three.core.js 1.3 MB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176617761786179618061816182618361846185618661876188618961906191619261936194619561966197619861996200620162026203620462056206620762086209621062116212621362146215621662176218621962206221622262236224622562266227622862296230623162326233623462356236623762386239624062416242624362446245624662476248624962506251625262536254625562566257625862596260626162626263626462656266626762686269627062716272627362746275627662776278627962806281628262836284628562866287628862896290629162926293629462956296629762986299630063016302630363046305630663076308630963106311631263136314631563166317631863196320632163226323632463256326632763286329633063316332633363346335633663376338633963406341634263436344634563466347634863496350635163526353635463556356635763586359636063616362636363646365636663676368636963706371637263736374637563766377637863796380638163826383638463856386638763886389639063916392639363946395639663976398639964006401640264036404640564066407640864096410641164126413641464156416641764186419642064216422642364246425642664276428642964306431643264336434643564366437643864396440644164426443644464456446644764486449645064516452645364546455645664576458645964606461646264636464646564666467646864696470647164726473647464756476647764786479648064816482648364846485648664876488648964906491649264936494649564966497649864996500650165026503650465056506650765086509651065116512651365146515651665176518651965206521652265236524652565266527652865296530653165326533653465356536653765386539654065416542654365446545654665476548654965506551655265536554655565566557655865596560656165626563656465656566656765686569657065716572657365746575657665776578657965806581658265836584658565866587658865896590659165926593659465956596659765986599660066016602660366046605660666076608660966106611661266136614661566166617661866196620662166226623662466256626662766286629663066316632663366346635663666376638663966406641664266436644664566466647664866496650665166526653665466556656665766586659666066616662666366646665666666676668666966706671667266736674667566766677667866796680668166826683668466856686668766886689669066916692669366946695669666976698669967006701670267036704670567066707670867096710671167126713671467156716671767186719672067216722672367246725672667276728672967306731673267336734673567366737673867396740674167426743674467456746674767486749675067516752675367546755675667576758675967606761676267636764676567666767676867696770677167726773677467756776677767786779678067816782678367846785678667876788678967906791679267936794679567966797679867996800680168026803680468056806680768086809681068116812681368146815681668176818681968206821682268236824682568266827682868296830683168326833683468356836683768386839684068416842684368446845684668476848684968506851685268536854685568566857685868596860686168626863686468656866686768686869687068716872687368746875687668776878687968806881688268836884688568866887688868896890689168926893689468956896689768986899690069016902690369046905690669076908690969106911691269136914691569166917691869196920692169226923692469256926692769286929693069316932693369346935693669376938693969406941694269436944694569466947694869496950695169526953695469556956695769586959696069616962696369646965696669676968696969706971697269736974697569766977697869796980698169826983698469856986698769886989699069916992699369946995699669976998699970007001700270037004700570067007700870097010701170127013701470157016701770187019702070217022702370247025702670277028702970307031703270337034703570367037703870397040704170427043704470457046704770487049705070517052705370547055705670577058705970607061706270637064706570667067706870697070707170727073707470757076707770787079708070817082708370847085708670877088708970907091709270937094709570967097709870997100710171027103710471057106710771087109711071117112711371147115711671177118711971207121712271237124712571267127712871297130713171327133713471357136713771387139714071417142714371447145714671477148714971507151715271537154715571567157715871597160716171627163716471657166716771687169717071717172717371747175717671777178717971807181718271837184718571867187718871897190719171927193719471957196719771987199720072017202720372047205720672077208720972107211721272137214721572167217721872197220722172227223722472257226722772287229723072317232723372347235723672377238723972407241724272437244724572467247724872497250725172527253725472557256725772587259726072617262726372647265726672677268726972707271727272737274727572767277727872797280728172827283728472857286728772887289729072917292729372947295729672977298729973007301730273037304730573067307730873097310731173127313731473157316731773187319732073217322732373247325732673277328732973307331733273337334733573367337733873397340734173427343734473457346734773487349735073517352735373547355735673577358735973607361736273637364736573667367736873697370737173727373737473757376737773787379738073817382738373847385738673877388738973907391739273937394739573967397739873997400740174027403740474057406740774087409741074117412741374147415741674177418741974207421742274237424742574267427742874297430743174327433743474357436743774387439744074417442744374447445744674477448744974507451745274537454745574567457745874597460746174627463746474657466746774687469747074717472747374747475747674777478747974807481748274837484748574867487748874897490749174927493749474957496749774987499750075017502750375047505750675077508750975107511751275137514751575167517751875197520752175227523752475257526752775287529753075317532753375347535753675377538753975407541754275437544754575467547754875497550755175527553755475557556755775587559756075617562756375647565756675677568756975707571757275737574757575767577757875797580758175827583758475857586758775887589759075917592759375947595759675977598759976007601760276037604760576067607760876097610761176127613761476157616761776187619762076217622762376247625762676277628762976307631763276337634763576367637763876397640764176427643764476457646764776487649765076517652765376547655765676577658765976607661766276637664766576667667766876697670767176727673767476757676767776787679768076817682768376847685768676877688768976907691769276937694769576967697769876997700770177027703770477057706770777087709771077117712771377147715771677177718771977207721772277237724772577267727772877297730773177327733773477357736773777387739774077417742774377447745774677477748774977507751775277537754775577567757775877597760776177627763776477657766776777687769777077717772777377747775777677777778777977807781778277837784778577867787778877897790779177927793779477957796779777987799780078017802780378047805780678077808780978107811781278137814781578167817781878197820782178227823782478257826782778287829783078317832783378347835783678377838783978407841784278437844784578467847784878497850785178527853785478557856785778587859786078617862786378647865786678677868786978707871787278737874787578767877787878797880788178827883788478857886788778887889789078917892789378947895789678977898789979007901790279037904790579067907790879097910791179127913791479157916791779187919792079217922792379247925792679277928792979307931793279337934793579367937793879397940794179427943794479457946794779487949795079517952795379547955795679577958795979607961796279637964796579667967796879697970797179727973797479757976797779787979798079817982798379847985798679877988798979907991799279937994799579967997799879998000800180028003800480058006800780088009801080118012801380148015801680178018801980208021802280238024802580268027802880298030803180328033803480358036803780388039804080418042804380448045804680478048804980508051805280538054805580568057805880598060806180628063806480658066806780688069807080718072807380748075807680778078807980808081808280838084808580868087808880898090809180928093809480958096809780988099810081018102810381048105810681078108810981108111811281138114811581168117811881198120812181228123812481258126812781288129813081318132813381348135813681378138813981408141814281438144814581468147814881498150815181528153815481558156815781588159816081618162816381648165816681678168816981708171817281738174817581768177817881798180818181828183818481858186818781888189819081918192819381948195819681978198819982008201820282038204820582068207820882098210821182128213821482158216821782188219822082218222822382248225822682278228822982308231823282338234823582368237823882398240824182428243824482458246824782488249825082518252825382548255825682578258825982608261826282638264826582668267826882698270827182728273827482758276827782788279828082818282828382848285828682878288828982908291829282938294829582968297829882998300830183028303830483058306830783088309831083118312831383148315831683178318831983208321832283238324832583268327832883298330833183328333833483358336833783388339834083418342834383448345834683478348834983508351835283538354835583568357835883598360836183628363836483658366836783688369837083718372837383748375837683778378837983808381838283838384838583868387838883898390839183928393839483958396839783988399840084018402840384048405840684078408840984108411841284138414841584168417841884198420842184228423842484258426842784288429843084318432843384348435843684378438843984408441844284438444844584468447844884498450845184528453845484558456845784588459846084618462846384648465846684678468846984708471847284738474847584768477847884798480848184828483848484858486848784888489849084918492849384948495849684978498849985008501850285038504850585068507850885098510851185128513851485158516851785188519852085218522852385248525852685278528852985308531853285338534853585368537853885398540854185428543854485458546854785488549855085518552855385548555855685578558855985608561856285638564856585668567856885698570857185728573857485758576857785788579858085818582858385848585858685878588858985908591859285938594859585968597859885998600860186028603860486058606860786088609861086118612861386148615861686178618861986208621862286238624862586268627862886298630863186328633863486358636863786388639864086418642864386448645864686478648864986508651865286538654865586568657865886598660866186628663866486658666866786688669867086718672867386748675867686778678867986808681868286838684868586868687868886898690869186928693869486958696869786988699870087018702870387048705870687078708870987108711871287138714871587168717871887198720872187228723872487258726872787288729873087318732873387348735873687378738873987408741874287438744874587468747874887498750875187528753875487558756875787588759876087618762876387648765876687678768876987708771877287738774877587768777877887798780878187828783878487858786878787888789879087918792879387948795879687978798879988008801880288038804880588068807880888098810881188128813881488158816881788188819882088218822882388248825882688278828882988308831883288338834883588368837883888398840884188428843884488458846884788488849885088518852885388548855885688578858885988608861886288638864886588668867886888698870887188728873887488758876887788788879888088818882888388848885888688878888888988908891889288938894889588968897889888998900890189028903890489058906890789088909891089118912891389148915891689178918891989208921892289238924892589268927892889298930893189328933893489358936893789388939894089418942894389448945894689478948894989508951895289538954895589568957895889598960896189628963896489658966896789688969897089718972897389748975897689778978897989808981898289838984898589868987898889898990899189928993899489958996899789988999900090019002900390049005900690079008900990109011901290139014901590169017901890199020902190229023902490259026902790289029903090319032903390349035903690379038903990409041904290439044904590469047904890499050905190529053905490559056905790589059906090619062906390649065906690679068906990709071907290739074907590769077907890799080908190829083908490859086908790889089909090919092909390949095909690979098909991009101910291039104910591069107910891099110911191129113911491159116911791189119912091219122912391249125912691279128912991309131913291339134913591369137913891399140914191429143914491459146914791489149915091519152915391549155915691579158915991609161916291639164916591669167916891699170917191729173917491759176917791789179918091819182918391849185918691879188918991909191919291939194919591969197919891999200920192029203920492059206920792089209921092119212921392149215921692179218921992209221922292239224922592269227922892299230923192329233923492359236923792389239924092419242924392449245924692479248924992509251925292539254925592569257925892599260926192629263926492659266926792689269927092719272927392749275927692779278927992809281928292839284928592869287928892899290929192929293929492959296929792989299930093019302930393049305930693079308930993109311931293139314931593169317931893199320932193229323932493259326932793289329933093319332933393349335933693379338933993409341934293439344934593469347934893499350935193529353935493559356935793589359936093619362936393649365936693679368936993709371937293739374937593769377937893799380938193829383938493859386938793889389939093919392939393949395939693979398939994009401940294039404940594069407940894099410941194129413941494159416941794189419942094219422942394249425942694279428942994309431943294339434943594369437943894399440944194429443944494459446944794489449945094519452945394549455945694579458945994609461946294639464946594669467946894699470947194729473947494759476947794789479948094819482948394849485948694879488948994909491949294939494949594969497949894999500950195029503950495059506950795089509951095119512951395149515951695179518951995209521952295239524952595269527952895299530953195329533953495359536953795389539954095419542954395449545954695479548954995509551955295539554955595569557955895599560956195629563956495659566956795689569957095719572957395749575957695779578957995809581958295839584958595869587958895899590959195929593959495959596959795989599960096019602960396049605960696079608960996109611961296139614961596169617961896199620962196229623962496259626962796289629963096319632963396349635963696379638963996409641964296439644964596469647964896499650965196529653965496559656965796589659966096619662966396649665966696679668966996709671967296739674967596769677967896799680968196829683968496859686968796889689969096919692969396949695969696979698969997009701970297039704970597069707970897099710971197129713971497159716971797189719972097219722972397249725972697279728972997309731973297339734973597369737973897399740974197429743974497459746974797489749975097519752975397549755975697579758975997609761976297639764976597669767976897699770977197729773977497759776977797789779978097819782978397849785978697879788978997909791979297939794979597969797979897999800980198029803980498059806980798089809981098119812981398149815981698179818981998209821982298239824982598269827982898299830983198329833983498359836983798389839984098419842984398449845984698479848984998509851985298539854985598569857985898599860986198629863986498659866986798689869987098719872987398749875987698779878987998809881988298839884988598869887988898899890989198929893989498959896989798989899990099019902990399049905990699079908990999109911991299139914991599169917991899199920992199229923992499259926992799289929993099319932993399349935993699379938993999409941994299439944994599469947994899499950995199529953995499559956995799589959996099619962996399649965996699679968996999709971997299739974997599769977997899799980998199829983998499859986998799889989999099919992999399949995999699979998999910000100011000210003100041000510006100071000810009100101001110012100131001410015100161001710018100191002010021100221002310024100251002610027100281002910030100311003210033100341003510036100371003810039100401004110042100431004410045100461004710048100491005010051100521005310054100551005610057100581005910060100611006210063100641006510066100671006810069100701007110072100731007410075100761007710078100791008010081100821008310084100851008610087100881008910090100911009210093100941009510096100971009810099101001010110102101031010410105101061010710108101091011010111101121011310114101151011610117101181011910120101211012210123101241012510126101271012810129101301013110132101331013410135101361013710138101391014010141101421014310144101451014610147101481014910150101511015210153101541015510156101571015810159101601016110162101631016410165101661016710168101691017010171101721017310174101751017610177101781017910180101811018210183101841018510186101871018810189101901019110192101931019410195101961019710198101991020010201102021020310204102051020610207102081020910210102111021210213102141021510216102171021810219102201022110222102231022410225102261022710228102291023010231102321023310234102351023610237102381023910240102411024210243102441024510246102471024810249102501025110252102531025410255102561025710258102591026010261102621026310264102651026610267102681026910270102711027210273102741027510276102771027810279102801028110282102831028410285102861028710288102891029010291102921029310294102951029610297102981029910300103011030210303103041030510306103071030810309103101031110312103131031410315103161031710318103191032010321103221032310324103251032610327103281032910330103311033210333103341033510336103371033810339103401034110342103431034410345103461034710348103491035010351103521035310354103551035610357103581035910360103611036210363103641036510366103671036810369103701037110372103731037410375103761037710378103791038010381103821038310384103851038610387103881038910390103911039210393103941039510396103971039810399104001040110402104031040410405104061040710408104091041010411104121041310414104151041610417104181041910420104211042210423104241042510426104271042810429104301043110432104331043410435104361043710438104391044010441104421044310444104451044610447104481044910450104511045210453104541045510456104571045810459104601046110462104631046410465104661046710468104691047010471104721047310474104751047610477104781047910480104811048210483104841048510486104871048810489104901049110492104931049410495104961049710498104991050010501105021050310504105051050610507105081050910510105111051210513105141051510516105171051810519105201052110522105231052410525105261052710528105291053010531105321053310534105351053610537105381053910540105411054210543105441054510546105471054810549105501055110552105531055410555105561055710558105591056010561105621056310564105651056610567105681056910570105711057210573105741057510576105771057810579105801058110582105831058410585105861058710588105891059010591105921059310594105951059610597105981059910600106011060210603106041060510606106071060810609106101061110612106131061410615106161061710618106191062010621106221062310624106251062610627106281062910630106311063210633106341063510636106371063810639106401064110642106431064410645106461064710648106491065010651106521065310654106551065610657106581065910660106611066210663106641066510666106671066810669106701067110672106731067410675106761067710678106791068010681106821068310684106851068610687106881068910690106911069210693106941069510696106971069810699107001070110702107031070410705107061070710708107091071010711107121071310714107151071610717107181071910720107211072210723107241072510726107271072810729107301073110732107331073410735107361073710738107391074010741107421074310744107451074610747107481074910750107511075210753107541075510756107571075810759107601076110762107631076410765107661076710768107691077010771107721077310774107751077610777107781077910780107811078210783107841078510786107871078810789107901079110792107931079410795107961079710798107991080010801108021080310804108051080610807108081080910810108111081210813108141081510816108171081810819108201082110822108231082410825108261082710828108291083010831108321083310834108351083610837108381083910840108411084210843108441084510846108471084810849108501085110852108531085410855108561085710858108591086010861108621086310864108651086610867108681086910870108711087210873108741087510876108771087810879108801088110882108831088410885108861088710888108891089010891108921089310894108951089610897108981089910900109011090210903109041090510906109071090810909109101091110912109131091410915109161091710918109191092010921109221092310924109251092610927109281092910930109311093210933109341093510936109371093810939109401094110942109431094410945109461094710948109491095010951109521095310954109551095610957109581095910960109611096210963109641096510966109671096810969109701097110972109731097410975109761097710978109791098010981109821098310984109851098610987109881098910990109911099210993109941099510996109971099810999110001100111002110031100411005110061100711008110091101011011110121101311014110151101611017110181101911020110211102211023110241102511026110271102811029110301103111032110331103411035110361103711038110391104011041110421104311044110451104611047110481104911050110511105211053110541105511056110571105811059110601106111062110631106411065110661106711068110691107011071110721107311074110751107611077110781107911080110811108211083110841108511086110871108811089110901109111092110931109411095110961109711098110991110011101111021110311104111051110611107111081110911110111111111211113111141111511116111171111811119111201112111122111231112411125111261112711128111291113011131111321113311134111351113611137111381113911140111411114211143111441114511146111471114811149111501115111152111531115411155111561115711158111591116011161111621116311164111651116611167111681116911170111711117211173111741117511176111771117811179111801118111182111831118411185111861118711188111891119011191111921119311194111951119611197111981119911200112011120211203112041120511206112071120811209112101121111212112131121411215112161121711218112191122011221112221122311224112251122611227112281122911230112311123211233112341123511236112371123811239112401124111242112431124411245112461124711248112491125011251112521125311254112551125611257112581125911260112611126211263112641126511266112671126811269112701127111272112731127411275112761127711278112791128011281112821128311284112851128611287112881128911290112911129211293112941129511296112971129811299113001130111302113031130411305113061130711308113091131011311113121131311314113151131611317113181131911320113211132211323113241132511326113271132811329113301133111332113331133411335113361133711338113391134011341113421134311344113451134611347113481134911350113511135211353113541135511356113571135811359113601136111362113631136411365113661136711368113691137011371113721137311374113751137611377113781137911380113811138211383113841138511386113871138811389113901139111392113931139411395113961139711398113991140011401114021140311404114051140611407114081140911410114111141211413114141141511416114171141811419114201142111422114231142411425114261142711428114291143011431114321143311434114351143611437114381143911440114411144211443114441144511446114471144811449114501145111452114531145411455114561145711458114591146011461114621146311464114651146611467114681146911470114711147211473114741147511476114771147811479114801148111482114831148411485114861148711488114891149011491114921149311494114951149611497114981149911500115011150211503115041150511506115071150811509115101151111512115131151411515115161151711518115191152011521115221152311524115251152611527115281152911530115311153211533115341153511536115371153811539115401154111542115431154411545115461154711548115491155011551115521155311554115551155611557115581155911560115611156211563115641156511566115671156811569115701157111572115731157411575115761157711578115791158011581115821158311584115851158611587115881158911590115911159211593115941159511596115971159811599116001160111602116031160411605116061160711608116091161011611116121161311614116151161611617116181161911620116211162211623116241162511626116