
  33905. * @default 1
  33906. */
  33907. this.top = top;
  33908. /**
  33909. * The bottom plane of the camera's frustum.
  33910. *
  33911. * @type {number}
  33912. * @default -1
  33913. */
  33914. this.bottom = bottom;
  33915. /**
  33916. * The camera's near plane. The valid range is greater than `0`
  33917. * and less than the current value of {@link OrthographicCamera#far}.
  33918. *
  33919. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33920. * valid value for an orthographic camera's near plane.
  33921. *
  33922. * @type {number}
  33923. * @default 0.1
  33924. */
  33925. this.near = near;
  33926. /**
  33927. * The camera's far plane. Must be greater than the
  33928. * current value of {@link OrthographicCamera#near}.
  33929. *
  33930. * @type {number}
  33931. * @default 2000
  33932. */
  33933. this.far = far;
  33934. this.updateProjectionMatrix();
  33935. }
  33936. copy( source, recursive ) {
  33937. super.copy( source, recursive );
  33938. this.left = source.left;
  33939. this.right = source.right;
  33940. this.top = source.top;
  33941. this.bottom = source.bottom;
  33942. this.near = source.near;
  33943. this.far = source.far;
  33944. this.zoom = source.zoom;
  33945. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33946. return this;
  33947. }
  33948. /**
  33949. * Sets an offset in a larger frustum. This is useful for multi-window or
  33950. * multi-monitor/multi-machine setups.
  33951. *
  33952. * @param {number} fullWidth - The full width of multiview setup.
  33953. * @param {number} fullHeight - The full height of multiview setup.
  33954. * @param {number} x - The horizontal offset of the subcamera.
  33955. * @param {number} y - The vertical offset of the subcamera.
  33956. * @param {number} width - The width of subcamera.
  33957. * @param {number} height - The height of subcamera.
  33958. * @see {@link PerspectiveCamera#setViewOffset}
  33959. */
  33960. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33961. if ( this.view === null ) {
  33962. this.view = {
  33963. enabled: true,
  33964. fullWidth: 1,
  33965. fullHeight: 1,
  33966. offsetX: 0,
  33967. offsetY: 0,
  33968. width: 1,
  33969. height: 1
  33970. };
  33971. }
  33972. this.view.enabled = true;
  33973. this.view.fullWidth = fullWidth;
  33974. this.view.fullHeight = fullHeight;
  33975. this.view.offsetX = x;
  33976. this.view.offsetY = y;
  33977. this.view.width = width;
  33978. this.view.height = height;
  33979. this.updateProjectionMatrix();
  33980. }
  33981. /**
  33982. * Removes the view offset from the projection matrix.
  33983. */
  33984. clearViewOffset() {
  33985. if ( this.view !== null ) {
  33986. this.view.enabled = false;
  33987. }
  33988. this.updateProjectionMatrix();
  33989. }
  33990. /**
  33991. * Updates the camera's projection matrix. Must be called after any change of
  33992. * camera properties.
  33993. */
  33994. updateProjectionMatrix() {
  33995. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33996. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33997. const cx = ( this.right + this.left ) / 2;
  33998. const cy = ( this.top + this.bottom ) / 2;
  33999. let left = cx - dx;
  34000. let right = cx + dx;
  34001. let top = cy + dy;
  34002. let bottom = cy - dy;
  34003. if ( this.view !== null && this.view.enabled ) {
  34004. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  34005. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  34006. left += scaleW * this.view.offsetX;
  34007. right = left + scaleW * this.view.width;
  34008. top -= scaleH * this.view.offsetY;
  34009. bottom = top - scaleH * this.view.height;
  34010. }
  34011. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  34012. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  34013. }
  34014. toJSON( meta ) {
  34015. const data = super.toJSON( meta );
  34016. data.object.zoom = this.zoom;
  34017. data.object.left = this.left;
  34018. data.object.right = this.right;
  34019. data.object.top = this.top;
  34020. data.object.bottom = this.bottom;
  34021. data.object.near = this.near;
  34022. data.object.far = this.far;
  34023. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  34024. return data;
  34025. }
  34026. }
  34027. /**
  34028. * Represents the shadow configuration of directional lights.
  34029. *
  34030. * @augments LightShadow
  34031. */
  34032. class DirectionalLightShadow extends LightShadow {
  34033. /**
  34034. * Constructs a new directional light shadow.
  34035. */
  34036. constructor() {
  34037. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  34038. /**
  34039. * This flag can be used for type testing.
  34040. *
  34041. * @type {boolean}
  34042. * @readonly
  34043. * @default true
  34044. */
  34045. this.isDirectionalLightShadow = true;
  34046. }
  34047. }
  34048. /**
  34049. * A light that gets emitted in a specific direction. This light will behave
  34050. * as though it is infinitely far away and the rays produced from it are all
  34051. * parallel. The common use case for this is to simulate daylight; the sun is
  34052. * far enough away that its position can be considered to be infinite, and
  34053. * all light rays coming from it are parallel.
  34054. *
  34055. * A common point of confusion for directional lights is that setting the
  34056. * rotation has no effect. This is because three.js's DirectionalLight is the
  34057. * equivalent to what is often called a 'Target Direct Light' in other
  34058. * applications.
  34059. *
  34060. * This means that its direction is calculated as pointing from the light's
  34061. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  34062. * (as opposed to a 'Free Direct Light' that just has a rotation
  34063. * component).
  34064. *
  34065. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  34066. *
  34067. * ```js
  34068. * // White directional light at half intensity shining from the top.
  34069. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  34070. * scene.add( directionalLight );
  34071. * ```
  34072. *
  34073. * @augments Light
  34074. */
  34075. class DirectionalLight extends Light {
  34076. /**
  34077. * Constructs a new directional light.
  34078. *
  34079. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34080. * @param {number} [intensity=1] - The light's strength/intensity.
  34081. */
  34082. constructor( color, intensity ) {
  34083. super( color, intensity );
  34084. /**
  34085. * This flag can be used for type testing.
  34086. *
  34087. * @type {boolean}
  34088. * @readonly
  34089. * @default true
  34090. */
  34091. this.isDirectionalLight = true;
  34092. this.type = 'DirectionalLight';
  34093. this.position.copy( Object3D.DEFAULT_UP );
  34094. this.updateMatrix();
  34095. /**
  34096. * The directional light points from its position to the
  34097. * target's position.
  34098. *
  34099. * For the target's position to be changed to anything other
  34100. * than the default, it must be added to the scene.
  34101. *
  34102. * It is also possible to set the target to be another 3D object
  34103. * in the scene. The light will now track the target object.
  34104. *
  34105. * @type {Object3D}
  34106. */
  34107. this.target = new Object3D();
  34108. /**
  34109. * This property holds the light's shadow configuration.
  34110. *
  34111. * @type {DirectionalLightShadow}
  34112. */
  34113. this.shadow = new DirectionalLightShadow();
  34114. }
  34115. dispose() {
  34116. this.shadow.dispose();
  34117. }
  34118. copy( source ) {
  34119. super.copy( source );
  34120. this.target = source.target.clone();
  34121. this.shadow = source.shadow.clone();
  34122. return this;
  34123. }
  34124. }
  34125. /**
  34126. * This light globally illuminates all objects in the scene equally.
  34127. *
  34128. * It cannot be used to cast shadows as it does not have a direction.
  34129. *
  34130. * ```js
  34131. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34132. * scene.add( light );
  34133. * ```
  34134. *
  34135. * @augments Light
  34136. */
  34137. class AmbientLight extends Light {
  34138. /**
  34139. * Constructs a new ambient light.
  34140. *
  34141. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34142. * @param {number} [intensity=1] - The light's strength/intensity.
  34143. */
  34144. constructor( color, intensity ) {
  34145. super( color, intensity );
  34146. /**
  34147. * This flag can be used for type testing.
  34148. *
  34149. * @type {boolean}
  34150. * @readonly
  34151. * @default true
  34152. */
  34153. this.isAmbientLight = true;
  34154. this.type = 'AmbientLight';
  34155. }
  34156. }
  34157. /**
  34158. * This class emits light uniformly across the face a rectangular plane.
  34159. * This light type can be used to simulate light sources such as bright
  34160. * windows or strip lighting.
  34161. *
  34162. * Important Notes:
  34163. *
  34164. * - There is no shadow support.
  34165. * - Only PBR materials are supported.
  34166. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34167. * into your app and init the uniforms/textures.
  34168. *
  34169. * ```js
  34170. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34171. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34172. *
  34173. * const intensity = 1; const width = 10; const height = 10;
  34174. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34175. * rectLight.position.set( 5, 5, 0 );
  34176. * rectLight.lookAt( 0, 0, 0 );
  34177. * scene.add( rectLight )
  34178. * ```
  34179. *
  34180. * @augments Light
  34181. */
  34182. class RectAreaLight extends Light {
  34183. /**
  34184. * Constructs a new area light.
  34185. *
  34186. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34187. * @param {number} [intensity=1] - The light's strength/intensity.
  34188. * @param {number} [width=10] - The width of the light.
  34189. * @param {number} [height=10] - The height of the light.
  34190. */
  34191. constructor( color, intensity, width = 10, height = 10 ) {
  34192. super( color, intensity );
  34193. /**
  34194. * This flag can be used for type testing.
  34195. *
  34196. * @type {boolean}
  34197. * @readonly
  34198. * @default true
  34199. */
  34200. this.isRectAreaLight = true;
  34201. this.type = 'RectAreaLight';
  34202. /**
  34203. * The width of the light.
  34204. *
  34205. * @type {number}
  34206. * @default 10
  34207. */
  34208. this.width = width;
  34209. /**
  34210. * The height of the light.
  34211. *
  34212. * @type {number}
  34213. * @default 10
  34214. */
  34215. this.height = height;
  34216. }
  34217. /**
  34218. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34219. * Changing the power will also change the light's intensity.
  34220. *
  34221. * @type {number}
  34222. */
  34223. get power() {
  34224. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34225. return this.intensity * this.width * this.height * Math.PI;
  34226. }
  34227. set power( power ) {
  34228. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34229. this.intensity = power / ( this.width * this.height * Math.PI );
  34230. }
  34231. copy( source ) {
  34232. super.copy( source );
  34233. this.width = source.width;
  34234. this.height = source.height;
  34235. return this;
  34236. }
  34237. toJSON( meta ) {
  34238. const data = super.toJSON( meta );
  34239. data.object.width = this.width;
  34240. data.object.height = this.height;
  34241. return data;
  34242. }
  34243. }
  34244. /**
  34245. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34246. * to encode lighting information.
  34247. *
  34248. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34249. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34250. */
  34251. class SphericalHarmonics3 {
  34252. /**
  34253. * Constructs a new spherical harmonics.
  34254. */
  34255. constructor() {
  34256. /**
  34257. * This flag can be used for type testing.
  34258. *
  34259. * @type {boolean}
  34260. * @readonly
  34261. * @default true
  34262. */
  34263. this.isSphericalHarmonics3 = true;
  34264. /**
  34265. * An array holding the (9) SH coefficients.
  34266. *
  34267. * @type {Array<Vector3>}
  34268. */
  34269. this.coefficients = [];
  34270. for ( let i = 0; i < 9; i ++ ) {
  34271. this.coefficients.push( new Vector3() );
  34272. }
  34273. }
  34274. /**
  34275. * Sets the given SH coefficients to this instance by copying
  34276. * the values.
  34277. *
  34278. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34279. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34280. */
  34281. set( coefficients ) {
  34282. for ( let i = 0; i < 9; i ++ ) {
  34283. this.coefficients[ i ].copy( coefficients[ i ] );
  34284. }
  34285. return this;
  34286. }
  34287. /**
  34288. * Sets all SH coefficients to `0`.
  34289. *
  34290. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34291. */
  34292. zero() {
  34293. for ( let i = 0; i < 9; i ++ ) {
  34294. this.coefficients[ i ].set( 0, 0, 0 );
  34295. }
  34296. return this;
  34297. }
  34298. /**
  34299. * Returns the radiance in the direction of the given normal.
  34300. *
  34301. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34302. * @param {Vector3} target - The target vector that is used to store the method's result.
  34303. * @return {Vector3} The radiance.
  34304. */
  34305. getAt( normal, target ) {
  34306. // normal is assumed to be unit length
  34307. const x = normal.x, y = normal.y, z = normal.z;
  34308. const coeff = this.coefficients;
  34309. // band 0
  34310. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34311. // band 1
  34312. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34313. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34314. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34315. // band 2
  34316. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34317. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34318. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34319. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34320. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34321. return target;
  34322. }
  34323. /**
  34324. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34325. * direction of the given normal.
  34326. *
  34327. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34328. * @param {Vector3} target - The target vector that is used to store the method's result.
  34329. * @return {Vector3} The irradiance.
  34330. */
  34331. getIrradianceAt( normal, target ) {
  34332. // normal is assumed to be unit length
  34333. const x = normal.x, y = normal.y, z = normal.z;
  34334. const coeff = this.coefficients;
  34335. // band 0
  34336. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34337. // band 1
  34338. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34339. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34340. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34341. // band 2
  34342. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34343. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34344. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34345. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34346. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34347. return target;
  34348. }
  34349. /**
  34350. * Adds the given SH to this instance.
  34351. *
  34352. * @param {SphericalHarmonics3} sh - The SH to add.
  34353. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34354. */
  34355. add( sh ) {
  34356. for ( let i = 0; i < 9; i ++ ) {
  34357. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34358. }
  34359. return this;
  34360. }
  34361. /**
  34362. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34363. * {@link SphericalHarmonics3#scale} at once.
  34364. *
  34365. * @param {SphericalHarmonics3} sh - The SH to add.
  34366. * @param {number} s - The scale factor.
  34367. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34368. */
  34369. addScaledSH( sh, s ) {
  34370. for ( let i = 0; i < 9; i ++ ) {
  34371. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34372. }
  34373. return this;
  34374. }
  34375. /**
  34376. * Scales this SH by the given scale factor.
  34377. *
  34378. * @param {number} s - The scale factor.
  34379. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34380. */
  34381. scale( s ) {
  34382. for ( let i = 0; i < 9; i ++ ) {
  34383. this.coefficients[ i ].multiplyScalar( s );
  34384. }
  34385. return this;
  34386. }
  34387. /**
  34388. * Linear interpolates between the given SH and this instance by the given
  34389. * alpha factor.
  34390. *
  34391. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34392. * @param {number} alpha - The alpha factor.
  34393. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34394. */
  34395. lerp( sh, alpha ) {
  34396. for ( let i = 0; i < 9; i ++ ) {
  34397. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34398. }
  34399. return this;
  34400. }
  34401. /**
  34402. * Returns `true` if this spherical harmonics is equal with the given one.
  34403. *
  34404. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34405. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34406. */
  34407. equals( sh ) {
  34408. for ( let i = 0; i < 9; i ++ ) {
  34409. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34410. return false;
  34411. }
  34412. }
  34413. return true;
  34414. }
  34415. /**
  34416. * Copies the values of the given spherical harmonics to this instance.
  34417. *
  34418. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34419. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34420. */
  34421. copy( sh ) {
  34422. return this.set( sh.coefficients );
  34423. }
  34424. /**
  34425. * Returns a new spherical harmonics with copied values from this instance.
  34426. *
  34427. * @return {SphericalHarmonics3} A clone of this instance.
  34428. */
  34429. clone() {
  34430. return new this.constructor().copy( this );
  34431. }
  34432. /**
  34433. * Sets the SH coefficients of this instance from the given array.
  34434. *
  34435. * @param {Array<number>} array - An array holding the SH coefficients.
  34436. * @param {number} [offset=0] - The array offset where to start copying.
  34437. * @return {SphericalHarmonics3} A clone of this instance.
  34438. */
  34439. fromArray( array, offset = 0 ) {
  34440. const coefficients = this.coefficients;
  34441. for ( let i = 0; i < 9; i ++ ) {
  34442. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34443. }
  34444. return this;
  34445. }
  34446. /**
  34447. * Returns an array with the SH coefficients, or copies them into the provided
  34448. * array. The coefficients are represented as numbers.
  34449. *
  34450. * @param {Array<number>} [array=[]] - The target array.
  34451. * @param {number} [offset=0] - The array offset where to start copying.
  34452. * @return {Array<number>} An array with flat SH coefficients.
  34453. */
  34454. toArray( array = [], offset = 0 ) {
  34455. const coefficients = this.coefficients;
  34456. for ( let i = 0; i < 9; i ++ ) {
  34457. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34458. }
  34459. return array;
  34460. }
  34461. /**
  34462. * Computes the SH basis for the given normal vector.
  34463. *
  34464. * @param {Vector3} normal - The normal.
  34465. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34466. */
  34467. static getBasisAt( normal, shBasis ) {
  34468. // normal is assumed to be unit length
  34469. const x = normal.x, y = normal.y, z = normal.z;
  34470. // band 0
  34471. shBasis[ 0 ] = 0.282095;
  34472. // band 1
  34473. shBasis[ 1 ] = 0.488603 * y;
  34474. shBasis[ 2 ] = 0.488603 * z;
  34475. shBasis[ 3 ] = 0.488603 * x;
  34476. // band 2
  34477. shBasis[ 4 ] = 1.092548 * x * y;
  34478. shBasis[ 5 ] = 1.092548 * y * z;
  34479. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34480. shBasis[ 7 ] = 1.092548 * x * z;
  34481. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34482. }
  34483. }
  34484. /**
  34485. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34486. * classical light sources (e.g. directional, point or spot lights), light
  34487. * probes do not emit light. Instead they store information about light
  34488. * passing through 3D space. During rendering, the light that hits a 3D
  34489. * object is approximated by using the data from the light probe.
  34490. *
  34491. * Light probes are usually created from (radiance) environment maps. The
  34492. * class {@link LightProbeGenerator} can be used to create light probes from
  34493. * cube textures or render targets. However, light estimation data could also
  34494. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34495. * augmented reality content that reacts to real world lighting.
  34496. *
  34497. * The current probe implementation in three.js supports so-called diffuse
  34498. * light probes. This type of light probe is functionally equivalent to an
  34499. * irradiance environment map.
  34500. *
  34501. * @augments Light
  34502. */
  34503. class LightProbe extends Light {
  34504. /**
  34505. * Constructs a new light probe.
  34506. *
  34507. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34508. * @param {number} [intensity=1] - The light's strength/intensity.
  34509. */
  34510. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34511. super( undefined, intensity );
  34512. /**
  34513. * This flag can be used for type testing.
  34514. *
  34515. * @type {boolean}
  34516. * @readonly
  34517. * @default true
  34518. */
  34519. this.isLightProbe = true;
  34520. /**
  34521. * A light probe uses spherical harmonics to encode lighting information.
  34522. *
  34523. * @type {SphericalHarmonics3}
  34524. */
  34525. this.sh = sh;
  34526. }
  34527. copy( source ) {
  34528. super.copy( source );
  34529. this.sh.copy( source.sh );
  34530. return this;
  34531. }
  34532. /**
  34533. * Deserializes the light prove from the given JSON.
  34534. *
  34535. * @param {Object} json - The JSON holding the serialized light probe.
  34536. * @return {LightProbe} A reference to this light probe.
  34537. */
  34538. fromJSON( json ) {
  34539. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34540. this.sh.fromArray( json.sh );
  34541. return this;
  34542. }
  34543. toJSON( meta ) {
  34544. const data = super.toJSON( meta );
  34545. data.object.sh = this.sh.toArray();
  34546. return data;
  34547. }
  34548. }
  34549. /**
  34550. * Class for loading materials. The files are internally
  34551. * loaded via {@link FileLoader}.
  34552. *
  34553. * ```js
  34554. * const loader = new THREE.MaterialLoader();
  34555. * const material = await loader.loadAsync( 'material.json' );
  34556. * ```
  34557. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34558. *
  34559. * @augments Loader
  34560. */
  34561. class MaterialLoader extends Loader {
  34562. /**
  34563. * Constructs a new material loader.
  34564. *
  34565. * @param {LoadingManager} [manager] - The loading manager.
  34566. */
  34567. constructor( manager ) {
  34568. super( manager );
  34569. /**
  34570. * A dictionary holding textures used by the material.
  34571. *
  34572. * @type {Object<string,Texture>}
  34573. */
  34574. this.textures = {};
  34575. }
  34576. /**
  34577. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34578. *
  34579. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34580. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34581. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34582. * @param {onErrorCallback} onError - Executed when errors occur.
  34583. */
  34584. load( url, onLoad, onProgress, onError ) {
  34585. const scope = this;
  34586. const loader = new FileLoader( scope.manager );
  34587. loader.setPath( scope.path );
  34588. loader.setRequestHeader( scope.requestHeader );
  34589. loader.setWithCredentials( scope.withCredentials );
  34590. loader.load( url, function ( text ) {
  34591. try {
  34592. onLoad( scope.parse( JSON.parse( text ) ) );
  34593. } catch ( e ) {
  34594. if ( onError ) {
  34595. onError( e );
  34596. } else {
  34597. error( e );
  34598. }
  34599. scope.manager.itemError( url );
  34600. }
  34601. }, onProgress, onError );
  34602. }
  34603. /**
  34604. * Parses the given JSON object and returns a material.
  34605. *
  34606. * @param {Object} json - The serialized material.
  34607. * @return {Material} The parsed material.
  34608. */
  34609. parse( json ) {
  34610. const textures = this.textures;
  34611. function getTexture( name ) {
  34612. if ( textures[ name ] === undefined ) {
  34613. warn( 'MaterialLoader: Undefined texture', name );
  34614. }
  34615. return textures[ name ];
  34616. }
  34617. const material = this.createMaterialFromType( json.type );
  34618. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34619. if ( json.name !== undefined ) material.name = json.name;
  34620. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34621. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34622. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34623. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34624. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34625. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34626. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34627. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34628. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34629. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34630. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34631. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34632. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34633. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34634. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34635. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34636. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34637. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34638. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34639. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34640. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34641. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34642. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34643. if ( json.fog !== undefined ) material.fog = json.fog;
  34644. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34645. if ( json.blending !== undefined ) material.blending = json.blending;
  34646. if ( json.combine !== undefined ) material.combine = json.combine;
  34647. if ( json.side !== undefined ) material.side = json.side;
  34648. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34649. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34650. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34651. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34652. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34653. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34654. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34655. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34656. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34657. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34658. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34659. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34660. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34661. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34662. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34663. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34664. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34665. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34666. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34667. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34668. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34669. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34670. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34671. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34672. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34673. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34674. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34675. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34676. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34677. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34678. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34679. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34680. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34681. if ( json.scale !== undefined ) material.scale = json.scale;
  34682. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34683. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34684. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34685. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34686. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34687. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34688. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34689. if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride;
  34690. if ( json.visible !== undefined ) material.visible = json.visible;
  34691. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34692. if ( json.userData !== undefined ) material.userData = json.userData;
  34693. if ( json.vertexColors !== undefined ) {
  34694. if ( typeof json.vertexColors === 'number' ) {
  34695. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34696. } else {
  34697. material.vertexColors = json.vertexColors;
  34698. }
  34699. }
  34700. // Shader Material
  34701. if ( json.uniforms !== undefined ) {
  34702. for ( const name in json.uniforms ) {
  34703. const uniform = json.uniforms[ name ];
  34704. material.uniforms[ name ] = {};
  34705. switch ( uniform.type ) {
  34706. case 't':
  34707. material.uniforms[ name ].value = getTexture( uniform.value );
  34708. break;
  34709. case 'c':
  34710. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34711. break;
  34712. case 'v2':
  34713. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34714. break;
  34715. case 'v3':
  34716. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34717. break;
  34718. case 'v4':
  34719. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34720. break;
  34721. case 'm3':
  34722. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34723. break;
  34724. case 'm4':
  34725. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34726. break;
  34727. default:
  34728. material.uniforms[ name ].value = uniform.value;
  34729. }
  34730. }
  34731. }
  34732. if ( json.defines !== undefined ) material.defines = json.defines;
  34733. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34734. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34735. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34736. if ( json.extensions !== undefined ) {
  34737. for ( const key in json.extensions ) {
  34738. material.extensions[ key ] = json.extensions[ key ];
  34739. }
  34740. }
  34741. if ( json.lights !== undefined ) material.lights = json.lights;
  34742. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34743. // for PointsMaterial
  34744. if ( json.size !== undefined ) material.size = json.size;
  34745. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34746. // maps
  34747. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34748. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34749. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34750. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34751. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34752. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34753. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34754. if ( json.normalScale !== undefined ) {
  34755. let normalScale = json.normalScale;
  34756. if ( Array.isArray( normalScale ) === false ) {
  34757. // Blender exporter used to export a scalar. See #7459
  34758. normalScale = [ normalScale, normalScale ];
  34759. }
  34760. material.normalScale = new Vector2().fromArray( normalScale );
  34761. }
  34762. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34763. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34764. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34765. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34766. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34767. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34768. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34769. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34770. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34771. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34772. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34773. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34774. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34775. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34776. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34777. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34778. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34779. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34780. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34781. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34782. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34783. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34784. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34785. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34786. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34787. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34788. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34789. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34790. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34791. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34792. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34793. return material;
  34794. }
  34795. /**
  34796. * Textures are not embedded in the material JSON so they have
  34797. * to be injected before the loading process starts.
  34798. *
  34799. * @param {Object} value - A dictionary holding textures for material properties.
  34800. * @return {MaterialLoader} A reference to this material loader.
  34801. */
  34802. setTextures( value ) {
  34803. this.textures = value;
  34804. return this;
  34805. }
  34806. /**
  34807. * Creates a material for the given type.
  34808. *
  34809. * @param {string} type - The material type.
  34810. * @return {Material} The new material.
  34811. */
  34812. createMaterialFromType( type ) {
  34813. return MaterialLoader.createMaterialFromType( type );
  34814. }
  34815. /**
  34816. * Creates a material for the given type.
  34817. *
  34818. * @static
  34819. * @param {string} type - The material type.
  34820. * @return {Material} The new material.
  34821. */
  34822. static createMaterialFromType( type ) {
  34823. const materialLib = {
  34824. ShadowMaterial,
  34825. SpriteMaterial,
  34826. RawShaderMaterial,
  34827. ShaderMaterial,
  34828. PointsMaterial,
  34829. MeshPhysicalMaterial,
  34830. MeshStandardMaterial,
  34831. MeshPhongMaterial,
  34832. MeshToonMaterial,
  34833. MeshNormalMaterial,
  34834. MeshLambertMaterial,
  34835. MeshDepthMaterial,
  34836. MeshDistanceMaterial,
  34837. MeshBasicMaterial,
  34838. MeshMatcapMaterial,
  34839. LineDashedMaterial,
  34840. LineBasicMaterial,
  34841. Material
  34842. };
  34843. return new materialLib[ type ]();
  34844. }
  34845. }
  34846. /**
  34847. * A class with loader utility functions.
  34848. */
  34849. class LoaderUtils {
  34850. /**
  34851. * Extracts the base URL from the given URL.
  34852. *
  34853. * @param {string} url -The URL to extract the base URL from.
  34854. * @return {string} The extracted base URL.
  34855. */
  34856. static extractUrlBase( url ) {
  34857. const index = url.lastIndexOf( '/' );
  34858. if ( index === -1 ) return './';
  34859. return url.slice( 0, index + 1 );
  34860. }
  34861. /**
  34862. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34863. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34864. * string.
  34865. *
  34866. * @param {string} url -The URL to resolve.
  34867. * @param {string} path - The base path for relative URLs to be resolved against.
  34868. * @return {string} The resolved URL.
  34869. */
  34870. static resolveURL( url, path ) {
  34871. // Invalid URL
  34872. if ( typeof url !== 'string' || url === '' ) return '';
  34873. // Host Relative URL
  34874. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34875. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34876. }
  34877. // Absolute URL http://,https://,//
  34878. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34879. // Data URI
  34880. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34881. // Blob URL
  34882. if ( /^blob:.*$/i.test( url ) ) return url;
  34883. // Relative URL
  34884. return path + url;
  34885. }
  34886. }
  34887. /**
  34888. * An instanced version of a geometry.
  34889. */
  34890. class InstancedBufferGeometry extends BufferGeometry {
  34891. /**
  34892. * Constructs a new instanced buffer geometry.
  34893. */
  34894. constructor() {
  34895. super();
  34896. /**
  34897. * This flag can be used for type testing.
  34898. *
  34899. * @type {boolean}
  34900. * @readonly
  34901. * @default true
  34902. */
  34903. this.isInstancedBufferGeometry = true;
  34904. this.type = 'InstancedBufferGeometry';
  34905. /**
  34906. * The instance count.
  34907. *
  34908. * @type {number}
  34909. * @default Infinity
  34910. */
  34911. this.instanceCount = Infinity;
  34912. }
  34913. copy( source ) {
  34914. super.copy( source );
  34915. this.instanceCount = source.instanceCount;
  34916. return this;
  34917. }
  34918. toJSON() {
  34919. const data = super.toJSON();
  34920. data.instanceCount = this.instanceCount;
  34921. data.isInstancedBufferGeometry = true;
  34922. return data;
  34923. }
  34924. }
  34925. /**
  34926. * Class for loading geometries. The files are internally
  34927. * loaded via {@link FileLoader}.
  34928. *
  34929. * ```js
  34930. * const loader = new THREE.BufferGeometryLoader();
  34931. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34932. *
  34933. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34934. * const object = new THREE.Mesh( geometry, material );
  34935. * scene.add( object );
  34936. * ```
  34937. *
  34938. * @augments Loader
  34939. */
  34940. class BufferGeometryLoader extends Loader {
  34941. /**
  34942. * Constructs a new geometry loader.
  34943. *
  34944. * @param {LoadingManager} [manager] - The loading manager.
  34945. */
  34946. constructor( manager ) {
  34947. super( manager );
  34948. }
  34949. /**
  34950. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34951. *
  34952. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34953. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34954. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34955. * @param {onErrorCallback} onError - Executed when errors occur.
  34956. */
  34957. load( url, onLoad, onProgress, onError ) {
  34958. const scope = this;
  34959. const loader = new FileLoader( scope.manager );
  34960. loader.setPath( scope.path );
  34961. loader.setRequestHeader( scope.requestHeader );
  34962. loader.setWithCredentials( scope.withCredentials );
  34963. loader.load( url, function ( text ) {
  34964. try {
  34965. onLoad( scope.parse( JSON.parse( text ) ) );
  34966. } catch ( e ) {
  34967. if ( onError ) {
  34968. onError( e );
  34969. } else {
  34970. error( e );
  34971. }
  34972. scope.manager.itemError( url );
  34973. }
  34974. }, onProgress, onError );
  34975. }
  34976. /**
  34977. * Parses the given JSON object and returns a geometry.
  34978. *
  34979. * @param {Object} json - The serialized geometry.
  34980. * @return {BufferGeometry} The parsed geometry.
  34981. */
  34982. parse( json ) {
  34983. const interleavedBufferMap = {};
  34984. const arrayBufferMap = {};
  34985. function getInterleavedBuffer( json, uuid ) {
  34986. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34987. const interleavedBuffers = json.interleavedBuffers;
  34988. const interleavedBuffer = interleavedBuffers[ uuid ];
  34989. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34990. const array = getTypedArray( interleavedBuffer.type, buffer );
  34991. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34992. ib.uuid = interleavedBuffer.uuid;
  34993. interleavedBufferMap[ uuid ] = ib;
  34994. return ib;
  34995. }
  34996. function getArrayBuffer( json, uuid ) {
  34997. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34998. const arrayBuffers = json.arrayBuffers;
  34999. const arrayBuffer = arrayBuffers[ uuid ];
  35000. const ab = new Uint32Array( arrayBuffer ).buffer;
  35001. arrayBufferMap[ uuid ] = ab;
  35002. return ab;
  35003. }
  35004. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  35005. const index = json.data.index;
  35006. if ( index !== undefined ) {
  35007. const typedArray = getTypedArray( index.type, index.array );
  35008. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  35009. }
  35010. const attributes = json.data.attributes;
  35011. for ( const key in attributes ) {
  35012. const attribute = attributes[ key ];
  35013. let bufferAttribute;
  35014. if ( attribute.isInterleavedBufferAttribute ) {
  35015. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35016. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35017. } else {
  35018. const typedArray = getTypedArray( attribute.type, attribute.array );
  35019. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  35020. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  35021. }
  35022. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35023. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  35024. geometry.setAttribute( key, bufferAttribute );
  35025. }
  35026. const morphAttributes = json.data.morphAttributes;
  35027. if ( morphAttributes ) {
  35028. for ( const key in morphAttributes ) {
  35029. const attributeArray = morphAttributes[ key ];
  35030. const array = [];
  35031. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  35032. const attribute = attributeArray[ i ];
  35033. let bufferAttribute;
  35034. if ( attribute.isInterleavedBufferAttribute ) {
  35035. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  35036. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  35037. } else {
  35038. const typedArray = getTypedArray( attribute.type, attribute.array );
  35039. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  35040. }
  35041. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  35042. array.push( bufferAttribute );
  35043. }
  35044. geometry.morphAttributes[ key ] = array;
  35045. }
  35046. }
  35047. const morphTargetsRelative = json.data.morphTargetsRelative;
  35048. if ( morphTargetsRelative ) {
  35049. geometry.morphTargetsRelative = true;
  35050. }
  35051. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  35052. if ( groups !== undefined ) {
  35053. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  35054. const group = groups[ i ];
  35055. geometry.addGroup( group.start, group.count, group.materialIndex );
  35056. }
  35057. }
  35058. const boundingSphere = json.data.boundingSphere;
  35059. if ( boundingSphere !== undefined ) {
  35060. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  35061. }
  35062. if ( json.name ) geometry.name = json.name;
  35063. if ( json.userData ) geometry.userData = json.userData;
  35064. return geometry;
  35065. }
  35066. }
  35067. /**
  35068. * A loader for loading a JSON resource in the [JSON Object/Scene format](https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4).
  35069. * The files are internally loaded via {@link FileLoader}.
  35070. *
  35071. * ```js
  35072. * const loader = new THREE.ObjectLoader();
  35073. * const obj = await loader.loadAsync( 'models/json/example.json' );
  35074. * scene.add( obj );
  35075. *
  35076. * // Alternatively, to parse a previously loaded JSON structure
  35077. * const object = await loader.parseAsync( a_json_object );
  35078. * scene.add( object );
  35079. * ```
  35080. *
  35081. * @augments Loader
  35082. */
  35083. class ObjectLoader extends Loader {
  35084. /**
  35085. * Constructs a new object loader.
  35086. *
  35087. * @param {LoadingManager} [manager] - The loading manager.
  35088. */
  35089. constructor( manager ) {
  35090. super( manager );
  35091. }
  35092. /**
  35093. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  35094. *
  35095. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35096. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  35097. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35098. * @param {onErrorCallback} onError - Executed when errors occur.