271162811629116301163111632116331163411635116361163711638116391164011641116421164311644116451164611647116481164911650116511165211653116541165511656116571165811659116601166111662116631166411665116661166711668116691167011671116721167311674116751167611677116781167911680116811168211683116841168511686116871168811689116901169111692116931169411695116961169711698116991170011701117021170311704117051170611707117081170911710117111171211713117141171511716117171171811719117201172111722117231172411725117261172711728117291173011731117321173311734117351173611737117381173911740117411174211743117441174511746117471174811749117501175111752117531175411755117561175711758117591176011761117621176311764117651176611767117681176911770117711177211773117741177511776117771177811779117801178111782117831178411785117861178711788117891179011791117921179311794117951179611797117981179911800118011180211803118041180511806118071180811809118101181111812118131181411815118161181711818118191182011821118221182311824118251182611827118281182911830118311183211833118341183511836118371183811839118401184111842118431184411845118461184711848118491185011851118521185311854118551185611857118581185911860118611186211863118641186511866118671186811869118701187111872118731187411875118761187711878118791188011881118821188311884118851188611887118881188911890118911189211893118941189511896118971189811899119001190111902119031190411905119061190711908119091191011911119121191311914119151191611917119181191911920119211192211923119241192511926119271192811929119301193111932119331193411935119361193711938119391194011941119421194311944119451194611947119481194911950119511195211953119541195511956119571195811959119601196111962119631196411965119661196711968119691197011971119721197311974119751197611977119781197911980119811198211983119841198511986119871198811989119901199111992119931199411995119961199711998119991200012001120021200312004120051200612007120081200912010120111201212013120141201512016120171201812019120201202112022120231202412025120261202712028120291203012031120321203312034120351203612037120381203912040120411204212043120441204512046120471204812049120501205112052120531205412055120561205712058120591206012061120621206312064120651206612067120681206912070120711207212073120741207512076120771207812079120801208112082120831208412085120861208712088120891209012091120921209312094120951209612097120981209912100121011210212103121041210512106121071210812109121101211112112121131211412115121161211712118121191212012121121221212312124121251212612127121281212912130121311213212133121341213512136121371213812139121401214112142121431214412145121461214712148121491215012151121521215312154121551215612157121581215912160121611216212163121641216512166121671216812169121701217112172121731217412175121761217712178121791218012181121821218312184121851218612187121881218912190121911219212193121941219512196121971219812199122001220112202122031220412205122061220712208122091221012211122121221312214122151221612217122181221912220122211222212223122241222512226122271222812229122301223112232122331223412235122361223712238122391224012241122421224312244122451224612247122481224912250122511225212253122541225512256122571225812259122601226112262122631226412265122661226712268122691227012271122721227312274122751227612277122781227912280122811228212283122841228512286122871228812289122901229112292122931229412295122961229712298122991230012301123021230312304123051230612307123081230912310123111231212313123141231512316123171231812319123201232112322123231232412325123261232712328123291233012331123321233312334123351233612337123381233912340123411234212343123441234512346123471234812349123501235112352123531235412355123561235712358123591236012361123621236312364123651236612367123681236912370123711237212373123741237512376123771237812379123801238112382123831238412385123861238712388123891239012391123921239312394123951239612397123981239912400124011240212403124041240512406124071240812409124101241112412124131241412415124161241712418124191242012421124221242312424124251242612427124281242912430124311243212433124341243512436124371243812439124401244112442124431244412445124461244712448124491245012451124521245312454124551245612457124581245912460124611246212463124641246512466124671246812469124701247112472124731247412475124761247712478124791248012481124821248312484124851248612487124881248912490124911249212493124941249512496124971249812499125001250112502125031250412505125061250712508125091251012511125121251312514125151251612517125181251912520125211252212523125241252512526125271252812529125301253112532125331253412535125361253712538125391254012541125421254312544125451254612547125481254912550125511255212553125541255512556125571255812559125601256112562125631256412565125661256712568125691257012571125721257312574125751257612577125781257912580125811258212583125841258512586125871258812589125901259112592125931259412595125961259712598125991260012601126021260312604126051260612607126081260912610126111261212613126141261512616126171261812619126201262112622126231262412625126261262712628126291263012631126321263312634126351263612637126381263912640126411264212643126441264512646126471264812649126501265112652126531265412655126561265712658126591266012661126621266312664126651266612667126681266912670126711267212673126741267512676126771267812679126801268112682126831268412685126861268712688126891269012691126921269312694126951269612697126981269912700127011270212703127041270512706127071270812709127101271112712127131271412715127161271712718127191272012721127221272312724127251272612727127281272912730127311273212733127341273512736127371273812739127401274112742127431274412745127461274712748127491275012751127521275312754127551275612757127581275912760127611276212763127641276512766127671276812769127701277112772127731277412775127761277712778127791278012781127821278312784127851278612787127881278912790127911279212793127941279512796127971279812799128001280112802128031280412805128061280712808128091281012811128121281312814128151281612817128181281912820128211282212823128241282512826128271282812829128301283112832128331283412835128361283712838128391284012841128421284312844128451284612847128481284912850128511285212853128541285512856128571285812859128601286112862128631286412865128661286712868128691287012871128721287312874128751287612877128781287912880128811288212883128841288512886128871288812889128901289112892128931289412895128961289712898128991290012901129021290312904129051290612907129081290912910129111291212913129141291512916129171291812919129201292112922129231292412925129261292712928129291293012931129321293312934129351293612937129381293912940129411294212943129441294512946129471294812949129501295112952129531295412955129561295712958129591296012961129621296312964129651296612967129681296912970129711297212973129741297512976129771297812979129801298112982129831298412985129861298712988129891299012991129921299312994129951299612997129981299913000130011300213003130041300513006130071300813009130101301113012130131301413015130161301713018130191302013021130221302313024130251302613027130281302913030130311303213033130341303513036130371303813039130401304113042130431304413045130461304713048130491305013051130521305313054130551305613057130581305913060130611306213063130641306513066130671306813069130701307113072130731307413075130761307713078130791308013081130821308313084130851308613087130881308913090130911309213093130941309513096130971309813099131001310113102131031310413105131061310713108131091311013111131121311313114131151311613117131181311913120131211312213123131241312513126131271312813129131301313113132131331313413135131361313713138131391314013141131421314313144131451314613147131481314913150131511315213153131541315513156131571315813159131601316113162131631316413165131661316713168131691317013171131721317313174131751317613177131781317913180131811318213183131841318513186131871318813189131901319113192131931319413195131961319713198131991320013201132021320313204132051320613207132081320913210132111321213213132141321513216132171321813219132201322113222132231322413225132261322713228132291323013231132321323313234132351323613237132381323913240132411324213243132441324513246132471324813249132501325113252132531325413255132561325713258132591326013261132621326313264132651326613267132681326913270132711327213273132741327513276132771327813279132801328113282132831328413285132861328713288132891329013291132921329313294132951329613297132981329913300133011330213303133041330513306133071330813309133101331113312133131331413315133161331713318133191332013321133221332313324133251332613327133281332913330133311333213333133341333513336133371333813339133401334113342133431334413345133461334713348133491335013351133521335313354133551335613357133581335913360133611336213363133641336513366133671336813369133701337113372133731337413375133761337713378133791338013381133821338313384133851338613387133881338913390133911339213393133941339513396133971339813399134001340113402134031340413405134061340713408134091341013411134121341313414134151341613417134181341913420134211342213423134241342513426134271342813429134301343113432134331343413435134361343713438134391344013441134421344313444134451344613447134481344913450134511345213453134541345513456134571345813459134601346113462134631346413465134661346713468134691347013471134721347313474134751347613477134781347913480134811348213483134841348513486134871348813489134901349113492134931349413495134961349713498134991350013501135021350313504135051350613507135081350913510135111351213513135141351513516135171351813519135201352113522135231352413525135261352713528135291353013531135321353313534135351353613537135381353913540135411354213543135441354513546135471354813549135501355113552135531355413555135561355713558135591356013561135621356313564135651356613567135681356913570135711357213573135741357513576135771357813579135801358113582135831358413585135861358713588135891359013591135921359313594135951359613597135981359913600136011360213603136041360513606136071360813609136101361113612136131361413615136161361713618136191362013621136221362313624136251362613627136281362913630136311363213633136341363513636136371363813639136401364113642136431364413645136461364713648136491365013651136521365313654136551365613657136581365913660136611366213663136641366513666136671366813669136701367113672136731367413675136761367713678136791368013681136821368313684136851368613687136881368913690136911369213693136941369513696136971369813699137001370113702137031370413705137061370713708137091371013711137121371313714137151371613717137181371913720137211372213723137241372513726137271372813729137301373113732137331373413735137361373713738137391374013741137421374313744137451374613747137481374913750137511375213753137541375513756137571375813759137601376113762137631376413765137661376713768137691377013771137721377313774137751377613777137781377913780137811378213783137841378513786137871378813789137901379113792137931379413795137961379713798137991380013801138021380313804138051380613807138081380913810138111381213813138141381513816138171381813819138201382113822138231382413825138261382713828138291383013831138321383313834138351383613837138381383913840138411384213843138441384513846138471384813849138501385113852138531385413855138561385713858138591386013861138621386313864138651386613867138681386913870138711387213873138741387513876138771387813879138801388113882138831388413885138861388713888138891389013891138921389313894138951389613897138981389913900139011390213903139041390513906139071390813909139101391113912139131391413915139161391713918139191392013921139221392313924139251392613927139281392913930139311393213933139341393513936139371393813939139401394113942139431394413945139461394713948139491395013951139521395313954139551395613957139581395913960139611396213963139641396513966139671396813969139701397113972139731397413975139761397713978139791398013981139821398313984139851398613987139881398913990139911399213993139941399513996139971399813999140001400114002140031400414005140061400714008140091401014011140121401314014140151401614017140181401914020140211402214023140241402514026140271402814029140301403114032140331403414035140361403714038140391404014041140421404314044140451404614047140481404914050140511405214053140541405514056140571405814059140601406114062140631406414065140661406714068140691407014071140721407314074140751407614077140781407914080140811408214083140841408514086140871408814089140901409114092140931409414095140961409714098140991410014101141021410314104141051410614107141081410914110141111411214113141141411514116141171411814119141201412114122141231412414125141261412714128141291413014131141321413314134141351413614137141381413914140141411414214143141441414514146141471414814149141501415114152141531415414155141561415714158141591416014161141621416314164141651416614167141681416914170141711417214173141741417514176141771417814179141801418114182141831418414185141861418714188141891419014191141921419314194141951419614197141981419914200142011420214203142041420514206142071420814209142101421114212142131421414215142161421714218142191422014221142221422314224142251422614227142281422914230142311423214233142341423514236142371423814239142401424114242142431424414245142461424714248142491425014251142521425314254142551425614257142581425914260142611426214263142641426514266142671426814269142701427114272142731427414275142761427714278142791428014281142821428314284142851428614287142881428914290142911429214293142941429514296142971429814299143001430114302143031430414305143061430714308143091431014311143121431314314143151431614317143181431914320143211432214323143241432514326143271432814329143301433114332143331433414335143361433714338143391434014341143421434314344143451434614347143481434914350143511435214353143541435514356143571435814359143601436114362143631436414365143661436714368143691437014371143721437314374143751437614377143781437914380143811438214383143841438514386143871438814389143901439114392143931439414395143961439714398143991440014401144021440314404144051440614407144081440914410144111441214413144141441514416144171441814419144201442114422144231442414425144261442714428144291443014431144321443314434144351443614437144381443914440144411444214443144441444514446144471444814449144501445114452144531445414455144561445714458144591446014461144621446314464144651446614467144681446914470144711447214473144741447514476144771447814479144801448114482144831448414485144861448714488144891449014491144921449314494144951449614497144981449914500145011450214503145041450514506145071450814509145101451114512145131451414515145161451714518145191452014521145221452314524145251452614527145281452914530145311453214533145341453514536145371453814539145401454114542145431454414545145461454714548145491455014551145521455314554145551455614557145581455914560145611456214563145641456514566145671456814569145701457114572145731457414575145761457714578145791458014581145821458314584145851458614587145881458914590145911459214593145941459514596145971459814599146001460114602146031460414605146061460714608146091461014611146121461314614146151461614617146181461914620146211462214623146241462514626146271462814629146301463114632146331463414635146361463714638146391464014641146421464314644146451464614647146481464914650146511465214653146541465514656146571465814659146601466114662146631466414665146661466714668146691467014671146721467314674146751467614677146781467914680146811468214683146841468514686146871468814689146901469114692146931469414695146961469714698146991470014701147021470314704147051470614707147081470914710147111471214713147141471514716147171471814719147201472114722147231472414725147261472714728147291473014731147321473314734147351473614737147381473914740147411474214743147441474514746147471474814749147501475114752147531475414755147561475714758147591476014761147621476314764147651476614767147681476914770147711477214773147741477514776147771477814779147801478114782147831478414785147861478714788147891479014791147921479314794147951479614797147981479914800148011480214803148041480514806148071480814809148101481114812148131481414815148161481714818148191482014821148221482314824148251482614827148281482914830148311483214833148341483514836148371483814839148401484114842148431484414845148461484714848148491485014851148521485314854148551485614857148581485914860148611486214863148641486514866148671486814869148701487114872148731487414875148761487714878148791488014881148821488314884148851488614887148881488914890148911489214893148941489514896148971489814899149001490114902149031490414905149061490714908149091491014911149121491314914149151491614917149181491914920149211492214923149241492514926149271492814929149301493114932149331493414935149361493714938149391494014941149421494314944149451494614947149481494914950149511495214953149541495514956149571495814959149601496114962149631496414965149661496714968149691497014971149721497314974149751497614977149781497914980149811498214983149841498514986149871498814989149901499114992149931499414995149961499714998149991500015001150021500315004150051500615007150081500915010150111501215013150141501515016150171501815019150201502115022150231502415025150261502715028150291503015031150321503315034150351503615037150381503915040150411504215043150441504515046150471504815049150501505115052150531505415055150561505715058150591506015061150621506315064150651506615067150681506915070150711507215073150741507515076150771507815079150801508115082150831508415085150861508715088150891509015091150921509315094150951509615097150981509915100151011510215103151041510515106151071510815109151101511115112151131511415115151161511715118151191512015121151221512315124151251512615127151281512915130151311513215133151341513515136151371513815139151401514115142151431514415145151461514715148151491515015151151521515315154151551515615157151581515915160151611516215163151641516515166151671516815169151701517115172151731517415175151761517715178151791518015181151821518315184151851518615187151881518915190151911519215193151941519515196151971519815199152001520115202152031520415205152061520715208152091521015211152121521315214152151521615217152181521915220152211522215223152241522515226152271522815229152301523115232152331523415235152361523715238152391524015241152421524315244152451524615247152481524915250152511525215253152541525515256152571525815259152601526115262152631526415265152661526715268152691527015271152721527315274152751527615277152781527915280152811528215283152841528515286152871528815289152901529115292152931529415295152961529715298152991530015301153021530315304153051530615307153081530915310153111531215313153141531515316153171531815319153201532115322153231532415325153261532715328153291533015331153321533315334153351533615337153381533915340153411534215343153441534515346153471534815349153501535115352153531535415355153561535715358153591536015361153621536315364153651536615367153681536915370153711537215373153741537515376153771537815379153801538115382153831538415385153861538715388153891539015391153921539315394153951539615397153981539915400154011540215403154041540515406154071540815409154101541115412154131541415415154161541715418154191542015421154221542315424154251542615427154281542915430154311543215433154341543515436154371543815439154401544115442154431544415445154461544715448154491545015451154521545315454154551545615457154581545915460154611546215463154641546515466154671546815469154701547115472154731547415475154761547715478154791548015481154821548315484154851548615487154881548915490154911549215493154941549515496154971549815499155001550115502155031550415505155061550715508155091551015511155121551315514155151551615517155181551915520155211552215523155241552515526155271552815529155301553115532155331553415535155361553715538155391554015541155421554315544155451554615547155481554915550155511555215553155541555515556155571555815559155601556115562155631556415565155661556715568155691557015571155721557315574155751557615577155781557915580155811558215583155841558515586155871558815589155901559115592155931559415595155961559715598155991560015601156021560315604156051560615607156081560915610156111561215613156141561515616156171561815619156201562115622156231562415625156261562715628156291563015631156321563315634156351563615637156381563915640156411564215643156441564515646156471564815649156501565115652156531565415655156561565715658156591566015661156621566315664156651566615667156681566915670156711567215673156741567515676156771567815679156801568115682156831568415685156861568715688156891569015691156921569315694156951569615697156981569915700157011570215703157041570515706157071570815709157101571115712157131571415715157161571715718157191572015721157221572315724157251572615727157281572915730157311573215733157341573515736157371573815739157401574115742157431574415745157461574715748157491575015751157521575315754157551575615757157581575915760157611576215763157641576515766157671576815769157701577115772157731577415775157761577715778157791578015781157821578315784157851578615787157881578915790157911579215793157941579515796157971579815799158001580115802158031580415805158061580715808158091581015811158121581315814158151581615817158181581915820158211582215823158241582515826158271582815829158301583115832158331583415835158361583715838158391584015841158421584315844158451584615847158481584915850158511585215853158541585515856158571585815859158601586115862158631586415865158661586715868158691587015871158721587315874158751587615877158781587915880158811588215883158841588515886158871588815889158901589115892158931589415895158961589715898158991590015901159021590315904159051590615907159081590915910159111591215913159141591515916159171591815919159201592115922159231592415925159261592715928159291593015931159321593315934159351593615937159381593915940159411594215943159441594515946159471594815949159501595115952159531595415955159561595715958159591596015961159621596315964159651596615967159681596915970159711597215973159741597515976159771597815979159801598115982159831598415985159861598715988159891599015991159921599315994159951599615997159981599916000160011600216003160041600516006160071600816009160101601116012160131601416015160161601716018160191602016021160221602316024160251602616027160281602916030160311603216033160341603516036160371603816039160401604116042160431604416045160461604716048160491605016051160521605316054160551605616057160581605916060160611606216063160641606516066160671606816069160701607116072160731607416075160761607716078160791608016081160821608316084160851608616087160881608916090160911609216093160941609516096160971609816099161001610116102161031610416105161061610716108161091611016111161121611316114161151611616117161181611916120161211612216123161241612516126161271612816129161301613116132161331613416135161361613716138161391614016141161421614316144161451614616147161481614916150161511615216153161541615516156161571615816159161601616116162161631616416165161661616716168161691617016171161721617316174161751617616177161781617916180161811618216183161841618516186161871618816189161901619116192161931619416195161961619716198161991620016201162021620316204162051620616207162081620916210162111621216213162141621516216162171621816219162201622116222162231622416225162261622716228162291623016231162321623316234162351623616237162381623916240162411624216243162441624516246162471624816249162501625116252162531625416255162561625716258162591626016261162621626316264162651626616267162681626916270162711627216273162741627516276162771627816279162801628116282162831628416285162861628716288162891629016291162921629316294162951629616297162981629916300163011630216303163041630516306163071630816309163101631116312163131631416315163161631716318163191632016321163221632316324163251632616327163281632916330163311633216333163341633516336163371633816339163401634116342163431634416345163461634716348163491635016351163521635316354163551635616357163581635916360163611636216363163641636516366163671636816369163701637116372163731637416375163761637716378163791638016381163821638316384163851638616387163881638916390163911639216393163941639516396163971639816399164001640116402164031640416405164061640716408164091641016411164121641316414164151641616417164181641916420164211642216423164241642516426164271642816429164301643116432164331643416435164361643716438164391644016441164421644316444164451644616447164481644916450164511645216453164541645516456164571645816459164601646116462164631646416465164661646716468164691647016471164721647316474164751647616477164781647916480164811648216483164841648516486164871648816489164901649116492164931649416495164961649716498164991650016501165021650316504165051650616507165081650916510165111651216513165141651516516165171651816519165201652116522165231652416525165261652716528165291653016531165321653316534165351653616537165381653916540165411654216543165441654516546165471654816549165501655116552165531655416555165561655716558165591656016561165621656316564165651656616567165681656916570165711657216573165741657516576165771657816579165801658116582165831658416585165861658716588165891659016591165921659316594165951659616597165981659916600166011660216603166041660516606166071660816609166101661116612166131661416615166161661716618166191662016621166221662316624166251662616627166281662916630166311663216633166341663516636166371663816639166401664116642166431664416645166461664716648166491665016651166521665316654166551665616657166581665916660166611666216663166641666516666166671666816669166701667116672166731667416675166761667716678166791668016681166821668316684166851668616687166881668916690166911669216693166941669516696166971669816699167001670116702167031670416705167061670716708167091671016711167121671316714167151671616717167181671916720167211672216723167241672516726167271672816729167301673116732167331673416735167361673716738167391674016741167421674316744167451674616747167481674916750167511675216753167541675516756167571675816759167601676116762167631676416765167661676716768167691677016771167721677316774167751677616777167781677916780167811678216783167841678516786167871678816789167901679116792167931679416795167961679716798167991680016801168021680316804168051680616807168081680916810168111681216813168141681516816168171681816819168201682116822168231682416825168261682716828168291683016831168321683316834168351683616837168381683916840168411684216843168441684516846168471684816849168501685116852168531685416855168561685716858168591686016861168621686316864168651686616867168681686916870168711687216873168741687516876168771687816879168801688116882168831688416885168861688716888168891689016891168921689316894168951689616897168981689916900169011690216903169041690516906169071690816909169101691116912169131691416915169161691716918169191692016921169221692316924169251692616927169281692916930169311693216933169341693516936169371693816939169401694116942169431694416945169461694716948169491695016951169521695316954169551695616957169581695916960169611696216963169641696516966169671696816969169701697116972169731697416975169761697716978169791698016981169821698316984169851698616987169881698916990169911699216993169941699516996169971699816999170001700117002170031700417005170061700717008170091701017011170121701317014170151701617017170181701917020170211702217023170241702517026170271702817029170301703117032170331703417035170361703717038170391704017041170421704317044170451704617047170481704917050170511705217053170541705517056170571705817059170601706117062170631706417065170661706717068170691707017071170721707317074170751707617077170781707917080170811708217083170841708517086170871708817089170901709117092170931709417095170961709717098170991710017101171021710317104171051710617107171081710917110171111711217113171141711517116171171711817119171201712117122171231712417125171261712717128171291713017131171321713317134171351713617137171381713917140171411714217143171441714517146171471714817149171501715117152171531715417155171561715717158171591716017161171621716317164171651716617167171681716917170171711717217173171741717517176171771717817179171801718117182171831718417185171861718717188171891719017191171921719317194171951719617197171981719917200172011720217203172041720517206172071720817209172101721117212172131721417215172161721717218172191722017221172221722317224172251722617227172281722917230172311723217233172341723517236172371723817239172401724117242172431724417245172461724717248172491725017251172521725317254172551725617257172581725917260172611726217263172641726517266172671726817269172701727117272172731727417275172761727717278172791728017281172821728317284172851728617287172881728917290172911729217293172941729517296172971729817299173001730117302173031730417305173061730717308173091731017311173121731317314173151731617317173181731917320173211732217323173241732517326173271732817329173301733117332173331733417335173361733717338173391734017341173421734317344173451734617347173481734917350173511735217353173541735517356173571735817359173601736117362173631736417365173661736717368173691737017371173721737317374173751737617377173781737917380173811738217383173841738517386173871738817389173901739117392173931739417395173961739717398173991740017401174021740317404174051740617407174081740917410174111741217413174141741517416174171741817419174201742117422174231742417425174261742717428174291743017431174321743317434174351743617437174381743917440174411744217443174441744517446174471744817449174501745117452174531745417455174561745717458174591746017461174621746317464174651746617467174681746917470174711747217473174741747517476174771747817479174801748117482174831748417485174861748717488174891749017491174921749317494174951749617497174981749917500175011750217503175041750517506175071750817509175101751117512175131751417515175161751717518175191752017521175221752317524175251752617527175281752917530175311753217533175341753517536175371753817539175401754117542175431754417545175461754717548175491755017551175521755317554175551755617557175581755917560175611756217563175641756517566175671756817569175701757117572175731757417575175761757717578175791758017581175821758317584175851758617587175881758917590175911759217593175941759517596175971759817599176001760117602176031760417605176061760717608176091761017611176121761317614176151761617617176181761917620176211762217623176241762517626176271762817629176301763117632176331763417635176361763717638176391764017641176421764317644176451764617647176481764917650176511765217653176541765517656176571765817659176601766117662176631766417665176661766717668176691767017671176721767317674176751767617677176781767917680176811768217683176841768517686176871768817689176901769117692176931769417695176961769717698176991770017701177021770317704177051770617707177081770917710177111771217713177141771517716177171771817719177201772117722177231772417725177261772717728177291773017731177321773317734177351773617737177381773917740177411774217743177441774517746177471774817749177501775117752177531775417755177561775717758177591776017761177621776317764177651776617767177681776917770177711777217773177741777517776177771777817779177801778117782177831778417785177861778717788177891779017791177921779317794177951779617797177981779917800178011780217803178041780517806178071780817809178101781117812178131781417815178161781717818178191782017821178221782317824178251782617827178281782917830178311783217833178341783517836178371783817839178401784117842178431784417845178461784717848178491785017851178521785317854178551785617857178581785917860178611786217863178641786517866178671786817869178701787117872178731787417875178761787717878178791788017881178821788317884178851788617887178881788917890178911789217893178941789517896178971789817899179001790117902179031790417905179061790717908179091791017911179121791317914179151791617917179181791917920179211792217923179241792517926179271792817929179301793117932179331793417935179361793717938179391794017941179421794317944179451794617947179481794917950179511795217953179541795517956179571795817959179601796117962179631796417965179661796717968179691797017971179721797317974179751797617977179781797917980179811798217983179841798517986179871798817989179901799117992179931799417995179961799717998179991800018001180021800318004180051800618007180081800918010180111801218013180141801518016180171801818019180201802118022180231802418025180261802718028180291803018031180321803318034180351803618037180381803918040180411804218043180441804518046180471804818049180501805118052180531805418055180561805718058180591806018061180621806318064180651806618067180681806918070180711807218073180741807518076180771807818079180801808118082180831808418085180861808718088180891809018091180921809318094180951809618097180981809918100181011810218103181041810518106181071810818109181101811118112181131811418115181161811718118181191812018121181221812318124181251812618127181281812918130181311813218133181341813518136181371813818139181401814118142181431814418145181461814718148181491815018151181521815318154181551815618157181581815918160181611816218163181641816518166181671816818169181701817118172181731817418175181761817718178181791818018181181821818318184181851818618187181881818918190181911819218193181941819518196181971819818199182001820118202182031820418205182061820718208182091821018211182121821318214182151821618217182181821918220182211822218223182241822518226182271822818229182301823118232182331823418235182361823718238182391824018241182421824318244182451824618247182481824918250182511825218253182541825518256182571825818259182601826118262182631826418265182661826718268182691827018271182721827318274182751827618277182781827918280182811828218283182841828518286182871828818289182901829118292182931829418295182961829718298182991830018301183021830318304183051830618307183081830918310183111831218313183141831518316183171831818319183201832118322183231832418325183261832718328183291833018331183321833318334183351833618337183381833918340183411834218343183441834518346183471834818349183501835118352183531835418355183561835718358183591836018361183621836318364183651836618367183681836918370183711837218373183741837518376183771837818379183801838118382183831838418385183861838718388183891839018391183921839318394183951839618397183981839918400184011840218403184041840518406184071840818409184101841118412184131841418415184161841718418184191842018421184221842318424184251842618427184281842918430184311843218433184341843518436184371843818439184401844118442184431844418445184461844718448184491845018451184521845318454184551845618457184581845918460184611846218463184641846518466184671846818469184701847118472184731847418475184761847718478184791848018481184821848318484184851848618487184881848918490184911849218493184941849518496184971849818499185001850118502185031850418505185061850718508185091851018511185121851318514185151851618517185181851918520185211852218523185241852518526185271852818529185301853118532185331853418535185361853718538185391854018541185421854318544185451854618547185481854918550185511855218553185541855518556185571855818559185601856118562185631856418565185661856718568185691857018571185721857318574185751857618577185781857918580185811858218583185841858518586185871858818589185901859118592185931859418595185961859718598185991860018601186021860318604186051860618607186081860918610186111861218613186141861518616186171861818619186201862118622186231862418625186261862718628186291863018631186321863318634186351863618637186381863918640186411864218643186441864518646186471864818649186501865118652186531865418655186561865718658186591866018661186621866318664186651866618667186681866918670186711867218673186741867518676186771867818679186801868118682186831868418685186861868718688186891869018691186921869318694186951869618697186981869918700187011870218703187041870518706187071870818709187101871118712187131871418715187161871718718187191872018721187221872318724187251872618727187281872918730187311873218733187341873518736187371873818739187401874118742187431874418745187461874718748187491875018751187521875318754187551875618757187581875918760187611876218763187641876518766187671876818769187701877118772187731877418775187761877718778187791878018781187821878318784187851878618787187881878918790187911879218793187941879518796187971879818799188001880118802188031880418805188061880718808188091881018811188121881318814188151881618817188181881918820188211882218823188241882518826188271882818829188301883118832188331883418835188361883718838188391884018841188421884318844188451884618847188481884918850188511885218853188541885518856188571885818859188601886118862188631886418865188661886718868188691887018871188721887318874188751887618877188781887918880188811888218883188841888518886188871888818889188901889118892188931889418895188961889718898188991890018901189021890318904189051890618907189081890918910189111891218913189141891518916189171891818919189201892118922189231892418925189261892718928189291893018931189321893318934189351893618937189381893918940189411894218943189441894518946189471894818949189501895118952189531895418955189561895718958189591896018961189621896318964189651896618967189681896918970189711897218973189741897518976189771897818979189801898118982189831898418985189861898718988189891899018991189921899318994189951899618997189981899919000190011900219003190041900519006190071900819009190101901119012190131901419015190161901719018190191902019021190221902319024190251902619027190281902919030190311903219033190341903519036190371903819039190401904119042190431904419045190461904719048190491905019051190521905319054190551905619057190581905919060190611906219063190641906519066190671906819069190701907119072190731907419075190761907719078190791908019081190821908319084190851908619087190881908919090190911909219093190941909519096190971909819099191001910119102191031910419105191061910719108191091911019111191121911319114191151911619117191181911919120191211912219123191241912519126191271912819129191301913119132191331913419135191361913719138191391914019141191421914319144191451914619147191481914919150191511915219153191541915519156191571915819159191601916119162191631916419165191661916719168191691917019171191721917319174191751917619177191781917919180191811918219183191841918519186191871918819189191901919119192191931919419195191961919719198191991920019201192021920319204192051920619207192081920919210192111921219213192141921519216192171921819219192201922119222192231922419225192261922719228192291923019231192321923319234192351923619237192381923919240192411924219243192441924519246192471924819249192501925119252192531925419255192561925719258192591926019261192621926319264192651926619267192681926919270192711927219273192741927519276192771927819279192801928119282192831928419285192861928719288192891929019291192921929319294192951929619297192981929919300193011930219303193041930519306193071930819309193101931119312193131931419315193161931719318193191932019321193221932319324193251932619327193281932919330193311933219333193341933519336193371933819339193401934119342193431934419345193461934719348193491935019351193521935319354193551935619357193581935919360193611936219363193641936519366193671936819369193701937119372193731937419375193761937719378193791938019381193821938319384193851938619387193881938919390193911939219393193941939519396193971939819399194001940119402194031940419405194061940719408194091941019411194121941319414194151941619417194181941919420194211942219423194241942519426194271942819429194301943119432194331943419435194361943719438194391944019441194421944319444194451944619447194481944919450194511945219453194541945519456194571945819459194601946119462194631946419465194661946719468194691947019471194721947319474194751947619477194781947919480194811948219483194841948519486194871948819489194901949119492194931949419495194961949719498194991950019501195021950319504195051950619507195081950919510195111951219513195141951519516195171951819519195201952119522195231952419525195261952719528195291953019531195321953319534195351953619537195381953919540195411954219543195441954519546195471954819549195501955119552195531955419555195561955719558195591956019561195621956319564195651956619567195681956919570195711957219573195741957519576195771957819579195801958119582195831958419585195861958719588195891959019591195921959319594195951959619597195981959919600196011960219603196041960519606196071960819609196101961119612196131961419615196161961719618196191962019621196221962319624196251962619627196281962919630196311963219633196341963519636196371963819639196401964119642196431964419645196461964719648196491965019651196521965319654196551965619657196581965919660196611966219663196641966519666196671966819669196701967119672196731967419675196761967719678196791968019681196821968319684196851968619687196881968919690196911969219693196941969519696196971969819699197001970119702197031970419705197061970719708197091971019711197121971319714197151971619717197181971919720197211972219723197241972519726197271972819729197301973119732197331973419735197361973719738197391974019741197421974319744197451974619747197481974919750197511975219753197541975519756197571975819759197601976119762197631976419765197661976719768197691977019771197721977319774197751977619777197781977919780197811978219783197841978519786197871978819789197901979119792197931979419795197961979719798197991980019801198021980319804198051980619807198081980919810198111981219813198141981519816198171981819819198201982119822198231982419825198261982719828198291983019831198321983319834198351983619837198381983919840198411984219843198441984519846198471984819849198501985119852198531985419855198561985719858198591986019861198621986319864198651986619867198681986919870198711987219873198741987519876198771987819879198801988119882198831988419885198861988719888198891989019891198921989319894198951989619897198981989919900199011990219903199041990519906199071990819909199101991119912199131991419915199161991719918199191992019921199221992319924199251992619927199281992919930199311993219933199341993519936199371993819939199401994119942199431994419945199461994719948199491995019951199521995319954199551995619957199581995919960199611996219963199641996519966199671996819969199701997119972199731997419975199761997719978199791998019981199821998319984199851998619987199881998919990199911999219993199941999519996199971999819999200002000120002200032000420005200062000720008200092001020011200122001320014200152001620017200182001920020200212002220023200242002520026200272002820029200302003120032200332003420035200362003720038200392004020041200422004320044200452004620047200482004920050200512005220053200542005520056200572005820059200602006120062200632006420065200662006720068200692007020071200722007320074200752007620077200782007920080200812008220083200842008520086200872008820089200902009120092200932009420095200962009720098200992010020101201022010320104201052010620107201082010920110201112011220113201142011520116201172011820119201202012120122201232012420125201262012720128201292013020131201322013320134201352013620137201382013920140201412014220143201442014520146201472014820149201502015120152201532015420155201562015720158201592016020161201622016320164201652016620167201682016920170201712017220173201742017520176201772017820179201802018120182201832018420185201862018720188201892019020191201922019320194201952019620197201982019920200202012020220203202042020520206202072020820209202102021120212202132021420215202162021720218202192022020221202222022320224202252022620227202282022920230202312023220233202342023520236202372023820239202402024120242202432024420245202462024720248202492025020251202522025320254202552025620257202582025920260202612026220263202642026520266202672026820269202702027120272202732027420275202762027720278202792028020281202822028320284202852028620287202882028920290202912029220293202942029520296202972029820299203002030120302203032030420305203062030720308203092031020311203122031320314203152031620317203182031920320203212032220323203242032520326203272032820329203302033120332203332033420335203362033720338203392034020341203422034320344203452034620347203482034920350203512035220353203542035520356203572035820359203602036120362203632036420365203662036720368203692037020371203722037320374203752037620377203782037920380203812038220383203842038520386203872038820389203902039120392203932039420395203962039720398203992040020401204022040320404204052040620407204082040920410204112041220413204142041520416204172041820419204202042120422204232042420425204262042720428204292043020431204322043320434204352043620437204382043920440204412044220443204442044520446204472044820449204502045120452204532045420455204562045720458204592046020461204622046320464204652046620467204682046920470204712047220473204742047520476204772047820479204802048120482204832048420485204862048720488204892049020491204922049320494204952049620497204982049920500205012050220503205042050520506205072050820509205102051120512205132051420515205162051720518205192052020521205222052320524205252052620527205282052920530205312053220533205342053520536205372053820539205402054120542205432054420545205462054720548205492055020551205522055320554205552055620557205582055920560205612056220563205642056520566205672056820569205702057120572205732057420575205762057720578205792058020581205822058320584205852058620587205882058920590205912059220593205942059520596205972059820599206002060120602206032060420605206062060720608206092061020611206122061320614206152061620617206182061920620206212062220623206242062520626206272062820629206302063120632206332063420635206362063720638206392064020641206422064320644206452064620647206482064920650206512065220653206542065520656206572065820659206602066120662206632066420665206662066720668206692067020671206722067320674206752067620677206782067920680206812068220683206842068520686206872068820689206902069120692206932069420695206962069720698206992070020701207022070320704207052070620707207082070920710207112071220713207142071520716207172071820719207202072120722207232072420725207262072720728207292073020731207322073320734207352073620737207382073920740207412074220743207442074520746207472074820749207502075120752207532075420755207562075720758207592076020761207622076320764207652076620767207682076920770207712077220773207742077520776207772077820779207802078120782207832078420785207862078720788207892079020791207922079320794207952079620797207982079920800208012080220803208042080520806208072080820809208102081120812208132081420815208162081720818208192082020821208222082320824208252082620827208282082920830208312083220833208342083520836208372083820839208402084120842208432084420845208462084720848208492085020851208522085320854208552085620857208582085920860208612086220863208642086520866208672086820869208702087120872208732087420875208762087720878208792088020881208822088320884208852088620887208882088920890208912089220893208942089520896208972089820899209002090120902209032090420905209062090720908209092091020911209122091320914209152091620917209182091920920209212092220923209242092520926209272092820929209302093120932209332093420935209362093720938209392094020941209422094320944209452094620947209482094920950209512095220953209542095520956209572095820959209602096120962209632096420965209662096720968209692097020971209722097320974209752097620977209782097920980209812098220983209842098520986209872098820989209902099120992209932099420995209962099720998209992100021001210022100321004210052100621007210082100921010210112101221013210142101521016210172101821019210202102121022210232102421025210262102721028210