  35099. */
  35100. load( url, onLoad, onProgress, onError ) {
  35101. const scope = this;
  35102. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35103. this.resourcePath = this.resourcePath || path;
  35104. const loader = new FileLoader( this.manager );
  35105. loader.setPath( this.path );
  35106. loader.setRequestHeader( this.requestHeader );
  35107. loader.setWithCredentials( this.withCredentials );
  35108. loader.load( url, function ( text ) {
  35109. let json = null;
  35110. try {
  35111. json = JSON.parse( text );
  35112. } catch ( error ) {
  35113. if ( onError !== undefined ) onError( error );
  35114. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  35115. return;
  35116. }
  35117. const metadata = json.metadata;
  35118. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35119. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  35120. error( 'ObjectLoader: Can\'t load ' + url );
  35121. return;
  35122. }
  35123. scope.parse( json, onLoad );
  35124. }, onProgress, onError );
  35125. }
  35126. /**
  35127. * Async version of {@link ObjectLoader#load}.
  35128. *
  35129. * @async
  35130. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35131. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35132. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35133. */
  35134. async loadAsync( url, onProgress ) {
  35135. const scope = this;
  35136. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35137. this.resourcePath = this.resourcePath || path;
  35138. const loader = new FileLoader( this.manager );
  35139. loader.setPath( this.path );
  35140. loader.setRequestHeader( this.requestHeader );
  35141. loader.setWithCredentials( this.withCredentials );
  35142. const text = await loader.loadAsync( url, onProgress );
  35143. const json = JSON.parse( text );
  35144. const metadata = json.metadata;
  35145. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35146. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35147. }
  35148. return await scope.parseAsync( json );
  35149. }
  35150. /**
  35151. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35152. * but can also be used directly to parse a previously loaded JSON structure.
  35153. *
  35154. * @param {Object} json - The serialized 3D object.
  35155. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35156. * @return {Object3D} The parsed 3D object.
  35157. */
  35158. parse( json, onLoad ) {
  35159. const animations = this.parseAnimations( json.animations );
  35160. const shapes = this.parseShapes( json.shapes );
  35161. const geometries = this.parseGeometries( json.geometries, shapes );
  35162. const images = this.parseImages( json.images, function () {
  35163. if ( onLoad !== undefined ) onLoad( object );
  35164. } );
  35165. const textures = this.parseTextures( json.textures, images );
  35166. const materials = this.parseMaterials( json.materials, textures );
  35167. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35168. const skeletons = this.parseSkeletons( json.skeletons, object );
  35169. this.bindSkeletons( object, skeletons );
  35170. this.bindLightTargets( object );
  35171. //
  35172. if ( onLoad !== undefined ) {
  35173. let hasImages = false;
  35174. for ( const uuid in images ) {
  35175. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35176. hasImages = true;
  35177. break;
  35178. }
  35179. }
  35180. if ( hasImages === false ) onLoad( object );
  35181. }
  35182. return object;
  35183. }
  35184. /**
  35185. * Async version of {@link ObjectLoader#parse}.
  35186. *
  35187. * @param {Object} json - The serialized 3D object.
  35188. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35189. */
  35190. async parseAsync( json ) {
  35191. const animations = this.parseAnimations( json.animations );
  35192. const shapes = this.parseShapes( json.shapes );
  35193. const geometries = this.parseGeometries( json.geometries, shapes );
  35194. const images = await this.parseImagesAsync( json.images );
  35195. const textures = this.parseTextures( json.textures, images );
  35196. const materials = this.parseMaterials( json.materials, textures );
  35197. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35198. const skeletons = this.parseSkeletons( json.skeletons, object );
  35199. this.bindSkeletons( object, skeletons );
  35200. this.bindLightTargets( object );
  35201. return object;
  35202. }
  35203. // internals
  35204. parseShapes( json ) {
  35205. const shapes = {};
  35206. if ( json !== undefined ) {
  35207. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35208. const shape = new Shape().fromJSON( json[ i ] );
  35209. shapes[ shape.uuid ] = shape;
  35210. }
  35211. }
  35212. return shapes;
  35213. }
  35214. parseSkeletons( json, object ) {
  35215. const skeletons = {};
  35216. const bones = {};
  35217. // generate bone lookup table
  35218. object.traverse( function ( child ) {
  35219. if ( child.isBone ) bones[ child.uuid ] = child;
  35220. } );
  35221. // create skeletons
  35222. if ( json !== undefined ) {
  35223. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35224. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35225. skeletons[ skeleton.uuid ] = skeleton;
  35226. }
  35227. }
  35228. return skeletons;
  35229. }
  35230. parseGeometries( json, shapes ) {
  35231. const geometries = {};
  35232. if ( json !== undefined ) {
  35233. const bufferGeometryLoader = new BufferGeometryLoader();
  35234. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35235. let geometry;
  35236. const data = json[ i ];
  35237. switch ( data.type ) {
  35238. case 'BufferGeometry':
  35239. case 'InstancedBufferGeometry':
  35240. geometry = bufferGeometryLoader.parse( data );
  35241. break;
  35242. default:
  35243. if ( data.type in Geometries ) {
  35244. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35245. } else {
  35246. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35247. }
  35248. }
  35249. geometry.uuid = data.uuid;
  35250. if ( data.name !== undefined ) geometry.name = data.name;
  35251. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35252. geometries[ data.uuid ] = geometry;
  35253. }
  35254. }
  35255. return geometries;
  35256. }
  35257. parseMaterials( json, textures ) {
  35258. const cache = {}; // MultiMaterial
  35259. const materials = {};
  35260. if ( json !== undefined ) {
  35261. const loader = new MaterialLoader();
  35262. loader.setTextures( textures );
  35263. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35264. const data = json[ i ];
  35265. if ( cache[ data.uuid ] === undefined ) {
  35266. cache[ data.uuid ] = loader.parse( data );
  35267. }
  35268. materials[ data.uuid ] = cache[ data.uuid ];
  35269. }
  35270. }
  35271. return materials;
  35272. }
  35273. parseAnimations( json ) {
  35274. const animations = {};
  35275. if ( json !== undefined ) {
  35276. for ( let i = 0; i < json.length; i ++ ) {
  35277. const data = json[ i ];
  35278. const clip = AnimationClip.parse( data );
  35279. animations[ clip.uuid ] = clip;
  35280. }
  35281. }
  35282. return animations;
  35283. }
  35284. parseImages( json, onLoad ) {
  35285. const scope = this;
  35286. const images = {};
  35287. let loader;
  35288. function loadImage( url ) {
  35289. scope.manager.itemStart( url );
  35290. return loader.load( url, function () {
  35291. scope.manager.itemEnd( url );
  35292. }, undefined, function () {
  35293. scope.manager.itemError( url );
  35294. scope.manager.itemEnd( url );
  35295. } );
  35296. }
  35297. function deserializeImage( image ) {
  35298. if ( typeof image === 'string' ) {
  35299. const url = image;
  35300. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35301. return loadImage( path );
  35302. } else {
  35303. if ( image.data ) {
  35304. return {
  35305. data: getTypedArray( image.type, image.data ),
  35306. width: image.width,
  35307. height: image.height
  35308. };
  35309. } else {
  35310. return null;
  35311. }
  35312. }
  35313. }
  35314. if ( json !== undefined && json.length > 0 ) {
  35315. const manager = new LoadingManager( onLoad );
  35316. loader = new ImageLoader( manager );
  35317. loader.setCrossOrigin( this.crossOrigin );
  35318. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35319. const image = json[ i ];
  35320. const url = image.url;
  35321. if ( Array.isArray( url ) ) {
  35322. // load array of images e.g CubeTexture
  35323. const imageArray = [];
  35324. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35325. const currentUrl = url[ j ];
  35326. const deserializedImage = deserializeImage( currentUrl );
  35327. if ( deserializedImage !== null ) {
  35328. if ( deserializedImage instanceof HTMLImageElement ) {
  35329. imageArray.push( deserializedImage );
  35330. } else {
  35331. // special case: handle array of data textures for cube textures
  35332. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35333. }
  35334. }
  35335. }
  35336. images[ image.uuid ] = new Source( imageArray );
  35337. } else {
  35338. // load single image
  35339. const deserializedImage = deserializeImage( image.url );
  35340. images[ image.uuid ] = new Source( deserializedImage );
  35341. }
  35342. }
  35343. }
  35344. return images;
  35345. }
  35346. async parseImagesAsync( json ) {
  35347. const scope = this;
  35348. const images = {};
  35349. let loader;
  35350. async function deserializeImage( image ) {
  35351. if ( typeof image === 'string' ) {
  35352. const url = image;
  35353. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35354. return await loader.loadAsync( path );
  35355. } else {
  35356. if ( image.data ) {
  35357. return {
  35358. data: getTypedArray( image.type, image.data ),
  35359. width: image.width,
  35360. height: image.height
  35361. };
  35362. } else {
  35363. return null;
  35364. }
  35365. }
  35366. }
  35367. if ( json !== undefined && json.length > 0 ) {
  35368. loader = new ImageLoader( this.manager );
  35369. loader.setCrossOrigin( this.crossOrigin );
  35370. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35371. const image = json[ i ];
  35372. const url = image.url;
  35373. if ( Array.isArray( url ) ) {
  35374. // load array of images e.g CubeTexture
  35375. const imageArray = [];
  35376. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35377. const currentUrl = url[ j ];
  35378. const deserializedImage = await deserializeImage( currentUrl );
  35379. if ( deserializedImage !== null ) {
  35380. if ( deserializedImage instanceof HTMLImageElement ) {
  35381. imageArray.push( deserializedImage );
  35382. } else {
  35383. // special case: handle array of data textures for cube textures
  35384. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35385. }
  35386. }
  35387. }
  35388. images[ image.uuid ] = new Source( imageArray );
  35389. } else {
  35390. // load single image
  35391. const deserializedImage = await deserializeImage( image.url );
  35392. images[ image.uuid ] = new Source( deserializedImage );
  35393. }
  35394. }
  35395. }
  35396. return images;
  35397. }
  35398. parseTextures( json, images ) {
  35399. function parseConstant( value, type ) {
  35400. if ( typeof value === 'number' ) return value;
  35401. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35402. return type[ value ];
  35403. }
  35404. const textures = {};
  35405. if ( json !== undefined ) {
  35406. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35407. const data = json[ i ];
  35408. if ( data.image === undefined ) {
  35409. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35410. }
  35411. if ( images[ data.image ] === undefined ) {
  35412. warn( 'ObjectLoader: Undefined image', data.image );
  35413. }
  35414. const source = images[ data.image ];
  35415. const image = source.data;
  35416. let texture;
  35417. if ( Array.isArray( image ) ) {
  35418. texture = new CubeTexture();
  35419. if ( image.length === 6 ) texture.needsUpdate = true;
  35420. } else {
  35421. if ( image && image.data ) {
  35422. texture = new DataTexture();
  35423. } else {
  35424. texture = new Texture();
  35425. }
  35426. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35427. }
  35428. texture.source = source;
  35429. texture.uuid = data.uuid;
  35430. if ( data.name !== undefined ) texture.name = data.name;
  35431. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35432. if ( data.channel !== undefined ) texture.channel = data.channel;
  35433. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35434. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35435. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35436. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35437. if ( data.wrap !== undefined ) {
  35438. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35439. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35440. }
  35441. if ( data.format !== undefined ) texture.format = data.format;
  35442. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35443. if ( data.type !== undefined ) texture.type = data.type;
  35444. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35445. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35446. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35447. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35448. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35449. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35450. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35451. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35452. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35453. if ( data.userData !== undefined ) texture.userData = data.userData;
  35454. textures[ data.uuid ] = texture;
  35455. }
  35456. }
  35457. return textures;
  35458. }
  35459. parseObject( data, geometries, materials, textures, animations ) {
  35460. let object;
  35461. function getGeometry( name ) {
  35462. if ( geometries[ name ] === undefined ) {
  35463. warn( 'ObjectLoader: Undefined geometry', name );
  35464. }
  35465. return geometries[ name ];
  35466. }
  35467. function getMaterial( name ) {
  35468. if ( name === undefined ) return undefined;
  35469. if ( Array.isArray( name ) ) {
  35470. const array = [];
  35471. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35472. const uuid = name[ i ];
  35473. if ( materials[ uuid ] === undefined ) {
  35474. warn( 'ObjectLoader: Undefined material', uuid );
  35475. }
  35476. array.push( materials[ uuid ] );
  35477. }
  35478. return array;
  35479. }
  35480. if ( materials[ name ] === undefined ) {
  35481. warn( 'ObjectLoader: Undefined material', name );
  35482. }
  35483. return materials[ name ];
  35484. }
  35485. function getTexture( uuid ) {
  35486. if ( textures[ uuid ] === undefined ) {
  35487. warn( 'ObjectLoader: Undefined texture', uuid );
  35488. }
  35489. return textures[ uuid ];
  35490. }
  35491. let geometry, material;
  35492. switch ( data.type ) {
  35493. case 'Scene':
  35494. object = new Scene();
  35495. if ( data.background !== undefined ) {
  35496. if ( Number.isInteger( data.background ) ) {
  35497. object.background = new Color( data.background );
  35498. } else {
  35499. object.background = getTexture( data.background );
  35500. }
  35501. }
  35502. if ( data.environment !== undefined ) {
  35503. object.environment = getTexture( data.environment );
  35504. }
  35505. if ( data.fog !== undefined ) {
  35506. if ( data.fog.type === 'Fog' ) {
  35507. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35508. } else if ( data.fog.type === 'FogExp2' ) {
  35509. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35510. }
  35511. if ( data.fog.name !== '' ) {
  35512. object.fog.name = data.fog.name;
  35513. }
  35514. }
  35515. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35516. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35517. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35518. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35519. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35520. break;
  35521. case 'PerspectiveCamera':
  35522. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35523. if ( data.focus !== undefined ) object.focus = data.focus;
  35524. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35525. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35526. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35527. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35528. break;
  35529. case 'OrthographicCamera':
  35530. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35531. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35532. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35533. break;
  35534. case 'AmbientLight':
  35535. object = new AmbientLight( data.color, data.intensity );
  35536. break;
  35537. case 'DirectionalLight':
  35538. object = new DirectionalLight( data.color, data.intensity );
  35539. object.target = data.target || '';
  35540. break;
  35541. case 'PointLight':
  35542. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35543. break;
  35544. case 'RectAreaLight':
  35545. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35546. break;
  35547. case 'SpotLight':
  35548. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35549. object.target = data.target || '';
  35550. break;
  35551. case 'HemisphereLight':
  35552. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35553. break;
  35554. case 'LightProbe':
  35555. object = new LightProbe().fromJSON( data );
  35556. break;
  35557. case 'SkinnedMesh':
  35558. geometry = getGeometry( data.geometry );
  35559. material = getMaterial( data.material );
  35560. object = new SkinnedMesh( geometry, material );
  35561. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35562. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35563. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35564. break;
  35565. case 'Mesh':
  35566. geometry = getGeometry( data.geometry );
  35567. material = getMaterial( data.material );
  35568. object = new Mesh( geometry, material );
  35569. break;
  35570. case 'InstancedMesh':
  35571. geometry = getGeometry( data.geometry );
  35572. material = getMaterial( data.material );
  35573. const count = data.count;
  35574. const instanceMatrix = data.instanceMatrix;
  35575. const instanceColor = data.instanceColor;
  35576. object = new InstancedMesh( geometry, material, count );
  35577. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35578. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35579. break;
  35580. case 'BatchedMesh':
  35581. geometry = getGeometry( data.geometry );
  35582. material = getMaterial( data.material );
  35583. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35584. object.geometry = geometry;
  35585. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35586. object.sortObjects = data.sortObjects;
  35587. object._drawRanges = data.drawRanges;
  35588. object._reservedRanges = data.reservedRanges;
  35589. object._geometryInfo = data.geometryInfo.map( info => {
  35590. let box = null;
  35591. let sphere = null;
  35592. if ( info.boundingBox !== undefined ) {
  35593. box = new Box3().fromJSON( info.boundingBox );
  35594. }
  35595. if ( info.boundingSphere !== undefined ) {
  35596. sphere = new Sphere().fromJSON( info.boundingSphere );
  35597. }
  35598. return {
  35599. ...info,
  35600. boundingBox: box,
  35601. boundingSphere: sphere
  35602. };
  35603. } );
  35604. object._instanceInfo = data.instanceInfo;
  35605. object._availableInstanceIds = data._availableInstanceIds;
  35606. object._availableGeometryIds = data._availableGeometryIds;
  35607. object._nextIndexStart = data.nextIndexStart;
  35608. object._nextVertexStart = data.nextVertexStart;
  35609. object._geometryCount = data.geometryCount;
  35610. object._maxInstanceCount = data.maxInstanceCount;
  35611. object._maxVertexCount = data.maxVertexCount;
  35612. object._maxIndexCount = data.maxIndexCount;
  35613. object._geometryInitialized = data.geometryInitialized;
  35614. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35615. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35616. if ( data.colorsTexture !== undefined ) {
  35617. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35618. }
  35619. if ( data.boundingSphere !== undefined ) {
  35620. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35621. }
  35622. if ( data.boundingBox !== undefined ) {
  35623. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35624. }
  35625. break;
  35626. case 'LOD':
  35627. object = new LOD();
  35628. break;
  35629. case 'Line':
  35630. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35631. break;
  35632. case 'LineLoop':
  35633. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35634. break;
  35635. case 'LineSegments':
  35636. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35637. break;
  35638. case 'PointCloud':
  35639. case 'Points':
  35640. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35641. break;
  35642. case 'Sprite':
  35643. object = new Sprite( getMaterial( data.material ) );
  35644. break;
  35645. case 'Group':
  35646. object = new Group();
  35647. break;
  35648. case 'Bone':
  35649. object = new Bone();
  35650. break;
  35651. default:
  35652. object = new Object3D();
  35653. }
  35654. object.uuid = data.uuid;
  35655. if ( data.name !== undefined ) object.name = data.name;
  35656. if ( data.matrix !== undefined ) {
  35657. object.matrix.fromArray( data.matrix );
  35658. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35659. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35660. } else {
  35661. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35662. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35663. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35664. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35665. }
  35666. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35667. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35668. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35669. if ( data.shadow ) {
  35670. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35671. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35672. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35673. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35674. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35675. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35676. }
  35677. if ( data.visible !== undefined ) object.visible = data.visible;
  35678. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35679. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35680. if ( data.userData !== undefined ) object.userData = data.userData;
  35681. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35682. if ( data.children !== undefined ) {
  35683. const children = data.children;
  35684. for ( let i = 0; i < children.length; i ++ ) {
  35685. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35686. }
  35687. }
  35688. if ( data.animations !== undefined ) {
  35689. const objectAnimations = data.animations;
  35690. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35691. const uuid = objectAnimations[ i ];
  35692. object.animations.push( animations[ uuid ] );
  35693. }
  35694. }
  35695. if ( data.type === 'LOD' ) {
  35696. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35697. const levels = data.levels;
  35698. for ( let l = 0; l < levels.length; l ++ ) {
  35699. const level = levels[ l ];
  35700. const child = object.getObjectByProperty( 'uuid', level.object );
  35701. if ( child !== undefined ) {
  35702. object.addLevel( child, level.distance, level.hysteresis );
  35703. }
  35704. }
  35705. }
  35706. return object;
  35707. }
  35708. bindSkeletons( object, skeletons ) {
  35709. if ( Object.keys( skeletons ).length === 0 ) return;
  35710. object.traverse( function ( child ) {
  35711. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35712. const skeleton = skeletons[ child.skeleton ];
  35713. if ( skeleton === undefined ) {
  35714. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35715. } else {
  35716. child.bind( skeleton, child.bindMatrix );
  35717. }
  35718. }
  35719. } );
  35720. }
  35721. bindLightTargets( object ) {
  35722. object.traverse( function ( child ) {
  35723. if ( child.isDirectionalLight || child.isSpotLight ) {
  35724. const uuid = child.target;
  35725. const target = object.getObjectByProperty( 'uuid', uuid );
  35726. if ( target !== undefined ) {
  35727. child.target = target;
  35728. } else {
  35729. child.target = new Object3D();
  35730. }
  35731. }
  35732. } );
  35733. }
  35734. }
  35735. const TEXTURE_MAPPING = {
  35736. UVMapping: UVMapping,
  35737. CubeReflectionMapping: CubeReflectionMapping,
  35738. CubeRefractionMapping: CubeRefractionMapping,
  35739. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35740. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35741. CubeUVReflectionMapping: CubeUVReflectionMapping
  35742. };
  35743. const TEXTURE_WRAPPING = {
  35744. RepeatWrapping: RepeatWrapping,
  35745. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35746. MirroredRepeatWrapping: MirroredRepeatWrapping
  35747. };
  35748. const TEXTURE_FILTER = {
  35749. NearestFilter: NearestFilter,
  35750. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35751. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35752. LinearFilter: LinearFilter,
  35753. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35754. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35755. };
  35756. const _errorMap = new WeakMap();
  35757. /**
  35758. * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap).
  35759. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35760. * textures for rendering.
  35761. *
  35762. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35763. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35764. *
  35765. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35766. *
  35767. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35768. *
  35769. * ```js
  35770. * const loader = new THREE.ImageBitmapLoader();
  35771. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35772. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35773. *
  35774. * const texture = new THREE.Texture( imageBitmap );
  35775. * texture.needsUpdate = true;
  35776. * ```
  35777. *
  35778. * @augments Loader
  35779. */
  35780. class ImageBitmapLoader extends Loader {
  35781. /**
  35782. * Constructs a new image bitmap loader.
  35783. *
  35784. * @param {LoadingManager} [manager] - The loading manager.
  35785. */
  35786. constructor( manager ) {
  35787. super( manager );
  35788. /**
  35789. * This flag can be used for type testing.
  35790. *
  35791. * @type {boolean}
  35792. * @readonly
  35793. * @default true
  35794. */
  35795. this.isImageBitmapLoader = true;
  35796. if ( typeof createImageBitmap === 'undefined' ) {
  35797. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35798. }
  35799. if ( typeof fetch === 'undefined' ) {
  35800. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35801. }
  35802. /**
  35803. * Represents the loader options.
  35804. *
  35805. * @type {Object}
  35806. * @default {premultiplyAlpha:'none'}
  35807. */
  35808. this.options = { premultiplyAlpha: 'none' };
  35809. /**
  35810. * Used for aborting requests.
  35811. *
  35812. * @private
  35813. * @type {AbortController}
  35814. */
  35815. this._abortController = new AbortController();
  35816. }
  35817. /**
  35818. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35819. * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap).
  35820. *
  35821. * @param {Object} options - The loader options to set.
  35822. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35823. */
  35824. setOptions( options ) {
  35825. this.options = options;
  35826. return this;
  35827. }
  35828. /**
  35829. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35830. *
  35831. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35832. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35833. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35834. * @param {onErrorCallback} onError - Executed when errors occur.
  35835. * @return {ImageBitmap|undefined} The image bitmap.
  35836. */
  35837. load( url, onLoad, onProgress, onError ) {
  35838. if ( url === undefined ) url = '';
  35839. if ( this.path !== undefined ) url = this.path + url;
  35840. url = this.manager.resolveURL( url );
  35841. const scope = this;
  35842. const cached = Cache.get( `image-bitmap:${url}` );
  35843. if ( cached !== undefined ) {
  35844. scope.manager.itemStart( url );
  35845. // If cached is a promise, wait for it to resolve
  35846. if ( cached.then ) {
  35847. cached.then( imageBitmap => {
  35848. // check if there is an error for the cached promise
  35849. if ( _errorMap.has( cached ) === true ) {
  35850. if ( onError ) onError( _errorMap.get( cached ) );
  35851. scope.manager.itemError( url );
  35852. scope.manager.itemEnd( url );
  35853. } else {
  35854. if ( onLoad ) onLoad( imageBitmap );
  35855. scope.manager.itemEnd( url );
  35856. return imageBitmap;
  35857. }
  35858. } );
  35859. return;
  35860. }
  35861. // If cached is not a promise (i.e., it's already an imageBitmap)
  35862. setTimeout( function () {
  35863. if ( onLoad ) onLoad( cached );
  35864. scope.manager.itemEnd( url );
  35865. }, 0 );
  35866. return cached;
  35867. }
  35868. const fetchOptions = {};
  35869. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35870. fetchOptions.headers = this.requestHeader;
  35871. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35872. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35873. return res.blob();
  35874. } ).then( function ( blob ) {
  35875. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35876. } ).then( function ( imageBitmap ) {
  35877. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35878. if ( onLoad ) onLoad( imageBitmap );
  35879. scope.manager.itemEnd( url );
  35880. return imageBitmap;
  35881. } ).catch( function ( e ) {
  35882. if ( onError ) onError( e );
  35883. _errorMap.set( promise, e );
  35884. Cache.remove( `image-bitmap:${url}` );
  35885. scope.manager.itemError( url );
  35886. scope.manager.itemEnd( url );
  35887. } );
  35888. Cache.add( `image-bitmap:${url}`, promise );
  35889. scope.manager.itemStart( url );
  35890. }
  35891. /**
  35892. * Aborts ongoing fetch requests.
  35893. *
  35894. * @return {ImageBitmapLoader} A reference to this instance.
  35895. */
  35896. abort() {
  35897. this._abortController.abort();
  35898. this._abortController = new AbortController();
  35899. return this;
  35900. }
  35901. }
  35902. let _context;
  35903. /**
  35904. * Manages the global audio context in the engine.
  35905. *
  35906. * @hideconstructor
  35907. */
  35908. class AudioContext {
  35909. /**
  35910. * Returns the global native audio context.
  35911. *
  35912. * @return {AudioContext} The native audio context.
  35913. */
  35914. static getContext() {
  35915. if ( _context === undefined ) {
  35916. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35917. }
  35918. return _context;
  35919. }
  35920. /**
  35921. * Allows to set the global native audio context from outside.
  35922. *
  35923. * @param {AudioContext} value - The native context to set.
  35924. */
  35925. static setContext( value ) {
  35926. _context = value;
  35927. }
  35928. }
  35929. /**
  35930. * Class for loading audio buffers. Audios are internally
  35931. * loaded via {@link FileLoader}.
  35932. *
  35933. * ```js
  35934. * const audioListener = new THREE.AudioListener();
  35935. * const ambientSound = new THREE.Audio( audioListener );
  35936. *
  35937. * const loader = new THREE.AudioLoader();
  35938. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35939. *
  35940. * ambientSound.setBuffer( audioBuffer );
  35941. * ambientSound.play();
  35942. * ```
  35943. *
  35944. * @augments Loader
  35945. */
  35946. class AudioLoader extends Loader {
  35947. /**
  35948. * Constructs a new audio loader.
  35949. *
  35950. * @param {LoadingManager} [manager] - The loading manager.
  35951. */
  35952. constructor( manager ) {
  35953. super( manager );
  35954. }
  35955. /**
  35956. * Starts loading from the given URL and passes the loaded audio buffer
  35957. * to the `onLoad()` callback.
  35958. *
  35959. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35960. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35961. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35962. * @param {onErrorCallback} onError - Executed when errors occur.
  35963. */
  35964. load( url, onLoad, onProgress, onError ) {
  35965. const scope = this;
  35966. const loader = new FileLoader( this.manager );
  35967. loader.setResponseType( 'arraybuffer' );
  35968. loader.setPath( this.path );
  35969. loader.setRequestHeader( this.requestHeader );
  35970. loader.setWithCredentials( this.withCredentials );
  35971. loader.load( url, function ( buffer ) {
  35972. try {
  35973. // Create a copy of the buffer. The `decodeAudioData` method
  35974. // detaches the buffer when complete, preventing reuse.
  35975. const bufferCopy = buffer.slice( 0 );
  35976. const context = AudioContext.getContext();
  35977. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35978. onLoad( audioBuffer );
  35979. } ).catch( handleError );
  35980. } catch ( e ) {
  35981. handleError( e );
  35982. }
  35983. }, onProgress, onError );
  35984. function handleError( e ) {
  35985. if ( onError ) {
  35986. onError( e );
  35987. } else {
  35988. error( e );
  35989. }
  35990. scope.manager.itemError( url );
  35991. }
  35992. }
  35993. }
  35994. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35995. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35996. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35997. /**
  35998. * A special type of camera that uses two perspective cameras with
  35999. * stereoscopic projection. Can be used for rendering stereo effects
  36000. * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or
  36001. * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier).
  36002. */
  36003. class StereoCamera {
  36004. /**
  36005. * Constructs a new stereo camera.
  36006. */
  36007. constructor() {
  36008. /**
  36009. * The type property is used for detecting the object type
  36010. * in context of serialization/deserialization.
  36011. *
  36012. * @type {string}
  36013. * @readonly
  36014. */
  36015. this.type = 'StereoCamera';
  36016. /**
  36017. * The aspect.
  36018. *
  36019. * @type {number}
  36020. * @default 1
  36021. */
  36022. this.aspect = 1;
  36023. /**
  36024. * The eye separation which represents the distance
  36025. * between the left and right camera.
  36026. *
  36027. * @type {number}
  36028. * @default 0.064
  36029. */
  36030. this.eyeSep = 0.064;
  36031. /**
  36032. * The camera representing the left eye. This is added to layer `1` so objects to be
  36033. * rendered by the left camera must also be added to this layer.
  36034. *
  36035. * @type {PerspectiveCamera}
  36036. */
  36037. this.cameraL = new PerspectiveCamera();
  36038. this.cameraL.layers.enable( 1 );
  36039. this.cameraL.matrixAutoUpdate = false;
  36040. /**
  36041. * The camera representing the right eye. This is added to layer `2` so objects to be
  36042. * rendered by the right camera must also be added to this layer.
  36043. *
  36044. * @type {PerspectiveCamera}
  36045. */
  36046. this.cameraR = new PerspectiveCamera();
  36047. this.cameraR.layers.enable( 2 );
  36048. this.cameraR.matrixAutoUpdate = false;
  36049. this._cache = {
  36050. focus: null,
  36051. fov: null,
  36052. aspect: null,
  36053. near: null,
  36054. far: null,
  36055. zoom: null,
  36056. eyeSep: null
  36057. };
  36058. }
  36059. /**
  36060. * Updates the stereo camera based on the given perspective camera.
  36061. *
  36062. * @param {PerspectiveCamera} camera - The perspective camera.
  36063. */
  36064. update( camera ) {
  36065. const cache = this._cache;
  36066. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  36067. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  36068. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  36069. if ( needsUpdate ) {
  36070. cache.focus = camera.focus;
  36071. cache.fov = camera.fov;
  36072. cache.aspect = camera.aspect * this.aspect;
  36073. cache.near = camera.near;
  36074. cache.far = camera.far;
  36075. cache.zoom = camera.zoom;
  36076. cache.eyeSep = this.eyeSep;
  36077. // Off-axis stereoscopic effect based on
  36078. // http://paulbourke.net/stereographics/stereorender/
  36079. _projectionMatrix.copy( camera.projectionMatrix );
  36080. const eyeSepHalf = cache.eyeSep / 2;
  36081. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  36082. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  36083. let xmin, xmax;
  36084. // translate xOffset
  36085. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  36086. _eyeRight.elements[ 12 ] = eyeSepHalf;
  36087. // for left eye
  36088. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  36089. xmax = ymax * cache.aspect + eyeSepOnProjection;
  36090. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36091. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36092. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  36093. // for right eye
  36094. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  36095. xmax = ymax * cache.aspect - eyeSepOnProjection;
  36096. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  36097. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  36098. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  36099. }
  36100. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  36101. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  36102. }
  36103. }
  36104. /**
  36105. * This type of camera can be used in order to efficiently render a scene with a
  36106. * predefined set of cameras. This is an important performance aspect for
  36107. * rendering VR scenes.
  36108. *
  36109. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  36110. * to define for each sub camera the `viewport` property which determines the
  36111. * part of the viewport that is rendered with this camera.
  36112. *
  36113. * @augments PerspectiveCamera
  36114. */
  36115. class ArrayCamera extends PerspectiveCamera {
  36116. /**
  36117. * Constructs a new array camera.
  36118. *
  36119. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  36120. */
  36121. constructor( array = [] ) {
  36122. super();
  36123. /**
  36124. * This flag can be used for type testing.
  36125. *
  36126. * @type {boolean}
  36127. * @readonly
  36128. * @default true
  36129. */
  36130. this.isArrayCamera = true;
  36131. /**
  36132. * Whether this camera is used with multiview rendering or not.
  36133. *
  36134. * @type {boolean}
  36135. * @readonly
  36136. * @default false
  36137. */
  36138. this.isMultiViewCamera = false;
  36139. /**
  36140. * An array of perspective sub cameras.
  36141. *
  36142. * @type {Array<PerspectiveCamera>}
  36143. */
  36144. this.cameras = array;
  36145. }
  36146. }
  36147. /**
  36148. * Class for keeping track of time.
  36149. */
  36150. class Clock {
  36151. /**
  36152. * Constructs a new clock.
  36153. *
  36154. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36155. * `getDelta()` is called for the first time.
  36156. */
  36157. constructor( autoStart = true ) {
  36158. /**
  36159. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36160. * for the first time.
  36161. *
  36162. * @type {boolean}
  36163. * @default true
  36164. */
  36165. this.autoStart = autoStart;
  36166. /**
  36167. * Holds the time at which the clock's `start()` method was last called.
  36168. *
  36169. * @type {number}
  36170. * @default 0
  36171. */
  36172. this.startTime = 0;
  36173. /**
  36174. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36175. * `getDelta()` methods were last called.
  36176. *
  36177. * @type {number}
  36178. * @default 0
  36179. */
  36180. this.oldTime = 0;
  36181. /**
  36182. * Keeps track of the total time that the clock has been running.
  36183. *
  36184. * @type {number}
  36185. * @default 0
  36186. */
  36187. this.elapsedTime = 0;
  36188. /**
  36189. * Whether the clock is running or not.
  36190. *
  36191. * @type {boolean}
  36192. * @default true
  36193. */
  36194. this.running = false;
  36195. }
  36196. /**
  36197. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36198. * called by the class.
  36199. */
  36200. start() {
  36201. this.startTime = performance.now();
  36202. this.oldTime = this.startTime;
  36203. this.elapsedTime = 0;
  36204. this.running = true;
  36205. }
  36206. /**
  36207. * Stops the clock.
  36208. */
  36209. stop() {
  36210. this.getElapsedTime();
  36211. this.running = false;
  36212. this.autoStart = false;
  36213. }
  36214. /**
  36215. * Returns the elapsed time in seconds.
  36216. *
  36217. * @return {number} The elapsed time.
  36218. */
  36219. getElapsedTime() {
  36220. this.getDelta();
  36221. return this.elapsedTime;
  36222. }
  36223. /**
  36224. * Returns the delta time in seconds.
  36225. *
  36226. * @return {number} The delta time.
  36227. */
  36228. getDelta() {
  36229. let diff = 0;
  36230. if ( this.autoStart && ! this.running ) {
  36231. this.start();
  36232. return 0;
  36233. }
  36234. if ( this.running ) {
  36235. const newTime = performance.now();
  36236. diff = ( newTime - this.oldTime ) / 1000;
  36237. this.oldTime = newTime;
  36238. this.elapsedTime += diff;
  36239. }
  36240. return diff;
  36241. }
  36242. }
  36243. const _position$1 = /*@__PURE__*/ new Vector3();
  36244. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36245. const _scale$1 = /*@__PURE__*/ new Vector3();
  36246. const _forward = /*@__PURE__*/ new Vector3();
  36247. const _up = /*@__PURE__*/ new Vector3();
  36248. /**
  36249. * The class represents a virtual listener of the all positional and non-positional audio effects
  36250. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36251. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36252. *
  36253. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36254. * camera represents the 3D transformation of the listener.
  36255. *
  36256. * @augments Object3D
  36257. */
  36258. class AudioListener extends Object3D {
  36259. /**
  36260. * Constructs a new audio listener.
  36261. */
  36262. constructor() {
  36263. super();
  36264. this.type = 'AudioListener';
  36265. /**
  36266. * The native audio context.
  36267. *
  36268. * @type {AudioContext}
  36269. * @readonly
  36270. */
  36271. this.context = AudioContext.getContext();
  36272. /**
  36273. * The gain node used for volume control.
  36274. *
  36275. * @type {GainNode}
  36276. * @readonly
  36277. */
  36278. this.gain = this.context.createGain();
  36279. this.gain.connect( this.context.destination );
  36280. /**
  36281. * An optional filter.
  36282. *
  36283. * Defined via {@link AudioListener#setFilter}.
  36284. *
  36285. * @type {?AudioNode}
  36286. * @default null
  36287. * @readonly
  36288. */
  36289. this.filter = null;
  36290. /**
  36291. * Time delta values required for `linearRampToValueAtTime()` usage.
  36292. *
  36293. * @type {number}
  36294. * @default 0
  36295. * @readonly
  36296. */
  36297. this.timeDelta = 0;
  36298. // private
  36299. this._clock = new Clock();
  36300. }
  36301. /**
  36302. * Returns the listener's input node.
  36303. *
  36304. * This method is used by other audio nodes to connect to this listener.
  36305. *
  36306. * @return {GainNode} The input node.
  36307. */
  36308. getInput() {
  36309. return this.gain;
  36310. }
  36311. /**
  36312. * Removes the current filter from this listener.
  36313. *
  36314. * @return {AudioListener} A reference to this listener.
  36315. */
  36316. removeFilter() {
  36317. if ( this.filter !== null ) {
  36318. this.gain.disconnect( this.filter );
  36319. this.filter.disconnect( this.context.destination );
  36320. this.gain.connect( this.context.destination );
  36321. this.filter = null;
  36322. }
  36323. return this;
  36324. }
  36325. /**
  36326. * Returns the current set filter.
  36327. *
  36328. * @return {?AudioNode} The filter.
  36329. */
  36330. getFilter() {
  36331. return this.filter;
  36332. }
  36333. /**
  36334. * Sets the given filter to this listener.
  36335. *
  36336. * @param {AudioNode} value - The filter to set.
  36337. * @return {AudioListener} A reference to this listener.
  36338. */
  36339. setFilter( value ) {
  36340. if ( this.filter !== null ) {
  36341. this.gain.disconnect( this.filter );
  36342. this.filter.disconnect( this.context.destination );
  36343. } else {
  36344. this.gain.disconnect( this.context.destination );
  36345. }
  36346. this.filter = value;
  36347. this.gain.connect( this.filter );
  36348. this.filter.connect( this.context.destination );
  36349. return this;
  36350. }
  36351. /**
  36352. * Returns the applications master volume.
  36353. *
  36354. * @return {number} The master volume.
  36355. */
  36356. getMasterVolume() {
  36357. return this.gain.gain.value;
  36358. }
  36359. /**
  36360. * Sets the applications master volume. This volume setting affects
  36361. * all audio nodes in the scene.
  36362. *
  36363. * @param {number} value - The master volume to set.
  36364. * @return {AudioListener} A reference to this listener.
  36365. */
  36366. setMasterVolume( value ) {
  36367. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36368. return this;
  36369. }
  36370. updateMatrixWorld( force ) {
  36371. super.updateMatrixWorld( force );
  36372. const listener = this.context.listener;
  36373. this.timeDelta = this._clock.getDelta();
  36374. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36375. // the initial forward and up directions must be orthogonal
  36376. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36377. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36378. if ( listener.positionX ) {
  36379. // code path for Chrome (see #14393)
  36380. const endTime = this.context.currentTime + this.timeDelta;
  36381. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36382. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36383. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36384. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36385. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36386. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36387. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36388. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36389. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36390. } else {
  36391. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36392. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36393. }
  36394. }
  36395. }
  36396. /**
  36397. * Represents a non-positional ( global ) audio object.
  36398. *
  36399. * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/).
  36400. *
  36401. * ```js
  36402. * // create an AudioListener and add it to the camera
  36403. * const listener = new THREE.AudioListener();
  36404. * camera.add( listener );
  36405. *
  36406. * // create a global audio source
  36407. * const sound = new THREE.Audio( listener );
  36408. *
  36409. * // load a sound and set it as the Audio object's buffer
  36410. * const audioLoader = new THREE.AudioLoader();
  36411. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36412. * sound.setBuffer( buffer );
  36413. * sound.setLoop( true );
  36414. * sound.setVolume( 0.5 );
  36415. * sound.play();
  36416. * });
  36417. * ```
  36418. *
  36419. * @augments Object3D
  36420. */
  36421. class Audio extends Object3D {
  36422. /**
  36423. * Constructs a new audio.
  36424. *
  36425. * @param {AudioListener} listener - The global audio listener.
  36426. */
  36427. constructor( listener ) {
  36428. super();
  36429. this.type = 'Audio';
  36430. /**
  36431. * The global audio listener.
  36432. *
  36433. * @type {AudioListener}
  36434. * @readonly
  36435. */
  36436. this.listener = listener;
  36437. /**
  36438. * The audio context.
  36439. *
  36440. * @type {AudioContext}
  36441. * @readonly
  36442. */
  36443. this.context = listener.context;
  36444. /**
  36445. * The gain node used for volume control.
  36446. *
  36447. * @type {GainNode}
  36448. * @readonly
  36449. */
  36450. this.gain = this.context.createGain();
  36451. this.gain.connect( listener.getInput() );
  36452. /**
  36453. * Whether to start playback automatically or not.
  36454. *
  36455. * @type {boolean}
  36456. * @default false
  36457. */
  36458. this.autoplay = false;
  36459. /**
  36460. * A reference to an audio buffer.
  36461. *
  36462. * Defined via {@link Audio#setBuffer}.
  36463. *
  36464. * @type {?AudioBuffer}
  36465. * @default null
  36466. * @readonly
  36467. */
  36468. this.buffer = null;
  36469. /**
  36470. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36471. * +/- 1200 is an octave.
  36472. *
  36473. * Defined via {@link Audio#setDetune}.
  36474. *
  36475. * @type {number}
  36476. * @default 0
  36477. * @readonly
  36478. */
  36479. this.detune = 0;
  36480. /**
  36481. * Whether the audio should loop or not.
  36482. *
  36483. * Defined via {@link Audio#setLoop}.
  36484. *
  36485. * @type {boolean}
  36486. * @default false
  36487. * @readonly
  36488. */
  36489. this.loop = false;
  36490. /**
  36491. * Defines where in the audio buffer the replay should
  36492. * start, in seconds.
  36493. *
  36494. * @type {number}
  36495. * @default 0
  36496. */
  36497. this.loopStart = 0;
  36498. /**
  36499. * Defines where in the audio buffer the replay should
  36500. * stop, in seconds.
  36501. *
  36502. * @type {number}
  36503. * @default 0
  36504. */
  36505. this.loopEnd = 0;
  36506. /**
  36507. * An offset to the time within the audio buffer the playback
  36508. * should begin, in seconds.
  36509. *
  36510. * @type {number}
  36511. * @default 0
  36512. */
  36513. this.offset = 0;
  36514. /**
  36515. * Overrides the default duration of the audio.
  36516. *
  36517. * @type {undefined|number}
  36518. * @default undefined
  36519. */
  36520. this.duration = undefined;
  36521. /**
  36522. * The playback speed.
  36523. *
  36524. * Defined via {@link Audio#setPlaybackRate}.
  36525. *
  36526. * @type {number}
  36527. * @readonly
  36528. * @default 1
  36529. */
  36530. this.playbackRate = 1;
  36531. /**
  36532. * Indicates whether the audio is playing or not.
  36533. *
  36534. * This flag will be automatically set when using {@link Audio#play},
  36535. * {@link Audio#pause}, {@link Audio#stop}.
  36536. *
  36537. * @type {boolean}
  36538. * @readonly
  36539. * @default false
  36540. */
  36541. this.isPlaying = false;
  36542. /**
  36543. * Indicates whether the audio playback can be controlled
  36544. * with method like {@link Audio#play} or {@link Audio#pause}.
  36545. *
  36546. * This flag will be automatically set when audio sources are
  36547. * defined.
  36548. *
  36549. * @type {boolean}
  36550. * @readonly
  36551. * @default true
  36552. */
  36553. this.hasPlaybackControl = true;
  36554. /**
  36555. * Holds a reference to the current audio source.
  36556. *
  36557. * The property is automatically by one of the `set*()` methods.
  36558. *
  36559. * @type {?AudioNode}
  36560. * @readonly
  36561. * @default null
  36562. */
  36563. this.source = null;
  36564. /**
  36565. * Defines the source type.
  36566. *
  36567. * The property is automatically by one of the `set*()` methods.
  36568. *
  36569. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36570. * @readonly
  36571. * @default 'empty'
  36572. */
  36573. this.sourceType = 'empty';
  36574. this._startedAt = 0;
  36575. this._progress = 0;
  36576. this._connected = false;
  36577. /**
  36578. * Can be used to apply a variety of low-order filters to create
  36579. * more complex sound effects e.g. via `BiquadFilterNode`.
  36580. *
  36581. * The property is automatically set by {@link Audio#setFilters}.
  36582. *
  36583. * @type {Array<AudioNode>}
  36584. * @readonly
  36585. */
  36586. this.filters = [];
  36587. }
  36588. /**
  36589. * Returns the output audio node.
  36590. *
  36591. * @return {GainNode} The output node.
  36592. */
  36593. getOutput() {
  36594. return this.gain;
  36595. }
  36596. /**
  36597. * Sets the given audio node as the source of this instance.
  36598. *
  36599. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36600. *
  36601. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36602. * @return {Audio} A reference to this instance.
  36603. */
  36604. setNodeSource( audioNode ) {
  36605. this.hasPlaybackControl = false;
  36606. this.sourceType = 'audioNode';
  36607. this.source = audioNode;
  36608. this.connect();
  36609. return this;
  36610. }
  36611. /**
  36612. * Sets the given media element as the source of this instance.
  36613. *
  36614. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36615. *
  36616. * @param {HTMLMediaElement} mediaElement - The media element.
  36617. * @return {Audio} A reference to this instance.
  36618. */
  36619. setMediaElementSource( mediaElement ) {
  36620. this.hasPlaybackControl = false;
  36621. this.sourceType = 'mediaNode';
  36622. this.source = this.context.createMediaElementSource( mediaElement );
  36623. this.connect();
  36624. return this;
  36625. }
  36626. /**
  36627. * Sets the given media stream as the source of this instance.
  36628. *
  36629. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36630. *
  36631. * @param {MediaStream} mediaStream - The media stream.
  36632. * @return {Audio} A reference to this instance.
  36633. */
  36634. setMediaStreamSource( mediaStream ) {
  36635. this.hasPlaybackControl = false;
  36636. this.sourceType = 'mediaStreamNode';
  36637. this.source = this.context.createMediaStreamSource( mediaStream );
  36638. this.connect();
  36639. return this;
  36640. }
  36641. /**
  36642. * Sets the given audio buffer as the source of this instance.
  36643. *
  36644. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36645. *
  36646. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36647. * @return {Audio} A reference to this instance.
  36648. */
  36649. setBuffer( audioBuffer ) {
  36650. this.buffer = audioBuffer;
  36651. this.sourceType = 'buffer';
  36652. if ( this.autoplay ) this.play();
  36653. return this;
  36654. }
  36655. /**
  36656. * Starts the playback of the audio.
  36657. *
  36658. * Can only be used with compatible audio sources that allow playback control.
  36659. *
  36660. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36661. * @return {Audio|undefined} A reference to this instance.
  36662. */
  36663. play( delay = 0 ) {
  36664. if ( this.isPlaying === true ) {
  36665. warn( 'Audio: Audio is already playing.' );
  36666. return;
  36667. }
  36668. if ( this.hasPlaybackControl === false ) {
  36669. warn( 'Audio: this Audio has no playback control.' );
  36670. return;
  36671. }
  36672. this._startedAt = this.context.currentTime + delay;
  36673. const source = this.context.createBufferSource();
  36674. source.buffer = this.buffer;
  36675. source.loop = this.loop;
  36676. source.loopStart = this.loopStart;
  36677. source.loopEnd = this.loopEnd;
  36678. source.onended = this.onEnded.bind( this );
  36679. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36680. this.isPlaying = true;
  36681. this.source = source;
  36682. this.setDetune( this.detune );
  36683. this.setPlaybackRate( this.playbackRate );
  36684. return this.connect();
  36685. }
  36686. /**
  36687. * Pauses the playback of the audio.
  36688. *
  36689. * Can only be used with compatible audio sources that allow playback control.
  36690. *
  36691. * @return {Audio|undefined} A reference to this instance.
  36692. */
  36693. pause() {
  36694. if ( this.hasPlaybackControl === false ) {
  36695. warn( 'Audio: this Audio has no playback control.' );
  36696. return;
  36697. }
  36698. if ( this.isPlaying === true ) {
  36699. // update current progress
  36700. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36701. if ( this.loop === true ) {
  36702. // ensure _progress does not exceed duration with looped audios
  36703. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36704. }
  36705. this.source.stop();
  36706. this.source.onended = null;
  36707. this.isPlaying = false;
  36708. }
  36709. return this;
  36710. }
  36711. /**
  36712. * Stops the playback of the audio.
  36713. *
  36714. * Can only be used with compatible audio sources that allow playback control.
  36715. *
  36716. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36717. * @return {Audio|undefined} A reference to this instance.
  36718. */
  36719. stop( delay = 0 ) {
  36720. if ( this.hasPlaybackControl === false ) {
  36721. warn( 'Audio: this Audio has no playback control.' );
  36722. return;
  36723. }
  36724. this._progress = 0;
  36725. if ( this.source !== null ) {
  36726. this.source.stop( this.context.currentTime + delay );
  36727. this.source.onended = null;
  36728. }
  36729. this.isPlaying = false;
  36730. return this;
  36731. }
  36732. /**
  36733. * Connects to the audio source. This is used internally on
  36734. * initialisation and when setting / removing filters.
  36735. *
  36736. * @return {Audio} A reference to this instance.
  36737. */
  36738. connect() {
  36739. if ( this.filters.length > 0 ) {
  36740. this.source.connect( this.filters[ 0 ] );
  36741. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36742. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36743. }
  36744. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36745. } else {
  36746. this.source.connect( this.getOutput() );
  36747. }
  36748. this._connected = true;
  36749. return this;
  36750. }
  36751. /**
  36752. * Disconnects to the audio source. This is used internally on
  36753. * initialisation and when setting / removing filters.
  36754. *
  36755. * @return {Audio|undefined} A reference to this instance.
  36756. */
  36757. disconnect() {
  36758. if ( this._connected === false ) {
  36759. return;
  36760. }
  36761. if ( this.filters.length > 0 ) {
  36762. this.source.disconnect( this.filters[ 0 ] );
  36763. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36764. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36765. }
  36766. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36767. } else {
  36768. this.source.disconnect( this.getOutput() );
  36769. }
  36770. this._connected = false;
  36771. return this;
  36772. }
  36773. /**
  36774. * Returns the current set filters.
  36775. *
  36776. * @return {Array<AudioNode>} The list of filters.
  36777. */
  36778. getFilters() {
  36779. return this.filters;
  36780. }
  36781. /**
  36782. * Sets an array of filters and connects them with the audio source.
  36783. *
  36784. * @param {Array<AudioNode>} [value] - A list of filters.
  36785. * @return {Audio} A reference to this instance.
  36786. */
  36787. setFilters( value ) {
  36788. if ( ! value ) value = [];
  36789. if ( this._connected === true ) {
  36790. this.disconnect();
  36791. this.filters = value.slice();
  36792. this.connect();
  36793. } else {
  36794. this.filters = value.slice();
  36795. }
  36796. return this;
  36797. }
  36798. /**
  36799. * Defines the detuning of oscillation in cents.
  36800. *
  36801. * @param {number} value - The detuning of oscillation in cents.
  36802. * @return {Audio} A reference to this instance.
  36803. */
  36804. setDetune( value ) {
  36805. this.detune = value;
  36806. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36807. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36808. }
  36809. return this;
  36810. }
  36811. /**
  36812. * Returns the detuning of oscillation in cents.
  36813. *
  36814. * @return {number} The detuning of oscillation in cents.
  36815. */
  36816. getDetune() {
  36817. return this.detune;
  36818. }
  36819. /**
  36820. * Returns the first filter in the list of filters.
  36821. *
  36822. * @return {AudioNode|undefined} The first filter in the list of filters.
  36823. */
  36824. getFilter() {
  36825. return this.getFilters()[ 0 ];
  36826. }
  36827. /**
  36828. * Applies a single filter node to the audio.
  36829. *
  36830. * @param {AudioNode} [filter] - The filter to set.
  36831. * @return {Audio} A reference to this instance.
  36832. */
  36833. setFilter( filter ) {
  36834. return this.setFilters( filter ? [ filter ] : [] );
  36835. }
  36836. /**
  36837. * Sets the playback rate.
  36838. *
  36839. * Can only be used with compatible audio sources that allow playback control.
  36840. *
  36841. * @param {number} [value] - The playback rate to set.
  36842. * @return {Audio|undefined} A reference to this instance.
  36843. */
  36844. setPlaybackRate( value ) {
  36845. if ( this.hasPlaybackControl === false ) {
  36846. warn( 'Audio: this Audio has no playback control.' );
  36847. return;
  36848. }
  36849. this.playbackRate = value;
  36850. if ( this.isPlaying === true ) {
  36851. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36852. }
  36853. return this;
  36854. }
  36855. /**
  36856. * Returns the current playback rate.
  36857. * @return {number} The playback rate.
  36858. */
  36859. getPlaybackRate() {
  36860. return this.playbackRate;
  36861. }
  36862. /**
  36863. * Automatically called when playback finished.
  36864. */
  36865. onEnded() {
  36866. this.isPlaying = false;
  36867. this._progress = 0;
  36868. }
  36869. /**
  36870. * Returns the loop flag.
  36871. *
  36872. * Can only be used with compatible audio sources that allow playback control.
  36873. *
  36874. * @return {boolean} Whether the audio should loop or not.
  36875. */
  36876. getLoop() {
  36877. if ( this.hasPlaybackControl === false ) {
  36878. warn( 'Audio: this Audio has no playback control.' );
  36879. return false;
  36880. }
  36881. return this.loop;
  36882. }
  36883. /**
  36884. * Sets the loop flag.
  36885. *
  36886. * Can only be used with compatible audio sources that allow playback control.
  36887. *
  36888. * @param {boolean} value - Whether the audio should loop or not.
  36889. * @return {Audio|undefined} A reference to this instance.
  36890. */
  36891. setLoop( value ) {
  36892. if ( this.hasPlaybackControl === false ) {
  36893. warn( 'Audio: this Audio has no playback control.' );
  36894. return;
  36895. }
  36896. this.loop = value;
  36897. if ( this.isPlaying === true ) {
  36898. this.source.loop = this.loop;
  36899. }
  36900. return this;
  36901. }
  36902. /**
  36903. * Sets the loop start value which defines where in the audio buffer the replay should
  36904. * start, in seconds.
  36905. *
  36906. * @param {number} value - The loop start value.
  36907. * @return {Audio} A reference to this instance.
  36908. */
  36909. setLoopStart( value ) {
  36910. this.loopStart = value;
  36911. return this;
  36912. }
  36913. /**
  36914. * Sets the loop end value which defines where in the audio buffer the replay should
  36915. * stop, in seconds.
  36916. *
  36917. * @param {number} value - The loop end value.
  36918. * @return {Audio} A reference to this instance.
  36919. */
  36920. setLoopEnd( value ) {
  36921. this.loopEnd = value;
  36922. return this;
  36923. }
  36924. /**
  36925. * Returns the volume.
  36926. *
  36927. * @return {number} The volume.
  36928. */
  36929. getVolume() {
  36930. return this.gain.gain.value;
  36931. }
  36932. /**
  36933. * Sets the volume.
  36934. *
  36935. * @param {number} value - The volume to set.
  36936. * @return {Audio} A reference to this instance.
  36937. */
  36938. setVolume( value ) {
  36939. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36940. return this;
  36941. }
  36942. copy( source, recursive ) {
  36943. super.copy( source, recursive );
  36944. if ( source.sourceType !== 'buffer' ) {
  36945. warn( 'Audio: Audio source type cannot be copied.' );
  36946. return this;
  36947. }
  36948. this.autoplay = source.autoplay;
  36949. this.buffer = source.buffer;
  36950. this.detune = source.detune;
  36951. this.loop = source.loop;
  36952. this.loopStart = source.loopStart;
  36953. this.loopEnd = source.loopEnd;
  36954. this.offset = source.offset;
  36955. this.duration = source.duration;
  36956. this.playbackRate = source.playbackRate;
  36957. this.hasPlaybackControl = source.hasPlaybackControl;
  36958. this.sourceType = source.sourceType;
  36959. this.filters = source.filters.slice();
  36960. return this;
  36961. }
  36962. clone( recursive ) {
  36963. return new this.constructor( this.listener ).copy( this, recursive );
  36964. }
  36965. }
  36966. const _position = /*@__PURE__*/ new Vector3();
  36967. const _quaternion = /*@__PURE__*/ new Quaternion();
  36968. const _scale = /*@__PURE__*/ new Vector3();
  36969. const _orientation = /*@__PURE__*/ new Vector3();
  36970. /**
  36971. * Represents a positional audio object.
  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 the PositionalAudio object (passing in the listener)
  36979. * const sound = new THREE.PositionalAudio( listener );
  36980. *
  36981. * // load a sound and set it as the PositionalAudio object's buffer
  36982. * const audioLoader = new THREE.AudioLoader();
  36983. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36984. * sound.setBuffer( buffer );
  36985. * sound.setRefDistance( 20 );
  36986. * sound.play();
  36987. * });
  36988. *
  36989. * // create an object for the sound to play from
  36990. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36991. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36992. * const mesh = new THREE.Mesh( sphere, material );
  36993. * scene.add( mesh );
  36994. *
  36995. * // finally add the sound to the mesh
  36996. * mesh.add( sound );
  36997. *
  36998. * @augments Audio
  36999. */
  37000. class PositionalAudio extends Audio {
  37001. /**
  37002. * Constructs a positional audio.
  37003. *
  37004. * @param {AudioListener} listener - The global audio listener.
  37005. */
  37006. constructor( listener ) {
  37007. super( listener );
  37008. /**
  37009. * The panner node represents the location, direction, and behavior of an audio
  37010. * source in 3D space.
  37011. *
  37012. * @type {PannerNode}
  37013. * @readonly
  37014. */
  37015. this.panner = this.context.createPanner();
  37016. this.panner.panningModel = 'HRTF';
  37017. this.panner.connect( this.gain );
  37018. }
  37019. connect() {
  37020. super.connect();
  37021. this.panner.connect( this.gain );
  37022. return this;
  37023. }
  37024. disconnect() {
  37025. super.disconnect();
  37026. this.panner.disconnect( this.gain );
  37027. return this;
  37028. }
  37029. getOutput() {
  37030. return this.panner;
  37031. }
  37032. /**
  37033. * Returns the current reference distance.
  37034. *
  37035. * @return {number} The reference distance.
  37036. */
  37037. getRefDistance() {
  37038. return this.panner.refDistance;
  37039. }
  37040. /**
  37041. * Defines the reference distance for reducing volume as the audio source moves
  37042. * further from the listener – i.e. the distance at which the volume reduction
  37043. * starts taking effect.
  37044. *
  37045. * @param {number} value - The reference distance to set.
  37046. * @return {PositionalAudio} A reference to this instance.
  37047. */
  37048. setRefDistance( value ) {
  37049. this.panner.refDistance = value;
  37050. return this;
  37051. }
  37052. /**
  37053. * Returns the current rolloff factor.
  37054. *
  37055. * @return {number} The rolloff factor.
  37056. */
  37057. getRolloffFactor() {
  37058. return this.panner.rolloffFactor;
  37059. }
  37060. /**
  37061. * Defines how quickly the volume is reduced as the source moves away from the listener.
  37062. *
  37063. * @param {number} value - The rolloff factor.
  37064. * @return {PositionalAudio} A reference to this instance.
  37065. */
  37066. setRolloffFactor( value ) {
  37067. this.panner.rolloffFactor = value;
  37068. return this;
  37069. }
  37070. /**
  37071. * Returns the current distance model.
  37072. *
  37073. * @return {('linear'|'inverse'|'exponential')} The distance model.
  37074. */
  37075. getDistanceModel() {
  37076. return this.panner.distanceModel;
  37077. }
  37078. /**
  37079. * Defines which algorithm to use to reduce the volume of the audio source
  37080. * as it moves away from the listener.
  37081. *
  37082. * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype)
  37083. * for more details.
  37084. *
  37085. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  37086. * @return {PositionalAudio} A reference to this instance.
  37087. */
  37088. setDistanceModel( value ) {
  37089. this.panner.distanceModel = value;
  37090. return this;
  37091. }
  37092. /**
  37093. * Returns the current max distance.
  37094. *
  37095. * @return {number} The max distance.
  37096. */
  37097. getMaxDistance() {
  37098. return this.panner.maxDistance;
  37099. }
  37100. /**
  37101. * Defines the maximum distance between the audio source and the listener,
  37102. * after which the volume is not reduced any further.
  37103. *
  37104. * This value is used only by the `linear` distance model.
  37105. *
  37106. * @param {number} value - The max distance.
  37107. * @return {PositionalAudio} A reference to this instance.
  37108. */
  37109. setMaxDistance( value ) {
  37110. this.panner.maxDistance = value;
  37111. return this;
  37112. }
  37113. /**
  37114. * Sets the directional cone in which the audio can be listened.
  37115. *
  37116. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  37117. * @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.
  37118. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  37119. * @return {PositionalAudio} A reference to this instance.
  37120. */
  37121. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  37122. this.panner.coneInnerAngle = coneInnerAngle;
  37123. this.panner.coneOuterAngle = coneOuterAngle;
  37124. this.panner.coneOuterGain = coneOuterGain;
  37125. return this;
  37126. }
  37127. updateMatrixWorld( force ) {
  37128. super.updateMatrixWorld( force );
  37129. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  37130. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37131. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37132. const panner = this.panner;
  37133. if ( panner.positionX ) {
  37134. // code path for Chrome and Firefox (see #14393)
  37135. const endTime = this.context.currentTime + this.listener.timeDelta;
  37136. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37137. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37138. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37139. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37140. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37141. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37142. } else {
  37143. panner.setPosition( _position.x, _position.y, _position.z );
  37144. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37145. }
  37146. }
  37147. }
  37148. /**
  37149. * This class can be used to analyse audio data.
  37150. *
  37151. * ```js
  37152. * // create an AudioListener and add it to the camera
  37153. * const listener = new THREE.AudioListener();
  37154. * camera.add( listener );
  37155. *
  37156. * // create an Audio source
  37157. * const sound = new THREE.Audio( listener );
  37158. *
  37159. * // load a sound and set it as the Audio object's buffer
  37160. * const audioLoader = new THREE.AudioLoader();
  37161. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37162. * sound.setBuffer( buffer );
  37163. * sound.setLoop(true);
  37164. * sound.setVolume(0.5);
  37165. * sound.play();
  37166. * });
  37167. *
  37168. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37169. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37170. *
  37171. * // get the average frequency of the sound
  37172. * const data = analyser.getAverageFrequency();
  37173. * ```
  37174. */
  37175. class AudioAnalyser {
  37176. /**
  37177. * Constructs a new audio analyzer.
  37178. *
  37179. * @param {Audio} audio - The audio to analyze.
  37180. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37181. */
  37182. constructor( audio, fftSize = 2048 ) {
  37183. /**
  37184. * The global audio listener.
  37185. *
  37186. * @type {AnalyserNode}
  37187. */
  37188. this.analyser = audio.context.createAnalyser();
  37189. this.analyser.fftSize = fftSize;
  37190. /**
  37191. * Holds the analyzed data.
  37192. *
  37193. * @type {Uint8Array}
  37194. */
  37195. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37196. audio.getOutput().connect( this.analyser );
  37197. }
  37198. /**
  37199. * Returns an array with frequency data of the audio.
  37200. *
  37201. * Each item in the array represents the decibel value for a specific frequency.
  37202. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37203. * For example, for 48000 sample rate, the last item of the array will represent
  37204. * the decibel value for 24000 Hz.
  37205. *
  37206. * @return {Uint8Array} The frequency data.
  37207. */
  37208. getFrequencyData() {
  37209. this.analyser.getByteFrequencyData( this.data );
  37210. return this.data;
  37211. }
  37212. /**
  37213. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37214. *
  37215. * @return {number} The average frequency.
  37216. */
  37217. getAverageFrequency() {
  37218. let value = 0;
  37219. const data = this.getFrequencyData();
  37220. for ( let i = 0; i < data.length; i ++ ) {
  37221. value += data[ i ];
  37222. }
  37223. return value / data.length;
  37224. }
  37225. }
  37226. /**
  37227. * Buffered scene graph property that allows weighted accumulation; used internally.
  37228. */
  37229. class PropertyMixer {
  37230. /**
  37231. * Constructs a new property mixer.
  37232. *
  37233. * @param {PropertyBinding} binding - The property binding.
  37234. * @param {string} typeName - The keyframe track type name.
  37235. * @param {number} valueSize - The keyframe track value size.
  37236. */
  37237. constructor( binding, typeName, valueSize ) {
  37238. /**
  37239. * The property binding.
  37240. *
  37241. * @type {PropertyBinding}
  37242. */
  37243. this.binding = binding;
  37244. /**
  37245. * The keyframe track value size.
  37246. *
  37247. * @type {number}
  37248. */
  37249. this.valueSize = valueSize;
  37250. let mixFunction,
  37251. mixFunctionAdditive,
  37252. setIdentity;
  37253. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37254. //
  37255. // interpolators can use .buffer as their .result
  37256. // the data then goes to 'incoming'
  37257. //
  37258. // 'accu0' and 'accu1' are used frame-interleaved for
  37259. // the cumulative result and are compared to detect
  37260. // changes
  37261. //
  37262. // 'orig' stores the original state of the property
  37263. //
  37264. // 'add' is used for additive cumulative results
  37265. //
  37266. // 'work' is optional and is only present for quaternion types. It is used
  37267. // to store intermediate quaternion multiplication results
  37268. switch ( typeName ) {
  37269. case 'quaternion':
  37270. mixFunction = this._slerp;
  37271. mixFunctionAdditive = this._slerpAdditive;
  37272. setIdentity = this._setAdditiveIdentityQuaternion;
  37273. this.buffer = new Float64Array( valueSize * 6 );
  37274. this._workIndex = 5;
  37275. break;
  37276. case 'string':
  37277. case 'bool':
  37278. mixFunction = this._select;
  37279. // Use the regular mix function and for additive on these types,
  37280. // additive is not relevant for non-numeric types
  37281. mixFunctionAdditive = this._select;
  37282. setIdentity = this._setAdditiveIdentityOther;
  37283. this.buffer = new Array( valueSize * 5 );
  37284. break;
  37285. default:
  37286. mixFunction = this._lerp;
  37287. mixFunctionAdditive = this._lerpAdditive;
  37288. setIdentity = this._setAdditiveIdentityNumeric;
  37289. this.buffer = new Float64Array( valueSize * 5 );
  37290. }
  37291. this._mixBufferRegion = mixFunction;
  37292. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37293. this._setIdentity = setIdentity;
  37294. this._origIndex = 3;
  37295. this._addIndex = 4;
  37296. /**
  37297. * TODO
  37298. *
  37299. * @type {number}
  37300. * @default 0
  37301. */
  37302. this.cumulativeWeight = 0;
  37303. /**
  37304. * TODO
  37305. *
  37306. * @type {number}
  37307. * @default 0
  37308. */
  37309. this.cumulativeWeightAdditive = 0;
  37310. /**
  37311. * TODO
  37312. *
  37313. * @type {number}
  37314. * @default 0
  37315. */
  37316. this.useCount = 0;
  37317. /**
  37318. * TODO
  37319. *
  37320. * @type {number}
  37321. * @default 0
  37322. */
  37323. this.referenceCount = 0;
  37324. }
  37325. /**
  37326. * Accumulates data in the `incoming` region into `accu<i>`.
  37327. *
  37328. * @param {number} accuIndex - The accumulation index.
  37329. * @param {number} weight - The weight.
  37330. */
  37331. accumulate( accuIndex, weight ) {
  37332. // note: happily accumulating nothing when weight = 0, the caller knows
  37333. // the weight and shouldn't have made the call in the first place
  37334. const buffer = this.buffer,
  37335. stride = this.valueSize,
  37336. offset = accuIndex * stride + stride;
  37337. let currentWeight = this.cumulativeWeight;
  37338. if ( currentWeight === 0 ) {
  37339. // accuN := incoming * weight
  37340. for ( let i = 0; i !== stride; ++ i ) {
  37341. buffer[ offset + i ] = buffer[ i ];
  37342. }
  37343. currentWeight = weight;
  37344. } else {
  37345. // accuN := accuN + incoming * weight
  37346. currentWeight += weight;
  37347. const mix = weight / currentWeight;
  37348. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37349. }
  37350. this.cumulativeWeight = currentWeight;
  37351. }
  37352. /**
  37353. * Accumulates data in the `incoming` region into `add`.
  37354. *
  37355. * @param {number} weight - The weight.
  37356. */
  37357. accumulateAdditive( weight ) {
  37358. const buffer = this.buffer,
  37359. stride = this.valueSize,
  37360. offset = stride * this._addIndex;
  37361. if ( this.cumulativeWeightAdditive === 0 ) {
  37362. // add = identity
  37363. this._setIdentity();
  37364. }
  37365. // add := add + incoming * weight
  37366. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37367. this.cumulativeWeightAdditive += weight;
  37368. }
  37369. /**
  37370. * Applies the state of `accu<i>` to the binding when accus differ.
  37371. *
  37372. * @param {number} accuIndex - The accumulation index.
  37373. */
  37374. apply( accuIndex ) {
  37375. const stride = this.valueSize,
  37376. buffer = this.buffer,
  37377. offset = accuIndex * stride + stride,
  37378. weight = this.cumulativeWeight,
  37379. weightAdditive = this.cumulativeWeightAdditive,
  37380. binding = this.binding;
  37381. this.cumulativeWeight = 0;
  37382. this.cumulativeWeightAdditive = 0;
  37383. if ( weight < 1 ) {
  37384. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37385. const originalValueOffset = stride * this._origIndex;
  37386. this._mixBufferRegion(
  37387. buffer, offset, originalValueOffset, 1 - weight, stride );
  37388. }
  37389. if ( weightAdditive > 0 ) {
  37390. // accuN := accuN + additive accuN
  37391. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37392. }
  37393. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37394. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37395. // value has changed -> update scene graph
  37396. binding.setValue( buffer, offset );
  37397. break;
  37398. }
  37399. }
  37400. }
  37401. /**
  37402. * Remembers the state of the bound property and copy it to both accus.