292103021031210322103321034210352103621037210382103921040210412104221043210442104521046210472104821049210502105121052210532105421055210562105721058210592106021061210622106321064210652106621067210682106921070210712107221073210742107521076210772107821079210802108121082210832108421085210862108721088210892109021091210922109321094210952109621097210982109921100211012110221103211042110521106211072110821109211102111121112211132111421115211162111721118211192112021121211222112321124211252112621127211282112921130211312113221133211342113521136211372113821139211402114121142211432114421145211462114721148211492115021151211522115321154211552115621157211582115921160211612116221163211642116521166211672116821169211702117121172211732117421175211762117721178211792118021181211822118321184211852118621187211882118921190211912119221193211942119521196211972119821199212002120121202212032120421205212062120721208212092121021211212122121321214212152121621217212182121921220212212122221223212242122521226212272122821229212302123121232212332123421235212362123721238212392124021241212422124321244212452124621247212482124921250212512125221253212542125521256212572125821259212602126121262212632126421265212662126721268212692127021271212722127321274212752127621277212782127921280212812128221283212842128521286212872128821289212902129121292212932129421295212962129721298212992130021301213022130321304213052130621307213082130921310213112131221313213142131521316213172131821319213202132121322213232132421325213262132721328213292133021331213322133321334213352133621337213382133921340213412134221343213442134521346213472134821349213502135121352213532135421355213562135721358213592136021361213622136321364213652136621367213682136921370213712137221373213742137521376213772137821379213802138121382213832138421385213862138721388213892139021391213922139321394213952139621397213982139921400214012140221403214042140521406214072140821409214102141121412214132141421415214162141721418214192142021421214222142321424214252142621427214282142921430214312143221433214342143521436214372143821439214402144121442214432144421445214462144721448214492145021451214522145321454214552145621457214582145921460214612146221463214642146521466214672146821469214702147121472214732147421475214762147721478214792148021481214822148321484214852148621487214882148921490214912149221493214942149521496214972149821499215002150121502215032150421505215062150721508215092151021511215122151321514215152151621517215182151921520215212152221523215242152521526215272152821529215302153121532215332153421535215362153721538215392154021541215422154321544215452154621547215482154921550215512155221553215542155521556215572155821559215602156121562215632156421565215662156721568215692157021571215722157321574215752157621577215782157921580215812158221583215842158521586215872158821589215902159121592215932159421595215962159721598215992160021601216022160321604216052160621607216082160921610216112161221613216142161521616216172161821619216202162121622216232162421625216262162721628216292163021631216322163321634216352163621637216382163921640216412164221643216442164521646216472164821649216502165121652216532165421655216562165721658216592166021661216622166321664216652166621667216682166921670216712167221673216742167521676216772167821679216802168121682216832168421685216862168721688216892169021691216922169321694216952169621697216982169921700217012170221703217042170521706217072170821709217102171121712217132171421715217162171721718217192172021721217222172321724217252172621727217282172921730217312173221733217342173521736217372173821739217402174121742217432174421745217462174721748217492175021751217522175321754217552175621757217582175921760217612176221763217642176521766217672176821769217702177121772217732177421775217762177721778217792178021781217822178321784217852178621787217882178921790217912179221793217942179521796217972179821799218002180121802218032180421805218062180721808218092181021811218122181321814218152181621817218182181921820218212182221823218242182521826218272182821829218302183121832218332183421835218362183721838218392184021841218422184321844218452184621847218482184921850218512185221853218542185521856218572185821859218602186121862218632186421865218662186721868218692187021871218722187321874218752187621877218782187921880218812188221883218842188521886218872188821889218902189121892218932189421895218962189721898218992190021901219022190321904219052190621907219082190921910219112191221913219142191521916219172191821919219202192121922219232192421925219262192721928219292193021931219322193321934219352193621937219382193921940219412194221943219442194521946219472194821949219502195121952219532195421955219562195721958219592196021961219622196321964219652196621967219682196921970219712197221973219742197521976219772197821979219802198121982219832198421985219862198721988219892199021991219922199321994219952199621997219982199922000220012200222003220042200522006220072200822009220102201122012220132201422015220162201722018220192202022021220222202322024220252202622027220282202922030220312203222033220342203522036220372203822039220402204122042220432204422045220462204722048220492205022051220522205322054220552205622057220582205922060220612206222063220642206522066220672206822069220702207122072220732207422075220762207722078220792208022081220822208322084220852208622087220882208922090220912209222093220942209522096220972209822099221002210122102221032210422105221062210722108221092211022111221122211322114221152211622117221182211922120221212212222123221242212522126221272212822129221302213122132221332213422135221362213722138221392214022141221422214322144221452214622147221482214922150221512215222153221542215522156221572215822159221602216122162221632216422165221662216722168221692217022171221722217322174221752217622177221782217922180221812218222183221842218522186221872218822189221902219122192221932219422195221962219722198221992220022201222022220322204222052220622207222082220922210222112221222213222142221522216222172221822219222202222122222222232222422225222262222722228222292223022231222322223322234222352223622237222382223922240222412224222243222442224522246222472224822249222502225122252222532225422255222562225722258222592226022261222622226322264222652226622267222682226922270222712227222273222742227522276222772227822279222802228122282222832228422285222862228722288222892229022291222922229322294222952229622297222982229922300223012230222303223042230522306223072230822309223102231122312223132231422315223162231722318223192232022321223222232322324223252232622327223282232922330223312233222333223342233522336223372233822339223402234122342223432234422345223462234722348223492235022351223522235322354223552235622357223582235922360223612236222363223642236522366223672236822369223702237122372223732237422375223762237722378223792238022381223822238322384223852238622387223882238922390223912239222393223942239522396223972239822399224002240122402224032240422405224062240722408224092241022411224122241322414224152241622417224182241922420224212242222423224242242522426224272242822429224302243122432224332243422435224362243722438224392244022441224422244322444224452244622447224482244922450224512245222453224542245522456224572245822459224602246122462224632246422465224662246722468224692247022471224722247322474224752247622477224782247922480224812248222483224842248522486224872248822489224902249122492224932249422495224962249722498224992250022501225022250322504225052250622507225082250922510225112251222513225142251522516225172251822519225202252122522225232252422525225262252722528225292253022531225322253322534225352253622537225382253922540225412254222543225442254522546225472254822549225502255122552225532255422555225562255722558225592256022561225622256322564225652256622567225682256922570225712257222573225742257522576225772257822579225802258122582225832258422585225862258722588225892259022591225922259322594225952259622597225982259922600226012260222603226042260522606226072260822609226102261122612226132261422615226162261722618226192262022621226222262322624226252262622627226282262922630226312263222633226342263522636226372263822639226402264122642226432264422645226462264722648226492265022651226522265322654226552265622657226582265922660226612266222663226642266522666226672266822669226702267122672226732267422675226762267722678226792268022681226822268322684226852268622687226882268922690226912269222693226942269522696226972269822699227002270122702227032270422705227062270722708227092271022711227122271322714227152271622717227182271922720227212272222723227242272522726227272272822729227302273122732227332273422735227362273722738227392274022741227422274322744227452274622747227482274922750227512275222753227542275522756227572275822759227602276122762227632276422765227662276722768227692277022771227722277322774227752277622777227782277922780227812278222783227842278522786227872278822789227902279122792227932279422795227962279722798227992280022801228022280322804228052280622807228082280922810228112281222813228142281522816228172281822819228202282122822228232282422825228262282722828228292283022831228322283322834228352283622837228382283922840228412284222843228442284522846228472284822849228502285122852228532285422855228562285722858228592286022861228622286322864228652286622867228682286922870228712287222873228742287522876228772287822879228802288122882228832288422885228862288722888228892289022891228922289322894228952289622897228982289922900229012290222903229042290522906229072290822909229102291122912229132291422915229162291722918229192292022921229222292322924229252292622927229282292922930229312293222933229342293522936229372293822939229402294122942229432294422945229462294722948229492295022951229522295322954229552295622957229582295922960229612296222963229642296522966229672296822969229702297122972229732297422975229762297722978229792298022981229822298322984229852298622987229882298922990229912299222993229942299522996229972299822999230002300123002230032300423005230062300723008230092301023011230122301323014230152301623017230182301923020230212302223023230242302523026230272302823029230302303123032230332303423035230362303723038230392304023041230422304323044230452304623047230482304923050230512305223053230542305523056230572305823059230602306123062230632306423065230662306723068230692307023071230722307323074230752307623077230782307923080230812308223083230842308523086230872308823089230902309123092230932309423095230962309723098230992310023101231022310323104231052310623107231082310923110231112311223113231142311523116231172311823119231202312123122231232312423125231262312723128231292313023131231322313323134231352313623137231382313923140231412314223143231442314523146231472314823149231502315123152231532315423155231562315723158231592316023161231622316323164231652316623167231682316923170231712317223173231742317523176231772317823179231802318123182231832318423185231862318723188231892319023191231922319323194231952319623197231982319923200232012320223203232042320523206232072320823209232102321123212232132321423215232162321723218232192322023221232222322323224232252322623227232282322923230232312323223233232342323523236232372323823239232402324123242232432324423245232462324723248232492325023251232522325323254232552325623257232582325923260232612326223263232642326523266232672326823269232702327123272232732327423275232762327723278232792328023281232822328323284232852328623287232882328923290232912329223293232942329523296232972329823299233002330123302233032330423305233062330723308233092331023311233122331323314233152331623317233182331923320233212332223323233242332523326233272332823329233302333123332233332333423335233362333723338233392334023341233422334323344233452334623347233482334923350233512335223353233542335523356233572335823359233602336123362233632336423365233662336723368233692337023371233722337323374233752337623377233782337923380233812338223383233842338523386233872338823389233902339123392233932339423395233962339723398233992340023401234022340323404234052340623407234082340923410234112341223413234142341523416234172341823419234202342123422234232342423425234262342723428234292343023431234322343323434234352343623437234382343923440234412344223443234442344523446234472344823449234502345123452234532345423455234562345723458234592346023461234622346323464234652346623467234682346923470234712347223473234742347523476234772347823479234802348123482234832348423485234862348723488234892349023491234922349323494234952349623497234982349923500235012350223503235042350523506235072350823509235102351123512235132351423515235162351723518235192352023521235222352323524235252352623527235282352923530235312353223533235342353523536235372353823539235402354123542235432354423545235462354723548235492355023551235522355323554235552355623557235582355923560235612356223563235642356523566235672356823569235702357123572235732357423575235762357723578235792358023581235822358323584235852358623587235882358923590235912359223593235942359523596235972359823599236002360123602236032360423605236062360723608236092361023611236122361323614236152361623617236182361923620236212362223623236242362523626236272362823629236302363123632236332363423635236362363723638236392364023641236422364323644236452364623647236482364923650236512365223653236542365523656236572365823659236602366123662236632366423665236662366723668236692367023671236722367323674236752367623677236782367923680236812368223683236842368523686236872368823689236902369123692236932369423695236962369723698236992370023701237022370323704237052370623707237082370923710237112371223713237142371523716237172371823719237202372123722237232372423725237262372723728237292373023731237322373323734237352373623737237382373923740237412374223743237442374523746237472374823749237502375123752237532375423755237562375723758237592376023761237622376323764237652376623767237682376923770237712377223773237742377523776237772377823779237802378123782237832378423785237862378723788237892379023791237922379323794237952379623797237982379923800238012380223803238042380523806238072380823809238102381123812238132381423815238162381723818238192382023821238222382323824238252382623827238282382923830238312383223833238342383523836238372383823839238402384123842238432384423845238462384723848238492385023851238522385323854238552385623857238582385923860238612386223863238642386523866238672386823869238702387123872238732387423875238762387723878238792388023881238822388323884238852388623887238882388923890238912389223893238942389523896238972389823899239002390123902239032390423905239062390723908239092391023911239122391323914239152391623917239182391923920239212392223923239242392523926239272392823929239302393123932239332393423935239362393723938239392394023941239422394323944239452394623947239482394923950239512395223953239542395523956239572395823959239602396123962239632396423965239662396723968239692397023971239722397323974239752397623977239782397923980239812398223983239842398523986239872398823989239902399123992239932399423995239962399723998239992400024001240022400324004240052400624007240082400924010240112401224013240142401524016240172401824019240202402124022240232402424025240262402724028240292403024031240322403324034240352403624037240382403924040240412404224043240442404524046240472404824049240502405124052240532405424055240562405724058240592406024061240622406324064240652406624067240682406924070240712407224073240742407524076240772407824079240802408124082240832408424085240862408724088240892409024091240922409324094240952409624097240982409924100241012410224103241042410524106241072410824109241102411124112241132411424115241162411724118241192412024121241222412324124241252412624127241282412924130241312413224133241342413524136241372413824139241402414124142241432414424145241462414724148241492415024151241522415324154241552415624157241582415924160241612416224163241642416524166241672416824169241702417124172241732417424175241762417724178241792418024181241822418324184241852418624187241882418924190241912419224193241942419524196241972419824199242002420124202242032420424205242062420724208242092421024211242122421324214242152421624217242182421924220242212422224223242242422524226242272422824229242302423124232242332423424235242362423724238242392424024241242422424324244242452424624247242482424924250242512425224253242542425524256242572425824259242602426124262242632426424265242662426724268242692427024271242722427324274242752427624277242782427924280242812428224283242842428524286242872428824289242902429124292242932429424295242962429724298242992430024301243022430324304243052430624307243082430924310243112431224313243142431524316243172431824319243202432124322243232432424325243262432724328243292433024331243322433324334243352433624337243382433924340243412434224343243442434524346243472434824349243502435124352243532435424355243562435724358243592436024361243622436324364243652436624367243682436924370243712437224373243742437524376243772437824379243802438124382243832438424385243862438724388243892439024391243922439324394243952439624397243982439924400244012440224403244042440524406244072440824409244102441124412244132441424415244162441724418244192442024421244222442324424244252442624427244282442924430244312443224433244342443524436244372443824439244402444124442244432444424445244462444724448244492445024451244522445324454244552445624457244582445924460244612446224463244642446524466244672446824469244702447124472244732447424475244762447724478244792448024481244822448324484244852448624487244882448924490244912449224493244942449524496244972449824499245002450124502245032450424505245062450724508245092451024511245122451324514245152451624517245182451924520245212452224523245242452524526245272452824529245302453124532245332453424535245362453724538245392454024541245422454324544245452454624547245482454924550245512455224553245542455524556245572455824559245602456124562245632456424565245662456724568245692457024571245722457324574245752457624577245782457924580245812458224583245842458524586245872458824589245902459124592245932459424595245962459724598245992460024601246022460324604246052460624607246082460924610246112461224613246142461524616246172461824619246202462124622246232462424625246262462724628246292463024631246322463324634246352463624637246382463924640246412464224643246442464524646246472464824649246502465124652246532465424655246562465724658246592466024661246622466324664246652466624667246682466924670246712467224673246742467524676246772467824679246802468124682246832468424685246862468724688246892469024691246922469324694246952469624697246982469924700247012470224703247042470524706247072470824709247102471124712247132471424715247162471724718247192472024721247222472324724247252472624727247282472924730247312473224733247342473524736247372473824739247402474124742247432474424745247462474724748247492475024751247522475324754247552475624757247582475924760247612476224763247642476524766247672476824769247702477124772247732477424775247762477724778247792478024781247822478324784247852478624787247882478924790247912479224793247942479524796247972479824799248002480124802248032480424805248062480724808248092481024811248122481324814248152481624817248182481924820248212482224823248242482524826248272482824829248302483124832248332483424835248362483724838248392484024841248422484324844248452484624847248482484924850248512485224853248542485524856248572485824859248602486124862248632486424865248662486724868248692487024871248722487324874248752487624877248782487924880248812488224883248842488524886248872488824889248902489124892248932489424895248962489724898248992490024901249022490324904249052490624907249082490924910249112491224913249142491524916249172491824919249202492124922249232492424925249262492724928249292493024931249322493324934249352493624937249382493924940249412494224943249442494524946249472494824949249502495124952249532495424955249562495724958249592496024961249622496324964249652496624967249682496924970249712497224973249742497524976249772497824979249802498124982249832498424985249862498724988249892499024991249922499324994249952499624997249982499925000250012500225003250042500525006250072500825009250102501125012250132501425015250162501725018250192502025021250222502325024250252502625027250282502925030250312503225033250342503525036250372503825039250402504125042250432504425045250462504725048250492505025051250522505325054250552505625057250582505925060250612506225063250642506525066250672506825069250702507125072250732507425075250762507725078250792508025081250822508325084250852508625087250882508925090250912509225093250942509525096250972509825099251002510125102251032510425105251062510725108251092511025111251122511325114251152511625117251182511925120251212512225123251242512525126251272512825129251302513125132251332513425135251362513725138251392514025141251422514325144251452514625147251482514925150251512515225153251542515525156251572515825159251602516125162251632516425165251662516725168251692517025171251722517325174251752517625177251782517925180251812518225183251842518525186251872518825189251902519125192251932519425195251962519725198251992520025201252022520325204252052520625207252082520925210252112521225213252142521525216252172521825219252202522125222252232522425225252262522725228252292523025231252322523325234252352523625237252382523925240252412524225243252442524525246252472524825249252502525125252252532525425255252562525725258252592526025261252622526325264252652526625267252682526925270252712527225273252742527525276252772527825279252802528125282252832528425285252862528725288252892529025291252922529325294252952529625297252982529925300253012530225303253042530525306253072530825309253102531125312253132531425315253162531725318253192532025321253222532325324253252532625327253282532925330253312533225333253342533525336253372533825339253402534125342253432534425345253462534725348253492535025351253522535325354253552535625357253582535925360253612536225363253642536525366253672536825369253702537125372253732537425375253762537725378253792538025381253822538325384253852538625387253882538925390253912539225393253942539525396253972539825399254002540125402254032540425405254062540725408254092541025411254122541325414254152541625417254182541925420254212542225423254242542525426254272542825429254302543125432254332543425435254362543725438254392544025441254422544325444254452544625447254482544925450254512545225453254542545525456254572545825459254602546125462254632546425465254662546725468254692547025471254722547325474254752547625477254782547925480254812548225483254842548525486254872548825489254902549125492254932549425495254962549725498254992550025501255022550325504255052550625507255082550925510255112551225513255142551525516255172551825519255202552125522255232552425525255262552725528255292553025531255322553325534255352553625537255382553925540255412554225543255442554525546255472554825549255502555125552255532555425555255562555725558255592556025561255622556325564255652556625567255682556925570255712557225573255742557525576255772557825579255802558125582255832558425585255862558725588255892559025591255922559325594255952559625597255982559925600256012560225603256042560525606256072560825609256102561125612256132561425615256162561725618256192562025621256222562325624256252562625627256282562925630256312563225633256342563525636256372563825639256402564125642256432564425645256462564725648256492565025651256522565325654256552565625657256582565925660256612566225663256642566525666256672566825669256702567125672256732567425675256762567725678256792568025681256822568325684256852568625687256882568925690256912569225693256942569525696256972569825699257002570125702257032570425705257062570725708257092571025711257122571325714257152571625717257182571925720257212572225723257242572525726257272572825729257