  37403. */
  37404. saveOriginalState() {
  37405. const binding = this.binding;
  37406. const buffer = this.buffer,
  37407. stride = this.valueSize,
  37408. originalValueOffset = stride * this._origIndex;
  37409. binding.getValue( buffer, originalValueOffset );
  37410. // accu[0..1] := orig -- initially detect changes against the original
  37411. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37412. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37413. }
  37414. // Add to identity for additive
  37415. this._setIdentity();
  37416. this.cumulativeWeight = 0;
  37417. this.cumulativeWeightAdditive = 0;
  37418. }
  37419. /**
  37420. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37421. */
  37422. restoreOriginalState() {
  37423. const originalValueOffset = this.valueSize * 3;
  37424. this.binding.setValue( this.buffer, originalValueOffset );
  37425. }
  37426. // internals
  37427. _setAdditiveIdentityNumeric() {
  37428. const startIndex = this._addIndex * this.valueSize;
  37429. const endIndex = startIndex + this.valueSize;
  37430. for ( let i = startIndex; i < endIndex; i ++ ) {
  37431. this.buffer[ i ] = 0;
  37432. }
  37433. }
  37434. _setAdditiveIdentityQuaternion() {
  37435. this._setAdditiveIdentityNumeric();
  37436. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37437. }
  37438. _setAdditiveIdentityOther() {
  37439. const startIndex = this._origIndex * this.valueSize;
  37440. const targetIndex = this._addIndex * this.valueSize;
  37441. for ( let i = 0; i < this.valueSize; i ++ ) {
  37442. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37443. }
  37444. }
  37445. // mix functions
  37446. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37447. if ( t >= 0.5 ) {
  37448. for ( let i = 0; i !== stride; ++ i ) {
  37449. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37450. }
  37451. }
  37452. }
  37453. _slerp( buffer, dstOffset, srcOffset, t ) {
  37454. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37455. }
  37456. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37457. const workOffset = this._workIndex * stride;
  37458. // Store result in intermediate buffer offset
  37459. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37460. // Slerp to the intermediate result
  37461. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37462. }
  37463. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37464. const s = 1 - t;
  37465. for ( let i = 0; i !== stride; ++ i ) {
  37466. const j = dstOffset + i;
  37467. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37468. }
  37469. }
  37470. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37471. for ( let i = 0; i !== stride; ++ i ) {
  37472. const j = dstOffset + i;
  37473. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37474. }
  37475. }
  37476. }
  37477. // Characters [].:/ are reserved for track binding syntax.
  37478. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37479. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37480. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37481. // only latin characters, and the unicode \p{L} is not yet supported. So
  37482. // instead, we exclude reserved characters and match everything else.
  37483. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37484. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37485. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37486. // be matched to parse the rest of the track name.
  37487. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37488. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37489. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37490. // Object on target node, and accessor. May not contain reserved
  37491. // characters. Accessor may contain any character except closing bracket.
  37492. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37493. // Property and accessor. May not contain reserved characters. Accessor may
  37494. // contain any non-bracket characters.
  37495. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37496. const _trackRe = new RegExp( ''
  37497. + '^'
  37498. + _directoryRe
  37499. + _nodeRe
  37500. + _objectRe
  37501. + _propertyRe
  37502. + '$'
  37503. );
  37504. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37505. class Composite {
  37506. constructor( targetGroup, path, optionalParsedPath ) {
  37507. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37508. this._targetGroup = targetGroup;
  37509. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37510. }
  37511. getValue( array, offset ) {
  37512. this.bind(); // bind all binding
  37513. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37514. binding = this._bindings[ firstValidIndex ];
  37515. // and only call .getValue on the first
  37516. if ( binding !== undefined ) binding.getValue( array, offset );
  37517. }
  37518. setValue( array, offset ) {
  37519. const bindings = this._bindings;
  37520. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37521. bindings[ i ].setValue( array, offset );
  37522. }
  37523. }
  37524. bind() {
  37525. const bindings = this._bindings;
  37526. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37527. bindings[ i ].bind();
  37528. }
  37529. }
  37530. unbind() {
  37531. const bindings = this._bindings;
  37532. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37533. bindings[ i ].unbind();
  37534. }
  37535. }
  37536. }
  37537. // Note: This class uses a State pattern on a per-method basis:
  37538. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37539. // prototype version of these methods with one that represents
  37540. // the bound state. When the property is not found, the methods
  37541. // become no-ops.
  37542. /**
  37543. * This holds a reference to a real property in the scene graph; used internally.
  37544. */
  37545. class PropertyBinding {
  37546. /**
  37547. * Constructs a new property binding.
  37548. *
  37549. * @param {Object} rootNode - The root node.
  37550. * @param {string} path - The path.
  37551. * @param {?Object} [parsedPath] - The parsed path.
  37552. */
  37553. constructor( rootNode, path, parsedPath ) {
  37554. /**
  37555. * The object path to the animated property.
  37556. *
  37557. * @type {string}
  37558. */
  37559. this.path = path;
  37560. /**
  37561. * An object holding information about the path.
  37562. *
  37563. * @type {Object}
  37564. */
  37565. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37566. /**
  37567. * The object owns the animated property.
  37568. *
  37569. * @type {?Object}
  37570. */
  37571. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37572. /**
  37573. * The root node.
  37574. *
  37575. * @type {Object3D|Skeleton}
  37576. */
  37577. this.rootNode = rootNode;
  37578. // initial state of these methods that calls 'bind'
  37579. this.getValue = this._getValue_unbound;
  37580. this.setValue = this._setValue_unbound;
  37581. }
  37582. /**
  37583. * Factory method for creating a property binding from the given parameters.
  37584. *
  37585. * @static
  37586. * @param {Object} root - The root node.
  37587. * @param {string} path - The path.
  37588. * @param {?Object} [parsedPath] - The parsed path.
  37589. * @return {PropertyBinding|Composite} The created property binding or composite.
  37590. */
  37591. static create( root, path, parsedPath ) {
  37592. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37593. return new PropertyBinding( root, path, parsedPath );
  37594. } else {
  37595. return new PropertyBinding.Composite( root, path, parsedPath );
  37596. }
  37597. }
  37598. /**
  37599. * Replaces spaces with underscores and removes unsupported characters from
  37600. * node names, to ensure compatibility with parseTrackName().
  37601. *
  37602. * @param {string} name - Node name to be sanitized.
  37603. * @return {string} The sanitized node name.
  37604. */
  37605. static sanitizeNodeName( name ) {
  37606. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37607. }
  37608. /**
  37609. * Parses the given track name (an object path to an animated property) and
  37610. * returns an object with information about the path. Matches strings in the following forms:
  37611. *
  37612. * - nodeName.property
  37613. * - nodeName.property[accessor]
  37614. * - nodeName.material.property[accessor]
  37615. * - uuid.property[accessor]
  37616. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37617. * - parentName/nodeName.property
  37618. * - parentName/parentName/nodeName.property[index]
  37619. * - .bone[Armature.DEF_cog].position
  37620. * - scene:helium_balloon_model:helium_balloon_model.position
  37621. *
  37622. * @static
  37623. * @param {string} trackName - The track name to parse.
  37624. * @return {Object} The parsed track name as an object.
  37625. */
  37626. static parseTrackName( trackName ) {
  37627. const matches = _trackRe.exec( trackName );
  37628. if ( matches === null ) {
  37629. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37630. }
  37631. const results = {
  37632. // directoryName: matches[ 1 ], // (tschw) currently unused
  37633. nodeName: matches[ 2 ],
  37634. objectName: matches[ 3 ],
  37635. objectIndex: matches[ 4 ],
  37636. propertyName: matches[ 5 ], // required
  37637. propertyIndex: matches[ 6 ]
  37638. };
  37639. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37640. if ( lastDot !== undefined && lastDot !== -1 ) {
  37641. const objectName = results.nodeName.substring( lastDot + 1 );
  37642. // Object names must be checked against an allowlist. Otherwise, there
  37643. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37644. // 'bar' could be the objectName, or part of a nodeName (which can
  37645. // include '.' characters).
  37646. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37647. results.nodeName = results.nodeName.substring( 0, lastDot );
  37648. results.objectName = objectName;
  37649. }
  37650. }
  37651. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37652. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37653. }
  37654. return results;
  37655. }
  37656. /**
  37657. * Searches for a node in the hierarchy of the given root object by the given
  37658. * node name.
  37659. *
  37660. * @static
  37661. * @param {Object} root - The root object.
  37662. * @param {string|number} nodeName - The name of the node.
  37663. * @return {?Object} The found node. Returns `null` if no object was found.
  37664. */
  37665. static findNode( root, nodeName ) {
  37666. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37667. return root;
  37668. }
  37669. // search into skeleton bones.
  37670. if ( root.skeleton ) {
  37671. const bone = root.skeleton.getBoneByName( nodeName );
  37672. if ( bone !== undefined ) {
  37673. return bone;
  37674. }
  37675. }
  37676. // search into node subtree.
  37677. if ( root.children ) {
  37678. const searchNodeSubtree = function ( children ) {
  37679. for ( let i = 0; i < children.length; i ++ ) {
  37680. const childNode = children[ i ];
  37681. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37682. return childNode;
  37683. }
  37684. const result = searchNodeSubtree( childNode.children );
  37685. if ( result ) return result;
  37686. }
  37687. return null;
  37688. };
  37689. const subTreeNode = searchNodeSubtree( root.children );
  37690. if ( subTreeNode ) {
  37691. return subTreeNode;
  37692. }
  37693. }
  37694. return null;
  37695. }
  37696. // these are used to "bind" a nonexistent property
  37697. _getValue_unavailable() {}
  37698. _setValue_unavailable() {}
  37699. // Getters
  37700. _getValue_direct( buffer, offset ) {
  37701. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37702. }
  37703. _getValue_array( buffer, offset ) {
  37704. const source = this.resolvedProperty;
  37705. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37706. buffer[ offset ++ ] = source[ i ];
  37707. }
  37708. }
  37709. _getValue_arrayElement( buffer, offset ) {
  37710. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37711. }
  37712. _getValue_toArray( buffer, offset ) {
  37713. this.resolvedProperty.toArray( buffer, offset );
  37714. }
  37715. // Direct
  37716. _setValue_direct( buffer, offset ) {
  37717. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37718. }
  37719. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37720. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37721. this.targetObject.needsUpdate = true;
  37722. }
  37723. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37724. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37725. this.targetObject.matrixWorldNeedsUpdate = true;
  37726. }
  37727. // EntireArray
  37728. _setValue_array( buffer, offset ) {
  37729. const dest = this.resolvedProperty;
  37730. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37731. dest[ i ] = buffer[ offset ++ ];
  37732. }
  37733. }
  37734. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37735. const dest = this.resolvedProperty;
  37736. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37737. dest[ i ] = buffer[ offset ++ ];
  37738. }
  37739. this.targetObject.needsUpdate = true;
  37740. }
  37741. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37742. const dest = this.resolvedProperty;
  37743. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37744. dest[ i ] = buffer[ offset ++ ];
  37745. }
  37746. this.targetObject.matrixWorldNeedsUpdate = true;
  37747. }
  37748. // ArrayElement
  37749. _setValue_arrayElement( buffer, offset ) {
  37750. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37751. }
  37752. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37753. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37754. this.targetObject.needsUpdate = true;
  37755. }
  37756. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37757. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37758. this.targetObject.matrixWorldNeedsUpdate = true;
  37759. }
  37760. // HasToFromArray
  37761. _setValue_fromArray( buffer, offset ) {
  37762. this.resolvedProperty.fromArray( buffer, offset );
  37763. }
  37764. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37765. this.resolvedProperty.fromArray( buffer, offset );
  37766. this.targetObject.needsUpdate = true;
  37767. }
  37768. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37769. this.resolvedProperty.fromArray( buffer, offset );
  37770. this.targetObject.matrixWorldNeedsUpdate = true;
  37771. }
  37772. _getValue_unbound( targetArray, offset ) {
  37773. this.bind();
  37774. this.getValue( targetArray, offset );
  37775. }
  37776. _setValue_unbound( sourceArray, offset ) {
  37777. this.bind();
  37778. this.setValue( sourceArray, offset );
  37779. }
  37780. /**
  37781. * Creates a getter / setter pair for the property tracked by this binding.
  37782. */
  37783. bind() {
  37784. let targetObject = this.node;
  37785. const parsedPath = this.parsedPath;
  37786. const objectName = parsedPath.objectName;
  37787. const propertyName = parsedPath.propertyName;
  37788. let propertyIndex = parsedPath.propertyIndex;
  37789. if ( ! targetObject ) {
  37790. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37791. this.node = targetObject;
  37792. }
  37793. // set fail state so we can just 'return' on error
  37794. this.getValue = this._getValue_unavailable;
  37795. this.setValue = this._setValue_unavailable;
  37796. // ensure there is a value node
  37797. if ( ! targetObject ) {
  37798. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37799. return;
  37800. }
  37801. if ( objectName ) {
  37802. let objectIndex = parsedPath.objectIndex;
  37803. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37804. switch ( objectName ) {
  37805. case 'materials':
  37806. if ( ! targetObject.material ) {
  37807. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37808. return;
  37809. }
  37810. if ( ! targetObject.material.materials ) {
  37811. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37812. return;
  37813. }
  37814. targetObject = targetObject.material.materials;
  37815. break;
  37816. case 'bones':
  37817. if ( ! targetObject.skeleton ) {
  37818. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37819. return;
  37820. }
  37821. // potential future optimization: skip this if propertyIndex is already an integer
  37822. // and convert the integer string to a true integer.
  37823. targetObject = targetObject.skeleton.bones;
  37824. // support resolving morphTarget names into indices.
  37825. for ( let i = 0; i < targetObject.length; i ++ ) {
  37826. if ( targetObject[ i ].name === objectIndex ) {
  37827. objectIndex = i;
  37828. break;
  37829. }
  37830. }
  37831. break;
  37832. case 'map':
  37833. if ( 'map' in targetObject ) {
  37834. targetObject = targetObject.map;
  37835. break;
  37836. }
  37837. if ( ! targetObject.material ) {
  37838. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37839. return;
  37840. }
  37841. if ( ! targetObject.material.map ) {
  37842. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37843. return;
  37844. }
  37845. targetObject = targetObject.material.map;
  37846. break;
  37847. default:
  37848. if ( targetObject[ objectName ] === undefined ) {
  37849. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37850. return;
  37851. }
  37852. targetObject = targetObject[ objectName ];
  37853. }
  37854. if ( objectIndex !== undefined ) {
  37855. if ( targetObject[ objectIndex ] === undefined ) {
  37856. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37857. return;
  37858. }
  37859. targetObject = targetObject[ objectIndex ];
  37860. }
  37861. }
  37862. // resolve property
  37863. const nodeProperty = targetObject[ propertyName ];
  37864. if ( nodeProperty === undefined ) {
  37865. const nodeName = parsedPath.nodeName;
  37866. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37867. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37868. return;
  37869. }
  37870. // determine versioning scheme
  37871. let versioning = this.Versioning.None;
  37872. this.targetObject = targetObject;
  37873. if ( targetObject.isMaterial === true ) {
  37874. versioning = this.Versioning.NeedsUpdate;
  37875. } else if ( targetObject.isObject3D === true ) {
  37876. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37877. }
  37878. // determine how the property gets bound
  37879. let bindingType = this.BindingType.Direct;
  37880. if ( propertyIndex !== undefined ) {
  37881. // access a sub element of the property array (only primitives are supported right now)
  37882. if ( propertyName === 'morphTargetInfluences' ) {
  37883. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37884. // support resolving morphTarget names into indices.
  37885. if ( ! targetObject.geometry ) {
  37886. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37887. return;
  37888. }
  37889. if ( ! targetObject.geometry.morphAttributes ) {
  37890. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37891. return;
  37892. }
  37893. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37894. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37895. }
  37896. }
  37897. bindingType = this.BindingType.ArrayElement;
  37898. this.resolvedProperty = nodeProperty;
  37899. this.propertyIndex = propertyIndex;
  37900. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37901. // must use copy for Object3D.Euler/Quaternion
  37902. bindingType = this.BindingType.HasFromToArray;
  37903. this.resolvedProperty = nodeProperty;
  37904. } else if ( Array.isArray( nodeProperty ) ) {
  37905. bindingType = this.BindingType.EntireArray;
  37906. this.resolvedProperty = nodeProperty;
  37907. } else {
  37908. this.propertyName = propertyName;
  37909. }
  37910. // select getter / setter
  37911. this.getValue = this.GetterByBindingType[ bindingType ];
  37912. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37913. }
  37914. /**
  37915. * Unbinds the property.
  37916. */
  37917. unbind() {
  37918. this.node = null;
  37919. // back to the prototype version of getValue / setValue
  37920. // note: avoiding to mutate the shape of 'this' via 'delete'
  37921. this.getValue = this._getValue_unbound;
  37922. this.setValue = this._setValue_unbound;
  37923. }
  37924. }
  37925. PropertyBinding.Composite = Composite;
  37926. PropertyBinding.prototype.BindingType = {
  37927. Direct: 0,
  37928. EntireArray: 1,
  37929. ArrayElement: 2,
  37930. HasFromToArray: 3
  37931. };
  37932. PropertyBinding.prototype.Versioning = {
  37933. None: 0,
  37934. NeedsUpdate: 1,
  37935. MatrixWorldNeedsUpdate: 2
  37936. };
  37937. PropertyBinding.prototype.GetterByBindingType = [
  37938. PropertyBinding.prototype._getValue_direct,
  37939. PropertyBinding.prototype._getValue_array,
  37940. PropertyBinding.prototype._getValue_arrayElement,
  37941. PropertyBinding.prototype._getValue_toArray,
  37942. ];
  37943. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37944. [
  37945. // Direct
  37946. PropertyBinding.prototype._setValue_direct,
  37947. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37948. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37949. ], [
  37950. // EntireArray
  37951. PropertyBinding.prototype._setValue_array,
  37952. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37953. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37954. ], [
  37955. // ArrayElement
  37956. PropertyBinding.prototype._setValue_arrayElement,
  37957. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37958. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37959. ], [
  37960. // HasToFromArray
  37961. PropertyBinding.prototype._setValue_fromArray,
  37962. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37963. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37964. ]
  37965. ];
  37966. /**
  37967. * A group of objects that receives a shared animation state.
  37968. *
  37969. * Usage:
  37970. *
  37971. * - Add objects you would otherwise pass as 'root' to the
  37972. * constructor or the .clipAction method of AnimationMixer.
  37973. * - Instead pass this object as 'root'.
  37974. * - You can also add and remove objects later when the mixer is running.
  37975. *
  37976. * Note:
  37977. *
  37978. * - Objects of this class appear as one object to the mixer,
  37979. * so cache control of the individual objects must be done on the group.
  37980. *
  37981. * Limitation:
  37982. *
  37983. * - The animated properties must be compatible among the all objects in the group.
  37984. * - A single property can either be controlled through a target group or directly, but not both.
  37985. */
  37986. class AnimationObjectGroup {
  37987. /**
  37988. * Constructs a new animation group.
  37989. *
  37990. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37991. */
  37992. constructor() {
  37993. /**
  37994. * This flag can be used for type testing.
  37995. *
  37996. * @type {boolean}
  37997. * @readonly
  37998. * @default true
  37999. */
  38000. this.isAnimationObjectGroup = true;
  38001. /**
  38002. * The UUID of the 3D object.
  38003. *
  38004. * @type {string}
  38005. * @readonly
  38006. */
  38007. this.uuid = generateUUID();
  38008. // cached objects followed by the active ones
  38009. this._objects = Array.prototype.slice.call( arguments );
  38010. this.nCachedObjects_ = 0; // threshold
  38011. // note: read by PropertyBinding.Composite
  38012. const indices = {};
  38013. this._indicesByUUID = indices; // for bookkeeping
  38014. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38015. indices[ arguments[ i ].uuid ] = i;
  38016. }
  38017. this._paths = []; // inside: string
  38018. this._parsedPaths = []; // inside: { we don't care, here }
  38019. this._bindings = []; // inside: Array< PropertyBinding >
  38020. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  38021. const scope = this;
  38022. this.stats = {
  38023. objects: {
  38024. get total() {
  38025. return scope._objects.length;
  38026. },
  38027. get inUse() {
  38028. return this.total - scope.nCachedObjects_;
  38029. }
  38030. },
  38031. get bindingsPerObject() {
  38032. return scope._bindings.length;
  38033. }
  38034. };
  38035. }
  38036. /**
  38037. * Adds an arbitrary number of objects to this animation group.
  38038. *
  38039. * @param {...Object3D} arguments - The 3D objects to add.
  38040. */
  38041. add() {
  38042. const objects = this._objects,
  38043. indicesByUUID = this._indicesByUUID,
  38044. paths = this._paths,
  38045. parsedPaths = this._parsedPaths,
  38046. bindings = this._bindings,
  38047. nBindings = bindings.length;
  38048. let knownObject = undefined,
  38049. nObjects = objects.length,
  38050. nCachedObjects = this.nCachedObjects_;
  38051. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38052. const object = arguments[ i ],
  38053. uuid = object.uuid;
  38054. let index = indicesByUUID[ uuid ];
  38055. if ( index === undefined ) {
  38056. // unknown object -> add it to the ACTIVE region
  38057. index = nObjects ++;
  38058. indicesByUUID[ uuid ] = index;
  38059. objects.push( object );
  38060. // accounting is done, now do the same for all bindings
  38061. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38062. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  38063. }
  38064. } else if ( index < nCachedObjects ) {
  38065. knownObject = objects[ index ];
  38066. // move existing object to the ACTIVE region
  38067. const firstActiveIndex = -- nCachedObjects,
  38068. lastCachedObject = objects[ firstActiveIndex ];
  38069. indicesByUUID[ lastCachedObject.uuid ] = index;
  38070. objects[ index ] = lastCachedObject;
  38071. indicesByUUID[ uuid ] = firstActiveIndex;
  38072. objects[ firstActiveIndex ] = object;
  38073. // accounting is done, now do the same for all bindings
  38074. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38075. const bindingsForPath = bindings[ j ],
  38076. lastCached = bindingsForPath[ firstActiveIndex ];
  38077. let binding = bindingsForPath[ index ];
  38078. bindingsForPath[ index ] = lastCached;
  38079. if ( binding === undefined ) {
  38080. // since we do not bother to create new bindings
  38081. // for objects that are cached, the binding may
  38082. // or may not exist
  38083. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  38084. }
  38085. bindingsForPath[ firstActiveIndex ] = binding;
  38086. }
  38087. } else if ( objects[ index ] !== knownObject ) {
  38088. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  38089. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  38090. } // else the object is already where we want it to be
  38091. } // for arguments
  38092. this.nCachedObjects_ = nCachedObjects;
  38093. }
  38094. /**
  38095. * Removes an arbitrary number of objects to this animation group
  38096. *
  38097. * @param {...Object3D} arguments - The 3D objects to remove.
  38098. */
  38099. remove() {
  38100. const objects = this._objects,
  38101. indicesByUUID = this._indicesByUUID,
  38102. bindings = this._bindings,
  38103. nBindings = bindings.length;
  38104. let nCachedObjects = this.nCachedObjects_;
  38105. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38106. const object = arguments[ i ],
  38107. uuid = object.uuid,
  38108. index = indicesByUUID[ uuid ];
  38109. if ( index !== undefined && index >= nCachedObjects ) {
  38110. // move existing object into the CACHED region
  38111. const lastCachedIndex = nCachedObjects ++,
  38112. firstActiveObject = objects[ lastCachedIndex ];
  38113. indicesByUUID[ firstActiveObject.uuid ] = index;
  38114. objects[ index ] = firstActiveObject;
  38115. indicesByUUID[ uuid ] = lastCachedIndex;
  38116. objects[ lastCachedIndex ] = object;
  38117. // accounting is done, now do the same for all bindings
  38118. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38119. const bindingsForPath = bindings[ j ],
  38120. firstActive = bindingsForPath[ lastCachedIndex ],
  38121. binding = bindingsForPath[ index ];
  38122. bindingsForPath[ index ] = firstActive;
  38123. bindingsForPath[ lastCachedIndex ] = binding;
  38124. }
  38125. }
  38126. } // for arguments
  38127. this.nCachedObjects_ = nCachedObjects;
  38128. }
  38129. /**
  38130. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38131. *
  38132. * @param {...Object3D} arguments - The 3D objects to uncache.
  38133. */
  38134. uncache() {
  38135. const objects = this._objects,
  38136. indicesByUUID = this._indicesByUUID,
  38137. bindings = this._bindings,
  38138. nBindings = bindings.length;
  38139. let nCachedObjects = this.nCachedObjects_,
  38140. nObjects = objects.length;
  38141. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38142. const object = arguments[ i ],
  38143. uuid = object.uuid,
  38144. index = indicesByUUID[ uuid ];
  38145. if ( index !== undefined ) {
  38146. delete indicesByUUID[ uuid ];
  38147. if ( index < nCachedObjects ) {
  38148. // object is cached, shrink the CACHED region
  38149. const firstActiveIndex = -- nCachedObjects,
  38150. lastCachedObject = objects[ firstActiveIndex ],
  38151. lastIndex = -- nObjects,
  38152. lastObject = objects[ lastIndex ];
  38153. // last cached object takes this object's place
  38154. indicesByUUID[ lastCachedObject.uuid ] = index;
  38155. objects[ index ] = lastCachedObject;
  38156. // last object goes to the activated slot and pop
  38157. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38158. objects[ firstActiveIndex ] = lastObject;
  38159. objects.pop();
  38160. // accounting is done, now do the same for all bindings
  38161. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38162. const bindingsForPath = bindings[ j ],
  38163. lastCached = bindingsForPath[ firstActiveIndex ],
  38164. last = bindingsForPath[ lastIndex ];
  38165. bindingsForPath[ index ] = lastCached;
  38166. bindingsForPath[ firstActiveIndex ] = last;
  38167. bindingsForPath.pop();
  38168. }
  38169. } else {
  38170. // object is active, just swap with the last and pop
  38171. const lastIndex = -- nObjects,
  38172. lastObject = objects[ lastIndex ];
  38173. if ( lastIndex > 0 ) {
  38174. indicesByUUID[ lastObject.uuid ] = index;
  38175. }
  38176. objects[ index ] = lastObject;
  38177. objects.pop();
  38178. // accounting is done, now do the same for all bindings
  38179. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38180. const bindingsForPath = bindings[ j ];
  38181. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38182. bindingsForPath.pop();
  38183. }
  38184. } // cached or active
  38185. } // if object is known
  38186. } // for arguments
  38187. this.nCachedObjects_ = nCachedObjects;
  38188. }
  38189. // Internal interface used by befriended PropertyBinding.Composite:
  38190. subscribe_( path, parsedPath ) {
  38191. // returns an array of bindings for the given path that is changed
  38192. // according to the contained objects in the group
  38193. const indicesByPath = this._bindingsIndicesByPath;
  38194. let index = indicesByPath[ path ];
  38195. const bindings = this._bindings;
  38196. if ( index !== undefined ) return bindings[ index ];
  38197. const paths = this._paths,
  38198. parsedPaths = this._parsedPaths,
  38199. objects = this._objects,
  38200. nObjects = objects.length,
  38201. nCachedObjects = this.nCachedObjects_,
  38202. bindingsForPath = new Array( nObjects );
  38203. index = bindings.length;
  38204. indicesByPath[ path ] = index;
  38205. paths.push( path );
  38206. parsedPaths.push( parsedPath );
  38207. bindings.push( bindingsForPath );
  38208. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38209. const object = objects[ i ];
  38210. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38211. }
  38212. return bindingsForPath;
  38213. }
  38214. unsubscribe_( path ) {
  38215. // tells the group to forget about a property path and no longer
  38216. // update the array previously obtained with 'subscribe_'
  38217. const indicesByPath = this._bindingsIndicesByPath,
  38218. index = indicesByPath[ path ];
  38219. if ( index !== undefined ) {
  38220. const paths = this._paths,
  38221. parsedPaths = this._parsedPaths,
  38222. bindings = this._bindings,
  38223. lastBindingsIndex = bindings.length - 1,
  38224. lastBindings = bindings[ lastBindingsIndex ],
  38225. lastBindingsPath = path[ lastBindingsIndex ];
  38226. indicesByPath[ lastBindingsPath ] = index;
  38227. bindings[ index ] = lastBindings;
  38228. bindings.pop();
  38229. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38230. parsedPaths.pop();
  38231. paths[ index ] = paths[ lastBindingsIndex ];
  38232. paths.pop();
  38233. }
  38234. }
  38235. }
  38236. /**
  38237. * An instance of `AnimationAction` schedules the playback of an animation which is
  38238. * stored in {@link AnimationClip}.
  38239. */
  38240. class AnimationAction {
  38241. /**
  38242. * Constructs a new animation action.
  38243. *
  38244. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38245. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38246. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38247. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38248. */
  38249. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38250. this._mixer = mixer;
  38251. this._clip = clip;
  38252. this._localRoot = localRoot;
  38253. /**
  38254. * Defines how the animation is blended/combined when two or more animations
  38255. * are simultaneously played.
  38256. *
  38257. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38258. */
  38259. this.blendMode = blendMode;
  38260. const tracks = clip.tracks,
  38261. nTracks = tracks.length,
  38262. interpolants = new Array( nTracks );
  38263. const interpolantSettings = {
  38264. endingStart: ZeroCurvatureEnding,
  38265. endingEnd: ZeroCurvatureEnding
  38266. };
  38267. for ( let i = 0; i !== nTracks; ++ i ) {
  38268. const interpolant = tracks[ i ].createInterpolant( null );
  38269. interpolants[ i ] = interpolant;
  38270. interpolant.settings = interpolantSettings;
  38271. }
  38272. this._interpolantSettings = interpolantSettings;
  38273. this._interpolants = interpolants; // bound by the mixer
  38274. // inside: PropertyMixer (managed by the mixer)
  38275. this._propertyBindings = new Array( nTracks );
  38276. this._cacheIndex = null; // for the memory manager
  38277. this._byClipCacheIndex = null; // for the memory manager
  38278. this._timeScaleInterpolant = null;
  38279. this._weightInterpolant = null;
  38280. /**
  38281. * The loop mode, set via {@link AnimationAction#setLoop}.
  38282. *
  38283. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38284. * @default LoopRepeat
  38285. */
  38286. this.loop = LoopRepeat;
  38287. this._loopCount = -1;
  38288. // global mixer time when the action is to be started
  38289. // it's set back to 'null' upon start of the action
  38290. this._startTime = null;
  38291. /**
  38292. * The local time of this action (in seconds, starting with `0`).
  38293. *
  38294. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38295. * loop state).
  38296. *
  38297. * @type {number}
  38298. * @default Infinity
  38299. */
  38300. this.time = 0;
  38301. /**
  38302. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38303. * animation to pause. Negative values cause the animation to play backwards.
  38304. *
  38305. * @type {number}
  38306. * @default 1
  38307. */
  38308. this.timeScale = 1;
  38309. this._effectiveTimeScale = 1;
  38310. /**
  38311. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38312. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38313. * several actions.
  38314. *
  38315. * @type {number}
  38316. * @default 1
  38317. */
  38318. this.weight = 1;
  38319. this._effectiveWeight = 1;
  38320. /**
  38321. * The number of repetitions of the performed clip over the course of this action.
  38322. * Can be set via {@link AnimationAction#setLoop}.
  38323. *
  38324. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38325. * `THREE:LoopOnce`.
  38326. *
  38327. * @type {number}
  38328. * @default Infinity
  38329. */
  38330. this.repetitions = Infinity;
  38331. /**
  38332. * If set to `true`, the playback of the action is paused.
  38333. *
  38334. * @type {boolean}
  38335. * @default false
  38336. */
  38337. this.paused = false;
  38338. /**
  38339. * If set to `false`, the action is disabled so it has no impact.
  38340. *
  38341. * When the action is re-enabled, the animation continues from its current
  38342. * time (setting `enabled` to `false` doesn't reset the action).
  38343. *
  38344. * @type {boolean}
  38345. * @default true
  38346. */
  38347. this.enabled = true;
  38348. /**
  38349. * If set to true the animation will automatically be paused on its last frame.
  38350. *
  38351. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38352. * to `false` when the last loop of the action has finished, so that this action has
  38353. * no further impact.
  38354. *
  38355. * Note: This member has no impact if the action is interrupted (it
  38356. * has only an effect if its last loop has really finished).
  38357. *
  38358. * @type {boolean}
  38359. * @default false
  38360. */
  38361. this.clampWhenFinished = false;
  38362. /**
  38363. * Enables smooth interpolation without separate clips for start, loop and end.
  38364. *
  38365. * @type {boolean}
  38366. * @default true
  38367. */
  38368. this.zeroSlopeAtStart = true;
  38369. /**
  38370. * Enables smooth interpolation without separate clips for start, loop and end.
  38371. *
  38372. * @type {boolean}
  38373. * @default true
  38374. */
  38375. this.zeroSlopeAtEnd = true;
  38376. }
  38377. /**
  38378. * Starts the playback of the animation.
  38379. *
  38380. * @return {AnimationAction} A reference to this animation action.
  38381. */
  38382. play() {
  38383. this._mixer._activateAction( this );
  38384. return this;
  38385. }
  38386. /**
  38387. * Stops the playback of the animation.
  38388. *
  38389. * @return {AnimationAction} A reference to this animation action.
  38390. */
  38391. stop() {
  38392. this._mixer._deactivateAction( this );
  38393. return this.reset();
  38394. }
  38395. /**
  38396. * Resets the playback of the animation.
  38397. *
  38398. * @return {AnimationAction} A reference to this animation action.
  38399. */
  38400. reset() {
  38401. this.paused = false;
  38402. this.enabled = true;
  38403. this.time = 0; // restart clip
  38404. this._loopCount = -1;// forget previous loops
  38405. this._startTime = null;// forget scheduling
  38406. return this.stopFading().stopWarping();
  38407. }
  38408. /**
  38409. * Returns `true` if the animation is running.
  38410. *
  38411. * @return {boolean} Whether the animation is running or not.
  38412. */
  38413. isRunning() {
  38414. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38415. this._startTime === null && this._mixer._isActiveAction( this );
  38416. }
  38417. /**
  38418. * Returns `true` when {@link AnimationAction#play} has been called.
  38419. *
  38420. * @return {boolean} Whether the animation is scheduled or not.
  38421. */
  38422. isScheduled() {
  38423. return this._mixer._isActiveAction( this );
  38424. }
  38425. /**
  38426. * Defines the time when the animation should start.
  38427. *
  38428. * @param {number} time - The start time in seconds.
  38429. * @return {AnimationAction} A reference to this animation action.
  38430. */
  38431. startAt( time ) {
  38432. this._startTime = time;
  38433. return this;
  38434. }
  38435. /**
  38436. * Configures the loop settings for this action.
  38437. *
  38438. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38439. * @param {number} repetitions - The number of repetitions.
  38440. * @return {AnimationAction} A reference to this animation action.
  38441. */
  38442. setLoop( mode, repetitions ) {
  38443. this.loop = mode;
  38444. this.repetitions = repetitions;
  38445. return this;
  38446. }
  38447. /**
  38448. * Sets the effective weight of this action.
  38449. *
  38450. * An action has no effect and thus an effective weight of zero when the
  38451. * action is disabled.
  38452. *
  38453. * @param {number} weight - The weight to set.
  38454. * @return {AnimationAction} A reference to this animation action.
  38455. */
  38456. setEffectiveWeight( weight ) {
  38457. this.weight = weight;
  38458. // note: same logic as when updated at runtime
  38459. this._effectiveWeight = this.enabled ? weight : 0;
  38460. return this.stopFading();
  38461. }
  38462. /**
  38463. * Returns the effective weight of this action.
  38464. *
  38465. * @return {number} The effective weight.
  38466. */
  38467. getEffectiveWeight() {
  38468. return this._effectiveWeight;
  38469. }
  38470. /**
  38471. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38472. * within the passed time interval.
  38473. *
  38474. * @param {number} duration - The duration of the fade.
  38475. * @return {AnimationAction} A reference to this animation action.
  38476. */
  38477. fadeIn( duration ) {
  38478. return this._scheduleFading( duration, 0, 1 );
  38479. }
  38480. /**
  38481. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38482. * within the passed time interval.
  38483. *
  38484. * @param {number} duration - The duration of the fade.
  38485. * @return {AnimationAction} A reference to this animation action.
  38486. */
  38487. fadeOut( duration ) {
  38488. return this._scheduleFading( duration, 1, 0 );
  38489. }
  38490. /**
  38491. * Causes this action to fade in and the given action to fade out,
  38492. * within the passed time interval.
  38493. *
  38494. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38495. * @param {number} duration - The duration of the fade.
  38496. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38497. * @return {AnimationAction} A reference to this animation action.
  38498. */
  38499. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38500. fadeOutAction.fadeOut( duration );
  38501. this.fadeIn( duration );
  38502. if ( warp === true ) {
  38503. const fadeInDuration = this._clip.duration,
  38504. fadeOutDuration = fadeOutAction._clip.duration,
  38505. startEndRatio = fadeOutDuration / fadeInDuration,
  38506. endStartRatio = fadeInDuration / fadeOutDuration;
  38507. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38508. this.warp( endStartRatio, 1.0, duration );
  38509. }
  38510. return this;
  38511. }
  38512. /**
  38513. * Causes this action to fade out and the given action to fade in,
  38514. * within the passed time interval.
  38515. *
  38516. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38517. * @param {number} duration - The duration of the fade.
  38518. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38519. * @return {AnimationAction} A reference to this animation action.
  38520. */
  38521. crossFadeTo( fadeInAction, duration, warp = false ) {
  38522. return fadeInAction.crossFadeFrom( this, duration, warp );
  38523. }
  38524. /**
  38525. * Stops any fading which is applied to this action.
  38526. *
  38527. * @return {AnimationAction} A reference to this animation action.
  38528. */
  38529. stopFading() {
  38530. const weightInterpolant = this._weightInterpolant;
  38531. if ( weightInterpolant !== null ) {
  38532. this._weightInterpolant = null;
  38533. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38534. }
  38535. return this;
  38536. }
  38537. /**
  38538. * Sets the effective time scale of this action.
  38539. *
  38540. * An action has no effect and thus an effective time scale of zero when the
  38541. * action is paused.
  38542. *
  38543. * @param {number} timeScale - The time scale to set.
  38544. * @return {AnimationAction} A reference to this animation action.
  38545. */
  38546. setEffectiveTimeScale( timeScale ) {
  38547. this.timeScale = timeScale;
  38548. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38549. return this.stopWarping();
  38550. }
  38551. /**
  38552. * Returns the effective time scale of this action.
  38553. *
  38554. * @return {number} The effective time scale.
  38555. */
  38556. getEffectiveTimeScale() {
  38557. return this._effectiveTimeScale;
  38558. }
  38559. /**
  38560. * Sets the duration for a single loop of this action.
  38561. *
  38562. * @param {number} duration - The duration to set.
  38563. * @return {AnimationAction} A reference to this animation action.
  38564. */
  38565. setDuration( duration ) {
  38566. this.timeScale = this._clip.duration / duration;
  38567. return this.stopWarping();
  38568. }
  38569. /**
  38570. * Synchronizes this action with the passed other action.
  38571. *
  38572. * @param {AnimationAction} action - The action to sync with.
  38573. * @return {AnimationAction} A reference to this animation action.
  38574. */
  38575. syncWith( action ) {
  38576. this.time = action.time;
  38577. this.timeScale = action.timeScale;
  38578. return this.stopWarping();
  38579. }
  38580. /**
  38581. * Decelerates this animation's speed to `0` within the passed time interval.
  38582. *
  38583. * @param {number} duration - The duration.
  38584. * @return {AnimationAction} A reference to this animation action.
  38585. */
  38586. halt( duration ) {
  38587. return this.warp( this._effectiveTimeScale, 0, duration );
  38588. }
  38589. /**
  38590. * Changes the playback speed, within the passed time interval, by modifying
  38591. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38592. * `endTimeScale`.
  38593. *
  38594. * @param {number} startTimeScale - The start time scale.
  38595. * @param {number} endTimeScale - The end time scale.
  38596. * @param {number} duration - The duration.
  38597. * @return {AnimationAction} A reference to this animation action.
  38598. */
  38599. warp( startTimeScale, endTimeScale, duration ) {
  38600. const mixer = this._mixer,
  38601. now = mixer.time,
  38602. timeScale = this.timeScale;
  38603. let interpolant = this._timeScaleInterpolant;
  38604. if ( interpolant === null ) {
  38605. interpolant = mixer._lendControlInterpolant();
  38606. this._timeScaleInterpolant = interpolant;
  38607. }
  38608. const times = interpolant.parameterPositions,
  38609. values = interpolant.sampleValues;
  38610. times[ 0 ] = now;
  38611. times[ 1 ] = now + duration;
  38612. values[ 0 ] = startTimeScale / timeScale;
  38613. values[ 1 ] = endTimeScale / timeScale;
  38614. return this;
  38615. }
  38616. /**
  38617. * Stops any scheduled warping which is applied to this action.
  38618. *
  38619. * @return {AnimationAction} A reference to this animation action.
  38620. */
  38621. stopWarping() {
  38622. const timeScaleInterpolant = this._timeScaleInterpolant;
  38623. if ( timeScaleInterpolant !== null ) {
  38624. this._timeScaleInterpolant = null;
  38625. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38626. }
  38627. return this;
  38628. }
  38629. /**
  38630. * Returns the animation mixer of this animation action.
  38631. *
  38632. * @return {AnimationMixer} The animation mixer.
  38633. */
  38634. getMixer() {
  38635. return this._mixer;
  38636. }
  38637. /**
  38638. * Returns the animation clip of this animation action.
  38639. *
  38640. * @return {AnimationClip} The animation clip.
  38641. */
  38642. getClip() {
  38643. return this._clip;
  38644. }
  38645. /**
  38646. * Returns the root object of this animation action.
  38647. *
  38648. * @return {Object3D} The root object.
  38649. */
  38650. getRoot() {
  38651. return this._localRoot || this._mixer._root;
  38652. }
  38653. // Interna
  38654. _update( time, deltaTime, timeDirection, accuIndex ) {
  38655. // called by the mixer
  38656. if ( ! this.enabled ) {
  38657. // call ._updateWeight() to update ._effectiveWeight
  38658. this._updateWeight( time );
  38659. return;
  38660. }
  38661. const startTime = this._startTime;
  38662. if ( startTime !== null ) {
  38663. // check for scheduled start of action
  38664. const timeRunning = ( time - startTime ) * timeDirection;
  38665. if ( timeRunning < 0 || timeDirection === 0 ) {
  38666. deltaTime = 0;
  38667. } else {
  38668. this._startTime = null; // unschedule
  38669. deltaTime = timeDirection * timeRunning;
  38670. }
  38671. }
  38672. // apply time scale and advance time
  38673. deltaTime *= this._updateTimeScale( time );
  38674. const clipTime = this._updateTime( deltaTime );
  38675. // note: _updateTime may disable the action resulting in
  38676. // an effective weight of 0
  38677. const weight = this._updateWeight( time );
  38678. if ( weight > 0 ) {
  38679. const interpolants = this._interpolants;
  38680. const propertyMixers = this._propertyBindings;
  38681. switch ( this.blendMode ) {
  38682. case AdditiveAnimationBlendMode:
  38683. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38684. interpolants[ j ].evaluate( clipTime );
  38685. propertyMixers[ j ].accumulateAdditive( weight );
  38686. }
  38687. break;
  38688. case NormalAnimationBlendMode:
  38689. default:
  38690. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38691. interpolants[ j ].evaluate( clipTime );
  38692. propertyMixers[ j ].accumulate( accuIndex, weight );
  38693. }
  38694. }
  38695. }
  38696. }
  38697. _updateWeight( time ) {
  38698. let weight = 0;
  38699. if ( this.enabled ) {
  38700. weight = this.weight;
  38701. const interpolant = this._weightInterpolant;
  38702. if ( interpolant !== null ) {
  38703. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38704. weight *= interpolantValue;
  38705. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38706. this.stopFading();
  38707. if ( interpolantValue === 0 ) {
  38708. // faded out, disable
  38709. this.enabled = false;
  38710. }
  38711. }
  38712. }
  38713. }
  38714. this._effectiveWeight = weight;
  38715. return weight;
  38716. }
  38717. _updateTimeScale( time ) {
  38718. let timeScale = 0;
  38719. if ( ! this.paused ) {
  38720. timeScale = this.timeScale;
  38721. const interpolant = this._timeScaleInterpolant;
  38722. if ( interpolant !== null ) {
  38723. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38724. timeScale *= interpolantValue;
  38725. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38726. this.stopWarping();
  38727. if ( timeScale === 0 ) {
  38728. // motion has halted, pause
  38729. this.paused = true;
  38730. } else {
  38731. // warp done - apply final time scale
  38732. this.timeScale = timeScale;
  38733. }
  38734. }
  38735. }
  38736. }
  38737. this._effectiveTimeScale = timeScale;
  38738. return timeScale;
  38739. }
  38740. _updateTime( deltaTime ) {
  38741. const duration = this._clip.duration;
  38742. const loop = this.loop;
  38743. let time = this.time + deltaTime;
  38744. let loopCount = this._loopCount;
  38745. const pingPong = ( loop === LoopPingPong );
  38746. if ( deltaTime === 0 ) {
  38747. if ( loopCount === -1 ) return time;
  38748. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38749. }
  38750. if ( loop === LoopOnce ) {
  38751. if ( loopCount === -1 ) {
  38752. // just started
  38753. this._loopCount = 0;
  38754. this._setEndings( true, true, false );
  38755. }
  38756. handle_stop: {
  38757. if ( time >= duration ) {
  38758. time = duration;
  38759. } else if ( time < 0 ) {
  38760. time = 0;
  38761. } else {
  38762. this.time = time;
  38763. break handle_stop;
  38764. }
  38765. if ( this.clampWhenFinished ) this.paused = true;
  38766. else this.enabled = false;
  38767. this.time = time;
  38768. this._mixer.dispatchEvent( {
  38769. type: 'finished', action: this,
  38770. direction: deltaTime < 0 ? -1 : 1
  38771. } );
  38772. }
  38773. } else { // repetitive Repeat or PingPong
  38774. if ( loopCount === -1 ) {
  38775. // just started
  38776. if ( deltaTime >= 0 ) {
  38777. loopCount = 0;
  38778. this._setEndings( true, this.repetitions === 0, pingPong );
  38779. } else {
  38780. // when looping in reverse direction, the initial
  38781. // transition through zero counts as a repetition,
  38782. // so leave loopCount at -1
  38783. this._setEndings( this.repetitions === 0, true, pingPong );
  38784. }
  38785. }
  38786. if ( time >= duration || time < 0 ) {
  38787. // wrap around
  38788. const loopDelta = Math.floor( time / duration ); // signed
  38789. time -= duration * loopDelta;
  38790. loopCount += Math.abs( loopDelta );
  38791. const pending = this.repetitions - loopCount;
  38792. if ( pending <= 0 ) {
  38793. // have to stop (switch state, clamp time, fire event)
  38794. if ( this.clampWhenFinished ) this.paused = true;
  38795. else this.enabled = false;
  38796. time = deltaTime > 0 ? duration : 0;
  38797. this.time = time;
  38798. this._mixer.dispatchEvent( {
  38799. type: 'finished', action: this,
  38800. direction: deltaTime > 0 ? 1 : -1
  38801. } );
  38802. } else {
  38803. // keep running
  38804. if ( pending === 1 ) {
  38805. // entering the last round
  38806. const atStart = deltaTime < 0;
  38807. this._setEndings( atStart, ! atStart, pingPong );
  38808. } else {
  38809. this._setEndings( false, false, pingPong );
  38810. }
  38811. this._loopCount = loopCount;
  38812. this.time = time;
  38813. this._mixer.dispatchEvent( {
  38814. type: 'loop', action: this, loopDelta: loopDelta
  38815. } );
  38816. }
  38817. } else {
  38818. this.time = time;
  38819. }
  38820. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38821. // invert time for the "pong round"
  38822. return duration - time;
  38823. }
  38824. }
  38825. return time;
  38826. }
  38827. _setEndings( atStart, atEnd, pingPong ) {
  38828. const settings = this._interpolantSettings;
  38829. if ( pingPong ) {
  38830. settings.endingStart = ZeroSlopeEnding;
  38831. settings.endingEnd = ZeroSlopeEnding;
  38832. } else {
  38833. // assuming for LoopOnce atStart == atEnd == true
  38834. if ( atStart ) {
  38835. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38836. } else {
  38837. settings.endingStart = WrapAroundEnding;
  38838. }
  38839. if ( atEnd ) {
  38840. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38841. } else {
  38842. settings.endingEnd = WrapAroundEnding;
  38843. }
  38844. }
  38845. }
  38846. _scheduleFading( duration, weightNow, weightThen ) {
  38847. const mixer = this._mixer, now = mixer.time;
  38848. let interpolant = this._weightInterpolant;
  38849. if ( interpolant === null ) {
  38850. interpolant = mixer._lendControlInterpolant();
  38851. this._weightInterpolant = interpolant;
  38852. }
  38853. const times = interpolant.parameterPositions,
  38854. values = interpolant.sampleValues;
  38855. times[ 0 ] = now;
  38856. values[ 0 ] = weightNow;
  38857. times[ 1 ] = now + duration;
  38858. values[ 1 ] = weightThen;
  38859. return this;
  38860. }
  38861. }
  38862. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38863. /**
  38864. * `AnimationMixer` is a player for animations on a particular object in
  38865. * the scene. When multiple objects in the scene are animated independently,
  38866. * one `AnimationMixer` may be used for each object.
  38867. */
  38868. class AnimationMixer extends EventDispatcher {
  38869. /**
  38870. * Constructs a new animation mixer.
  38871. *
  38872. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38873. */
  38874. constructor( root ) {
  38875. super();
  38876. this._root = root;
  38877. this._initMemoryManager();
  38878. this._accuIndex = 0;
  38879. /**
  38880. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38881. *
  38882. * @type {number}
  38883. * @default 0
  38884. */
  38885. this.time = 0;
  38886. /**
  38887. * A scaling factor for the global time.
  38888. *
  38889. * Note: Setting this member to `0` and later back to `1` is a
  38890. * possibility to pause/unpause all actions that are controlled by this
  38891. * mixer.
  38892. *
  38893. * @type {number}
  38894. * @default 1
  38895. */
  38896. this.timeScale = 1.0;
  38897. }
  38898. _bindAction( action, prototypeAction ) {
  38899. const root = action._localRoot || this._root,
  38900. tracks = action._clip.tracks,
  38901. nTracks = tracks.length,
  38902. bindings = action._propertyBindings,
  38903. interpolants = action._interpolants,
  38904. rootUuid = root.uuid,
  38905. bindingsByRoot = this._bindingsByRootAndName;
  38906. let bindingsByName = bindingsByRoot[ rootUuid ];
  38907. if ( bindingsByName === undefined ) {
  38908. bindingsByName = {};
  38909. bindingsByRoot[ rootUuid ] = bindingsByName;
  38910. }
  38911. for ( let i = 0; i !== nTracks; ++ i ) {
  38912. const track = tracks[ i ],
  38913. trackName = track.name;
  38914. let binding = bindingsByName[ trackName ];
  38915. if ( binding !== undefined ) {
  38916. ++ binding.referenceCount;
  38917. bindings[ i ] = binding;
  38918. } else {
  38919. binding = bindings[ i ];
  38920. if ( binding !== undefined ) {
  38921. // existing binding, make sure the cache knows
  38922. if ( binding._cacheIndex === null ) {
  38923. ++ binding.referenceCount;
  38924. this._addInactiveBinding( binding, rootUuid, trackName );
  38925. }
  38926. continue;
  38927. }
  38928. const path = prototypeAction && prototypeAction.
  38929. _propertyBindings[ i ].binding.parsedPath;
  38930. binding = new PropertyMixer(
  38931. PropertyBinding.create( root, trackName, path ),
  38932. track.ValueTypeName, track.getValueSize() );
  38933. ++ binding.referenceCount;
  38934. this._addInactiveBinding( binding, rootUuid, trackName );
  38935. bindings[ i ] = binding;
  38936. }
  38937. interpolants[ i ].resultBuffer = binding.buffer;
  38938. }
  38939. }
  38940. _activateAction( action ) {
  38941. if ( ! this._isActiveAction( action ) ) {
  38942. if ( action._cacheIndex === null ) {
  38943. // this action has been forgotten by the cache, but the user
  38944. // appears to be still using it -> rebind
  38945. const rootUuid = ( action._localRoot || this._root ).uuid,
  38946. clipUuid = action._clip.uuid,
  38947. actionsForClip = this._actionsByClip[ clipUuid ];
  38948. this._bindAction( action,
  38949. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38950. this._addInactiveAction( action, clipUuid, rootUuid );
  38951. }
  38952. const bindings = action._propertyBindings;
  38953. // increment reference counts / sort out state
  38954. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38955. const binding = bindings[ i ];
  38956. if ( binding.useCount ++ === 0 ) {
  38957. this._lendBinding( binding );
  38958. binding.saveOriginalState();
  38959. }
  38960. }
  38961. this._lendAction( action );
  38962. }
  38963. }
  38964. _deactivateAction( action ) {
  38965. if ( this._isActiveAction( action ) ) {
  38966. const bindings = action._propertyBindings;
  38967. // decrement reference counts / sort out state
  38968. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38969. const binding = bindings[ i ];
  38970. if ( -- binding.useCount === 0 ) {
  38971. binding.restoreOriginalState();
  38972. this._takeBackBinding( binding );
  38973. }
  38974. }
  38975. this._takeBackAction( action );
  38976. }
  38977. }
  38978. // Memory manager
  38979. _initMemoryManager() {
  38980. this._actions = []; // 'nActiveActions' followed by inactive ones
  38981. this._nActiveActions = 0;
  38982. this._actionsByClip = {};
  38983. // inside:
  38984. // {
  38985. // knownActions: Array< AnimationAction > - used as prototypes
  38986. // actionByRoot: AnimationAction - lookup
  38987. // }
  38988. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38989. this._nActiveBindings = 0;
  38990. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38991. this._controlInterpolants = []; // same game as above
  38992. this._nActiveControlInterpolants = 0;
  38993. const scope = this;
  38994. this.stats = {
  38995. actions: {
  38996. get total() {
  38997. return scope._actions.length;
  38998. },
  38999. get inUse() {
  39000. return scope._nActiveActions;
  39001. }
  39002. },
  39003. bindings: {
  39004. get total() {
  39005. return scope._bindings.length;
  39006. },
  39007. get inUse() {
  39008. return scope._nActiveBindings;
  39009. }
  39010. },
  39011. controlInterpolants: {
  39012. get total() {
  39013. return scope._controlInterpolants.length;
  39014. },
  39015. get inUse() {
  39016. return scope._nActiveControlInterpolants;
  39017. }
  39018. }
  39019. };
  39020. }
  39021. // Memory management for AnimationAction objects
  39022. _isActiveAction( action ) {
  39023. const index = action._cacheIndex;
  39024. return index !== null && index < this._nActiveActions;
  39025. }
  39026. _addInactiveAction( action, clipUuid, rootUuid ) {
  39027. const actions = this._actions,
  39028. actionsByClip = this._actionsByClip;
  39029. let actionsForClip = actionsByClip[ clipUuid ];
  39030. if ( actionsForClip === undefined ) {
  39031. actionsForClip = {
  39032. knownActions: [ action ],
  39033. actionByRoot: {}
  39034. };
  39035. action._byClipCacheIndex = 0;
  39036. actionsByClip[ clipUuid ] = actionsForClip;
  39037. } else {
  39038. const knownActions = actionsForClip.knownActions;
  39039. action._byClipCacheIndex = knownActions.length;
  39040. knownActions.push( action );
  39041. }
  39042. action._cacheIndex = actions.length;
  39043. actions.push( action );
  39044. actionsForClip.actionByRoot[ rootUuid ] = action;
  39045. }
  39046. _removeInactiveAction( action ) {
  39047. const actions = this._actions,
  39048. lastInactiveAction = actions[ actions.length - 1 ],
  39049. cacheIndex = action._cacheIndex;
  39050. lastInactiveAction._cacheIndex = cacheIndex;
  39051. actions[ cacheIndex ] = lastInactiveAction;
  39052. actions.pop();
  39053. action._cacheIndex = null;
  39054. const clipUuid = action._clip.uuid,
  39055. actionsByClip = this._actionsByClip,
  39056. actionsForClip = actionsByClip[ clipUuid ],
  39057. knownActionsForClip = actionsForClip.knownActions,
  39058. lastKnownAction =
  39059. knownActionsForClip[ knownActionsForClip.length - 1 ],
  39060. byClipCacheIndex = action._byClipCacheIndex;
  39061. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  39062. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  39063. knownActionsForClip.pop();
  39064. action._byClipCacheIndex = null;
  39065. const actionByRoot = actionsForClip.actionByRoot,
  39066. rootUuid = ( action._localRoot || this._root ).uuid;
  39067. delete actionByRoot[ rootUuid ];
  39068. if ( knownActionsForClip.length === 0 ) {
  39069. delete actionsByClip[ clipUuid ];
  39070. }
  39071. this._removeInactiveBindingsForAction( action );
  39072. }
  39073. _removeInactiveBindingsForAction( action ) {
  39074. const bindings = action._propertyBindings;
  39075. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  39076. const binding = bindings[ i ];
  39077. if ( -- binding.referenceCount === 0 ) {
  39078. this._removeInactiveBinding( binding );
  39079. }
  39080. }
  39081. }
  39082. _lendAction( action ) {
  39083. // [ active actions | inactive actions ]
  39084. // [ active actions >| inactive actions ]
  39085. // s a
  39086. // <-swap->
  39087. // a s
  39088. const actions = this._actions,
  39089. prevIndex = action._cacheIndex,
  39090. lastActiveIndex = this._nActiveActions ++,
  39091. firstInactiveAction = actions[ lastActiveIndex ];
  39092. action._cacheIndex = lastActiveIndex;
  39093. actions[ lastActiveIndex ] = action;
  39094. firstInactiveAction._cacheIndex = prevIndex;
  39095. actions[ prevIndex ] = firstInactiveAction;
  39096. }
  39097. _takeBackAction( action ) {
  39098. // [ active actions | inactive actions ]
  39099. // [ active actions |< inactive actions ]
  39100. // a s
  39101. // <-swap->
  39102. // s a
  39103. const actions = this._actions,
  39104. prevIndex = action._cacheIndex,
  39105. firstInactiveIndex = -- this._nActiveActions,
  39106. lastActiveAction = actions[ firstInactiveIndex ];
  39107. action._cacheIndex = firstInactiveIndex;
  39108. actions[ firstInactiveIndex ] = action;
  39109. lastActiveAction._cacheIndex = prevIndex;
  39110. actions[ prevIndex ] = lastActiveAction;
  39111. }
  39112. // Memory management for PropertyMixer objects
  39113. _addInactiveBinding( binding, rootUuid, trackName ) {
  39114. const bindingsByRoot = this._bindingsByRootAndName,
  39115. bindings = this._bindings;
  39116. let bindingByName = bindingsByRoot[ rootUuid ];
  39117. if ( bindingByName === undefined ) {
  39118. bindingByName = {};
  39119. bindingsByRoot[ rootUuid ] = bindingByName;
  39120. }
  39121. bindingByName[ trackName ] = binding;
  39122. binding._cacheIndex = bindings.length;
  39123. bindings.push( binding );
  39124. }
  39125. _removeInactiveBinding( binding ) {
  39126. const bindings = this._bindings,
  39127. propBinding = binding.binding,
  39128. rootUuid = propBinding.rootNode.uuid,
  39129. trackName = propBinding.path,
  39130. bindingsByRoot = this._bindingsByRootAndName,
  39131. bindingByName = bindingsByRoot[ rootUuid ],
  39132. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39133. cacheIndex = binding._cacheIndex;
  39134. lastInactiveBinding._cacheIndex = cacheIndex;
  39135. bindings[ cacheIndex ] = lastInactiveBinding;
  39136. bindings.pop();
  39137. delete bindingByName[ trackName ];
  39138. if ( Object.keys( bindingByName ).length === 0 ) {
  39139. delete bindingsByRoot[ rootUuid ];
  39140. }
  39141. }
  39142. _lendBinding( binding ) {
  39143. const bindings = this._bindings,
  39144. prevIndex = binding._cacheIndex,
  39145. lastActiveIndex = this._nActiveBindings ++,
  39146. firstInactiveBinding = bindings[ lastActiveIndex ];
  39147. binding._cacheIndex = lastActiveIndex;
  39148. bindings[ lastActiveIndex ] = binding;
  39149. firstInactiveBinding._cacheIndex = prevIndex;
  39150. bindings[ prevIndex ] = firstInactiveBinding;
  39151. }
  39152. _takeBackBinding( binding ) {
  39153. const bindings = this._bindings,
  39154. prevIndex = binding._cacheIndex,
  39155. firstInactiveIndex = -- this._nActiveBindings,
  39156. lastActiveBinding = bindings[ firstInactiveIndex ];
  39157. binding._cacheIndex = firstInactiveIndex;
  39158. bindings[ firstInactiveIndex ] = binding;
  39159. lastActiveBinding._cacheIndex = prevIndex;
  39160. bindings[ prevIndex ] = lastActiveBinding;
  39161. }
  39162. // Memory management of Interpolants for weight and time scale
  39163. _lendControlInterpolant() {
  39164. const interpolants = this._controlInterpolants,
  39165. lastActiveIndex = this._nActiveControlInterpolants ++;
  39166. let interpolant = interpolants[ lastActiveIndex ];
  39167. if ( interpolant === undefined ) {
  39168. interpolant = new LinearInterpolant(
  39169. new Float32Array( 2 ), new Float32Array( 2 ),
  39170. 1, _controlInterpolantsResultBuffer );
  39171. interpolant.__cacheIndex = lastActiveIndex;
  39172. interpolants[ lastActiveIndex ] = interpolant;
  39173. }
  39174. return interpolant;
  39175. }
  39176. _takeBackControlInterpolant( interpolant ) {
  39177. const interpolants = this._controlInterpolants,
  39178. prevIndex = interpolant.__cacheIndex,
  39179. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39180. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39181. interpolant.__cacheIndex = firstInactiveIndex;
  39182. interpolants[ firstInactiveIndex ] = interpolant;
  39183. lastActiveInterpolant.__cacheIndex = prevIndex;
  39184. interpolants[ prevIndex ] = lastActiveInterpolant;
  39185. }
  39186. /**
  39187. * Returns an instance of {@link AnimationAction} for the passed clip.
  39188. *
  39189. * If an action fitting the clip and root parameters doesn't yet exist, it
  39190. * will be created by this method. Calling this method several times with the
  39191. * same clip and root parameters always returns the same action.
  39192. *
  39193. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39194. * @param {Object3D} [optionalRoot] - An alternative root object.
  39195. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39196. * @return {?AnimationAction} The animation action.
  39197. */
  39198. clipAction( clip, optionalRoot, blendMode ) {
  39199. const root = optionalRoot || this._root,
  39200. rootUuid = root.uuid;
  39201. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39202. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39203. const actionsForClip = this._actionsByClip[ clipUuid ];
  39204. let prototypeAction = null;
  39205. if ( blendMode === undefined ) {
  39206. if ( clipObject !== null ) {
  39207. blendMode = clipObject.blendMode;
  39208. } else {
  39209. blendMode = NormalAnimationBlendMode;
  39210. }
  39211. }
  39212. if ( actionsForClip !== undefined ) {
  39213. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39214. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39215. return existingAction;
  39216. }
  39217. // we know the clip, so we don't have to parse all
  39218. // the bindings again but can just copy
  39219. prototypeAction = actionsForClip.knownActions[ 0 ];
  39220. // also, take the clip from the prototype action
  39221. if ( clipObject === null )
  39222. clipObject = prototypeAction._clip;
  39223. }
  39224. // clip must be known when specified via string
  39225. if ( clipObject === null ) return null;
  39226. // allocate all resources required to run it
  39227. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39228. this._bindAction( newAction, prototypeAction );
  39229. // and make the action known to the memory manager
  39230. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39231. return newAction;
  39232. }
  39233. /**
  39234. * Returns an existing animation action for the passed clip.
  39235. *
  39236. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39237. * @param {Object3D} [optionalRoot] - An alternative root object.
  39238. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39239. */
  39240. existingAction( clip, optionalRoot ) {
  39241. const root = optionalRoot || this._root,
  39242. rootUuid = root.uuid,
  39243. clipObject = typeof clip === 'string' ?
  39244. AnimationClip.findByName( root, clip ) : clip,
  39245. clipUuid = clipObject ? clipObject.uuid : clip,
  39246. actionsForClip = this._actionsByClip[ clipUuid ];
  39247. if ( actionsForClip !== undefined ) {
  39248. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39249. }
  39250. return null;
  39251. }
  39252. /**
  39253. * Deactivates all previously scheduled actions on this mixer.
  39254. *
  39255. * @return {AnimationMixer} A reference to this animation mixer.
  39256. */
  39257. stopAllAction() {
  39258. const actions = this._actions,
  39259. nActions = this._nActiveActions;
  39260. for ( let i = nActions - 1; i >= 0; -- i ) {
  39261. actions[ i ].stop();
  39262. }
  39263. return this;
  39264. }
  39265. /**
  39266. * Advances the global mixer time and updates the animation.
  39267. *
  39268. * This is usually done in the render loop by passing the delta
  39269. * time from {@link Clock} or {@link Timer}.
  39270. *
  39271. * @param {number} deltaTime - The delta time in seconds.
  39272. * @return {AnimationMixer} A reference to this animation mixer.
  39273. */
  39274. update( deltaTime ) {
  39275. deltaTime *= this.timeScale;
  39276. const actions = this._actions,
  39277. nActions = this._nActiveActions,
  39278. time = this.time += deltaTime,
  39279. timeDirection = Math.sign( deltaTime ),
  39280. accuIndex = this._accuIndex ^= 1;
  39281. // run active actions
  39282. for ( let i = 0; i !== nActions; ++ i ) {
  39283. const action = actions[ i ];
  39284. action._update( time, deltaTime, timeDirection, accuIndex );
  39285. }
  39286. // update scene graph
  39287. const bindings = this._bindings,
  39288. nBindings = this._nActiveBindings;
  39289. for ( let i = 0; i !== nBindings; ++ i ) {
  39290. bindings[ i ].apply( accuIndex );
  39291. }
  39292. return this;
  39293. }
  39294. /**
  39295. * Sets the global mixer to a specific time and updates the animation accordingly.
  39296. *
  39297. * This is useful when you need to jump to an exact time in an animation. The
  39298. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39299. *
  39300. * @param {number} time - The time to set in seconds.
  39301. * @return {AnimationMixer} A reference to this animation mixer.
  39302. */
  39303. setTime( time ) {
  39304. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39305. for ( let i = 0; i < this._actions.length; i ++ ) {
  39306. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39307. }
  39308. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39309. }
  39310. /**
  39311. * Returns this mixer's root object.
  39312. *
  39313. * @return {Object3D} The mixer's root object.
  39314. */
  39315. getRoot() {
  39316. return this._root;
  39317. }
  39318. /**
  39319. * Deallocates all memory resources for a clip. Before using this method make
  39320. * sure to call {@link AnimationAction#stop} for all related actions.
  39321. *
  39322. * @param {AnimationClip} clip - The clip to uncache.
  39323. */
  39324. uncacheClip( clip ) {
  39325. const actions = this._actions,
  39326. clipUuid = clip.uuid,
  39327. actionsByClip = this._actionsByClip,
  39328. actionsForClip = actionsByClip[ clipUuid ];
  39329. if ( actionsForClip !== undefined ) {
  39330. // note: just calling _removeInactiveAction would mess up the
  39331. // iteration state and also require updating the state we can
  39332. // just throw away
  39333. const actionsToRemove = actionsForClip.knownActions;
  39334. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39335. const action = actionsToRemove[ i ];
  39336. this._deactivateAction( action );
  39337. const cacheIndex = action._cacheIndex,
  39338. lastInactiveAction = actions[ actions.length - 1 ];
  39339. action._cacheIndex = null;
  39340. action._byClipCacheIndex = null;
  39341. lastInactiveAction._cacheIndex = cacheIndex;
  39342. actions[ cacheIndex ] = lastInactiveAction;
  39343. actions.pop();
  39344. this._removeInactiveBindingsForAction( action );
  39345. }
  39346. delete actionsByClip[ clipUuid ];
  39347. }
  39348. }
  39349. /**
  39350. * Deallocates all memory resources for a root object. Before using this
  39351. * method make sure to call {@link AnimationAction#stop} for all related
  39352. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39353. * mixer operates on a single root.
  39354. *
  39355. * @param {Object3D} root - The root object to uncache.
  39356. */
  39357. uncacheRoot( root ) {
  39358. const rootUuid = root.uuid,
  39359. actionsByClip = this._actionsByClip;
  39360. for ( const clipUuid in actionsByClip ) {
  39361. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39362. action = actionByRoot[ rootUuid ];
  39363. if ( action !== undefined ) {
  39364. this._deactivateAction( action );
  39365. this._removeInactiveAction( action );
  39366. }
  39367. }
  39368. const bindingsByRoot = this._bindingsByRootAndName,
  39369. bindingByName = bindingsByRoot[ rootUuid ];
  39370. if ( bindingByName !== undefined ) {
  39371. for ( const trackName in bindingByName ) {
  39372. const binding = bindingByName[ trackName ];
  39373. binding.restoreOriginalState();
  39374. this._removeInactiveBinding( binding );
  39375. }
  39376. }
  39377. }
  39378. /**
  39379. * Deallocates all memory resources for an action. The action is identified by the
  39380. * given clip and an optional root object. Before using this method make
  39381. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39382. *
  39383. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39384. * @param {Object3D} [optionalRoot] - An alternative root object.
  39385. */
  39386. uncacheAction( clip, optionalRoot ) {
  39387. const action = this.existingAction( clip, optionalRoot );
  39388. if ( action !== null ) {
  39389. this._deactivateAction( action );
  39390. this._removeInactiveAction( action );
  39391. }
  39392. }
  39393. }
  39394. /**
  39395. * Represents a 3D render target.