302573125732257332573425735257362573725738257392574025741257422574325744257452574625747257482574925750257512575225753257542575525756257572575825759257602576125762257632576425765257662576725768257692577025771257722577325774257752577625777257782577925780257812578225783257842578525786257872578825789257902579125792257932579425795257962579725798257992580025801258022580325804258052580625807258082580925810258112581225813258142581525816258172581825819258202582125822258232582425825258262582725828258292583025831258322583325834258352583625837258382583925840258412584225843258442584525846258472584825849258502585125852258532585425855258562585725858258592586025861258622586325864258652586625867258682586925870258712587225873258742587525876258772587825879258802588125882258832588425885258862588725888258892589025891258922589325894258952589625897258982589925900259012590225903259042590525906259072590825909259102591125912259132591425915259162591725918259192592025921259222592325924259252592625927259282592925930259312593225933259342593525936259372593825939259402594125942259432594425945259462594725948259492595025951259522595325954259552595625957259582595925960259612596225963259642596525966259672596825969259702597125972259732597425975259762597725978259792598025981259822598325984259852598625987259882598925990259912599225993259942599525996259972599825999260002600126002260032600426005260062600726008260092601026011260122601326014260152601626017260182601926020260212602226023260242602526026260272602826029260302603126032260332603426035260362603726038260392604026041260422604326044260452604626047260482604926050260512605226053260542605526056260572605826059260602606126062260632606426065260662606726068260692607026071260722607326074260752607626077260782607926080260812608226083260842608526086260872608826089260902609126092260932609426095260962609726098260992610026101261022610326104261052610626107261082610926110261112611226113261142611526116261172611826119261202612126122261232612426125261262612726128261292613026131261322613326134261352613626137261382613926140261412614226143261442614526146261472614826149261502615126152261532615426155261562615726158261592616026161261622616326164261652616626167261682616926170261712617226173261742617526176261772617826179261802618126182261832618426185261862618726188261892619026191261922619326194261952619626197261982619926200262012620226203262042620526206262072620826209262102621126212262132621426215262162621726218262192622026221262222622326224262252622626227262282622926230262312623226233262342623526236262372623826239262402624126242262432624426245262462624726248262492625026251262522625326254262552625626257262582625926260262612626226263262642626526266262672626826269262702627126272262732627426275262762627726278262792628026281262822628326284262852628626287262882628926290262912629226293262942629526296262972629826299263002630126302263032630426305263062630726308263092631026311263122631326314263152631626317263182631926320263212632226323263242632526326263272632826329263302633126332263332633426335263362633726338263392634026341263422634326344263452634626347263482634926350263512635226353263542635526356263572635826359263602636126362263632636426365263662636726368263692637026371263722637326374263752637626377263782637926380263812638226383263842638526386263872638826389263902639126392263932639426395263962639726398263992640026401264022640326404264052640626407264082640926410264112641226413264142641526416264172641826419264202642126422264232642426425264262642726428264292643026431264322643326434264352643626437264382643926440264412644226443264442644526446264472644826449264502645126452264532645426455264562645726458264592646026461264622646326464264652646626467264682646926470264712647226473264742647526476264772647826479264802648126482264832648426485264862648726488264892649026491264922649326494264952649626497264982649926500265012650226503265042650526506265072650826509265102651126512265132651426515265162651726518265192652026521265222652326524265252652626527265282652926530265312653226533265342653526536265372653826539265402654126542265432654426545265462654726548265492655026551265522655326554265552655626557265582655926560265612656226563265642656526566265672656826569265702657126572265732657426575265762657726578265792658026581265822658326584265852658626587265882658926590265912659226593265942659526596265972659826599266002660126602266032660426605266062660726608266092661026611266122661326614266152661626617266182661926620266212662226623266242662526626266272662826629266302663126632266332663426635266362663726638266392664026641266422664326644266452664626647266482664926650266512665226653266542665526656266572665826659266602666126662266632666426665266662666726668266692667026671266722667326674266752667626677266782667926680266812668226683266842668526686266872668826689266902669126692266932669426695266962669726698266992670026701267022670326704267052670626707267082670926710267112671226713267142671526716267172671826719267202672126722267232672426725267262672726728267292673026731267322673326734267352673626737267382673926740267412674226743267442674526746267472674826749267502675126752267532675426755267562675726758267592676026761267622676326764267652676626767267682676926770267712677226773267742677526776267772677826779267802678126782267832678426785267862678726788267892679026791267922679326794267952679626797267982679926800268012680226803268042680526806268072680826809268102681126812268132681426815268162681726818268192682026821268222682326824268252682626827268282682926830268312683226833268342683526836268372683826839268402684126842268432684426845268462684726848268492685026851268522685326854268552685626857268582685926860268612686226863268642686526866268672686826869268702687126872268732687426875268762687726878268792688026881268822688326884268852688626887268882688926890268912689226893268942689526896268972689826899269002690126902269032690426905269062690726908269092691026911269122691326914269152691626917269182691926920269212692226923269242692526926269272692826929269302693126932269332693426935269362693726938269392694026941269422694326944269452694626947269482694926950269512695226953269542695526956269572695826959269602696126962269632696426965269662696726968269692697026971269722697326974269752697626977269782697926980269812698226983269842698526986269872698826989269902699126992269932699426995269962699726998269992700027001270022700327004270052700627007270082700927010270112701227013270142701527016270172701827019270202702127022270232702427025270262702727028270292703027031270322703327034270352703627037270382703927040270412704227043270442704527046270472704827049270502705127052270532705427055270562705727058270592706027061270622706327064270652706627067270682706927070270712707227073270742707527076270772707827079270802708127082270832708427085270862708727088270892709027091270922709327094270952709627097270982709927100271012710227103271042710527106271072710827109271102711127112271132711427115271162711727118271192712027121271222712327124271252712627127271282712927130271312713227133271342713527136271372713827139271402714127142271432714427145271462714727148271492715027151271522715327154271552715627157271582715927160271612716227163271642716527166271672716827169271702717127172271732717427175271762717727178271792718027181271822718327184271852718627187271882718927190271912719227193271942719527196271972719827199272002720127202272032720427205272062720727208272092721027211272122721327214272152721627217272182721927220272212722227223272242722527226272272722827229272302723127232272332723427235272362723727238272392724027241272422724327244272452724627247272482724927250272512725227253272542725527256272572725827259272602726127262272632726427265272662726727268272692727027271272722727327274272752727627277272782727927280272812728227283272842728527286272872728827289272902729127292272932729427295272962729727298272992730027301273022730327304273052730627307273082730927310273112731227313273142731527316273172731827319273202732127322273232732427325273262732727328273292733027331273322733327334273352733627337273382733927340273412734227343273442734527346273472734827349273502735127352273532735427355273562735727358273592736027361273622736327364273652736627367273682736927370273712737227373273742737527376273772737827379273802738127382273832738427385273862738727388273892739027391273922739327394273952739627397273982739927400274012740227403274042740527406274072740827409274102741127412274132741427415274162741727418274192742027421274222742327424274252742627427274282742927430274312743227433274342743527436274372743827439274402744127442274432744427445274462744727448274492745027451274522745327454274552745627457274582745927460274612746227463274642746527466274672746827469274702747127472274732747427475274762747727478274792748027481274822748327484274852748627487274882748927490274912749227493274942749527496274972749827499275002750127502275032750427505275062750727508275092751027511275122751327514275152751627517275182751927520275212752227523275242752527526275272752827529275302753127532275332753427535275362753727538275392754027541275422754327544275452754627547275482754927550275512755227553275542755527556275572755827559275602756127562275632756427565275662756727568275692757027571275722757327574275752757627577275782757927580275812758227583275842758527586275872758827589275902759127592275932759427595275962759727598275992760027601276022760327604276052760627607276082760927610276112761227613276142761527616276172761827619276202762127622276232762427625276262762727628276292763027631276322763327634276352763627637276382763927640276412764227643276442764527646276472764827649276502765127652276532765427655276562765727658276592766027661276622766327664276652766627667276682766927670276712767227673276742767527676276772767827679276802768127682276832768427685276862768727688276892769027691276922769327694276952769627697276982769927700277012770227703277042770527706277072770827709277102771127712277132771427715277162771727718277192772027721277222772327724277252772627727277282772927730277312773227733277342773527736277372773827739277402774127742277432774427745277462774727748277492775027751277522775327754277552775627757277582775927760277612776227763277642776527766277672776827769277702777127772277732777427775277762777727778277792778027781277822778327784277852778627787277882778927790277912779227793277942779527796277972779827799278002780127802278032780427805278062780727808278092781027811278122781327814278152781627817278182781927820278212782227823278242782527826278272782827829278302783127832278332783427835278362783727838278392784027841278422784327844278452784627847278482784927850278512785227853278542785527856278572785827859278602786127862278632786427865278662786727868278692787027871278722787327874278752787627877278782787927880278812788227883278842788527886278872788827889278902789127892278932789427895278962789727898278992790027901279022790327904279052790627907279082790927910279112791227913279142791527916279172791827919279202792127922279232792427925279262792727928279292793027931279322793327934279352793627937279382793927940279412794227943279442794527946279472794827949279502795127952279532795427955279562795727958279592796027961279622796327964279652796627967279682796927970279712797227973279742797527976279772797827979279802798127982279832798427985279862798727988279892799027991279922799327994279952799627997279982799928000280012800228003280042800528006280072800828009280102801128012280132801428015280162801728018280192802028021280222802328024280252802628027280282802928030280312803228033280342803528036280372803828039280402804128042280432804428045280462804728048280492805028051280522805328054280552805628057280582805928060280612806228063280642806528066280672806828069280702807128072280732807428075280762807728078280792808028081280822808328084280852808628087280882808928090280912809228093280942809528096280972809828099281002810128102281032810428105281062810728108281092811028111281122811328114281152811628117281182811928120281212812228123281242812528126281272812828129281302813128132281332813428135281362813728138281392814028141281422814328144281452814628147281482814928150281512815228153281542815528156281572815828159281602816128162281632816428165281662816728168281692817028171281722817328174281752817628177281782817928180281812818228183281842818528186281872818828189281902819128192281932819428195281962819728198281992820028201282022820328204282052820628207282082820928210282112821228213282142821528216282172821828219282202822128222282232822428225282262822728228282292823028231282322823328234282352823628237282382823928240282412824228243282442824528246282472824828249282502825128252282532825428255282562825728258282592826028261282622826328264282652826628267282682826928270282712827228273282742827528276282772827828279282802828128282282832828428285282862828728288282892829028291282922829328294282952829628297282982829928300283012830228303283042830528306283072830828309283102831128312283132831428315283162831728318283192832028321283222832328324283252832628327283282832928330283312833228333283342833528336283372833828339283402834128342283432834428345283462834728348283492835028351283522835328354283552835628357283582835928360283612836228363283642836528366283672836828369283702837128372283732837428375283762837728378283792838028381283822838328384283852838628387283882838928390283912839228393283942839528396283972839828399284002840128402284032840428405284062840728408284092841028411284122841328414284152841628417284182841928420284212842228423284242842528426284272842828429284302843128432284332843428435284362843728438284392844028441284422844328444284452844628447284482844928450284512845228453284542845528456284572845828459284602846128462284632846428465284662846728468284692847028471284722847328474284752847628477284782847928480284812848228483284842848528486284872848828489284902849128492284932849428495284962849728498284992850028501285022850328504285052850628507285082850928510285112851228513285142851528516285172851828519285202852128522285232852428525285262852728528285292853028531285322853328534285352853628537285382853928540285412854228543285442854528546285472854828549285502855128552285532855428555285562855728558285592856028561285622856328564285652856628567285682856928570285712857228573285742857528576285772857828579285802858128582285832858428585285862858728588285892859028591285922859328594285952859628597285982859928600286012860228603286042860528606286072860828609286102861128612286132861428615286162861728618286192862028621286222862328624286252862628627286282862928630286312863228633286342863528636286372863828639286402864128642286432864428645286462864728648286492865028651286522865328654286552865628657286582865928660286612866228663286642866528666286672866828669286702867128672286732867428675286762867728678286792868028681286822868328684286852868628687286882868928690286912869228693286942869528696286972869828699287002870128702287032870428705287062870728708287092871028711287122871328714287152871628717287182871928720287212872228723287242872528726287272872828729287302873128732287332873428735287362873728738287392874028741287422874328744287452874628747287482874928750287512875228753287542875528756287572875828759287602876128762287632876428765287662876728768287692877028771287722877328774287752877628777287782877928780287812878228783287842878528786287872878828789287902879128792287932879428795287962879728798287992880028801288022880328804288052880628807288082880928810288112881228813288142881528816288172881828819288202882128822288232882428825288262882728828288292883028831288322883328834288352883628837288382883928840288412884228843288442884528846288472884828849288502885128852288532885428855288562885728858288592886028861288622886328864288652886628867288682886928870288712887228873288742887528876288772887828879288802888128882288832888428885288862888728888288892889028891288922889328894288952889628897288982889928900289012890228903289042890528906289072890828909289102891128912289132891428915289162891728918289192892028921289222892328924289252892628927289282892928930289312893228933289342893528936289372893828939289402894128942289432894428945289462894728948289492895028951289522895328954289552895628957289582895928960289612896228963289642896528966289672896828969289702897128972289732897428975289762897728978289792898028981289822898328984289852898628987289882898928990289912899228993289942899528996289972899828999290002900129002290032900429005290062900729008290092901029011290122901329014290152901629017290182901929020290212902229023290242902529026290272902829029290302903129032290332903429035290362903729038290392904029041290422904329044290452904629047290482904929050290512905229053290542905529056290572905829059290602906129062290632906429065290662906729068290692907029071290722907329074290752907629077290782907929080290812908229083290842908529086290872908829089290902909129092290932909429095290962909729098290992910029101291022910329104291052910629107291082910929110291112911229113291142911529116291172911829119291202912129122291232912429125291262912729128291292913029131291322913329134291352913629137291382913929140291412914229143291442914529146291472914829149291502915129152291532915429155291562915729158291592916029161291622916329164291652916629167291682916929170291712917229173291742917529176291772917829179291802918129182291832918429185291862918729188291892919029191291922919329194291952919629197291982919929200292012920229203292042920529206292072920829209292102921129212292132921429215292162921729218292192922029221292222922329224292252922629227292282922929230292312923229233292342923529236292372923829239292402924129242292432924429245292462924729248292492925029251292522925329254292552925629257292582925929260292612926229263292642926529266292672926829269292702927129272292732927429275292762927729278292792928029281292822928329284292852928629287292882928929290292912929229293292942929529296292972929829299293002930129302293032930429305293062930729308293092931029311293122931329314293152931629317293182931929320293212932229323293242932529326293272932829329293302933129332293332933429335293362933729338293392934029341293422934329344293452934629347293482934929350293512935229353293542935529356293572935829359293602936129362293632936429365293662936729368293692937029371293722937329374293752937629377293782937929380293812938229383293842938529386293872938829389293902939129392293932939429395293962939729398293992940029401294022940329404294052940629407294082940929410294112941229413294142941529416294172941829419294202942129422294232942429425294262942729428294292943029431294322943329434294352943629437294382943929440294412944229443294442944529446294472944829449294502945129452294532945429455294562945729458294592946029461294622946329464294652946629467294682946929470294712947229473294742947529476294772947829479294802948129482294832948429485294862948729488294892949029491294922949329494294952949629497294982949929500295012950229503295042950529506295072950829509295102951129512295132951429515295162951729518295192952029521295222952329524295252952629527295282952929530295312953229533295342953529536295372953829539295402954129542295432954429545295462954729548295492955029551295522955329554295552955629557295582955929560295612956229563295642956529566295672956829569295702957129572295732957429575295762957729578295792958029581295822958329584295852958629587295882958929590295912959229593295942959529596295972959829599296002960129602296032960429605296062960729608296092961029611296122961329614296152961629617296182961929620296212962229623296242962529626296272962829629296302963129632296332963429635296362963729638296392964029641296422964329644296452964629647296482964929650296512965229653296542965529656296572965829659296602966129662296632966429665296662966729668296692967029671296722967329674296752967629677296782967929680296812968229683296842968529686296872968829689296902969129692296932969429695296962969729698296992970029701297022970329704297052970629707297082970929710297112971229713297142971529716297172971829719297202972129722297232972429725297262972729728297292973029731297322973329734297352973629737297382973929740297412974229743297442974529746297472974829749297502975129752297532975429755297562975729758297592976029761297622976329764297652976629767297682976929770297712977229773297742977529776297772977829779297802978129782297832978429785297862978729788297892979029791297922979329794297952979629797297982979929800298012980229803298042980529806298072980829809298102981129812298132981429815298162981729818298192982029821298222982329824298252982629827298282982929830298312983229833298342983529836298372983829839298402984129842298432984429845298462984729848298492985029851298522985329854298552985629857298582985929860298612986229863298642986529866298672986829869298702987129872298732987429875298762987729878298792988029881298822988329884298852988629887298882988929890298912989229893298942989529896298972989829899299002990129902299032990429905299062990729908299092991029911299122991329914299152991629917299182991929920299212992229923299242992529926299272992829929299302993129932299332993429935299362993729938299392994029941299422994329944299452994629947299482994929950299512995229953299542995529956299572995829959299602996129962299632996429965299662996729968299692997029971299722997329974299752997629977299782997929980299812998229983299842998529986299872998829989299902999129992299932999429995299962999729998299993000030001300023000330004300053000630007300083000930010300113001230013300143001530016300173001830019300203002130022300233002430025300263002730028300293003030031300323003330034300353003630037300383003930040300413004230043300443004530046300473004830049300503005130052300533005430055300563005730058300593006030061300623006330064300653006630067300683006930070300713007230073300743007530076300773007830079300803008130082300833008430085300863008730088300893009030091300923009330094300953009630097300983009930100301013010230103301043010530106301073010830109301103011130112301133011430115301163011730118301193012030121301223012330124301253012630127301283012930130301313013230133301343013530136301373013830139301403014130142301433014430145301463014730148301493015030151301523015330154301553015630157301583015930160301613016230163301643016530166301673016830169301703017130172301733017430175301763017730178301793018030181301823018330184301853018630187301883018930190301913019230193301943019530196301973019830199302003020130202302033020430205302063020730208302093021030211302123021330214302153021630217302183021930220302213022230223302243022530226302273022830229302303023130232302333023430235302363023730238302393024030241302423024330244302453024630247302483024930250302513025230253302543025530256302573025830259302603026130262302633026430265302663026730268302693027030271302723027330274302753027630277302783027930280302813028230283302843028530286302873028830289302903029130292302933029430295302963029730298302993030030301303023030330304303053030630307303083030930310303113031230313303143031530316303173031830319303203032130322303233032430325303263032730328303293033030331303323033330334303353033630337303383033930340303413034230343303443034530346303473034830349303503035130352303533035430355303563035730358303593036030361303623036330364303653036630367303683036930370303713037230373303743037530376303773037830379303803038130382303833038430385303863038730388303893039030391303923039330394303953039630397303983039930400304013040230403304043040530406304073040830409304103041130412304133041430415304163041730418304193042030421304223042330424304253042630427304283042930430304313043230433304343043530436304373043830439304403044130442304433044430445304463044730448304493045030451304523045330454304553045630457304583045930460304613046230463304643046530466304673046830469304703047130472304733047430475304763047730478304793048030481304823048330484304853048630487304883048930490304913049230493304943049530496304973049830499305003050130502305033050430505305063050730508305093051030511305123051330514305153051630517305183051930520305213052230523305243052530526305273052830529305303053130532305333053430535305363053730538305393054030541305423054330544305453054630547305483054930550305513055230553305543055530556305573055830559305603056130562305633056430565305663056730568305693057030571305723057330574305753057630577305783057930580305813058230583305843058530586305873058830589305903059130592305933059430595305963059730598305993060030601306023060330604306053060630607306083060930610306113061230613306143061530616306173061830619306203062130622306233062430625306263062730628306293063030631306323063330634306353063630637306383063930640306413064230643306443064530646306473064830649306503065130652306533065430655306563065730658306593066030661306623066330664306653066630667306683066930670306713067230673306743067530676306773067830679306803068130682306833068430685306863068730688306893069030691306923069330694306953069630697306983069930700307013070230703307043070530706307073070830709307103071130712307133071430715307163071730718307193072030721307223072330724307253072630727307283072930730307313073230733307343073530736307373073830739307403074130742307433074430745307463074730748307493075030751307523075330754307553075630757307583075930760307613076230763307643076530766307673076830769307703077130772307733077430775307763077730778307793078030781307823078330784307853078630787307883078930790307913079230793307943079530796307973079830799308003080130802308033080430805308063080730808308093081030811308123081330814308153081630817308183081930820308213082230823308243082530826308273082830829308303083130832308333083430835308363083730838308393084030841308423084330844308453084630847308483084930850308513085230853308543085530856308573085830859308603086130862308633086430865308663086730868308693087030871308723087330874308753087630877308783087930880308813088230883308843088530886308873088830889308903089130892308933089430895308963089730898308993090030901309023090330904309053090630907309083090930910309113091230913309143091530916309173091830919309203092130922309233092430925309263092730928309293093030931309323093330934309353093630937309383093930940309413094230943309443094530946309473094830949309503095130952309533095430955309563095730958309593096030961309623096330964309653096630967309683096930970309713097230973309743097530976309773097830979309803098130982309833098430985309863098730988309893099030991309923099330994309953099630997309983099931000310013100231003310043100531006310073100831009310103101131012310133101431015310163101731018310193102031021310223102331024310253102631027310283102931030310313103231033310343103531036310373103831039310403104131042310433104431045310463104731048310493105031051310523105331054310553105631057310583105931060310613106231063310643106531066310673106831069310703107131072310733107431075310763107731078310793108031081310823108331084310853108631087310883108931090310913109231093310943109531096310973109831099311003110131102311033110431105311063110731108311093111031111311123111331114311153111631117311183111931120311213112231123311243112531126311273112831129311303113131132311333113431135311363113731138311393114031141311423114331144311453114631147311483114931150311513115231153311543115531156311573115831159311603116131162311633116431165311663116731168311693117031171311723117331174311753117631177311783117931180311813118231183311843118531186311873118831189311903119131192311933119431195311963119731198311993120031201312023120331204312053120631207312083120931210312113121231213312143121531216312173121831219312203122131222312233122431225312263122731228312293123031231312323123331234312353123631237312383123931240312413124231243312443124531246312473124831249312503125131252312533125431255312563125731258312593126031261312623126331264312653126631267312683126931270312713127231273312743127531276312773127831279312803128131282312833128431285312863128731288312893129031291312923129331294312953129631297312983129931300313013130231303313043130531306313073130831309313103131131312313133131431315313163131731318313193132031321313223132331324313253132631327313283132931330313313133231333313343133531336313373133831339313403134131342313433134431345313463134731348313493135031351313523135331354313553135631357313583135931360313613136231363313643136531366313673136831369313703137131372313733137431375313763137731378313793138031381313823138331384313853138631387313883138931390313913139231393313943139531396313973139831399314003140131402314033140431405314063140731408314093141031411314123141331414314153141631417314183141931420314213142231423314243142531426314273142831429314303143131432314333143431435314363143731438314393144031441314423144331444314453144631447314483144931450314513145231453314543145531456314573145831459314603146131462314633146431465314663146731468314693147031471314723147331474314753147631477314783147931480314813148231483314843148531486314873148831489314903149131492314933149431495314963149731498314993150031501315023150331504315053150631507315083150931510315113151231513315143151531516315173151831519315203152131522315233152431525315263152731528315293153031531315323153331534315353153631537315383153931540315413154231543315443154531546315473154831549315503155131552315533155431555315563155731558315593156031561315623156331564315653156631567315683156931570315713157231573315743157531576315773157831579315803158131582315833158431585315863158731588315893159031591315923159331594315953159631597315983159931600316013160231603316043160531606316073160831609316103161131612316133161431615316163161731618316193162031621316223162331624316253162631627316283162931630316313163231633316343163531636316373163831639316403164131642316433164431645316463164731648316493165031651316523165331654316553165631657316583165931660316613166231663316643166531666316673166831669316703167131672316733167431675316763167731678316793168031681316823168331684316853168631687316883168931690316913169231693316943169531696316973169831699317003170131702317033170431705317063170731708317093171031711317123171331714317153171631717317183171931720317213172231723317243172531726317273172831729317303173131732317333173431735317363173731738317393174031741317423174331744317453174631747317483174931750317513175231753317543175531756317573175831759317603176131762317633176431765317663176731768317693177031771317723177331774317753177631777317783177931780317813178231783317843178531786317873178831789317903179131792317933179431795317963179731798317993180031801318023180331804318053180631807318083180931810318113181231813318143181531816318173181831819318203182131822318233182431825318263182731828318293183031831318323183331834318353183631837318383183931840318413184231843318443184531846318473184831849318503185131852318533185431855318563185731858318593186031861318623186331864318653186631867318683186931870318713187231873318743187531876318773187831879318803188131882318833188431885318863188731888318893189031891318923189331894318953189631897318983189931900319013190231903319043190531906319073190831909319103191131912319133191431915319163191731918319193192031921319223192331924319253192631927319283192931930319313193231933319343193531936319373193831939319403194131942319433194431945319463194731948319493195031951319523195331954319553195631957319583195931960319613196231963319643196531966319673196831969319703197131972319733197431975319763197731978319793198031981319823198331984319853198631987319883198931990319913199231993319943199531996319973199831999320003200132002320033200432005320063200732008320093201032011320123201332014320153201632017320183201932020320213202232023320243202532026320273202832029320303203132032320333203432035320363203732038320393204032041320423204332044320453204632047320483204932050320513205232053320543205532056320573205832059320603206132062320633206432065320663206732068320693207032071320723207332074320753207632077320783207932080320813208232083320843208532086320873208832089320903209132092320933209432095320963209732098320993210032101321023210332104321053210632107321083210932110321113211232113321143211532116321173211832119321203212132122321233212432125321263212732128321293213032131321323213332134321353213632137321383213932140321413214232143321443214532146321473214832149321503215132152321533215432155321563215732158321593216032161321623216332164321653216632167321683216932170321713217232173321743217532176321773217832179321803218132182321833218432185321863218732188321893219032191321923219332194321953219632197321983219932200322013220232203322043220532206322073220832209322103221132212322133221432215322163221732218322193222032221322223222332224322253222632227322283222932230322313223232233322343223532236322373223832239322403224132242322433224432245322463224732248322493225032251322523225332254322553225632257322583225932260322613226232263322643226532266322673226832269322703227132272322733227432275322763227732278322793228032281322823228332284322853228632287322883228932290322913229232293322943229532296322973229832299323003230132302323033230432305323063230732308323093231032311323123231332314323153231632317323183231932320323213232232323323243232532326323273232832329323303233132332323333233432335323363233732338323393234032341323423234332344323453234632347323483234932350323513235232353323543235532356323573235832359323603236132362323633236432365323663236732368323693237032371323723237332374323753237632377323783237932380323813238232383323843238532386323873238832389323903239132392323933239432395323963239732398323993240032401324023240332404324053240632407324083240932410324113241232413324143241532416324173241832419324203242132422324233242432425324263242732428324293243032431324323243332434324353243632437324383243932440324413244232443324443244532446324473244832449324503245132452324533245432455324563245732458324593246032461324623246332464324653246632467324683246932470324713247232473324743247532476324773247832479324803248132482324833248432485324863248732488324893249032491324923249332494324953249632497324983249932500325013250232503325043250532506325073250832509325103251132512325133251432515325163251732518325193252032521325223252332524325253252632527325283252932530325313253232533325343253532536325373253832539325403254132542325433254432545325463254732548325493255032551325523255332554325553255632557325583255932560325613256232563325643256532566325673256832569325703257132572325733257432575325763257732578325793258032581325823258332584325853258632587325883258932590325913259232593325943259532596325973259832599326003260132602326033260432605326063260732608326093261032611326123261332614326153261632617326183261932620326213262232623326243262532626326273262832629326303263132632326333263432635326363263732638326393264032641326423264332644326453264632647326483264932650326513265232653326543265532656326573265832659326603266132662326633266432665326663266732668326693267032671326723267332674326753267632677326783267932680326813268232683326843268532686326873268832689326903269132692326933269432695326963269732698326993270032701327023270332704327053270632707327083270932710327113271232713327143271532716327173271832719327203272132722327233272432725327263272732728327293273032731327323273332734327353273632737327383273932740327413274232743327443274532746327473274832749327503275132752327533275432755327563275732758327593276032761327623276332764327653276632767327683276932770327713277232773327743277532776327773277832779327803278132782327833278432785327863278732788327893279032791327923279332794327953279632797327983279932800328013280232803328043280532806328073280832809328103281132812328133281432815328163281732818328193282032821328223282332824328253282632827328283282932830328313283232833328343283532836328373283832839328403284132842328433284432845328463284732848328493285032851328523285332854328553285632857328583285932860328613286232863328643286532866328673286832869328703287132872328733287432875328763287732878328793288032881328823288332884328853288632887328883288932890328913289232893328943289532896328973289832899329003290132902329033290432905329063290732908329093291032911329123291332914329153291632917329183291932920329213292232923329243292532926329273292832929329303293132932329333293432935329363293732938329393294032941329423294332944329453294632947329483294932950329513295232953329543295532956329573295832959329603296132962329633296432965329663296732968329693297032971329723297332974329753297632977329783297932980329813298232983329843298532986329873298832989329903299132992329933299432995329963299732998329993300033001330023300333004330053300633007330083300933010330113301233013330143301533016330173301833019330203302133022330233302433025330263302733028330293303033031330323303333034330353303633037330383303933040330413304233043330443304533046330473304833049330503305133052330533305433055330563305733058330593306033061330623306333064330653306633067330683306933070330713307233073330743307533076330773307833079330803308133082330833308433085330863308733088330893309033091330923309333094330953309633097330983309933100331013310233103331043310533106331073310833109331103311133112331133311433115331163311733118331193312033121331223312333124331253312633127331283312933130331313313233133331343313533136331373313833139331403314133142331433314433145331463314733148331493315033151331523315333154331553315633157331583315933160331613316233163331643316533166331673316833169331703317133172331733317433175331763317733178331793318033181331823318333184331853318633187331883318933190331913319233193331943319533196331973319833199332003320133202332033320433205332063320733208332093321033211332123321333214332153321633217332183321933220332213322233223332243322533226332273322833229332303323133232332333323433235332363323733238332393324033241332423324333244332453324633247332483324933250332513325233253332543325533256332573325833259332603326133262332633326433265332663326733268332693327033271332723327333274332753327633277332783327933280332813328233283332843328533286332873328833289332903329133292332933329433295332963329733298332993330033301333023330333304333053330633307333083330933310333113331233313333143331533316333173331833319333203332133322333233332433325333263332733328333293333033331333323333333334333353333633337333383333933340333413334233343333443334533346333473334833349333503335133352333533335433355333563335733358333593336033361333623336333364333653336633367333683336933370333713337233373333743337533376333773337833379333803338133382333833338433385333863338733388333893339033391333923339333394333953339633397333983339933400334013340233403334043340533406334073340833409334103341133412334133341433415334163341733418334193342033421334223342333424334253342633427334283342933430334313343233433334343343533436334373343833439334403344133442334433344433445334463344733448334493345033451334523345333454334553345633457334583345933460334613346233463334643346533466334673346833469334703347133472334733347433475334763347733478334793348033481334823348333484334853348633487334883348933490334913349233493334943349533496334973349833499335003350133502335033350433505335063350733508335093351033511335123351333514335153351633517335183351933520335213352233523335243352533526335273352833529335303353133532335333353433535335363353733538335393354033541335423354333544335453354633547335483354933550335513355233553335543355533556335573355833559335603356133562335633356433565335663356733568335693357033571335723357333574335753357633577335783357933580335813358233583335843358533586335873358833589335903359133592335933359433595335963359733598335993360033601336023360333604336053360633607336083360933610336113361233613336143361533616336173361833619336203362133622336233362433625336263362733628336293363033631336323363333634336353363633637336383363933640336413364233643336443364533646336473364833649336503365133652336533365433655336563365733658336593366033661336623366333664336653366633667336683366933670336713367233673336743367533676336773367833679336803368133682336833368433685336863368733688336893369033691336923369333694336953369633697336983369933700337013370233703337043370533706337073370833709337103371133712337133371433715337163371733718337193372033721337223372333724337253372633727337283372933730337313373233733337343373533736337373373833739337403374133742337433374433745337463374733748337493375033751337523375333754337553375633757337583375933760337613376233763337643376533766337673376833769337703377133772337733377433775337763377733778337793378033781337823378333784337853378633787337883378933790337913379233793337943379533796337973379833799338003380133802338033380433805338063380733808338093381033811338123381333814338153381633817338183381933820338213382233823338243382533826338273382833829338303383133832338333383433835338363383733838338393384033841338423384333844338453384633847338483384933850338513385233853338543385533856338573385833859338603386133862338633386433865338663386733868338693387033871338723387333874338753387633877338783387933880338813388233883338843388533886338873388833889338903389133892338933389433895338963389733898338993390033901339023390333904339053390633907339083390933910339113391233913339143391533916339173391833919339203392133922339233392433925339263392733928339293393033931339323393333934339353393633937339383393933940339413394233943339443394533946339473394833949339503395133952339533395433955339563395733958339593396033961339623396333964339653396633967339683396933970339713397233973339743397533976339773397833979339803398133982339833398433985339863398733988339893399033991339923399333994339953399633997339983399934000340013400234003340043400534006340073400834009340103401134012340133401434015340163401734018340193402034021340223402334024340253402634027340283402934030340313403234033340343403534036340373403834039340403404134042340433404434045340463404734048340493405034051340523405334054340553405634057340583405934060340613406234063340643406534066340673406834069340703407134072340733407434075340763407734078340793408034081340823408334084340853408634087340883408934090340913409234093340943409534096340973409834099341003410134102341033410434105341063410734108341093411034111341123411334114341153411634117341183411934120341213412234123341243412534126341273412834129341303413134132341333413434135341363413734138341393414034141341423414334144341453414634147341483414934150341513415234153341543415534156341573415834159341603416134162341633416434165341663416734168341693417034171341723417334174341753417634177341783417934180341813418234183341843418534186341873418834189341903419134192341933419434195341963419734198341993420034201342023420334204342053420634207342083420934210342113421234213342143421534216342173421834219342203422134222342233422434225342263422734228342293423034231342323423334234342353423634237342383423934240342413424234243342443424534246342473424834249342503425134252342533425434255342563425734258342593426034261342623426334264342653426634267342683426934270342713427234273342743427534276342773427834279342803428134282342833428434285342863428734288342893429034291342923429334294342953429634297342983429934300343013430234303343043430534306343073430834309343103431134312343133431434315343163431734318343193432034321343223432334324343253432634327343283432934330343313433234333343343433534336343373433834339343403434134342343433434434345343463434734348343493435034351343523435334354343553435634357343583435934360343613436234363343643436534366343673436834369343703437134372343733437434375343763437734378343793438034381343823438334384343853438634387343883438934390343913439234393343943439534396343973439834399344003440134402344033440434405344063440734408344093441034411344123441334414344153441634417344183441934420344213442234423344243442534426344273442834429344303443134432344333443434435344363443734438344393444034441344423444334444344453444634447344483444934450344513445234453344543445534456344573445834459344603446134462344633446434465344663446734468344693447034471344723447334474344753447634477344783447934480344813448234483344843448534486344873448834489344903449134492344933449434495344963449734498344993450034501345023450334504345053450634507345083450934510345113451234513345143451534516345173451834519345203452134522345233452434525345263452734528345293453034531345323453334534345353453634537345383453934540345413454234543345443454534546345473454834549345503455134552345533455434555345563455734558345593456034561345623456334564345653456634567345683456934570345713457234573345743457534576345773457834579345803458134582345833458434585345863458734588345893459034591345923459334594345953459634597345983459934600346013460234603346043460534606346073460834609346103461134612346133461434615346163461734618346193462034621346223462334624346253462634627346283462934630346313463234633346343463534636346373463834639346403464134642346433464434645346463464734648346493465034651346523465334654346553465634657346583465934660346613466234663346643466534666346673466834669346703467134672346733467434675346763467734678346793468034681346823468334684346853468634687346883468934690346913469234693346943469534696346973469834699347003470134702347033470434705347063470734708347093471034711347123471334714347153471634717347183471934720347213472234723347243472534726347273472834729347303473134732347333473434735347363473734738347393474034741347423474334744347453474634747347483474934750347513475234753347543475534756347573475834759347603476134762347633476434765347663476734768347693477034771347723477334774347753477634777347783477934780347813478234783347843478534786347873478834789347903479134792347933479434795347963479734798347993480034801348023480334804348053480634807348083480934810348113481234813348143481534816348173481834819348203482134822348233482434825348263482734828348293483034831348323483334834348353483634837348383483934840348413484234843348443484534846348473484834849348503485134852348533485434855348563485734858348593486034861348623486334864348653486634867348683486934870348713487234873348743487534876348773487834879348803488134882348833488434885348863488734888348893489034891348923489334894348953489634897348983489934900349013490234903349043490534906349073490834909349103491134912349133491434915349163491734918349193492034921349223492334924349253492634927349283492934930349313493234933349343493534936349373493834939349403494134942349433494434945349463494734948349493495034951349523495334954349553495634957349583495934960349613496234963349643496534966349673496834969349703497134972349733497434975349763497734978349793498034981349823498334984349853498634987349883498934990349913499234993349943499534996349973499834999350003500135002350033500435005350063500735008350093501035011350123501335014350153501635017350183501935020350213502235023350243502535026350273502835029350303503135032350333503435035350363503735038350393504035041350423504335044350453504635047350483504935050350513505235053350543505535056350573505835059350603506135062350633506435065350663506735068350693507035071350723507335074350753507635077350783507935080350813508235083350843508535086350873508835089350903509135092350933509435095350963509735098350993510035101351023510335104351053510635107351083510935110351113511235113351143511535116351173511835119351203512135122351233512435125351263512735128351293513035131