  39396. *
  39397. * @augments RenderTarget
  39398. */
  39399. class RenderTarget3D extends RenderTarget {
  39400. /**
  39401. * Constructs a new 3D render target.
  39402. *
  39403. * @param {number} [width=1] - The width of the render target.
  39404. * @param {number} [height=1] - The height of the render target.
  39405. * @param {number} [depth=1] - The height of the render target.
  39406. * @param {RenderTarget~Options} [options] - The configuration object.
  39407. */
  39408. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39409. super( width, height, options );
  39410. /**
  39411. * This flag can be used for type testing.
  39412. *
  39413. * @type {boolean}
  39414. * @readonly
  39415. * @default true
  39416. */
  39417. this.isRenderTarget3D = true;
  39418. this.depth = depth;
  39419. /**
  39420. * Overwritten with a different texture type.
  39421. *
  39422. * @type {Data3DTexture}
  39423. */
  39424. this.texture = new Data3DTexture( null, width, height, depth );
  39425. this._setTextureOptions( options );
  39426. this.texture.isRenderTargetTexture = true;
  39427. }
  39428. }
  39429. /**
  39430. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39431. *
  39432. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39433. * ```js
  39434. * uniforms: {
  39435. * time: { value: 1.0 },
  39436. * resolution: new Uniform( new Vector2() )
  39437. * };
  39438. * ```
  39439. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39440. * in {@link WebGLRenderer}.
  39441. */
  39442. class Uniform {
  39443. /**
  39444. * Constructs a new uniform.
  39445. *
  39446. * @param {any} value - The uniform value.
  39447. */
  39448. constructor( value ) {
  39449. /**
  39450. * The uniform value.
  39451. *
  39452. * @type {any}
  39453. */
  39454. this.value = value;
  39455. }
  39456. /**
  39457. * Returns a new uniform with copied values from this instance.
  39458. * If the value has a `clone()` method, the value is cloned as well.
  39459. *
  39460. * @return {Uniform} A clone of this instance.
  39461. */
  39462. clone() {
  39463. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39464. }
  39465. }
  39466. let _id = 0;
  39467. /**
  39468. * A class for managing multiple uniforms in a single group. The renderer will process
  39469. * such a definition as a single UBO.
  39470. *
  39471. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39472. * in {@link WebGLRenderer}.
  39473. *
  39474. * @augments EventDispatcher
  39475. */
  39476. class UniformsGroup extends EventDispatcher {
  39477. /**
  39478. * Constructs a new uniforms group.
  39479. */
  39480. constructor() {
  39481. super();
  39482. /**
  39483. * This flag can be used for type testing.
  39484. *
  39485. * @type {boolean}
  39486. * @readonly
  39487. * @default true
  39488. */
  39489. this.isUniformsGroup = true;
  39490. /**
  39491. * The ID of the 3D object.
  39492. *
  39493. * @name UniformsGroup#id
  39494. * @type {number}
  39495. * @readonly
  39496. */
  39497. Object.defineProperty( this, 'id', { value: _id ++ } );
  39498. /**
  39499. * The name of the uniforms group.
  39500. *
  39501. * @type {string}
  39502. */
  39503. this.name = '';
  39504. /**
  39505. * The buffer usage.
  39506. *
  39507. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39508. * @default StaticDrawUsage
  39509. */
  39510. this.usage = StaticDrawUsage;
  39511. /**
  39512. * An array holding the uniforms.
  39513. *
  39514. * @type {Array<Uniform>}
  39515. */
  39516. this.uniforms = [];
  39517. }
  39518. /**
  39519. * Adds the given uniform to this uniforms group.
  39520. *
  39521. * @param {Uniform} uniform - The uniform to add.
  39522. * @return {UniformsGroup} A reference to this uniforms group.
  39523. */
  39524. add( uniform ) {
  39525. this.uniforms.push( uniform );
  39526. return this;
  39527. }
  39528. /**
  39529. * Removes the given uniform from this uniforms group.
  39530. *
  39531. * @param {Uniform} uniform - The uniform to remove.
  39532. * @return {UniformsGroup} A reference to this uniforms group.
  39533. */
  39534. remove( uniform ) {
  39535. const index = this.uniforms.indexOf( uniform );
  39536. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39537. return this;
  39538. }
  39539. /**
  39540. * Sets the name of this uniforms group.
  39541. *
  39542. * @param {string} name - The name to set.
  39543. * @return {UniformsGroup} A reference to this uniforms group.
  39544. */
  39545. setName( name ) {
  39546. this.name = name;
  39547. return this;
  39548. }
  39549. /**
  39550. * Sets the usage of this uniforms group.
  39551. *
  39552. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39553. * @return {UniformsGroup} A reference to this uniforms group.
  39554. */
  39555. setUsage( value ) {
  39556. this.usage = value;
  39557. return this;
  39558. }
  39559. /**
  39560. * Frees the GPU-related resources allocated by this instance. Call this
  39561. * method whenever this instance is no longer used in your app.
  39562. *
  39563. * @fires Texture#dispose
  39564. */
  39565. dispose() {
  39566. this.dispatchEvent( { type: 'dispose' } );
  39567. }
  39568. /**
  39569. * Copies the values of the given uniforms group to this instance.
  39570. *
  39571. * @param {UniformsGroup} source - The uniforms group to copy.
  39572. * @return {UniformsGroup} A reference to this uniforms group.
  39573. */
  39574. copy( source ) {
  39575. this.name = source.name;
  39576. this.usage = source.usage;
  39577. const uniformsSource = source.uniforms;
  39578. this.uniforms.length = 0;
  39579. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39580. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39581. for ( let j = 0; j < uniforms.length; j ++ ) {
  39582. this.uniforms.push( uniforms[ j ].clone() );
  39583. }
  39584. }
  39585. return this;
  39586. }
  39587. /**
  39588. * Returns a new uniforms group with copied values from this instance.
  39589. *
  39590. * @return {UniformsGroup} A clone of this instance.
  39591. */
  39592. clone() {
  39593. return new this.constructor().copy( this );
  39594. }
  39595. }
  39596. /**
  39597. * An instanced version of an interleaved buffer.
  39598. *
  39599. * @augments InterleavedBuffer
  39600. */
  39601. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39602. /**
  39603. * Constructs a new instanced interleaved buffer.
  39604. *
  39605. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39606. * @param {number} stride - The number of typed-array elements per vertex.
  39607. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39608. */
  39609. constructor( array, stride, meshPerAttribute = 1 ) {
  39610. super( array, stride );
  39611. /**
  39612. * This flag can be used for type testing.
  39613. *
  39614. * @type {boolean}
  39615. * @readonly
  39616. * @default true
  39617. */
  39618. this.isInstancedInterleavedBuffer = true;
  39619. /**
  39620. * Defines how often a value of this buffer attribute should be repeated,
  39621. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39622. *
  39623. * @type {number}
  39624. * @default 1
  39625. */
  39626. this.meshPerAttribute = meshPerAttribute;
  39627. }
  39628. copy( source ) {
  39629. super.copy( source );
  39630. this.meshPerAttribute = source.meshPerAttribute;
  39631. return this;
  39632. }
  39633. clone( data ) {
  39634. const ib = super.clone( data );
  39635. ib.meshPerAttribute = this.meshPerAttribute;
  39636. return ib;
  39637. }
  39638. toJSON( data ) {
  39639. const json = super.toJSON( data );
  39640. json.isInstancedInterleavedBuffer = true;
  39641. json.meshPerAttribute = this.meshPerAttribute;
  39642. return json;
  39643. }
  39644. }
  39645. /**
  39646. * An alternative version of a buffer attribute with more control over the VBO.
  39647. *
  39648. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39649. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39650. *
  39651. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39652. * or even produces the VBOs in question.
  39653. *
  39654. * Notice that this class can only be used with {@link WebGLRenderer}.
  39655. */
  39656. class GLBufferAttribute {
  39657. /**
  39658. * Constructs a new GL buffer attribute.
  39659. *
  39660. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39661. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39662. * @param {number} itemSize - The item size.
  39663. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39664. * @param {number} count - The expected number of vertices in VBO.
  39665. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39666. */
  39667. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39668. /**
  39669. * This flag can be used for type testing.
  39670. *
  39671. * @type {boolean}
  39672. * @readonly
  39673. * @default true
  39674. */
  39675. this.isGLBufferAttribute = true;
  39676. /**
  39677. * The name of the buffer attribute.
  39678. *
  39679. * @type {string}
  39680. */
  39681. this.name = '';
  39682. /**
  39683. * The native WebGL buffer.
  39684. *
  39685. * @type {WebGLBuffer}
  39686. */
  39687. this.buffer = buffer;
  39688. /**
  39689. * The native data type.
  39690. *
  39691. * @type {number}
  39692. */
  39693. this.type = type;
  39694. /**
  39695. * The item size, see {@link BufferAttribute#itemSize}.
  39696. *
  39697. * @type {number}
  39698. */
  39699. this.itemSize = itemSize;
  39700. /**
  39701. * The corresponding size (in bytes) for the given `type` parameter.
  39702. *
  39703. * @type {number}
  39704. */
  39705. this.elementSize = elementSize;
  39706. /**
  39707. * The expected number of vertices in VBO.
  39708. *
  39709. * @type {number}
  39710. */
  39711. this.count = count;
  39712. /**
  39713. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39714. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39715. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39716. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39717. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39718. *
  39719. * @type {boolean}
  39720. */
  39721. this.normalized = normalized;
  39722. /**
  39723. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39724. *
  39725. * @type {number}
  39726. */
  39727. this.version = 0;
  39728. }
  39729. /**
  39730. * Flag to indicate that this attribute has changed and should be re-sent to
  39731. * the GPU. Set this to `true` when you modify the value of the array.
  39732. *
  39733. * @type {number}
  39734. * @default false
  39735. * @param {boolean} value
  39736. */
  39737. set needsUpdate( value ) {
  39738. if ( value === true ) this.version ++;
  39739. }
  39740. /**
  39741. * Sets the given native WebGL buffer.
  39742. *
  39743. * @param {WebGLBuffer} buffer - The buffer to set.
  39744. * @return {BufferAttribute} A reference to this instance.
  39745. */
  39746. setBuffer( buffer ) {
  39747. this.buffer = buffer;
  39748. return this;
  39749. }
  39750. /**
  39751. * Sets the given native data type and element size.
  39752. *
  39753. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39754. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39755. * @return {BufferAttribute} A reference to this instance.
  39756. */
  39757. setType( type, elementSize ) {
  39758. this.type = type;
  39759. this.elementSize = elementSize;
  39760. return this;
  39761. }
  39762. /**
  39763. * Sets the item size.
  39764. *
  39765. * @param {number} itemSize - The item size.
  39766. * @return {BufferAttribute} A reference to this instance.
  39767. */
  39768. setItemSize( itemSize ) {
  39769. this.itemSize = itemSize;
  39770. return this;
  39771. }
  39772. /**
  39773. * Sets the count (the expected number of vertices in VBO).
  39774. *
  39775. * @param {number} count - The count.
  39776. * @return {BufferAttribute} A reference to this instance.
  39777. */
  39778. setCount( count ) {
  39779. this.count = count;
  39780. return this;
  39781. }
  39782. }
  39783. const _matrix = /*@__PURE__*/ new Matrix4();
  39784. /**
  39785. * This class is designed to assist with raycasting. Raycasting is used for
  39786. * mouse picking (working out what objects in the 3d space the mouse is over)
  39787. * amongst other things.
  39788. */
  39789. class Raycaster {
  39790. /**
  39791. * Constructs a new raycaster.
  39792. *
  39793. * @param {Vector3} origin - The origin vector where the ray casts from.
  39794. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39795. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39796. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39797. */
  39798. constructor( origin, direction, near = 0, far = Infinity ) {
  39799. /**
  39800. * The ray used for raycasting.
  39801. *
  39802. * @type {Ray}
  39803. */
  39804. this.ray = new Ray( origin, direction );
  39805. /**
  39806. * All results returned are further away than near. Near can't be negative.
  39807. *
  39808. * @type {number}
  39809. * @default 0
  39810. */
  39811. this.near = near;
  39812. /**
  39813. * All results returned are closer than far. Far can't be lower than near.
  39814. *
  39815. * @type {number}
  39816. * @default Infinity
  39817. */
  39818. this.far = far;
  39819. /**
  39820. * The camera to use when raycasting against view-dependent objects such as
  39821. * billboarded objects like sprites. This field can be set manually or
  39822. * is set when calling `setFromCamera()`.
  39823. *
  39824. * @type {?Camera}
  39825. * @default null
  39826. */
  39827. this.camera = null;
  39828. /**
  39829. * Allows to selectively ignore 3D objects when performing intersection tests.
  39830. * The following code example ensures that only 3D objects on layer `1` will be
  39831. * honored by raycaster.
  39832. * ```js
  39833. * raycaster.layers.set( 1 );
  39834. * object.layers.enable( 1 );
  39835. * ```
  39836. *
  39837. * @type {Layers}
  39838. */
  39839. this.layers = new Layers();
  39840. /**
  39841. * A parameter object that configures the raycasting. It has the structure:
  39842. *
  39843. * ```
  39844. * {
  39845. * Mesh: {},
  39846. * Line: { threshold: 1 },
  39847. * LOD: {},
  39848. * Points: { threshold: 1 },
  39849. * Sprite: {}
  39850. * }
  39851. * ```
  39852. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39853. *
  39854. * @type {Object}
  39855. */
  39856. this.params = {
  39857. Mesh: {},
  39858. Line: { threshold: 1 },
  39859. LOD: {},
  39860. Points: { threshold: 1 },
  39861. Sprite: {}
  39862. };
  39863. }
  39864. /**
  39865. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39866. *
  39867. * @param {Vector3} origin - The origin vector where the ray casts from.
  39868. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39869. */
  39870. set( origin, direction ) {
  39871. // direction is assumed to be normalized (for accurate distance calculations)
  39872. this.ray.set( origin, direction );
  39873. }
  39874. /**
  39875. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39876. *
  39877. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39878. * X and Y components should be between `-1` and `1`.
  39879. * @param {Camera} camera - The camera from which the ray should originate.
  39880. */
  39881. setFromCamera( coords, camera ) {
  39882. if ( camera.isPerspectiveCamera ) {
  39883. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39884. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39885. this.camera = camera;
  39886. } else if ( camera.isOrthographicCamera ) {
  39887. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39888. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39889. this.camera = camera;
  39890. } else {
  39891. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39892. }
  39893. }
  39894. /**
  39895. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39896. *
  39897. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39898. * @return {Raycaster} A reference to this raycaster.
  39899. */
  39900. setFromXRController( controller ) {
  39901. _matrix.identity().extractRotation( controller.matrixWorld );
  39902. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39903. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39904. return this;
  39905. }
  39906. /**
  39907. * The intersection point of a raycaster intersection test.
  39908. * @typedef {Object} Raycaster~Intersection
  39909. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39910. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39911. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39912. * @property {Vector3} point - The intersection point, in world coordinates.
  39913. * @property {Object} face - The face that has been intersected.
  39914. * @property {number} faceIndex - The face index.
  39915. * @property {Object3D} object - The 3D object that has been intersected.
  39916. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39917. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39918. * @property {Vector3} normal - Interpolated normal vector at point of intersection.
  39919. * @property {number} instanceId - The index number of the instance where the ray
  39920. * intersects the {@link InstancedMesh}.
  39921. */
  39922. /**
  39923. * Checks all intersection between the ray and the object with or without the
  39924. * descendants. Intersections are returned sorted by distance, closest first.
  39925. *
  39926. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39927. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39928. * differently to ray casting than lines or points.
  39929. *
  39930. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39931. * to be detected; intersections of the ray passing through the back of a face will not
  39932. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39933. * to `THREE.DoubleSide`.
  39934. *
  39935. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39936. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39937. * Otherwise it only checks intersection with the object.
  39938. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39939. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39940. */
  39941. intersectObject( object, recursive = true, intersects = [] ) {
  39942. intersect( object, this, intersects, recursive );
  39943. intersects.sort( ascSort );
  39944. return intersects;
  39945. }
  39946. /**
  39947. * Checks all intersection between the ray and the objects with or without
  39948. * the descendants. Intersections are returned sorted by distance, closest first.
  39949. *
  39950. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39951. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39952. * Otherwise it only checks intersection with the object.
  39953. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39954. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39955. */
  39956. intersectObjects( objects, recursive = true, intersects = [] ) {
  39957. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39958. intersect( objects[ i ], this, intersects, recursive );
  39959. }
  39960. intersects.sort( ascSort );
  39961. return intersects;
  39962. }
  39963. }
  39964. function ascSort( a, b ) {
  39965. return a.distance - b.distance;
  39966. }
  39967. function intersect( object, raycaster, intersects, recursive ) {
  39968. let propagate = true;
  39969. if ( object.layers.test( raycaster.layers ) ) {
  39970. const result = object.raycast( raycaster, intersects );
  39971. if ( result === false ) propagate = false;
  39972. }
  39973. if ( propagate === true && recursive === true ) {
  39974. const children = object.children;
  39975. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39976. intersect( children[ i ], raycaster, intersects, true );
  39977. }
  39978. }
  39979. }
  39980. /**
  39981. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39982. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39983. *
  39984. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39985. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39986. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39987. * is inactive (e.g. tab switched or browser hidden).
  39988. *
  39989. * ```js
  39990. * const timer = new Timer();
  39991. * timer.connect( document ); // use Page Visibility API
  39992. * ```
  39993. */
  39994. class Timer {
  39995. /**
  39996. * Constructs a new timer.
  39997. */
  39998. constructor() {
  39999. this._previousTime = 0;
  40000. this._currentTime = 0;
  40001. this._startTime = performance.now();
  40002. this._delta = 0;
  40003. this._elapsed = 0;
  40004. this._timescale = 1;
  40005. this._document = null;
  40006. this._pageVisibilityHandler = null;
  40007. }
  40008. /**
  40009. * Connect the timer to the given document.Calling this method is not mandatory to
  40010. * use the timer but enables the usage of the Page Visibility API to avoid large time
  40011. * delta values.
  40012. *
  40013. * @param {Document} document - The document.
  40014. */
  40015. connect( document ) {
  40016. this._document = document;
  40017. // use Page Visibility API to avoid large time delta values
  40018. if ( document.hidden !== undefined ) {
  40019. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  40020. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  40021. }
  40022. }
  40023. /**
  40024. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  40025. */
  40026. disconnect() {
  40027. if ( this._pageVisibilityHandler !== null ) {
  40028. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  40029. this._pageVisibilityHandler = null;
  40030. }
  40031. this._document = null;
  40032. }
  40033. /**
  40034. * Returns the time delta in seconds.
  40035. *
  40036. * @return {number} The time delta in second.
  40037. */
  40038. getDelta() {
  40039. return this._delta / 1000;
  40040. }
  40041. /**
  40042. * Returns the elapsed time in seconds.
  40043. *
  40044. * @return {number} The elapsed time in second.
  40045. */
  40046. getElapsed() {
  40047. return this._elapsed / 1000;
  40048. }
  40049. /**
  40050. * Returns the timescale.
  40051. *
  40052. * @return {number} The timescale.
  40053. */
  40054. getTimescale() {
  40055. return this._timescale;
  40056. }
  40057. /**
  40058. * Sets the given timescale which scale the time delta computation
  40059. * in `update()`.
  40060. *
  40061. * @param {number} timescale - The timescale to set.
  40062. * @return {Timer} A reference to this timer.
  40063. */
  40064. setTimescale( timescale ) {
  40065. this._timescale = timescale;
  40066. return this;
  40067. }
  40068. /**
  40069. * Resets the time computation for the current simulation step.
  40070. *
  40071. * @return {Timer} A reference to this timer.
  40072. */
  40073. reset() {
  40074. this._currentTime = performance.now() - this._startTime;
  40075. return this;
  40076. }
  40077. /**
  40078. * Can be used to free all internal resources. Usually called when
  40079. * the timer instance isn't required anymore.
  40080. */
  40081. dispose() {
  40082. this.disconnect();
  40083. }
  40084. /**
  40085. * Updates the internal state of the timer. This method should be called
  40086. * once per simulation step and before you perform queries against the timer
  40087. * (e.g. via `getDelta()`).
  40088. *
  40089. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  40090. * from the `requestAnimationFrame` callback argument. If not provided, the current
  40091. * time will be determined with `performance.now`.
  40092. * @return {Timer} A reference to this timer.
  40093. */
  40094. update( timestamp ) {
  40095. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  40096. this._delta = 0;
  40097. } else {
  40098. this._previousTime = this._currentTime;
  40099. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  40100. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  40101. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  40102. }
  40103. return this;
  40104. }
  40105. }
  40106. function handleVisibilityChange() {
  40107. if ( this._document.hidden === false ) this.reset();
  40108. }
  40109. /**
  40110. * This class can be used to represent points in 3D space as
  40111. * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system).
  40112. */
  40113. class Spherical {
  40114. /**
  40115. * Constructs a new spherical.
  40116. *
  40117. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40118. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  40119. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  40120. */
  40121. constructor( radius = 1, phi = 0, theta = 0 ) {
  40122. /**
  40123. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  40124. *
  40125. * @type {number}
  40126. * @default 1
  40127. */
  40128. this.radius = radius;
  40129. /**
  40130. * The polar angle in radians from the y (up) axis.
  40131. *
  40132. * @type {number}
  40133. * @default 0
  40134. */
  40135. this.phi = phi;
  40136. /**
  40137. * The equator/azimuthal angle in radians around the y (up) axis.
  40138. *
  40139. * @type {number}
  40140. * @default 0
  40141. */
  40142. this.theta = theta;
  40143. }
  40144. /**
  40145. * Sets the spherical components by copying the given values.
  40146. *
  40147. * @param {number} radius - The radius.
  40148. * @param {number} phi - The polar angle.
  40149. * @param {number} theta - The azimuthal angle.
  40150. * @return {Spherical} A reference to this spherical.
  40151. */
  40152. set( radius, phi, theta ) {
  40153. this.radius = radius;
  40154. this.phi = phi;
  40155. this.theta = theta;
  40156. return this;
  40157. }
  40158. /**
  40159. * Copies the values of the given spherical to this instance.
  40160. *
  40161. * @param {Spherical} other - The spherical to copy.
  40162. * @return {Spherical} A reference to this spherical.
  40163. */
  40164. copy( other ) {
  40165. this.radius = other.radius;
  40166. this.phi = other.phi;
  40167. this.theta = other.theta;
  40168. return this;
  40169. }
  40170. /**
  40171. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40172. * `0.000001`.
  40173. *
  40174. * @return {Spherical} A reference to this spherical.
  40175. */
  40176. makeSafe() {
  40177. const EPS = 0.000001;
  40178. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40179. return this;
  40180. }
  40181. /**
  40182. * Sets the spherical components from the given vector which is assumed to hold
  40183. * Cartesian coordinates.
  40184. *
  40185. * @param {Vector3} v - The vector to set.
  40186. * @return {Spherical} A reference to this spherical.
  40187. */
  40188. setFromVector3( v ) {
  40189. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40190. }
  40191. /**
  40192. * Sets the spherical components from the given Cartesian coordinates.
  40193. *
  40194. * @param {number} x - The x value.
  40195. * @param {number} y - The y value.
  40196. * @param {number} z - The z value.
  40197. * @return {Spherical} A reference to this spherical.
  40198. */
  40199. setFromCartesianCoords( x, y, z ) {
  40200. this.radius = Math.sqrt( x * x + y * y + z * z );
  40201. if ( this.radius === 0 ) {
  40202. this.theta = 0;
  40203. this.phi = 0;
  40204. } else {
  40205. this.theta = Math.atan2( x, z );
  40206. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40207. }
  40208. return this;
  40209. }
  40210. /**
  40211. * Returns a new spherical with copied values from this instance.
  40212. *
  40213. * @return {Spherical} A clone of this instance.
  40214. */
  40215. clone() {
  40216. return new this.constructor().copy( this );
  40217. }
  40218. }
  40219. /**
  40220. * This class can be used to represent points in 3D space as
  40221. * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system).
  40222. */
  40223. class Cylindrical {
  40224. /**
  40225. * Constructs a new cylindrical.
  40226. *
  40227. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40228. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40229. * @param {number} [y=0] - The height above the x-z plane.
  40230. */
  40231. constructor( radius = 1, theta = 0, y = 0 ) {
  40232. /**
  40233. * The distance from the origin to a point in the x-z plane.
  40234. *
  40235. * @type {number}
  40236. * @default 1
  40237. */
  40238. this.radius = radius;
  40239. /**
  40240. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40241. *
  40242. * @type {number}
  40243. * @default 0
  40244. */
  40245. this.theta = theta;
  40246. /**
  40247. * The height above the x-z plane.
  40248. *
  40249. * @type {number}
  40250. * @default 0
  40251. */
  40252. this.y = y;
  40253. }
  40254. /**
  40255. * Sets the cylindrical components by copying the given values.
  40256. *
  40257. * @param {number} radius - The radius.
  40258. * @param {number} theta - The theta angle.
  40259. * @param {number} y - The height value.
  40260. * @return {Cylindrical} A reference to this cylindrical.
  40261. */
  40262. set( radius, theta, y ) {
  40263. this.radius = radius;
  40264. this.theta = theta;
  40265. this.y = y;
  40266. return this;
  40267. }
  40268. /**
  40269. * Copies the values of the given cylindrical to this instance.
  40270. *
  40271. * @param {Cylindrical} other - The cylindrical to copy.
  40272. * @return {Cylindrical} A reference to this cylindrical.
  40273. */
  40274. copy( other ) {
  40275. this.radius = other.radius;
  40276. this.theta = other.theta;
  40277. this.y = other.y;
  40278. return this;
  40279. }
  40280. /**
  40281. * Sets the cylindrical components from the given vector which is assumed to hold
  40282. * Cartesian coordinates.
  40283. *
  40284. * @param {Vector3} v - The vector to set.
  40285. * @return {Cylindrical} A reference to this cylindrical.
  40286. */
  40287. setFromVector3( v ) {
  40288. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40289. }
  40290. /**
  40291. * Sets the cylindrical components from the given Cartesian coordinates.
  40292. *
  40293. * @param {number} x - The x value.
  40294. * @param {number} y - The x value.
  40295. * @param {number} z - The x value.
  40296. * @return {Cylindrical} A reference to this cylindrical.
  40297. */
  40298. setFromCartesianCoords( x, y, z ) {
  40299. this.radius = Math.sqrt( x * x + z * z );
  40300. this.theta = Math.atan2( x, z );
  40301. this.y = y;
  40302. return this;
  40303. }
  40304. /**
  40305. * Returns a new cylindrical with copied values from this instance.
  40306. *
  40307. * @return {Cylindrical} A clone of this instance.
  40308. */
  40309. clone() {
  40310. return new this.constructor().copy( this );
  40311. }
  40312. }
  40313. /**
  40314. * Represents a 2x2 matrix.
  40315. *
  40316. * A Note on Row-Major and Column-Major Ordering:
  40317. *
  40318. * The constructor and {@link Matrix2#set} method take arguments in
  40319. * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order)
  40320. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40321. * This means that calling:
  40322. * ```js
  40323. * const m = new THREE.Matrix2();
  40324. * m.set( 11, 12,
  40325. * 21, 22 );
  40326. * ```
  40327. * will result in the elements array containing:
  40328. * ```js
  40329. * m.elements = [ 11, 21,
  40330. * 12, 22 ];
  40331. * ```
  40332. * and internally all calculations are performed using column-major ordering.
  40333. * However, as the actual ordering makes no difference mathematically and
  40334. * most people are used to thinking about matrices in row-major order, the
  40335. * three.js documentation shows matrices in row-major order. Just bear in
  40336. * mind that if you are reading the source code, you'll have to take the
  40337. * transpose of any matrices outlined here to make sense of the calculations.
  40338. */
  40339. class Matrix2 {
  40340. /**
  40341. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40342. * in row-major order. If no arguments are provided, the constructor
  40343. * initializes the matrix as an identity matrix.
  40344. *
  40345. * @param {number} [n11] - 1-1 matrix element.
  40346. * @param {number} [n12] - 1-2 matrix element.
  40347. * @param {number} [n21] - 2-1 matrix element.
  40348. * @param {number} [n22] - 2-2 matrix element.
  40349. */
  40350. constructor( n11, n12, n21, n22 ) {
  40351. /**
  40352. * This flag can be used for type testing.
  40353. *
  40354. * @type {boolean}
  40355. * @readonly
  40356. * @default true
  40357. */
  40358. Matrix2.prototype.isMatrix2 = true;
  40359. /**
  40360. * A column-major list of matrix values.
  40361. *
  40362. * @type {Array<number>}
  40363. */
  40364. this.elements = [
  40365. 1, 0,
  40366. 0, 1,
  40367. ];
  40368. if ( n11 !== undefined ) {
  40369. this.set( n11, n12, n21, n22 );
  40370. }
  40371. }
  40372. /**
  40373. * Sets this matrix to the 2x2 identity matrix.
  40374. *
  40375. * @return {Matrix2} A reference to this matrix.
  40376. */
  40377. identity() {
  40378. this.set(
  40379. 1, 0,
  40380. 0, 1,
  40381. );
  40382. return this;
  40383. }
  40384. /**
  40385. * Sets the elements of the matrix from the given array.
  40386. *
  40387. * @param {Array<number>} array - The matrix elements in column-major order.
  40388. * @param {number} [offset=0] - Index of the first element in the array.
  40389. * @return {Matrix2} A reference to this matrix.
  40390. */
  40391. fromArray( array, offset = 0 ) {
  40392. for ( let i = 0; i < 4; i ++ ) {
  40393. this.elements[ i ] = array[ i + offset ];
  40394. }
  40395. return this;
  40396. }
  40397. /**
  40398. * Sets the elements of the matrix.The arguments are supposed to be
  40399. * in row-major order.
  40400. *
  40401. * @param {number} n11 - 1-1 matrix element.
  40402. * @param {number} n12 - 1-2 matrix element.
  40403. * @param {number} n21 - 2-1 matrix element.
  40404. * @param {number} n22 - 2-2 matrix element.
  40405. * @return {Matrix2} A reference to this matrix.
  40406. */
  40407. set( n11, n12, n21, n22 ) {
  40408. const te = this.elements;
  40409. te[ 0 ] = n11; te[ 2 ] = n12;
  40410. te[ 1 ] = n21; te[ 3 ] = n22;
  40411. return this;
  40412. }
  40413. }
  40414. const _vector$4 = /*@__PURE__*/ new Vector2();
  40415. /**
  40416. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40417. */
  40418. class Box2 {
  40419. /**
  40420. * Constructs a new bounding box.
  40421. *
  40422. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40423. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40424. */
  40425. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40426. /**
  40427. * This flag can be used for type testing.
  40428. *
  40429. * @type {boolean}
  40430. * @readonly
  40431. * @default true
  40432. */
  40433. this.isBox2 = true;
  40434. /**
  40435. * The lower boundary of the box.
  40436. *
  40437. * @type {Vector2}
  40438. */
  40439. this.min = min;
  40440. /**
  40441. * The upper boundary of the box.
  40442. *
  40443. * @type {Vector2}
  40444. */
  40445. this.max = max;
  40446. }
  40447. /**
  40448. * Sets the lower and upper boundaries of this box.
  40449. * Please note that this method only copies the values from the given objects.
  40450. *
  40451. * @param {Vector2} min - The lower boundary of the box.
  40452. * @param {Vector2} max - The upper boundary of the box.
  40453. * @return {Box2} A reference to this bounding box.
  40454. */
  40455. set( min, max ) {
  40456. this.min.copy( min );
  40457. this.max.copy( max );
  40458. return this;
  40459. }
  40460. /**
  40461. * Sets the upper and lower bounds of this box so it encloses the position data
  40462. * in the given array.
  40463. *
  40464. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40465. * @return {Box2} A reference to this bounding box.
  40466. */
  40467. setFromPoints( points ) {
  40468. this.makeEmpty();
  40469. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40470. this.expandByPoint( points[ i ] );
  40471. }
  40472. return this;
  40473. }
  40474. /**
  40475. * Centers this box on the given center vector and sets this box's width, height and
  40476. * depth to the given size values.
  40477. *
  40478. * @param {Vector2} center - The center of the box.
  40479. * @param {Vector2} size - The x and y dimensions of the box.
  40480. * @return {Box2} A reference to this bounding box.
  40481. */
  40482. setFromCenterAndSize( center, size ) {
  40483. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40484. this.min.copy( center ).sub( halfSize );
  40485. this.max.copy( center ).add( halfSize );
  40486. return this;
  40487. }
  40488. /**
  40489. * Returns a new box with copied values from this instance.
  40490. *
  40491. * @return {Box2} A clone of this instance.
  40492. */
  40493. clone() {
  40494. return new this.constructor().copy( this );
  40495. }
  40496. /**
  40497. * Copies the values of the given box to this instance.
  40498. *
  40499. * @param {Box2} box - The box to copy.
  40500. * @return {Box2} A reference to this bounding box.
  40501. */
  40502. copy( box ) {
  40503. this.min.copy( box.min );
  40504. this.max.copy( box.max );
  40505. return this;
  40506. }
  40507. /**
  40508. * Makes this box empty which means in encloses a zero space in 2D.
  40509. *
  40510. * @return {Box2} A reference to this bounding box.
  40511. */
  40512. makeEmpty() {
  40513. this.min.x = this.min.y = + Infinity;
  40514. this.max.x = this.max.y = - Infinity;
  40515. return this;
  40516. }
  40517. /**
  40518. * Returns true if this box includes zero points within its bounds.
  40519. * Note that a box with equal lower and upper bounds still includes one
  40520. * point, the one both bounds share.
  40521. *
  40522. * @return {boolean} Whether this box is empty or not.
  40523. */
  40524. isEmpty() {
  40525. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40526. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40527. }
  40528. /**
  40529. * Returns the center point of this box.
  40530. *
  40531. * @param {Vector2} target - The target vector that is used to store the method's result.
  40532. * @return {Vector2} The center point.
  40533. */
  40534. getCenter( target ) {
  40535. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40536. }
  40537. /**
  40538. * Returns the dimensions of this box.
  40539. *
  40540. * @param {Vector2} target - The target vector that is used to store the method's result.
  40541. * @return {Vector2} The size.
  40542. */
  40543. getSize( target ) {
  40544. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40545. }
  40546. /**
  40547. * Expands the boundaries of this box to include the given point.
  40548. *
  40549. * @param {Vector2} point - The point that should be included by the bounding box.
  40550. * @return {Box2} A reference to this bounding box.
  40551. */
  40552. expandByPoint( point ) {
  40553. this.min.min( point );
  40554. this.max.max( point );
  40555. return this;
  40556. }
  40557. /**
  40558. * Expands this box equilaterally by the given vector. The width of this
  40559. * box will be expanded by the x component of the vector in both
  40560. * directions. The height of this box will be expanded by the y component of
  40561. * the vector in both directions.
  40562. *
  40563. * @param {Vector2} vector - The vector that should expand the bounding box.
  40564. * @return {Box2} A reference to this bounding box.