351323513335134351353513635137351383513935140351413514235143351443514535146351473514835149351503515135152351533515435155351563515735158351593516035161351623516335164351653516635167351683516935170351713517235173351743517535176351773517835179351803518135182351833518435185351863518735188351893519035191351923519335194351953519635197351983519935200352013520235203352043520535206352073520835209352103521135212352133521435215352163521735218352193522035221352223522335224352253522635227352283522935230352313523235233352343523535236352373523835239352403524135242352433524435245352463524735248352493525035251352523525335254352553525635257352583525935260352613526235263352643526535266352673526835269352703527135272352733527435275352763527735278352793528035281352823528335284352853528635287352883528935290352913529235293352943529535296352973529835299353003530135302353033530435305353063530735308353093531035311353123531335314353153531635317353183531935320353213532235323353243532535326353273532835329353303533135332353333533435335353363533735338353393534035341353423534335344353453534635347353483534935350353513535235353353543535535356353573535835359353603536135362353633536435365353663536735368353693537035371353723537335374353753537635377353783537935380353813538235383353843538535386353873538835389353903539135392353933539435395353963539735398353993540035401354023540335404354053540635407354083540935410354113541235413354143541535416354173541835419354203542135422354233542435425354263542735428354293543035431354323543335434354353543635437354383543935440354413544235443354443544535446354473544835449354503545135452354533545435455354563545735458354593546035461354623546335464354653546635467354683546935470354713547235473354743547535476354773547835479354803548135482354833548435485354863548735488354893549035491354923549335494354953549635497354983549935500355013550235503355043550535506355073550835509355103551135512355133551435515355163551735518355193552035521355223552335524355253552635527355283552935530355313553235533355343553535536355373553835539355403554135542355433554435545355463554735548355493555035551355523555335554355553555635557355583555935560355613556235563355643556535566355673556835569355703557135572355733557435575355763557735578355793558035581355823558335584355853558635587355883558935590355913559235593355943559535596355973559835599356003560135602356033560435605356063560735608356093561035611356123561335614356153561635617356183561935620356213562235623356243562535626356273562835629356303563135632356333563435635356363563735638356393564035641356423564335644356453564635647356483564935650356513565235653356543565535656356573565835659356603566135662356633566435665356663566735668356693567035671356723567335674356753567635677356783567935680356813568235683356843568535686356873568835689356903569135692356933569435695356963569735698356993570035701357023570335704357053570635707357083570935710357113571235713357143571535716357173571835719357203572135722357233572435725357263572735728357293573035731357323573335734357353573635737357383573935740357413574235743357443574535746357473574835749357503575135752357533575435755357563575735758357593576035761357623576335764357653576635767357683576935770357713577235773357743577535776357773577835779357803578135782357833578435785357863578735788357893579035791357923579335794357953579635797357983579935800358013580235803358043580535806358073580835809358103581135812358133581435815358163581735818358193582035821358223582335824358253582635827358283582935830358313583235833358343583535836358373583835839358403584135842358433584435845358463584735848358493585035851358523585335854358553585635857358583585935860358613586235863358643586535866358673586835869358703587135872358733587435875358763587735878358793588035881358823588335884358853588635887358883588935890358913589235893358943589535896358973589835899359003590135902359033590435905359063590735908359093591035911359123591335914359153591635917359183591935920359213592235923359243592535926359273592835929359303593135932359333593435935359363593735938359393594035941359423594335944359453594635947359483594935950359513595235953359543595535956359573595835959359603596135962359633596435965359663596735968359693597035971359723597335974359753597635977359783597935980359813598235983359843598535986359873598835989359903599135992359933599435995359963599735998359993600036001360023600336004360053600636007360083600936010360113601236013360143601536016360173601836019360203602136022360233602436025360263602736028360293603036031360323603336034360353603636037360383603936040360413604236043360443604536046360473604836049360503605136052360533605436055360563605736058360593606036061360623606336064360653606636067360683606936070360713607236073360743607536076360773607836079360803608136082360833608436085360863608736088360893609036091360923609336094360953609636097360983609936100361013610236103361043610536106361073610836109361103611136112361133611436115361163611736118361193612036121361223612336124361253612636127361283612936130361313613236133361343613536136361373613836139361403614136142361433614436145361463614736148361493615036151361523615336154361553615636157361583615936160361613616236163361643616536166361673616836169361703617136172361733617436175361763617736178361793618036181361823618336184361853618636187361883618936190361913619236193361943619536196361973619836199362003620136202362033620436205362063620736208362093621036211362123621336214362153621636217362183621936220362213622236223362243622536226362273622836229362303623136232362333623436235362363623736238362393624036241362423624336244362453624636247362483624936250362513625236253362543625536256362573625836259362603626136262362633626436265362663626736268362693627036271362723627336274362753627636277362783627936280362813628236283362843628536286362873628836289362903629136292362933629436295362963629736298362993630036301363023630336304363053630636307363083630936310363113631236313363143631536316363173631836319363203632136322363233632436325363263632736328363293633036331363323633336334363353633636337363383633936340363413634236343363443634536346363473634836349363503635136352363533635436355363563635736358363593636036361363623636336364363653636636367363683636936370363713637236373363743637536376363773637836379363803638136382363833638436385363863638736388363893639036391363923639336394363953639636397363983639936400364013640236403364043640536406364073640836409364103641136412364133641436415364163641736418364193642036421364223642336424364253642636427364283642936430364313643236433364343643536436364373643836439364403644136442364433644436445364463644736448364493645036451364523645336454364553645636457364583645936460364613646236463364643646536466364673646836469364703647136472364733647436475364763647736478364793648036481364823648336484364853648636487364883648936490364913649236493364943649536496364973649836499365003650136502365033650436505365063650736508365093651036511365123651336514365153651636517365183651936520365213652236523365243652536526365273652836529365303653136532365333653436535365363653736538365393654036541365423654336544365453654636547365483654936550365513655236553365543655536556365573655836559365603656136562365633656436565365663656736568365693657036571365723657336574365753657636577365783657936580365813658236583365843658536586365873658836589365903659136592365933659436595365963659736598365993660036601366023660336604366053660636607366083660936610366113661236613366143661536616366173661836619366203662136622366233662436625366263662736628366293663036631366323663336634366353663636637366383663936640366413664236643366443664536646366473664836649366503665136652366533665436655366563665736658366593666036661366623666336664366653666636667366683666936670366713667236673366743667536676366773667836679366803668136682366833668436685366863668736688366893669036691366923669336694366953669636697366983669936700367013670236703367043670536706367073670836709367103671136712367133671436715367163671736718367193672036721367223672336724367253672636727367283672936730367313673236733367343673536736367373673836739367403674136742367433674436745367463674736748367493675036751367523675336754367553675636757367583675936760367613676236763367643676536766367673676836769367703677136772367733677436775367763677736778367793678036781367823678336784367853678636787367883678936790367913679236793367943679536796367973679836799368003680136802368033680436805368063680736808368093681036811368123681336814368153681636817368183681936820368213682236823368243682536826368273682836829368303683136832368333683436835368363683736838368393684036841368423684336844368453684636847368483684936850368513685236853368543685536856368573685836859368603686136862368633686436865368663686736868368693687036871368723687336874368753687636877368783687936880368813688236883368843688536886368873688836889368903689136892368933689436895368963689736898368993690036901369023690336904369053690636907369083690936910369113691236913369143691536916369173691836919369203692136922369233692436925369263692736928369293693036931369323693336934369353693636937369383693936940369413694236943369443694536946369473694836949369503695136952369533695436955369563695736958369593696036961369623696336964369653696636967369683696936970369713697236973369743697536976369773697836979369803698136982369833698436985369863698736988369893699036991369923699336994369953699636997369983699937000370013700237003370043700537006370073700837009370103701137012370133701437015370163701737018370193702037021370223702337024370253702637027370283702937030370313703237033370343703537036370373703837039370403704137042370433704437045370463704737048370493705037051370523705337054370553705637057370583705937060370613706237063370643706537066370673706837069370703707137072370733707437075370763707737078370793708037081370823708337084370853708637087370883708937090370913709237093370943709537096370973709837099371003710137102371033710437105371063710737108371093711037111371123711337114371153711637117371183711937120371213712237123371243712537126371273712837129371303713137132371333713437135371363713737138371393714037141371423714337144371453714637147371483714937150371513715237153371543715537156371573715837159371603716137162371633716437165371663716737168371693717037171371723717337174371753717637177371783717937180371813718237183371843718537186371873718837189371903719137192371933719437195371963719737198371993720037201372023720337204372053720637207372083720937210372113721237213372143721537216372173721837219372203722137222372233722437225372263722737228372293723037231372323723337234372353723637237372383723937240372413724237243372443724537246372473724837249372503725137252372533725437255372563725737258372593726037261372623726337264372653726637267372683726937270372713727237273372743727537276372773727837279372803728137282372833728437285372863728737288372893729037291372923729337294372953729637297372983729937300373013730237303373043730537306373073730837309373103731137312373133731437315373163731737318373193732037321373223732337324373253732637327373283732937330373313733237333373343733537336373373733837339373403734137342373433734437345373463734737348373493735037351373523735337354373553735637357373583735937360373613736237363373643736537366373673736837369373703737137372373733737437375373763737737378373793738037381373823738337384373853738637387373883738937390373913739237393373943739537396373973739837399374003740137402374033740437405374063740737408374093741037411374123741337414374153741637417374183741937420374213742237423374243742537426374273742837429374303743137432374333743437435374363743737438374393744037441374423744337444374453744637447374483744937450374513745237453374543745537456374573745837459374603746137462374633746437465374663746737468374693747037471374723747337474374753747637477374783747937480374813748237483374843748537486374873748837489374903749137492374933749437495374963749737498374993750037501375023750337504375053750637507375083750937510375113751237513375143751537516375173751837519375203752137522375233752437525375263752737528375293753037531375323753337534375353753637537375383753937540375413754237543375443754537546375473754837549375503755137552375533755437555375563755737558375593756037561375623756337564375653756637567375683756937570375713757237573375743757537576375773757837579375803758137582375833758437585375863758737588375893759037591375923759337594375953759637597375983759937600376013760237603376043760537606376073760837609376103761137612376133761437615376163761737618376193762037621376223762337624376253762637627376283762937630376313763237633376343763537636376373763837639376403764137642376433764437645376463764737648376493765037651376523765337654376553765637657376583765937660376613766237663376643766537666376673766837669376703767137672376733767437675376763767737678376793768037681376823768337684376853768637687376883768937690376913769237693376943769537696376973769837699377003770137702377033770437705377063770737708377093771037711377123771337714377153771637717377183771937720377213772237723377243772537726377273772837729377303773137732377333773437735377363773737738377393774037741377423774337744377453774637747377483774937750377513775237753377543775537756377573775837759377603776137762377633776437765377663776737768377693777037771377723777337774377753777637777377783777937780377813778237783377843778537786377873778837789377903779137792377933779437795377963779737798377993780037801378023780337804378053780637807378083780937810378113781237813378143781537816378173781837819378203782137822378233782437825378263782737828378293783037831378323783337834378353783637837378383783937840378413784237843378443784537846378473784837849378503785137852378533785437855378563785737858378593786037861378623786337864378653786637867378683786937870378713787237873378743787537876378773787837879378803788137882378833788437885378863788737888378893789037891378923789337894378953789637897378983789937900379013790237903379043790537906379073790837909379103791137912379133791437915379163791737918379193792037921379223792337924379253792637927379283792937930379313793237933379343793537936379373793837939379403794137942379433794437945379463794737948379493795037951379523795337954379553795637957379583795937960379613796237963379643796537966379673796837969379703797137972379733797437975379763797737978379793798037981379823798337984379853798637987379883798937990379913799237993379943799537996379973799837999380003800138002380033800438005380063800738008380093801038011380123801338014380153801638017380183801938020380213802238023380243802538026380273802838029380303803138032380333803438035380363803738038380393804038041380423804338044380453804638047380483804938050380513805238053380543805538056380573805838059380603806138062380633806438065380663806738068380693807038071380723807338074380753807638077380783807938080380813808238083380843808538086380873808838089380903809138092380933809438095380963809738098380993810038101381023810338104381053810638107381083810938110381113811238113381143811538116381173811838119381203812138122381233812438125381263812738128381293813038131381323813338134381353813638137381383813938140381413814238143381443814538146381473814838149381503815138152381533815438155381563815738158381593816038161381623816338164381653816638167381683816938170381713817238173381743817538176381773817838179381803818138182381833818438185381863818738188381893819038191381923819338194381953819638197381983819938200382013820238203382043820538206382073820838209382103821138212382133821438215382163821738218382193822038221382223822338224382253822638227382283822938230382313823238233382343823538236382373823838239382403824138242382433824438245382463824738248382493825038251382523825338254382553825638257382583825938260382613826238263382643826538266382673826838269382703827138272382733827438275382763827738278382793828038281382823828338284382853828638287382883828938290382913829238293382943829538296382973829838299383003830138302383033830438305383063830738308383093831038311383123831338314383153831638317383183831938320383213832238323383243832538326383273832838329383303833138332383333833438335383363833738338383393834038341383423834338344383453834638347383483834938350383513835238353383543835538356383573835838359383603836138362383633836438365383663836738368383693837038371383723837338374383753837638377383783837938380383813838238383383843838538386383873838838389383903839138392383933839438395383963839738398383993840038401384023840338404384053840638407384083840938410384113841238413384143841538416384173841838419384203842138422384233842438425384263842738428384293843038431384323843338434384353843638437384383843938440384413844238443384443844538446384473844838449384503845138452384533845438455384563845738458384593846038461384623846338464384653846638467384683846938470384713847238473384743847538476384773847838479384803848138482384833848438485384863848738488384893849038491384923849338494384953849638497384983849938500385013850238503385043850538506385073850838509385103851138512385133851438515385163851738518385193852038521385223852338524385253852638527385283852938530385313853238533385343853538536385373853838539385403854138542385433854438545385463854738548385493855038551385523855338554385553855638557385583855938560385613856238563385643856538566385673856838569385703857138572385733857438575385763857738578385793858038581385823858338584385853858638587385883858938590385913859238593385943859538596385973859838599386003860138602386033860438605386063860738608386093861038611386123861338614386153861638617386183861938620386213862238623386243862538626386273862838629386303863138632386333863438635386363863738638386393864038641386423864338644386453864638647386483864938650386513865238653386543865538656386573865838659386603866138662386633866438665386663866738668386693867038671386723867338674386753867638677386783867938680386813868238683386843868538686386873868838689386903869138692386933869438695386963869738698386993870038701387023870338704387053870638707387083870938710387113871238713387143871538716387173871838719387203872138722387233872438725387263872738728387293873038731387323873338734387353873638737387383873938740387413874238743387443874538746387473874838749387503875138752387533875438755387563875738758387593876038761387623876338764387653876638767387683876938770387713877238773387743877538776387773877838779387803878138782387833878438785387863878738788387893879038791387923879338794387953879638797387983879938800388013880238803388043880538806388073880838809388103881138812388133881438815388163881738818388193882038821388223882338824388253882638827388283882938830388313883238833388343883538836388373883838839388403884138842388433884438845388463884738848388493885038851388523885338854388553885638857388583885938860388613886238863388643886538866388673886838869388703887138872388733887438875388763887738878388793888038881388823888338884388853888638887388883888938890388913889238893388943889538896388973889838899389003890138902389033890438905389063890738908389093891038911389123891338914389153891638917389183891938920389213892238923389243892538926389273892838929389303893138932389333893438935389363893738938389393894038941389423894338944389453894638947389483894938950389513895238953389543895538956389573895838959389603896138962389633896438965389663896738968389693897038971389723897338974389753897638977389783897938980389813898238983389843898538986389873898838989389903899138992389933899438995389963899738998389993900039001390023900339004390053900639007390083900939010390113901239013390143901539016390173901839019390203902139022390233902439025390263902739028390293903039031390323903339034390353903639037390383903939040390413904239043390443904539046390473904839049390503905139052390533905439055390563905739058390593906039061390623906339064390653906639067390683906939070390713907239073390743907539076390773907839079390803908139082390833908439085390863908739088390893909039091390923909339094390953909639097390983909939100391013910239103391043910539106391073910839109391103911139112391133911439115391163911739118391193912039121391223912339124391253912639127391283912939130391313913239133391343913539136391373913839139391403914139142391433914439145391463914739148391493915039151391523915339154391553915639157391583915939160391613916239163391643916539166391673916839169391703917139172391733917439175391763917739178391793918039181391823918339184391853918639187391883918939190391913919239193391943919539196391973919839199392003920139202392033920439205392063920739208392093921039211392123921339214392153921639217392183921939220392213922239223392243922539226392273922839229392303923139232392333923439235392363923739238392393924039241392423924339244392453924639247392483924939250392513925239253392543925539256392573925839259392603926139262392633926439265392663926739268392693927039271392723927339274392753927639277392783927939280392813928239283392843928539286392873928839289392903929139292392933929439295392963929739298392993930039301393023930339304393053930639307393083930939310393113931239313393143931539316393173931839319393203932139322393233932439325393263932739328393293933039331393323933339334393353933639337393383933939340393413934239343393443934539346393473934839349393503935139352393533935439355393563935739358393593936039361393623936339364393653936639367393683936939370393713937239373393743937539376393773937839379393803938139382393833938439385393863938739388393893939039391393923939339394393953939639397393983939939400394013940239403394043940539406394073940839409394103941139412394133941439415394163941739418394193942039421394223942339424394253942639427394283942939430394313943239433394343943539436394373943839439394403944139442394433944439445394463944739448394493945039451394523945339454394553945639457394583945939460394613946239463394643946539466394673946839469394703947139472394733947439475394763947739478394793948039481394823948339484394853948639487394883948939490394913949239493394943949539496394973949839499395003950139502395033950439505395063950739508395093951039511395123951339514395153951639517395183951939520395213952239523395243952539526395273952839529395303953139532395333953439535395363953739538395393954039541395423954339544395453954639547395483954939550395513955239553395543955539556395573955839559395603956139562395633956439565395663956739568395693957039571395723957339574395753957639577395783957939580395813958239583395843958539586395873958839589395903959139592395933959439595395963959739598395993960039601396023960339604396053960639607396083960939610396113961239613396143961539616396173961839619396203962139622396233962439625396263962739628396293963039631396323963339634396353963639637396383963939640396413964239643396443964539646396473964839649396503965139652396533965439655396563965739658396593966039661396623966339664396653966639667396683966939670396713967239673396743967539676396773967839679396803968139682396833968439685396863968739688396893969039691396923969339694396953969639697396983969939700397013970239703397043970539706397073970839709397103971139712397133971439715397163971739718397193972039721397223972339724397253972639727397283972939730397313973239733397343973539736397373973839739397403974139742397433974439745397463974739748397493975039751397523975339754397553975639757397583975939760397613976239763397643976539766397673976839769397703977139772397733977439775397763977739778397793978039781397823978339784397853978639787397883978939790397913979239793397943979539796397973979839799398003980139802398033980439805398063980739808398093981039811398123981339814398153981639817398183981939820398213982239823398243982539826398273982839829398303983139832