  40565. */
  40566. expandByVector( vector ) {
  40567. this.min.sub( vector );
  40568. this.max.add( vector );
  40569. return this;
  40570. }
  40571. /**
  40572. * Expands each dimension of the box by the given scalar. If negative, the
  40573. * dimensions of the box will be contracted.
  40574. *
  40575. * @param {number} scalar - The scalar value that should expand the bounding box.
  40576. * @return {Box2} A reference to this bounding box.
  40577. */
  40578. expandByScalar( scalar ) {
  40579. this.min.addScalar( - scalar );
  40580. this.max.addScalar( scalar );
  40581. return this;
  40582. }
  40583. /**
  40584. * Returns `true` if the given point lies within or on the boundaries of this box.
  40585. *
  40586. * @param {Vector2} point - The point to test.
  40587. * @return {boolean} Whether the bounding box contains the given point or not.
  40588. */
  40589. containsPoint( point ) {
  40590. return point.x >= this.min.x && point.x <= this.max.x &&
  40591. point.y >= this.min.y && point.y <= this.max.y;
  40592. }
  40593. /**
  40594. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40595. * If this box and the given one are identical, this function also returns `true`.
  40596. *
  40597. * @param {Box2} box - The bounding box to test.
  40598. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40599. */
  40600. containsBox( box ) {
  40601. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40602. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40603. }
  40604. /**
  40605. * Returns a point as a proportion of this box's width and height.
  40606. *
  40607. * @param {Vector2} point - A point in 2D space.
  40608. * @param {Vector2} target - The target vector that is used to store the method's result.
  40609. * @return {Vector2} A point as a proportion of this box's width and height.
  40610. */
  40611. getParameter( point, target ) {
  40612. // This can potentially have a divide by zero if the box
  40613. // has a size dimension of 0.
  40614. return target.set(
  40615. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40616. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40617. );
  40618. }
  40619. /**
  40620. * Returns `true` if the given bounding box intersects with this bounding box.
  40621. *
  40622. * @param {Box2} box - The bounding box to test.
  40623. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40624. */
  40625. intersectsBox( box ) {
  40626. // using 4 splitting planes to rule out intersections
  40627. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40628. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40629. }
  40630. /**
  40631. * Clamps the given point within the bounds of this box.
  40632. *
  40633. * @param {Vector2} point - The point to clamp.
  40634. * @param {Vector2} target - The target vector that is used to store the method's result.
  40635. * @return {Vector2} The clamped point.
  40636. */
  40637. clampPoint( point, target ) {
  40638. return target.copy( point ).clamp( this.min, this.max );
  40639. }
  40640. /**
  40641. * Returns the euclidean distance from any edge of this box to the specified point. If
  40642. * the given point lies inside of this box, the distance will be `0`.
  40643. *
  40644. * @param {Vector2} point - The point to compute the distance to.
  40645. * @return {number} The euclidean distance.
  40646. */
  40647. distanceToPoint( point ) {
  40648. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40649. }
  40650. /**
  40651. * Computes the intersection of this bounding box and the given one, setting the upper
  40652. * bound of this box to the lesser of the two boxes' upper bounds and the
  40653. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40654. * there's no overlap, makes this box empty.
  40655. *
  40656. * @param {Box2} box - The bounding box to intersect with.
  40657. * @return {Box2} A reference to this bounding box.
  40658. */
  40659. intersect( box ) {
  40660. this.min.max( box.min );
  40661. this.max.min( box.max );
  40662. if ( this.isEmpty() ) this.makeEmpty();
  40663. return this;
  40664. }
  40665. /**
  40666. * Computes the union of this box and another and the given one, setting the upper
  40667. * bound of this box to the greater of the two boxes' upper bounds and the
  40668. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40669. *
  40670. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40671. * @return {Box2} A reference to this bounding box.
  40672. */
  40673. union( box ) {
  40674. this.min.min( box.min );
  40675. this.max.max( box.max );
  40676. return this;
  40677. }
  40678. /**
  40679. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40680. * effectively moving it in 2D space.
  40681. *
  40682. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40683. * @return {Box2} A reference to this bounding box.
  40684. */
  40685. translate( offset ) {
  40686. this.min.add( offset );
  40687. this.max.add( offset );
  40688. return this;
  40689. }
  40690. /**
  40691. * Returns `true` if this bounding box is equal with the given one.
  40692. *
  40693. * @param {Box2} box - The box to test for equality.
  40694. * @return {boolean} Whether this bounding box is equal with the given one.
  40695. */
  40696. equals( box ) {
  40697. return box.min.equals( this.min ) && box.max.equals( this.max );
  40698. }
  40699. }
  40700. const _startP = /*@__PURE__*/ new Vector3();
  40701. const _startEnd = /*@__PURE__*/ new Vector3();
  40702. const _d1 = /*@__PURE__*/ new Vector3();
  40703. const _d2 = /*@__PURE__*/ new Vector3();
  40704. const _r = /*@__PURE__*/ new Vector3();
  40705. const _c1 = /*@__PURE__*/ new Vector3();
  40706. const _c2 = /*@__PURE__*/ new Vector3();
  40707. /**
  40708. * An analytical line segment in 3D space represented by a start and end point.
  40709. */
  40710. class Line3 {
  40711. /**
  40712. * Constructs a new line segment.
  40713. *
  40714. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40715. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40716. */
  40717. constructor( start = new Vector3(), end = new Vector3() ) {
  40718. /**
  40719. * Start of the line segment.
  40720. *
  40721. * @type {Vector3}
  40722. */
  40723. this.start = start;
  40724. /**
  40725. * End of the line segment.
  40726. *
  40727. * @type {Vector3}
  40728. */
  40729. this.end = end;
  40730. }
  40731. /**
  40732. * Sets the start and end values by copying the given vectors.
  40733. *
  40734. * @param {Vector3} start - The start point.
  40735. * @param {Vector3} end - The end point.
  40736. * @return {Line3} A reference to this line segment.
  40737. */
  40738. set( start, end ) {
  40739. this.start.copy( start );
  40740. this.end.copy( end );
  40741. return this;
  40742. }
  40743. /**
  40744. * Copies the values of the given line segment to this instance.
  40745. *
  40746. * @param {Line3} line - The line segment to copy.
  40747. * @return {Line3} A reference to this line segment.
  40748. */
  40749. copy( line ) {
  40750. this.start.copy( line.start );
  40751. this.end.copy( line.end );
  40752. return this;
  40753. }
  40754. /**
  40755. * Returns the center of the line segment.
  40756. *
  40757. * @param {Vector3} target - The target vector that is used to store the method's result.
  40758. * @return {Vector3} The center point.
  40759. */
  40760. getCenter( target ) {
  40761. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40762. }
  40763. /**
  40764. * Returns the delta vector of the line segment's start and end point.
  40765. *
  40766. * @param {Vector3} target - The target vector that is used to store the method's result.
  40767. * @return {Vector3} The delta vector.
  40768. */
  40769. delta( target ) {
  40770. return target.subVectors( this.end, this.start );
  40771. }
  40772. /**
  40773. * Returns the squared Euclidean distance between the line' start and end point.
  40774. *
  40775. * @return {number} The squared Euclidean distance.
  40776. */
  40777. distanceSq() {
  40778. return this.start.distanceToSquared( this.end );
  40779. }
  40780. /**
  40781. * Returns the Euclidean distance between the line' start and end point.
  40782. *
  40783. * @return {number} The Euclidean distance.
  40784. */
  40785. distance() {
  40786. return this.start.distanceTo( this.end );
  40787. }
  40788. /**
  40789. * Returns a vector at a certain position along the line segment.
  40790. *
  40791. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40792. * @param {Vector3} target - The target vector that is used to store the method's result.
  40793. * @return {Vector3} The delta vector.
  40794. */
  40795. at( t, target ) {
  40796. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40797. }
  40798. /**
  40799. * Returns a point parameter based on the closest point as projected on the line segment.
  40800. *
  40801. * @param {Vector3} point - The point for which to return a point parameter.
  40802. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40803. * @return {number} The point parameter.
  40804. */
  40805. closestPointToPointParameter( point, clampToLine ) {
  40806. _startP.subVectors( point, this.start );
  40807. _startEnd.subVectors( this.end, this.start );
  40808. const startEnd2 = _startEnd.dot( _startEnd );
  40809. const startEnd_startP = _startEnd.dot( _startP );
  40810. let t = startEnd_startP / startEnd2;
  40811. if ( clampToLine ) {
  40812. t = clamp( t, 0, 1 );
  40813. }
  40814. return t;
  40815. }
  40816. /**
  40817. * Returns the closest point on the line for a given point.
  40818. *
  40819. * @param {Vector3} point - The point to compute the closest point on the line for.
  40820. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40821. * @param {Vector3} target - The target vector that is used to store the method's result.
  40822. * @return {Vector3} The closest point on the line.
  40823. */
  40824. closestPointToPoint( point, clampToLine, target ) {
  40825. const t = this.closestPointToPointParameter( point, clampToLine );
  40826. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40827. }
  40828. /**
  40829. * Returns the closest squared distance between this line segment and the given one.
  40830. *
  40831. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40832. * @param {Vector3} [c1] - The closest point on this line segment.
  40833. * @param {Vector3} [c2] - The closest point on the given line segment.
  40834. * @return {number} The squared distance between this line segment and the given one.
  40835. */
  40836. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40837. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40838. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40839. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40840. // distance between between S1(s) and S2(t)
  40841. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40842. let s, t;
  40843. const p1 = this.start;
  40844. const p2 = line.start;
  40845. const q1 = this.end;
  40846. const q2 = line.end;
  40847. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40848. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40849. _r.subVectors( p1, p2 );
  40850. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40851. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40852. const f = _d2.dot( _r );
  40853. // Check if either or both segments degenerate into points
  40854. if ( a <= EPSILON && e <= EPSILON ) {
  40855. // Both segments degenerate into points
  40856. c1.copy( p1 );
  40857. c2.copy( p2 );
  40858. c1.sub( c2 );
  40859. return c1.dot( c1 );
  40860. }
  40861. if ( a <= EPSILON ) {
  40862. // First segment degenerates into a point
  40863. s = 0;
  40864. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40865. t = clamp( t, 0, 1 );
  40866. } else {
  40867. const c = _d1.dot( _r );
  40868. if ( e <= EPSILON ) {
  40869. // Second segment degenerates into a point
  40870. t = 0;
  40871. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40872. } else {
  40873. // The general nondegenerate case starts here
  40874. const b = _d1.dot( _d2 );
  40875. const denom = a * e - b * b; // Always nonnegative
  40876. // If segments not parallel, compute closest point on L1 to L2 and
  40877. // clamp to segment S1. Else pick arbitrary s (here 0)
  40878. if ( denom !== 0 ) {
  40879. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40880. } else {
  40881. s = 0;
  40882. }
  40883. // Compute point on L2 closest to S1(s) using
  40884. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40885. t = ( b * s + f ) / e;
  40886. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40887. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40888. // and clamp s to [0, 1]
  40889. if ( t < 0 ) {
  40890. t = 0.;
  40891. s = clamp( - c / a, 0, 1 );
  40892. } else if ( t > 1 ) {
  40893. t = 1;
  40894. s = clamp( ( b - c ) / a, 0, 1 );
  40895. }
  40896. }
  40897. }
  40898. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40899. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40900. c1.sub( c2 );
  40901. return c1.dot( c1 );
  40902. }
  40903. /**
  40904. * Applies a 4x4 transformation matrix to this line segment.
  40905. *
  40906. * @param {Matrix4} matrix - The transformation matrix.
  40907. * @return {Line3} A reference to this line segment.
  40908. */
  40909. applyMatrix4( matrix ) {
  40910. this.start.applyMatrix4( matrix );
  40911. this.end.applyMatrix4( matrix );
  40912. return this;
  40913. }
  40914. /**
  40915. * Returns `true` if this line segment is equal with the given one.
  40916. *
  40917. * @param {Line3} line - The line segment to test for equality.
  40918. * @return {boolean} Whether this line segment is equal with the given one.
  40919. */
  40920. equals( line ) {
  40921. return line.start.equals( this.start ) && line.end.equals( this.end );
  40922. }
  40923. /**
  40924. * Returns a new line segment with copied values from this instance.
  40925. *
  40926. * @return {Line3} A clone of this instance.
  40927. */
  40928. clone() {
  40929. return new this.constructor().copy( this );
  40930. }
  40931. }
  40932. const _vector$3 = /*@__PURE__*/ new Vector3();
  40933. /**
  40934. * This displays a cone shaped helper object for a {@link SpotLight}.
  40935. *
  40936. * ```js
  40937. * const spotLight = new THREE.SpotLight( 0xffffff );
  40938. * spotLight.position.set( 10, 10, 10 );
  40939. * scene.add( spotLight );
  40940. *
  40941. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40942. * scene.add( spotLightHelper );
  40943. * ```
  40944. *
  40945. * @augments Object3D
  40946. */
  40947. class SpotLightHelper extends Object3D {
  40948. /**
  40949. * Constructs a new spot light helper.
  40950. *
  40951. * @param {HemisphereLight} light - The light to be visualized.
  40952. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40953. * the color of the light.
  40954. */
  40955. constructor( light, color ) {
  40956. super();
  40957. /**
  40958. * The light being visualized.
  40959. *
  40960. * @type {SpotLight}
  40961. */
  40962. this.light = light;
  40963. this.matrixAutoUpdate = false;
  40964. /**
  40965. * The color parameter passed in the constructor.
  40966. * If not set, the helper will take the color of the light.
  40967. *
  40968. * @type {number|Color|string}
  40969. */
  40970. this.color = color;
  40971. this.type = 'SpotLightHelper';
  40972. const geometry = new BufferGeometry();
  40973. const positions = [
  40974. 0, 0, 0, 0, 0, 1,
  40975. 0, 0, 0, 1, 0, 1,
  40976. 0, 0, 0, -1, 0, 1,
  40977. 0, 0, 0, 0, 1, 1,
  40978. 0, 0, 0, 0, -1, 1
  40979. ];
  40980. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40981. const p1 = ( i / l ) * Math.PI * 2;
  40982. const p2 = ( j / l ) * Math.PI * 2;
  40983. positions.push(
  40984. Math.cos( p1 ), Math.sin( p1 ), 1,
  40985. Math.cos( p2 ), Math.sin( p2 ), 1
  40986. );
  40987. }
  40988. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40989. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40990. this.cone = new LineSegments( geometry, material );
  40991. this.add( this.cone );
  40992. this.update();
  40993. }
  40994. /**
  40995. * Frees the GPU-related resources allocated by this instance. Call this
  40996. * method whenever this instance is no longer used in your app.
  40997. */
  40998. dispose() {
  40999. this.cone.geometry.dispose();
  41000. this.cone.material.dispose();
  41001. }
  41002. /**
  41003. * Updates the helper to match the position and direction of the
  41004. * light being visualized.
  41005. */
  41006. update() {
  41007. this.light.updateWorldMatrix( true, false );
  41008. this.light.target.updateWorldMatrix( true, false );
  41009. // update the local matrix based on the parent and light target transforms
  41010. if ( this.parent ) {
  41011. this.parent.updateWorldMatrix( true );
  41012. this.matrix
  41013. .copy( this.parent.matrixWorld )
  41014. .invert()
  41015. .multiply( this.light.matrixWorld );
  41016. } else {
  41017. this.matrix.copy( this.light.matrixWorld );
  41018. }
  41019. this.matrixWorld.copy( this.light.matrixWorld );
  41020. const coneLength = this.light.distance ? this.light.distance : 1000;
  41021. const coneWidth = coneLength * Math.tan( this.light.angle );
  41022. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  41023. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  41024. this.cone.lookAt( _vector$3 );
  41025. if ( this.color !== undefined ) {
  41026. this.cone.material.color.set( this.color );
  41027. } else {
  41028. this.cone.material.color.copy( this.light.color );
  41029. }
  41030. }
  41031. }
  41032. const _vector$2 = /*@__PURE__*/ new Vector3();
  41033. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  41034. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  41035. /**
  41036. * A helper object to assist with visualizing a {@link Skeleton}.
  41037. *
  41038. * ```js
  41039. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  41040. * scene.add( helper );
  41041. * ```
  41042. *
  41043. * @augments LineSegments
  41044. */
  41045. class SkeletonHelper extends LineSegments {
  41046. /**
  41047. * Constructs a new skeleton helper.
  41048. *
  41049. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  41050. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  41051. */
  41052. constructor( object ) {
  41053. const bones = getBoneList( object );
  41054. const geometry = new BufferGeometry();
  41055. const vertices = [];
  41056. const colors = [];
  41057. for ( let i = 0; i < bones.length; i ++ ) {
  41058. const bone = bones[ i ];
  41059. if ( bone.parent && bone.parent.isBone ) {
  41060. vertices.push( 0, 0, 0 );
  41061. vertices.push( 0, 0, 0 );
  41062. colors.push( 0, 0, 0 );
  41063. colors.push( 0, 0, 0 );
  41064. }
  41065. }
  41066. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41067. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41068. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  41069. super( geometry, material );
  41070. /**
  41071. * This flag can be used for type testing.
  41072. *
  41073. * @type {boolean}
  41074. * @readonly
  41075. * @default true
  41076. */
  41077. this.isSkeletonHelper = true;
  41078. this.type = 'SkeletonHelper';
  41079. /**
  41080. * The object being visualized.
  41081. *
  41082. * @type {Object3D}
  41083. */
  41084. this.root = object;
  41085. /**
  41086. * The list of bones that the helper visualizes.
  41087. *
  41088. * @type {Array<Bone>}
  41089. */
  41090. this.bones = bones;
  41091. this.matrix = object.matrixWorld;
  41092. this.matrixAutoUpdate = false;
  41093. // colors
  41094. const color1 = new Color( 0x0000ff );
  41095. const color2 = new Color( 0x00ff00 );
  41096. this.setColors( color1, color2 );
  41097. }
  41098. updateMatrixWorld( force ) {
  41099. const bones = this.bones;
  41100. const geometry = this.geometry;
  41101. const position = geometry.getAttribute( 'position' );
  41102. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  41103. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  41104. const bone = bones[ i ];
  41105. if ( bone.parent && bone.parent.isBone ) {
  41106. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  41107. _vector$2.setFromMatrixPosition( _boneMatrix );
  41108. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  41109. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  41110. _vector$2.setFromMatrixPosition( _boneMatrix );
  41111. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  41112. j += 2;
  41113. }
  41114. }
  41115. geometry.getAttribute( 'position' ).needsUpdate = true;
  41116. super.updateMatrixWorld( force );
  41117. }
  41118. /**
  41119. * Defines the colors of the helper.
  41120. *
  41121. * @param {Color} color1 - The first line color for each bone.
  41122. * @param {Color} color2 - The second line color for each bone.
  41123. * @return {SkeletonHelper} A reference to this helper.
  41124. */
  41125. setColors( color1, color2 ) {
  41126. const geometry = this.geometry;
  41127. const colorAttribute = geometry.getAttribute( 'color' );
  41128. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  41129. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  41130. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41131. }
  41132. colorAttribute.needsUpdate = true;
  41133. return this;
  41134. }
  41135. /**
  41136. * Frees the GPU-related resources allocated by this instance. Call this
  41137. * method whenever this instance is no longer used in your app.
  41138. */
  41139. dispose() {
  41140. this.geometry.dispose();
  41141. this.material.dispose();
  41142. }
  41143. }
  41144. function getBoneList( object ) {
  41145. const boneList = [];
  41146. if ( object.isBone === true ) {
  41147. boneList.push( object );
  41148. }
  41149. for ( let i = 0; i < object.children.length; i ++ ) {
  41150. boneList.push( ...getBoneList( object.children[ i ] ) );
  41151. }
  41152. return boneList;
  41153. }
  41154. /**
  41155. * This displays a helper object consisting of a spherical mesh for
  41156. * visualizing an instance of {@link PointLight}.
  41157. *
  41158. * ```js
  41159. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41160. * pointLight.position.set( 10, 10, 10 );
  41161. * scene.add( pointLight );
  41162. *
  41163. * const sphereSize = 1;
  41164. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41165. * scene.add( pointLightHelper );
  41166. * ```
  41167. *
  41168. * @augments Mesh
  41169. */
  41170. class PointLightHelper extends Mesh {
  41171. /**
  41172. * Constructs a new point light helper.
  41173. *
  41174. * @param {PointLight} light - The light to be visualized.
  41175. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41176. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41177. * the color of the light.
  41178. */
  41179. constructor( light, sphereSize, color ) {
  41180. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41181. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41182. super( geometry, material );
  41183. /**
  41184. * The light being visualized.
  41185. *
  41186. * @type {HemisphereLight}
  41187. */
  41188. this.light = light;
  41189. /**
  41190. * The color parameter passed in the constructor.
  41191. * If not set, the helper will take the color of the light.
  41192. *
  41193. * @type {number|Color|string}
  41194. */
  41195. this.color = color;
  41196. this.type = 'PointLightHelper';
  41197. this.matrix = this.light.matrixWorld;
  41198. this.matrixAutoUpdate = false;
  41199. this.update();
  41200. /*
  41201. // TODO: delete this comment?
  41202. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41203. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41204. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41205. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41206. const d = light.distance;
  41207. if ( d === 0.0 ) {
  41208. this.lightDistance.visible = false;
  41209. } else {
  41210. this.lightDistance.scale.set( d, d, d );
  41211. }
  41212. this.add( this.lightDistance );
  41213. */
  41214. }
  41215. /**
  41216. * Frees the GPU-related resources allocated by this instance. Call this
  41217. * method whenever this instance is no longer used in your app.
  41218. */
  41219. dispose() {
  41220. this.geometry.dispose();
  41221. this.material.dispose();
  41222. }
  41223. /**
  41224. * Updates the helper to match the position of the
  41225. * light being visualized.
  41226. */
  41227. update() {
  41228. this.light.updateWorldMatrix( true, false );
  41229. if ( this.color !== undefined ) {
  41230. this.material.color.set( this.color );
  41231. } else {
  41232. this.material.color.copy( this.light.color );
  41233. }
  41234. /*
  41235. const d = this.light.distance;
  41236. if ( d === 0.0 ) {
  41237. this.lightDistance.visible = false;
  41238. } else {
  41239. this.lightDistance.visible = true;
  41240. this.lightDistance.scale.set( d, d, d );
  41241. }
  41242. */
  41243. }
  41244. }
  41245. const _vector$1 = /*@__PURE__*/ new Vector3();
  41246. const _color1 = /*@__PURE__*/ new Color();
  41247. const _color2 = /*@__PURE__*/ new Color();
  41248. /**
  41249. * Creates a visual aid consisting of a spherical mesh for a
  41250. * given {@link HemisphereLight}.
  41251. *
  41252. * ```js
  41253. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41254. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41255. * scene.add( helper );
  41256. * ```
  41257. *
  41258. * @augments Object3D
  41259. */
  41260. class HemisphereLightHelper extends Object3D {
  41261. /**
  41262. * Constructs a new hemisphere light helper.
  41263. *
  41264. * @param {HemisphereLight} light - The light to be visualized.
  41265. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41266. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41267. * the color of the light.
  41268. */
  41269. constructor( light, size, color ) {
  41270. super();
  41271. /**
  41272. * The light being visualized.
  41273. *
  41274. * @type {HemisphereLight}
  41275. */
  41276. this.light = light;
  41277. this.matrix = light.matrixWorld;
  41278. this.matrixAutoUpdate = false;
  41279. /**
  41280. * The color parameter passed in the constructor.
  41281. * If not set, the helper will take the color of the light.
  41282. *
  41283. * @type {number|Color|string}
  41284. */
  41285. this.color = color;
  41286. this.type = 'HemisphereLightHelper';
  41287. const geometry = new OctahedronGeometry( size );
  41288. geometry.rotateY( Math.PI * 0.5 );
  41289. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41290. if ( this.color === undefined ) this.material.vertexColors = true;
  41291. const position = geometry.getAttribute( 'position' );
  41292. const colors = new Float32Array( position.count * 3 );
  41293. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41294. this.add( new Mesh( geometry, this.material ) );
  41295. this.update();
  41296. }
  41297. /**
  41298. * Frees the GPU-related resources allocated by this instance. Call this
  41299. * method whenever this instance is no longer used in your app.
  41300. */
  41301. dispose() {
  41302. this.children[ 0 ].geometry.dispose();
  41303. this.children[ 0 ].material.dispose();
  41304. }
  41305. /**
  41306. * Updates the helper to match the position and direction of the
  41307. * light being visualized.
  41308. */
  41309. update() {
  41310. const mesh = this.children[ 0 ];
  41311. if ( this.color !== undefined ) {
  41312. this.material.color.set( this.color );
  41313. } else {
  41314. const colors = mesh.geometry.getAttribute( 'color' );
  41315. _color1.copy( this.light.color );
  41316. _color2.copy( this.light.groundColor );
  41317. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41318. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41319. colors.setXYZ( i, color.r, color.g, color.b );
  41320. }
  41321. colors.needsUpdate = true;
  41322. }
  41323. this.light.updateWorldMatrix( true, false );
  41324. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41325. }
  41326. }
  41327. /**
  41328. * The helper is an object to define grids. Grids are two-dimensional
  41329. * arrays of lines.
  41330. *
  41331. * ```js
  41332. * const size = 10;
  41333. * const divisions = 10;
  41334. *
  41335. * const gridHelper = new THREE.GridHelper( size, divisions );
  41336. * scene.add( gridHelper );
  41337. * ```
  41338. *
  41339. * @augments LineSegments
  41340. */
  41341. class GridHelper extends LineSegments {
  41342. /**
  41343. * Constructs a new grid helper.
  41344. *
  41345. * @param {number} [size=10] - The size of the grid.
  41346. * @param {number} [divisions=10] - The number of divisions across the grid.
  41347. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41348. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41349. */
  41350. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41351. color1 = new Color( color1 );
  41352. color2 = new Color( color2 );
  41353. const center = divisions / 2;
  41354. const step = size / divisions;
  41355. const halfSize = size / 2;
  41356. const vertices = [], colors = [];
  41357. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41358. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41359. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41360. const color = i === center ? color1 : color2;
  41361. color.toArray( colors, j ); j += 3;
  41362. color.toArray( colors, j ); j += 3;
  41363. color.toArray( colors, j ); j += 3;
  41364. color.toArray( colors, j ); j += 3;
  41365. }
  41366. const geometry = new BufferGeometry();
  41367. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41368. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41369. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41370. super( geometry, material );
  41371. this.type = 'GridHelper';
  41372. }
  41373. /**
  41374. * Frees the GPU-related resources allocated by this instance. Call this
  41375. * method whenever this instance is no longer used in your app.
  41376. */
  41377. dispose() {
  41378. this.geometry.dispose();
  41379. this.material.dispose();
  41380. }
  41381. }
  41382. /**
  41383. * This helper is an object to define polar grids. Grids are
  41384. * two-dimensional arrays of lines.
  41385. *
  41386. * ```js
  41387. * const radius = 10;
  41388. * const sectors = 16;
  41389. * const rings = 8;
  41390. * const divisions = 64;
  41391. *
  41392. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41393. * scene.add( helper );
  41394. * ```
  41395. *
  41396. * @augments LineSegments
  41397. */
  41398. class PolarGridHelper extends LineSegments {
  41399. /**
  41400. * Constructs a new polar grid helper.
  41401. *
  41402. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41403. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41404. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41405. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41406. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41407. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41408. */
  41409. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41410. color1 = new Color( color1 );
  41411. color2 = new Color( color2 );
  41412. const vertices = [];
  41413. const colors = [];
  41414. // create the sectors
  41415. if ( sectors > 1 ) {
  41416. for ( let i = 0; i < sectors; i ++ ) {
  41417. const v = ( i / sectors ) * ( Math.PI * 2 );
  41418. const x = Math.sin( v ) * radius;
  41419. const z = Math.cos( v ) * radius;
  41420. vertices.push( 0, 0, 0 );
  41421. vertices.push( x, 0, z );
  41422. const color = ( i & 1 ) ? color1 : color2;
  41423. colors.push( color.r, color.g, color.b );
  41424. colors.push( color.r, color.g, color.b );
  41425. }
  41426. }
  41427. // create the rings
  41428. for ( let i = 0; i < rings; i ++ ) {
  41429. const color = ( i & 1 ) ? color1 : color2;
  41430. const r = radius - ( radius / rings * i );
  41431. for ( let j = 0; j < divisions; j ++ ) {
  41432. // first vertex
  41433. let v = ( j / divisions ) * ( Math.PI * 2 );
  41434. let x = Math.sin( v ) * r;
  41435. let z = Math.cos( v ) * r;
  41436. vertices.push( x, 0, z );
  41437. colors.push( color.r, color.g, color.b );
  41438. // second vertex
  41439. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41440. x = Math.sin( v ) * r;
  41441. z = Math.cos( v ) * r;
  41442. vertices.push( x, 0, z );
  41443. colors.push( color.r, color.g, color.b );
  41444. }
  41445. }
  41446. const geometry = new BufferGeometry();
  41447. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41448. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41449. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41450. super( geometry, material );
  41451. this.type = 'PolarGridHelper';
  41452. }
  41453. /**
  41454. * Frees the GPU-related resources allocated by this instance. Call this
  41455. * method whenever this instance is no longer used in your app.
  41456. */
  41457. dispose() {
  41458. this.geometry.dispose();
  41459. this.material.dispose();
  41460. }
  41461. }
  41462. const _v1 = /*@__PURE__*/ new Vector3();
  41463. const _v2 = /*@__PURE__*/ new Vector3();
  41464. const _v3 = /*@__PURE__*/ new Vector3();
  41465. /**
  41466. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41467. * effect on the scene. This consists of plane and a line representing the
  41468. * light's position and direction.
  41469. *
  41470. * ```js
  41471. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41472. * scene.add( light );
  41473. *
  41474. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41475. * scene.add( helper );
  41476. * ```
  41477. *
  41478. * @augments Object3D
  41479. */
  41480. class DirectionalLightHelper extends Object3D {
  41481. /**
  41482. * Constructs a new directional light helper.
  41483. *
  41484. * @param {DirectionalLight} light - The light to be visualized.
  41485. * @param {number} [size=1] - The dimensions of the plane.
  41486. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41487. * the color of the light.
  41488. */
  41489. constructor( light, size, color ) {
  41490. super();
  41491. /**
  41492. * The light being visualized.
  41493. *
  41494. * @type {DirectionalLight}
  41495. */
  41496. this.light = light;
  41497. this.matrix = light.matrixWorld;
  41498. this.matrixAutoUpdate = false;
  41499. /**
  41500. * The color parameter passed in the constructor.
  41501. * If not set, the helper will take the color of the light.
  41502. *
  41503. * @type {number|Color|string}
  41504. */
  41505. this.color = color;
  41506. this.type = 'DirectionalLightHelper';
  41507. if ( size === undefined ) size = 1;
  41508. let geometry = new BufferGeometry();
  41509. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41510. - size, size, 0,
  41511. size, size, 0,
  41512. size, - size, 0,
  41513. - size, - size, 0,
  41514. - size, size, 0
  41515. ], 3 ) );
  41516. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41517. /**
  41518. * Contains the line showing the location of the directional light.
  41519. *
  41520. * @type {Line}
  41521. */
  41522. this.lightPlane = new Line( geometry, material );
  41523. this.add( this.lightPlane );
  41524. geometry = new BufferGeometry();
  41525. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41526. /**
  41527. * Represents the target line of the directional light.
  41528. *
  41529. * @type {Line}
  41530. */
  41531. this.targetLine = new Line( geometry, material );
  41532. this.add( this.targetLine );
  41533. this.update();
  41534. }
  41535. /**
  41536. * Frees the GPU-related resources allocated by this instance. Call this
  41537. * method whenever this instance is no longer used in your app.
  41538. */
  41539. dispose() {
  41540. this.lightPlane.geometry.dispose();
  41541. this.lightPlane.material.dispose();
  41542. this.targetLine.geometry.dispose();
  41543. this.targetLine.material.dispose();
  41544. }
  41545. /**
  41546. * Updates the helper to match the position and direction of the
  41547. * light being visualized.
  41548. */
  41549. update() {
  41550. this.light.updateWorldMatrix( true, false );
  41551. this.light.target.updateWorldMatrix( true, false );
  41552. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41553. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41554. _v3.subVectors( _v2, _v1 );
  41555. this.lightPlane.lookAt( _v2 );
  41556. if ( this.color !== undefined ) {
  41557. this.lightPlane.material.color.set( this.color );
  41558. this.targetLine.material.color.set( this.color );
  41559. } else {
  41560. this.lightPlane.material.color.copy( this.light.color );
  41561. this.targetLine.material.color.copy( this.light.color );
  41562. }
  41563. this.targetLine.lookAt( _v2 );
  41564. this.targetLine.scale.z = _v3.length();
  41565. }
  41566. }
  41567. const _vector = /*@__PURE__*/ new Vector3();
  41568. const _camera = /*@__PURE__*/ new Camera();
  41569. /**
  41570. * This helps with visualizing what a camera contains in its frustum. It
  41571. * visualizes the frustum of a camera using a line segments.
  41572. *
  41573. * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html).
  41574. *
  41575. * `CameraHelper` must be a child of the scene.
  41576. *
  41577. * ```js
  41578. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41579. * const helper = new THREE.CameraHelper( camera );
  41580. * scene.add( helper );
  41581. * ```
  41582. *
  41583. * @augments LineSegments
  41584. */
  41585. class CameraHelper extends LineSegments {
  41586. /**
  41587. * Constructs a new arrow helper.
  41588. *
  41589. * @param {Camera} camera - The camera to visualize.
  41590. */
  41591. constructor( camera ) {
  41592. const geometry = new BufferGeometry();
  41593. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41594. const vertices = [];
  41595. const colors = [];
  41596. const pointMap = {};
  41597. // near
  41598. addLine( 'n1', 'n2' );
  41599. addLine( 'n2', 'n4' );
  41600. addLine( 'n4', 'n3' );
  41601. addLine( 'n3', 'n1' );
  41602. // far
  41603. addLine( 'f1', 'f2' );
  41604. addLine( 'f2', 'f4' );
  41605. addLine( 'f4', 'f3' );
  41606. addLine( 'f3', 'f1' );
  41607. // sides
  41608. addLine( 'n1', 'f1' );
  41609. addLine( 'n2', 'f2' );
  41610. addLine( 'n3', 'f3' );
  41611. addLine( 'n4', 'f4' );
  41612. // cone
  41613. addLine( 'p', 'n1' );
  41614. addLine( 'p', 'n2' );
  41615. addLine( 'p', 'n3' );
  41616. addLine( 'p', 'n4' );
  41617. // up
  41618. addLine( 'u1', 'u2' );
  41619. addLine( 'u2', 'u3' );
  41620. addLine( 'u3', 'u1' );
  41621. // target
  41622. addLine( 'c', 't' );
  41623. addLine( 'p', 'c' );
  41624. // cross
  41625. addLine( 'cn1', 'cn2' );
  41626. addLine( 'cn3', 'cn4' );
  41627. addLine( 'cf1', 'cf2' );
  41628. addLine( 'cf3', 'cf4' );
  41629. function addLine( a, b ) {
  41630. addPoint( a );
  41631. addPoint( b );
  41632. }
  41633. function addPoint( id ) {
  41634. vertices.push( 0, 0, 0 );
  41635. colors.push( 0, 0, 0 );
  41636. if ( pointMap[ id ] === undefined ) {
  41637. pointMap[ id ] = [];
  41638. }
  41639. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41640. }
  41641. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41642. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41643. super( geometry, material );
  41644. this.type = 'CameraHelper';
  41645. /**
  41646. * The camera being visualized.
  41647. *
  41648. * @type {Camera}
  41649. */
  41650. this.camera = camera;
  41651. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41652. this.matrix = camera.matrixWorld;
  41653. this.matrixAutoUpdate = false;
  41654. /**
  41655. * This contains the points used to visualize the camera.
  41656. *
  41657. * @type {Object<string,Array<number>>}
  41658. */
  41659. this.pointMap = pointMap;
  41660. this.update();
  41661. // colors
  41662. const colorFrustum = new Color( 0xffaa00 );
  41663. const colorCone = new Color( 0xff0000 );
  41664. const colorUp = new Color( 0x00aaff );
  41665. const colorTarget = new Color( 0xffffff );
  41666. const colorCross = new Color( 0x333333 );
  41667. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41668. }
  41669. /**
  41670. * Defines the colors of the helper.
  41671. *
  41672. * @param {Color} frustum - The frustum line color.
  41673. * @param {Color} cone - The cone line color.
  41674. * @param {Color} up - The up line color.
  41675. * @param {Color} target - The target line color.
  41676. * @param {Color} cross - The cross line color.
  41677. * @return {CameraHelper} A reference to this helper.
  41678. */
  41679. setColors( frustum, cone, up, target, cross ) {
  41680. const geometry = this.geometry;
  41681. const colorAttribute = geometry.getAttribute( 'color' );
  41682. // near
  41683. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41684. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41685. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41686. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41687. // far
  41688. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41689. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41690. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41691. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41692. // sides
  41693. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41694. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41695. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41696. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41697. // cone
  41698. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41699. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41700. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41701. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41702. // up
  41703. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41704. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41705. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41706. // target
  41707. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41708. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41709. // cross
  41710. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41711. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41712. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41713. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41714. colorAttribute.needsUpdate = true;
  41715. return this;
  41716. }
  41717. /**
  41718. * Updates the helper based on the projection matrix of the camera.
  41719. */
  41720. update() {
  41721. const geometry = this.geometry;
  41722. const pointMap = this.pointMap;
  41723. const w = 1, h = 1;
  41724. let nearZ, farZ;
  41725. // we need just camera projection matrix inverse
  41726. // world matrix must be identity
  41727. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41728. // Adjust z values based on coordinate system
  41729. if ( this.camera.reversedDepth === true ) {
  41730. nearZ = 1;
  41731. farZ = 0;
  41732. } else {
  41733. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41734. nearZ = -1;
  41735. farZ = 1;
  41736. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41737. nearZ = 0;
  41738. farZ = 1;
  41739. } else {
  41740. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41741. }
  41742. }
  41743. // center / target
  41744. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41745. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41746. // near
  41747. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41748. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41749. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41750. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41751. // far
  41752. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41753. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41754. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41755. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41756. // up
  41757. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41758. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41759. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41760. // cross
  41761. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41762. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41763. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41764. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41765. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41766. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41767. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41768. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41769. geometry.getAttribute( 'position' ).needsUpdate = true;
  41770. }
  41771. /**
  41772. * Frees the GPU-related resources allocated by this instance. Call this
  41773. * method whenever this instance is no longer used in your app.
  41774. */
  41775. dispose() {
  41776. this.geometry.dispose();
  41777. this.material.dispose();
  41778. }
  41779. }
  41780. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41781. _vector.set( x, y, z ).unproject( camera );
  41782. const points = pointMap[ point ];
  41783. if ( points !== undefined ) {
  41784. const position = geometry.getAttribute( 'position' );
  41785. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41786. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41787. }
  41788. }
  41789. }
  41790. const _box = /*@__PURE__*/ new Box3();
  41791. /**
  41792. * Helper object to graphically show the world-axis-aligned bounding box
  41793. * around an object. The actual bounding box is handled with {@link Box3},
  41794. * this is just a visual helper for debugging. It can be automatically
  41795. * resized with {@link BoxHelper#update} when the object it's created from
  41796. * is transformed. Note that the object must have a geometry for this to work,
  41797. * so it won't work with sprites.
  41798. *
  41799. * ```js
  41800. * const sphere = new THREE.SphereGeometry();
  41801. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41802. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41803. * scene.add( box );
  41804. * ```
  41805. *
  41806. * @augments LineSegments
  41807. */
  41808. class BoxHelper extends LineSegments {
  41809. /**
  41810. * Constructs a new box helper.
  41811. *
  41812. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41813. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41814. */
  41815. constructor( object, color = 0xffff00 ) {
  41816. 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 ] );
  41817. const positions = new Float32Array( 8 * 3 );
  41818. const geometry = new BufferGeometry();
  41819. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41820. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41821. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41822. /**
  41823. * The 3D object being visualized.
  41824. *
  41825. * @type {Object3D}
  41826. */
  41827. this.object = object;
  41828. this.type = 'BoxHelper';
  41829. this.matrixAutoUpdate = false;
  41830. this.update();
  41831. }
  41832. /**
  41833. * Updates the helper's geometry to match the dimensions of the object,
  41834. * including any children.
  41835. */
  41836. update() {
  41837. if ( this.object !== undefined ) {
  41838. _box.setFromObject( this.object );
  41839. }
  41840. if ( _box.isEmpty() ) return;
  41841. const min = _box.min;
  41842. const max = _box.max;
  41843. /*
  41844. 5____4
  41845. 1/___0/|
  41846. | 6__|_7
  41847. 2/___3/
  41848. 0: max.x, max.y, max.z
  41849. 1: min.x, max.y, max.z
  41850. 2: min.x, min.y, max.z
  41851. 3: max.x, min.y, max.z
  41852. 4: max.x, max.y, min.z
  41853. 5: min.x, max.y, min.z
  41854. 6: min.x, min.y, min.z
  41855. 7: max.x, min.y, min.z
  41856. */
  41857. const position = this.geometry.attributes.position;
  41858. const array = position.array;
  41859. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41860. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41861. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41862. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41863. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41864. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41865. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41866. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41867. position.needsUpdate = true;
  41868. this.geometry.computeBoundingSphere();
  41869. }
  41870. /**
  41871. * Updates the wireframe box for the passed object.
  41872. *
  41873. * @param {Object3D} object - The 3D object to create the helper for.
  41874. * @return {BoxHelper} A reference to this instance.
  41875. */
  41876. setFromObject( object ) {
  41877. this.object = object;
  41878. this.update();
  41879. return this;
  41880. }
  41881. copy( source, recursive ) {
  41882. super.copy( source, recursive );
  41883. this.object = source.object;
  41884. return this;
  41885. }
  41886. /**
  41887. * Frees the GPU-related resources allocated by this instance. Call this
  41888. * method whenever this instance is no longer used in your app.
  41889. */
  41890. dispose() {
  41891. this.geometry.dispose();
  41892. this.material.dispose();
  41893. }
  41894. }
  41895. /**
  41896. * A helper object to visualize an instance of {@link Box3}.
  41897. *
  41898. * ```js
  41899. * const box = new THREE.Box3();
  41900. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41901. *
  41902. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41903. * scene.add( helper )
  41904. * ```
  41905. *
  41906. * @augments LineSegments
  41907. */
  41908. class Box3Helper extends LineSegments {
  41909. /**
  41910. * Constructs a new box3 helper.
  41911. *
  41912. * @param {Box3} box - The box to visualize.
  41913. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41914. */
  41915. constructor( box, color = 0xffff00 ) {
  41916. 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 ] );
  41917. 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 ];
  41918. const geometry = new BufferGeometry();
  41919. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41920. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41921. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41922. /**
  41923. * The box being visualized.
  41924. *
  41925. * @type {Box3}
  41926. */
  41927. this.box = box;
  41928. this.type = 'Box3Helper';
  41929. this.geometry.computeBoundingSphere();
  41930. }
  41931. updateMatrixWorld( force ) {
  41932. const box = this.box;
  41933. if ( box.isEmpty() ) return;
  41934. box.getCenter( this.position );
  41935. box.getSize( this.scale );
  41936. this.scale.multiplyScalar( 0.5 );
  41937. super.updateMatrixWorld( force );
  41938. }
  41939. /**
  41940. * Frees the GPU-related resources allocated by this instance. Call this
  41941. * method whenever this instance is no longer used in your app.
  41942. */
  41943. dispose() {
  41944. this.geometry.dispose();
  41945. this.material.dispose();
  41946. }
  41947. }
  41948. /**
  41949. * A helper object to visualize an instance of {@link Plane}.
  41950. *
  41951. * ```js
  41952. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41953. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41954. * scene.add( helper );
  41955. * ```
  41956. *
  41957. * @augments Line
  41958. */
  41959. class PlaneHelper extends Line {
  41960. /**
  41961. * Constructs a new plane helper.
  41962. *
  41963. * @param {Plane} plane - The plane to be visualized.
  41964. * @param {number} [size=1] - The side length of plane helper.
  41965. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41966. */
  41967. constructor( plane, size = 1, hex = 0xffff00 ) {
  41968. const color = hex;
  41969. 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 ];
  41970. const geometry = new BufferGeometry();
  41971. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41972. geometry.computeBoundingSphere();
  41973. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41974. this.type = 'PlaneHelper';
  41975. /**
  41976. * The plane being visualized.
  41977. *
  41978. * @type {Plane}
  41979. */
  41980. this.plane = plane;
  41981. /**
  41982. * The side length of plane helper.
  41983. *
  41984. * @type {number}
  41985. * @default 1
  41986. */
  41987. this.size = size;
  41988. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41989. const geometry2 = new BufferGeometry();
  41990. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41991. geometry2.computeBoundingSphere();
  41992. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41993. }
  41994. updateMatrixWorld( force ) {
  41995. this.position.set( 0, 0, 0 );
  41996. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41997. this.lookAt( this.plane.normal );
  41998. this.translateZ( - this.plane.constant );
  41999. super.updateMatrixWorld( force );
  42000. }
  42001. /**
  42002. * Updates the helper to match the position and direction of the
  42003. * light being visualized.
  42004. */
  42005. dispose() {
  42006. this.geometry.dispose();
  42007. this.material.dispose();
  42008. this.children[ 0 ].geometry.dispose();
  42009. this.children[ 0 ].material.dispose();
  42010. }
  42011. }
  42012. const _axis = /*@__PURE__*/ new Vector3();
  42013. let _lineGeometry, _coneGeometry;
  42014. /**
  42015. * An 3D arrow object for visualizing directions.
  42016. *
  42017. * ```js
  42018. * const dir = new THREE.Vector3( 1, 2, 0 );
  42019. *
  42020. * //normalize the direction vector (convert to vector of length 1)
  42021. * dir.normalize();
  42022. *
  42023. * const origin = new THREE.Vector3( 0, 0, 0 );
  42024. * const length = 1;
  42025. * const hex = 0xffff00;
  42026. *
  42027. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  42028. * scene.add( arrowHelper );
  42029. * ```
  42030. *
  42031. * @augments Object3D
  42032. */
  42033. class ArrowHelper extends Object3D {
  42034. /**
  42035. * Constructs a new arrow helper.
  42036. *
  42037. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  42038. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  42039. * @param {number} [length=1] - Length of the arrow in world units.
  42040. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  42041. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42042. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42043. */
  42044. 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 ) {
  42045. super();
  42046. this.type = 'ArrowHelper';
  42047. if ( _lineGeometry === undefined ) {
  42048. _lineGeometry = new BufferGeometry();
  42049. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  42050. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  42051. _coneGeometry.translate( 0, -0.5, 0 );
  42052. }
  42053. this.position.copy( origin );
  42054. /**
  42055. * The line part of the arrow helper.
  42056. *
  42057. * @type {Line}
  42058. */
  42059. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  42060. this.line.matrixAutoUpdate = false;
  42061. this.add( this.line );
  42062. /**
  42063. * The cone part of the arrow helper.
  42064. *
  42065. * @type {Mesh}
  42066. */
  42067. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  42068. this.cone.matrixAutoUpdate = false;
  42069. this.add( this.cone );
  42070. this.setDirection( dir );
  42071. this.setLength( length, headLength, headWidth );
  42072. }
  42073. /**
  42074. * Sets the direction of the helper.
  42075. *
  42076. * @param {Vector3} dir - The normalized direction vector.
  42077. */
  42078. setDirection( dir ) {
  42079. // dir is assumed to be normalized
  42080. if ( dir.y > 0.99999 ) {
  42081. this.quaternion.set( 0, 0, 0, 1 );
  42082. } else if ( dir.y < -0.99999 ) {
  42083. this.quaternion.set( 1, 0, 0, 0 );
  42084. } else {
  42085. _axis.set( dir.z, 0, - dir.x ).normalize();
  42086. const radians = Math.acos( dir.y );
  42087. this.quaternion.setFromAxisAngle( _axis, radians );
  42088. }
  42089. }
  42090. /**
  42091. * Sets the length of the helper.
  42092. *
  42093. * @param {number} length - Length of the arrow in world units.
  42094. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  42095. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  42096. */
  42097. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  42098. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  42099. this.line.updateMatrix();
  42100. this.cone.scale.set( headWidth, headLength, headWidth );
  42101. this.cone.position.y = length;
  42102. this.cone.updateMatrix();
  42103. }
  42104. /**
  42105. * Sets the color of the helper.
  42106. *
  42107. * @param {number|Color|string} color - The color to set.
  42108. */
  42109. setColor( color ) {
  42110. this.line.material.color.set( color );
  42111. this.cone.material.color.set( color );
  42112. }
  42113. copy( source ) {
  42114. super.copy( source, false );
  42115. this.line.copy( source.line );
  42116. this.cone.copy( source.cone );
  42117. return this;
  42118. }
  42119. /**
  42120. * Frees the GPU-related resources allocated by this instance. Call this
  42121. * method whenever this instance is no longer used in your app.
  42122. */
  42123. dispose() {
  42124. this.line.geometry.dispose();
  42125. this.line.material.dispose();
  42126. this.cone.geometry.dispose();
  42127. this.cone.material.dispose();
  42128. }
  42129. }
  42130. /**
  42131. * An axis object to visualize the 3 axes in a simple way.
  42132. * The X axis is red. The Y axis is green. The Z axis is blue.
  42133. *
  42134. * ```js
  42135. * const axesHelper = new THREE.AxesHelper( 5 );
  42136. * scene.add( axesHelper );
  42137. * ```
  42138. *
  42139. * @augments LineSegments
  42140. */
  42141. class AxesHelper extends LineSegments {
  42142. /**
  42143. * Constructs a new axes helper.
  42144. *
  42145. * @param {number} [size=1] - Size of the lines representing the axes.
  42146. */
  42147. constructor( size = 1 ) {
  42148. const vertices = [
  42149. 0, 0, 0, size, 0, 0,
  42150. 0, 0, 0, 0, size, 0,
  42151. 0, 0, 0, 0, 0, size
  42152. ];
  42153. const colors = [
  42154. 1, 0, 0, 1, 0.6, 0,
  42155. 0, 1, 0, 0.6, 1, 0,
  42156. 0, 0, 1, 0, 0.6, 1
  42157. ];
  42158. const geometry = new BufferGeometry();
  42159. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42160. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42161. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42162. super( geometry, material );
  42163. this.type = 'AxesHelper';
  42164. }
  42165. /**
  42166. * Defines the colors of the axes helper.
  42167. *
  42168. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42169. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42170. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42171. * @return {AxesHelper} A reference to this axes helper.
  42172. */
  42173. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42174. const color = new Color();
  42175. const array = this.geometry.attributes.color.array;
  42176. color.set( xAxisColor );
  42177. color.toArray( array, 0 );
  42178. color.toArray( array, 3 );
  42179. color.set( yAxisColor );
  42180. color.toArray( array, 6 );
  42181. color.toArray( array, 9 );
  42182. color.set( zAxisColor );
  42183. color.toArray( array, 12 );
  42184. color.toArray( array, 15 );
  42185. this.geometry.attributes.color.needsUpdate = true;
  42186. return this;
  42187. }
  42188. /**
  42189. * Frees the GPU-related resources allocated by this instance. Call this
  42190. * method whenever this instance is no longer used in your app.
  42191. */
  42192. dispose() {
  42193. this.geometry.dispose();
  42194. this.material.dispose();
  42195. }
  42196. }
  42197. /**
  42198. * This class is used to convert a series of paths to an array of
  42199. * shapes. It is specifically used in context of fonts and SVG.
  42200. */
  42201. class ShapePath {
  42202. /**
  42203. * Constructs a new shape path.
  42204. */
  42205. constructor() {
  42206. this.type = 'ShapePath';
  42207. /**
  42208. * The color of the shape.
  42209. *
  42210. * @type {Color}
  42211. */
  42212. this.color = new Color();
  42213. /**
  42214. * The paths that have been generated for this shape.
  42215. *
  42216. * @type {Array<Path>}
  42217. * @default null
  42218. */
  42219. this.subPaths = [];
  42220. /**
  42221. * The current path that is being generated.
  42222. *
  42223. * @type {?Path}
  42224. * @default null
  42225. */
  42226. this.currentPath = null;
  42227. }
  42228. /**
  42229. * Creates a new path and moves it current point to the given one.
  42230. *
  42231. * @param {number} x - The x coordinate.
  42232. * @param {number} y - The y coordinate.
  42233. * @return {ShapePath} A reference to this shape path.
  42234. */
  42235. moveTo( x, y ) {
  42236. this.currentPath = new Path();
  42237. this.subPaths.push( this.currentPath );
  42238. this.currentPath.moveTo( x, y );
  42239. return this;
  42240. }
  42241. /**
  42242. * Adds an instance of {@link LineCurve} to the path by connecting
  42243. * the current point with the given one.
  42244. *
  42245. * @param {number} x - The x coordinate of the end point.
  42246. * @param {number} y - The y coordinate of the end point.
  42247. * @return {ShapePath} A reference to this shape path.
  42248. */
  42249. lineTo( x, y ) {
  42250. this.currentPath.lineTo( x, y );
  42251. return this;
  42252. }
  42253. /**
  42254. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42255. * the current point with the given one.
  42256. *
  42257. * @param {number} aCPx - The x coordinate of the control point.
  42258. * @param {number} aCPy - The y coordinate of the control point.
  42259. * @param {number} aX - The x coordinate of the end point.
  42260. * @param {number} aY - The y coordinate of the end point.
  42261. * @return {ShapePath} A reference to this shape path.
  42262. */
  42263. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42264. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42265. return this;
  42266. }
  42267. /**
  42268. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42269. * the current point with the given one.
  42270. *
  42271. * @param {number} aCP1x - The x coordinate of the first control point.
  42272. * @param {number} aCP1y - The y coordinate of the first control point.
  42273. * @param {number} aCP2x - The x coordinate of the second control point.
  42274. * @param {number} aCP2y - The y coordinate of the second control point.
  42275. * @param {number} aX - The x coordinate of the end point.
  42276. * @param {number} aY - The y coordinate of the end point.
  42277. * @return {ShapePath} A reference to this shape path.
  42278. */
  42279. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42280. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42281. return this;
  42282. }
  42283. /**
  42284. * Adds an instance of {@link SplineCurve} to the path by connecting
  42285. * the current point with the given list of points.
  42286. *
  42287. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42288. * @return {ShapePath} A reference to this shape path.
  42289. */
  42290. splineThru( pts ) {
  42291. this.currentPath.splineThru( pts );
  42292. return this;
  42293. }
  42294. /**
  42295. * Converts the paths into an array of shapes.
  42296. *
  42297. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42298. * If this flag is set to `true`, then those are flipped.
  42299. * @return {Array<Shape>} An array of shapes.
  42300. */
  42301. toShapes( isCCW ) {
  42302. function toShapesNoHoles( inSubpaths ) {
  42303. const shapes = [];
  42304. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42305. const tmpPath = inSubpaths[ i ];
  42306. const tmpShape = new Shape();
  42307. tmpShape.curves = tmpPath.curves;
  42308. shapes.push( tmpShape );
  42309. }
  42310. return shapes;
  42311. }
  42312. function isPointInsidePolygon( inPt, inPolygon ) {
  42313. const polyLen = inPolygon.length;
  42314. // inPt on polygon contour => immediate success or
  42315. // toggling of inside/outside at every single! intersection point of an edge
  42316. // with the horizontal line through inPt, left of inPt
  42317. // not counting lowerY endpoints of edges and whole edges on that line
  42318. let inside = false;
  42319. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42320. let edgeLowPt = inPolygon[ p ];
  42321. let edgeHighPt = inPolygon[ q ];
  42322. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42323. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42324. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42325. // not parallel
  42326. if ( edgeDy < 0 ) {
  42327. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42328. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42329. }
  42330. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42331. if ( inPt.y === edgeLowPt.y ) {
  42332. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42333. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42334. } else {
  42335. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42336. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42337. if ( perpEdge < 0 ) continue;
  42338. inside = ! inside; // true intersection left of inPt
  42339. }
  42340. } else {
  42341. // parallel or collinear
  42342. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42343. // edge lies on the same horizontal line as inPt
  42344. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42345. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42346. // continue;
  42347. }
  42348. }
  42349. return inside;
  42350. }
  42351. const isClockWise = ShapeUtils.isClockWise;
  42352. const subPaths = this.subPaths;
  42353. if ( subPaths.length === 0 ) return [];
  42354. let solid, tmpPath, tmpShape;
  42355. const shapes = [];
  42356. if ( subPaths.length === 1 ) {
  42357. tmpPath = subPaths[ 0 ];
  42358. tmpShape = new Shape();
  42359. tmpShape.curves = tmpPath.curves;
  42360. shapes.push( tmpShape );
  42361. return shapes;
  42362. }
  42363. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42364. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42365. // log("Holes first", holesFirst);
  42366. const betterShapeHoles = [];
  42367. const newShapes = [];
  42368. let newShapeHoles = [];
  42369. let mainIdx = 0;
  42370. let tmpPoints;
  42371. newShapes[ mainIdx ] = undefined;
  42372. newShapeHoles[ mainIdx ] = [];
  42373. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42374. tmpPath = subPaths[ i ];
  42375. tmpPoints = tmpPath.getPoints();
  42376. solid = isClockWise( tmpPoints );
  42377. solid = isCCW ? ! solid : solid;
  42378. if ( solid ) {
  42379. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42380. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42381. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42382. if ( holesFirst ) mainIdx ++;
  42383. newShapeHoles[ mainIdx ] = [];
  42384. //log('cw', i);
  42385. } else {
  42386. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42387. //log('ccw', i);
  42388. }
  42389. }
  42390. // only Holes? -> probably all Shapes with wrong orientation
  42391. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42392. if ( newShapes.length > 1 ) {
  42393. let ambiguous = false;
  42394. let toChange = 0;
  42395. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42396. betterShapeHoles[ sIdx ] = [];
  42397. }
  42398. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42399. const sho = newShapeHoles[ sIdx ];
  42400. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42401. const ho = sho[ hIdx ];
  42402. let hole_unassigned = true;
  42403. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42404. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42405. if ( sIdx !== s2Idx ) toChange ++;
  42406. if ( hole_unassigned ) {
  42407. hole_unassigned = false;
  42408. betterShapeHoles[ s2Idx ].push( ho );
  42409. } else {
  42410. ambiguous = true;
  42411. }
  42412. }
  42413. }
  42414. if ( hole_unassigned ) {
  42415. betterShapeHoles[ sIdx ].push( ho );
  42416. }
  42417. }
  42418. }
  42419. if ( toChange > 0 && ambiguous === false ) {
  42420. newShapeHoles = betterShapeHoles;
  42421. }
  42422. }
  42423. let tmpHoles;
  42424. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42425. tmpShape = newShapes[ i ].s;
  42426. shapes.push( tmpShape );
  42427. tmpHoles = newShapeHoles[ i ];
  42428. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42429. tmpShape.holes.push( tmpHoles[ j ].h );
  42430. }
  42431. }
  42432. //log("shape", shapes);
  42433. return shapes;
  42434. }
  42435. }
  42436. /**
  42437. * Abstract base class for controls.
  42438. *
  42439. * @abstract
  42440. * @augments EventDispatcher
  42441. */
  42442. class Controls extends EventDispatcher {
  42443. /**
  42444. * Constructs a new controls instance.
  42445. *
  42446. * @param {Object3D} object - The object that is managed by the controls.
  42447. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42448. */
  42449. constructor( object, domElement = null ) {
  42450. super();
  42451. /**
  42452. * The object that is managed by the controls.
  42453. *
  42454. * @type {Object3D}
  42455. */
  42456. this.object = object;
  42457. /**
  42458. * The HTML element used for event listeners.
  42459. *
  42460. * @type {?HTMLElement}
  42461. * @default null
  42462. */
  42463. this.domElement = domElement;
  42464. /**
  42465. * Whether the controls responds to user input or not.
  42466. *
  42467. * @type {boolean}
  42468. * @default true
  42469. */
  42470. this.enabled = true;
  42471. /**
  42472. * The internal state of the controls.
  42473. *
  42474. * @type {number}
  42475. * @default -1
  42476. */
  42477. this.state = -1;
  42478. /**
  42479. * This object defines the keyboard input of the controls.
  42480. *
  42481. * @type {Object}
  42482. */
  42483. this.keys = {};
  42484. /**
  42485. * This object defines what type of actions are assigned to the available mouse buttons.
  42486. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42487. *
  42488. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42489. */
  42490. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42491. /**
  42492. * This object defines what type of actions are assigned to what kind of touch interaction.
  42493. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42494. *
  42495. * @type {{ONE: ?number, TWO: ?number}}
  42496. */
  42497. this.touches = { ONE: null, TWO: null };
  42498. }
  42499. /**
  42500. * Connects the controls to the DOM. This method has so called "side effects" since
  42501. * it adds the module's event listeners to the DOM.
  42502. *
  42503. * @param {HTMLElement} element - The DOM element to connect to.
  42504. */
  42505. connect( element ) {
  42506. if ( element === undefined ) {
  42507. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42508. return;
  42509. }
  42510. if ( this.domElement !== null ) this.disconnect();
  42511. this.domElement = element;
  42512. }
  42513. /**
  42514. * Disconnects the controls from the DOM.
  42515. */
  42516. disconnect() {}
  42517. /**
  42518. * Call this method if you no longer want use to the controls. It frees all internal
  42519. * resources and removes all event listeners.
  42520. */
  42521. dispose() {}
  42522. /**
  42523. * Controls should implement this method if they have to update their internal state
  42524. * per simulation step.
  42525. *
  42526. * @param {number} [delta] - The time delta in seconds.
  42527. */
  42528. update( /* delta */ ) {}
  42529. }
  42530. /**
  42531. * Scales the texture as large as possible within its surface without cropping
  42532. * or stretching the texture. The method preserves the original aspect ratio of
  42533. * the texture. Akin to CSS `object-fit: contain`
  42534. *
  42535. * @param {Texture} texture - The texture.
  42536. * @param {number} aspect - The texture's aspect ratio.
  42537. * @return {Texture} The updated texture.
  42538. */
  42539. function contain( texture, aspect ) {
  42540. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42541. if ( imageAspect > aspect ) {
  42542. texture.repeat.x = 1;
  42543. texture.repeat.y = imageAspect / aspect;
  42544. texture.offset.x = 0;
  42545. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42546. } else {
  42547. texture.repeat.x = aspect / imageAspect;
  42548. texture.repeat.y = 1;
  42549. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42550. texture.offset.y = 0;
  42551. }
  42552. return texture;
  42553. }
  42554. /**
  42555. * Scales the texture to the smallest possible size to fill the surface, leaving
  42556. * no empty space. The method preserves the original aspect ratio of the texture.
  42557. * Akin to CSS `object-fit: cover`.
  42558. *
  42559. * @param {Texture} texture - The texture.
  42560. * @param {number} aspect - The texture's aspect ratio.
  42561. * @return {Texture} The updated texture.
  42562. */
  42563. function cover( texture, aspect ) {
  42564. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42565. if ( imageAspect > aspect ) {
  42566. texture.repeat.x = aspect / imageAspect;
  42567. texture.repeat.y = 1;
  42568. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42569. texture.offset.y = 0;
  42570. } else {
  42571. texture.repeat.x = 1;
  42572. texture.repeat.y = imageAspect / aspect;
  42573. texture.offset.x = 0;
  42574. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42575. }
  42576. return texture;
  42577. }
  42578. /**
  42579. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42580. *
  42581. * @param {Texture} texture - The texture.
  42582. * @return {Texture} The updated texture.
  42583. */
  42584. function fill( texture ) {
  42585. texture.repeat.x = 1;
  42586. texture.repeat.y = 1;
  42587. texture.offset.x = 0;
  42588. texture.offset.y = 0;
  42589. return texture;
  42590. }
  42591. /**
  42592. * Determines how many bytes must be used to represent the texture.
  42593. *
  42594. * @param {number} width - The width of the texture.
  42595. * @param {number} height - The height of the texture.
  42596. * @param {number} format - The texture's format.
  42597. * @param {number} type - The texture's type.
  42598. * @return {number} The byte length.
  42599. */
  42600. function getByteLength( width, height, format, type ) {
  42601. const typeByteLength = getTextureTypeByteLength( type );
  42602. switch ( format ) {
  42603. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42604. case AlphaFormat:
  42605. return width * height;
  42606. case RedFormat:
  42607. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42608. case RedIntegerFormat:
  42609. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42610. case RGFormat:
  42611. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42612. case RGIntegerFormat:
  42613. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42614. case RGBFormat:
  42615. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42616. case RGBAFormat:
  42617. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42618. case RGBAIntegerFormat:
  42619. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42620. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42621. case RGB_S3TC_DXT1_Format:
  42622. case RGBA_S3TC_DXT1_Format:
  42623. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42624. case RGBA_S3TC_DXT3_Format:
  42625. case RGBA_S3TC_DXT5_Format:
  42626. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42627. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42628. case RGB_PVRTC_2BPPV1_Format:
  42629. case RGBA_PVRTC_2BPPV1_Format:
  42630. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42631. case RGB_PVRTC_4BPPV1_Format:
  42632. case RGBA_PVRTC_4BPPV1_Format:
  42633. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42634. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42635. case RGB_ETC1_Format:
  42636. case RGB_ETC2_Format:
  42637. case R11_EAC_Format:
  42638. case SIGNED_R11_EAC_Format:
  42639. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42640. case RGBA_ETC2_EAC_Format:
  42641. case RG11_EAC_Format:
  42642. case SIGNED_RG11_EAC_Format:
  42643. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42644. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42645. case RGBA_ASTC_4x4_Format:
  42646. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42647. case RGBA_ASTC_5x4_Format:
  42648. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42649. case RGBA_ASTC_5x5_Format:
  42650. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42651. case RGBA_ASTC_6x5_Format:
  42652. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42653. case RGBA_ASTC_6x6_Format:
  42654. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42655. case RGBA_ASTC_8x5_Format:
  42656. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42657. case RGBA_ASTC_8x6_Format:
  42658. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42659. case RGBA_ASTC_8x8_Format:
  42660. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42661. case RGBA_ASTC_10x5_Format:
  42662. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42663. case RGBA_ASTC_10x6_Format:
  42664. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42665. case RGBA_ASTC_10x8_Format:
  42666. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42667. case RGBA_ASTC_10x10_Format:
  42668. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42669. case RGBA_ASTC_12x10_Format:
  42670. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42671. case RGBA_ASTC_12x12_Format:
  42672. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42673. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42674. case RGBA_BPTC_Format:
  42675. case RGB_BPTC_SIGNED_Format:
  42676. case RGB_BPTC_UNSIGNED_Format:
  42677. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42678. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42679. case RED_RGTC1_Format:
  42680. case SIGNED_RED_RGTC1_Format:
  42681. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42682. case RED_GREEN_RGTC2_Format:
  42683. case SIGNED_RED_GREEN_RGTC2_Format:
  42684. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42685. }
  42686. throw new Error(
  42687. `Unable to determine texture byte length for ${format} format.`,
  42688. );
  42689. }
  42690. function getTextureTypeByteLength( type ) {
  42691. switch ( type ) {
  42692. case UnsignedByteType:
  42693. case ByteType:
  42694. return { byteLength: 1, components: 1 };
  42695. case UnsignedShortType:
  42696. case ShortType:
  42697. case HalfFloatType:
  42698. return { byteLength: 2, components: 1 };
  42699. case UnsignedShort4444Type:
  42700. case UnsignedShort5551Type:
  42701. return { byteLength: 2, components: 4 };
  42702. case UnsignedIntType:
  42703. case IntType:
  42704. case FloatType:
  42705. return { byteLength: 4, components: 1 };
  42706. case UnsignedInt5999Type:
  42707. case UnsignedInt101111Type:
  42708. return { byteLength: 4, components: 3 };
  42709. }
  42710. throw new Error( `Unknown texture type ${type}.` );
  42711. }
  42712. /**
  42713. * A class containing utility functions for textures.
  42714. *
  42715. * @hideconstructor
  42716. */
  42717. class TextureUtils {
  42718. /**
  42719. * Scales the texture as large as possible within its surface without cropping
  42720. * or stretching the texture. The method preserves the original aspect ratio of
  42721. * the texture. Akin to CSS `object-fit: contain`
  42722. *
  42723. * @param {Texture} texture - The texture.
  42724. * @param {number} aspect - The texture's aspect ratio.
  42725. * @return {Texture} The updated texture.
  42726. */
  42727. static contain( texture, aspect ) {
  42728. return contain( texture, aspect );
  42729. }
  42730. /**
  42731. * Scales the texture to the smallest possible size to fill the surface, leaving
  42732. * no empty space. The method preserves the original aspect ratio of the texture.
  42733. * Akin to CSS `object-fit: cover`.
  42734. *
  42735. * @param {Texture} texture - The texture.
  42736. * @param {number} aspect - The texture's aspect ratio.
  42737. * @return {Texture} The updated texture.
  42738. */
  42739. static cover( texture, aspect ) {
  42740. return cover( texture, aspect );
  42741. }
  42742. /**
  42743. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42744. *
  42745. * @param {Texture} texture - The texture.
  42746. * @return {Texture} The updated texture.
  42747. */
  42748. static fill( texture ) {
  42749. return fill( texture );
  42750. }
  42751. /**
  42752. * Determines how many bytes must be used to represent the texture.
  42753. *
  42754. * @param {number} width - The width of the texture.
  42755. * @param {number} height - The height of the texture.
  42756. * @param {number} format - The texture's format.
  42757. * @param {number} type - The texture's type.
  42758. * @return {number} The byte length.
  42759. */
  42760. static getByteLength( width, height, format, type ) {
  42761. return getByteLength( width, height, format, type );
  42762. }
  42763. }
  42764. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42765. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42766. revision: REVISION,
  42767. } } ) );
  42768. }
  42769. if ( typeof window !== 'undefined' ) {
  42770. if ( window.__THREE__ ) {
  42771. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42772. } else {
  42773. window.__THREE__ = REVISION;
  42774. }
  42775. }
  42776. 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, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, IdentityDepthPacking, 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, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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