398333983439835398363983739838398393984039841398423984339844398453984639847398483984939850398513985239853398543985539856398573985839859398603986139862398633986439865398663986739868398693987039871398723987339874398753987639877398783987939880398813988239883398843988539886398873988839889398903989139892398933989439895398963989739898398993990039901399023990339904399053990639907399083990939910399113991239913399143991539916399173991839919399203992139922399233992439925399263992739928399293993039931399323993339934399353993639937399383993939940399413994239943399443994539946399473994839949399503995139952399533995439955399563995739958399593996039961399623996339964399653996639967399683996939970399713997239973399743997539976399773997839979399803998139982399833998439985399863998739988399893999039991399923999339994399953999639997399983999940000400014000240003400044000540006400074000840009400104001140012400134001440015400164001740018400194002040021400224002340024400254002640027400284002940030400314003240033400344003540036400374003840039400404004140042400434004440045400464004740048400494005040051400524005340054400554005640057400584005940060400614006240063400644006540066400674006840069400704007140072400734007440075400764007740078400794008040081400824008340084400854008640087400884008940090400914009240093400944009540096400974009840099401004010140102401034010440105401064010740108401094011040111401124011340114401154011640117401184011940120401214012240123401244012540126401274012840129401304013140132401334013440135401364013740138401394014040141401424014340144401454014640147401484014940150401514015240153401544015540156401574015840159401604016140162401634016440165401664016740168401694017040171401724017340174401754017640177401784017940180401814018240183401844018540186401874018840189401904019140192401934019440195401964019740198401994020040201402024020340204402054020640207402084020940210402114021240213402144021540216402174021840219402204022140222402234022440225402264022740228402294023040231402324023340234402354023640237402384023940240402414024240243402444024540246402474024840249402504025140252402534025440255402564025740258402594026040261402624026340264402654026640267402684026940270402714027240273402744027540276402774027840279402804028140282402834028440285402864028740288402894029040291402924029340294402954029640297402984029940300403014030240303403044030540306403074030840309403104031140312403134031440315403164031740318403194032040321403224032340324403254032640327403284032940330403314033240333403344033540336403374033840339403404034140342403434034440345403464034740348403494035040351403524035340354403554035640357403584035940360403614036240363403644036540366403674036840369403704037140372403734037440375403764037740378403794038040381403824038340384403854038640387403884038940390403914039240393403944039540396403974039840399404004040140402404034040440405404064040740408404094041040411404124041340414404154041640417404184041940420404214042240423404244042540426404274042840429404304043140432404334043440435404364043740438404394044040441404424044340444404454044640447404484044940450404514045240453404544045540456404574045840459404604046140462404634046440465404664046740468404694047040471404724047340474404754047640477404784047940480404814048240483404844048540486404874048840489404904049140492404934049440495404964049740498404994050040501405024050340504405054050640507405084050940510405114051240513405144051540516405174051840519405204052140522405234052440525405264052740528405294053040531405324053340534405354053640537405384053940540405414054240543405444054540546405474054840549405504055140552405534055440555405564055740558405594056040561405624056340564405654056640567405684056940570405714057240573405744057540576405774057840579405804058140582405834058440585405864058740588405894059040591405924059340594405954059640597405984059940600406014060240603406044060540606406074060840609406104061140612406134061440615406164061740618406194062040621406224062340624406254062640627406284062940630406314063240633406344063540636406374063840639406404064140642406434064440645406464064740648406494065040651406524065340654406554065640657406584065940660406614066240663406644066540666406674066840669406704067140672406734067440675406764067740678406794068040681406824068340684406854068640687406884068940690406914069240693406944069540696406974069840699407004070140702407034070440705407064070740708407094071040711407124071340714407154071640717407184071940720407214072240723407244072540726407274072840729407304073140732407334073440735407364073740738407394074040741407424074340744407454074640747407484074940750407514075240753407544075540756407574075840759407604076140762407634076440765407664076740768407694077040771407724077340774407754077640777407784077940780407814078240783407844078540786407874078840789407904079140792407934079440795407964079740798407994080040801408024080340804408054080640807408084080940810408114081240813408144081540816408174081840819408204082140822408234082440825408264082740828408294083040831408324083340834408354083640837408384083940840408414084240843408444084540846408474084840849408504085140852408534085440855408564085740858408594086040861408624086340864408654086640867408684086940870408714087240873408744087540876408774087840879408804088140882408834088440885408864088740888408894089040891408924089340894408954089640897408984089940900409014090240903409044090540906409074090840909409104091140912409134091440915409164091740918409194092040921409224092340924409254092640927409284092940930409314093240933409344093540936409374093840939409404094140942409434094440945409464094740948409494095040951409524095340954409554095640957409584095940960409614096240963409644096540966409674096840969409704097140972409734097440975409764097740978409794098040981409824098340984409854098640987409884098940990409914099240993409944099540996409974099840999410004100141002410034100441005410064100741008410094101041011410124101341014410154101641017410184101941020410214102241023410244102541026410274102841029410304103141032410334103441035410364103741038410394104041041410424104341044410454104641047410484104941050410514105241053410544105541056410574105841059410604106141062410634106441065410664106741068410694107041071410724107341074410754107641077410784107941080410814108241083410844108541086410874108841089410904109141092410934109441095410964109741098410994110041101411024110341104411054110641107411084110941110411114111241113411144111541116411174111841119411204112141122411234112441125411264112741128411294113041131411324113341134411354113641137411384113941140411414114241143411444114541146411474114841149411504115141152411534115441155411564115741158411594116041161411624116341164411654116641167411684116941170411714117241173411744117541176411774117841179411804118141182411834118441185411864118741188411894119041191411924119341194411954119641197411984119941200412014120241203412044120541206412074120841209412104121141212412134121441215412164121741218412194122041221412224122341224412254122641227412284122941230412314123241233412344123541236412374123841239412404124141242412434124441245412464124741248412494125041251412524125341254412554125641257412584125941260412614126241263412644126541266412674126841269412704127141272412734127441275412764127741278412794128041281412824128341284412854128641287412884128941290412914129241293412944129541296412974129841299413004130141302413034130441305413064130741308413094131041311413124131341314413154131641317413184131941320413214132241323413244132541326413274132841329413304133141332413334133441335413364133741338413394134041341413424134341344413454134641347413484134941350413514135241353413544135541356413574135841359413604136141362413634136441365413664136741368413694137041371413724137341374413754137641377413784137941380413814138241383413844138541386413874138841389413904139141392413934139441395413964139741398413994140041401414024140341404414054140641407414084140941410414114141241413414144141541416414174141841419414204142141422414234142441425414264142741428414294143041431414324143341434414354143641437414384143941440414414144241443414444144541446414474144841449414504145141452414534145441455414564145741458414594146041461414624146341464414654146641467414684146941470414714147241473414744147541476414774147841479414804148141482414834148441485414864148741488414894149041491414924149341494414954149641497414984149941500415014150241503415044150541506415074150841509415104151141512415134151441515415164151741518415194152041521415224152341524415254152641527415284152941530415314153241533415344153541536415374153841539415404154141542415434154441545415464154741548415494155041551415524155341554415554155641557415584155941560415614156241563415644156541566415674156841569415704157141572415734157441575415764157741578415794158041581415824158341584415854158641587415884158941590415914159241593415944159541596415974159841599416004160141602416034160441605416064160741608416094161041611416124161341614416154161641617416184161941620416214162241623416244162541626416274162841629416304163141632416334163441635416364163741638416394164041641416424164341644416454164641647416484164941650416514165241653416544165541656416574165841659416604166141662416634166441665416664166741668416694167041671416724167341674416754167641677416784167941680416814168241683416844168541686416874168841689416904169141692416934169441695416964169741698416994170041701417024170341704417054170641707417084170941710417114171241713417144171541716417174171841719417204172141722417234172441725417264172741728417294173041731417324173341734417354173641737417384173941740417414174241743417444174541746417474174841749417504175141752417534175441755417564175741758417594176041761417624176341764417654176641767417684176941770417714177241773417744177541776417774177841779417804178141782417834178441785417864178741788417894179041791417924179341794417954179641797417984179941800418014180241803418044180541806418074180841809418104181141812418134181441815418164181741818418194182041821418224182341824418254182641827418284182941830418314183241833418344183541836418374183841839418404184141842418434184441845418464184741848418494185041851418524185341854418554185641857418584185941860418614186241863418644186541866418674186841869418704187141872418734187441875418764187741878418794188041881418824188341884418854188641887418884188941890418914189241893418944189541896418974189841899419004190141902419034190441905419064190741908419094191041911419124191341914419154191641917419184191941920419214192241923419244192541926419274192841929419304193141932419334193441935419364193741938419394194041941419424194341944419454194641947419484194941950419514195241953419544195541956419574195841959419604196141962419634196441965419664196741968419694197041971419724197341974419754197641977419784197941980419814198241983419844198541986419874198841989419904199141992419934199441995419964199741998419994200042001420024200342004420054200642007420084200942010420114201242013420144201542016420174201842019420204202142022420234202442025420264202742028420294203042031420324203342034420354203642037420384203942040420414204242043420444204542046420474204842049420504205142052420534205442055420564205742058420594206042061420624206342064420654206642067420684206942070420714207242073420744207542076420774207842079420804208142082420834208442085420864208742088420894209042091420924209342094420954209642097420984209942100421014210242103421044210542106421074210842109421104211142112421134211442115421164211742118421194212042121421224212342124421254212642127421284212942130421314213242133421344213542136421374213842139421404214142142421434214442145421464214742148421494215042151421524215342154421554215642157421584215942160421614216242163421644216542166421674216842169421704217142172421734217442175421764217742178421794218042181421824218342184421854218642187421884218942190421914219242193421944219542196421974219842199422004220142202422034220442205422064220742208422094221042211422124221342214422154221642217422184221942220422214222242223422244222542226422274222842229422304223142232422334223442235422364223742238422394224042241422424224342244422454224642247422484224942250422514225242253422544225542256422574225842259422604226142262422634226442265422664226742268422694227042271422724227342274422754227642277422784227942280422814228242283422844228542286422874228842289422904229142292422934229442295422964229742298422994230042301423024230342304423054230642307423084230942310423114231242313423144231542316423174231842319423204232142322423234232442325423264232742328423294233042331423324233342334423354233642337423384233942340423414234242343423444234542346423474234842349423504235142352423534235442355423564235742358423594236042361423624236342364423654236642367423684236942370423714237242373423744237542376423774237842379423804238142382423834238442385423864238742388423894239042391423924239342394423954239642397423984239942400424014240242403424044240542406424074240842409424104241142412424134241442415424164241742418424194242042421424224242342424424254242642427424284242942430424314243242433424344243542436424374243842439424404244142442424434244442445424464244742448424494245042451424524245342454424554245642457424584245942460424614246242463424644246542466424674246842469424704247142472424734247442475424764247742478424794248042481424824248342484424854248642487424884248942490424914249242493424944249542496424974249842499425004250142502425034250442505425064250742508425094251042511425124251342514425154251642517425184251942520425214252242523425244252542526425274252842529425304253142532425334253442535425364253742538425394254042541425424254342544425454254642547425484254942550425514255242553425544255542556425574255842559425604256142562425634256442565425664256742568425694257042571425724257342574425754257642577425784257942580425814258242583425844258542586425874258842589425904259142592425934259442595425964259742598425994260042601426024260342604426054260642607426084260942610426114261242613426144261542616426174261842619426204262142622426234262442625426264262742628426294263042631426324263342634426354263642637426384263942640426414264242643426444264542646426474264842649426504265142652426534265442655426564265742658426594266042661426624266342664426654266642667426684266942670426714267242673426744267542676426774267842679426804268142682426834268442685426864268742688426894269042691426924269342694426954269642697426984269942700427014270242703427044270542706427074270842709427104271142712427134271442715427164271742718427194272042721427224272342724427254272642727427284272942730427314273242733427344273542736427374273842739427404274142742427434274442745427464274742748427494275042751427524275342754427554275642757427584275942760427614276242763427644276542766427674276842769427704277142772427734277442775427764277742778427794278042781427824278342784427854278642787427884278942790427914279242793427944279542796427974279842799428004280142802428034280442805428064280742808428094281042811428124281342814428154281642817428184281942820428214282242823428244282542826428274282842829428304283142832428334283442835428364283742838428394284042841428424284342844428454284642847428484284942850428514285242853428544285542856428574285842859428604286142862428634286442865428664286742868428694287042871428724287342874428754287642877428784287942880428814288242883428844288542886428874288842889428904289142892428934289442895428964289742898428994290042901429024290342904429054290642907429084290942910429114291242913429144291542916429174291842919429204292142922429234292442925429264292742928429294293042931429324293342934429354293642937429384293942940429414294242943429444294542946429474294842949429504295142952429534295442955429564295742958429594296042961429624296342964429654296642967429684296942970429714297242973429744297542976429774297842979429804298142982429834298442985429864298742988429894299042991429924299342994429954299642997429984299943000430014300243003430044300543006430074300843009430104301143012430134301443015430164301743018430194302043021430224302343024430254302643027430284302943030430314303243033430344303543036430374303843039430404304143042430434304443045430464304743048430494305043051430524305343054430554305643057430584305943060430614306243063430644306543066430674306843069430704307143072430734307443075430764307743078430794308043081430824308343084430854308643087430884308943090430914309243093430944309543096430974309843099431004310143102431034310443105431064310743108431094311043111431124311343114431154311643117431184311943120431214312243123431244312543126431274312843129431304313143132431334313443135431364313743138431394314043141431424314343144431454314643147431484314943150431514315243153431544315543156431574315843159431604316143162431634316443165431664316743168431694317043171431724317343174431754317643177431784317943180431814318243183431844318543186431874318843189431904319143192431934319443195431964319743198431994320043201432024320343204432054320643207432084320943210432114321243213432144321543216432174321843219432204322143222432234322443225432264322743228432294323043231432324323343234432354323643237432384323943240432414324243243432444324543246432474324843249432504325143252432534325443255432564325743258432594326043261432624326343264432654326643267432684326943270432714327243273432744327543276432774327843279432804328143282432834328443285432864328743288432894329043291432924329343294432954329643297432984329943300433014330243303433044330543306433074330843309433104331143312433134331443315433164331743318433194332043321433224332343324433254332643327433284332943330433314333243333433344333543336433374333843339433404334143342433434334443345433464334743348433494335043351433524335343354433554335643357433584335943360433614336243363433644336543366433674336843369433704337143372433734337443375433764337743378433794338043381433824338343384433854338643387433884338943390433914339243393433944339543396433974339843399434004340143402434034340443405434064340743408434094341043411434124341343414434154341643417434184341943420434214342243423434244342543426434274342843429434304343143432434334343443435434364343743438434394344043441434424344343444434454344643447434484344943450434514345243453434544345543456434574345843459434604346143462434634346443465434664346743468434694347043471434724347343474434754347643477434784347943480434814348243483434844348543486434874348843489434904349143492434934349443495434964349743498434994350043501435024350343504435054350643507435084350943510435114351243513435144351543516435174351843519435204352143522435234352443525435264352743528435294353043531435324353343534435354353643537435384353943540435414354243543435444354543546435474354843549435504355143552435534355443555435564355743558435594356043561435624356343564435654356643567435684356943570435714357243573435744357543576435774357843579435804358143582435834358443585435864358743588435894359043591435924359343594435954359643597435984359943600436014360243603436044360543606436074360843609436104361143612436134361443615436164361743618436194362043621436224362343624436254362643627436284362943630436314363243633436344363543636436374363843639436404364143642436434364443645436464364743648436494365043651436524365343654436554365643657436584365943660436614366243663436644366543666436674366843669436704367143672436734367443675436764367743678436794368043681436824368343684436854368643687436884368943690436914369243693436944369543696436974369843699437004370143702437034370443705437064370743708437094371043711437124371343714437154371643717437184371943720437214372243723437244372543726437274372843729437304373143732437334373443735437364373743738437394374043741437424374343744437454374643747437484374943750437514375243753437544375543756437574375843759437604376143762437634376443765437664376743768437694377043771437724377343774437754377643777437784377943780437814378243783437844378543786437874378843789437904379143792437934379443795437964379743798437994380043801438024380343804438054380643807438084380943810438114381243813438144381543816438174381843819438204382143822438234382443825438264382743828438294383043831438324383343834438354383643837438384383943840438414384243843438444384543846438474384843849438504385143852438534385443855438564385743858438594386043861438624386343864438654386643867438684386943870438714387243873438744387543876438774387843879438804388143882438834388443885438864388743888438894389043891438924389343894438954389643897438984389943900439014390243903439044390543906439074390843909439104391143912439134391443915439164391743918439194392043921439224392343924439254392643927439284392943930439314393243933439344393543936439374393843939439404394143942439434394443945439464394743948439494395043951439524395343954439554395643957439584395943960439614396243963439644396543966439674396843969439704397143972439734397443975439764397743978439794398043981439824398343984439854398643987439884398943990439914399243993439944399543996439974399843999440004400144002440034400444005440064400744008440094401044011440124401344014440154401644017440184401944020440214402244023440244402544026440274402844029440304403144032440334403444035440364403744038440394404044041440424404344044440454404644047440484404944050440514405244053440544405544056440574405844059440604406144062440634406444065440664406744068440694407044071440724407344074440754407644077440784407944080440814408244083440844408544086440874408844089440904409144092440934409444095440964409744098440994410044101441024410344104441054410644107441084410944110441114411244113441144411544116441174411844119441204412144122441234412444125441264412744128441294413044131441324413344134441354413644137441384413944140441414414244143441444414544146441474414844149441504415144152441534415444155441564415744158441594416044161441624416344164441654416644167441684416944170441714417244173441744417544176441774417844179441804418144182441834418444185441864418744188441894419044191441924419344194441954419644197441984419944200442014420244203442044420544206442074420844209442104421144212442134421444215442164421744218442194422044221442224422344224442254422644227442284422944230442314423244233442344423544236442374423844239442404424144242442434424444245442464424744248442494425044251442524425344254442554425644257442584425944260442614426244263442644426544266442674426844269442704427144272442734427444275442764427744278442794428044281442824428344284442854428644287442884428944290442914429244293442944429544296442974429844299443004430144302443034430444305443064430744308443094431044311443124431344314443154431644317443184431944320443214432244323443244432544326443274432844329443304433144332443334433444335443364433744338443394434044341443424434344344443454434644347443484434944350443514435244353443544435544356443574435844359443604436144362443634436444365443664436744368443694437044371443724437344374443754437644377443784437944380443814438244383443844438544386443874438844389443904439144392443934439444395443964439744398443994440044401444024440344404444054440644407444084440944410444114441244413444144441544416444174441844419444204442144422444234442444425444264442744428444294443044431444324443344434444354443644437444384443944440444414444244443444444444544446444474444844449444504445144452444534445444455444564445744458444594446044461444624446344464444654446644467444684446944470444714447244473444744447544476444774447844479444804448144482444834448444485444864448744488444894449044491444924449344494444954449644497444984449944500445014450244503445044450544506445074450844509445104451144512445134451444515445164451744518445194452044521445224452344524445254452644527445284452944530445314453244533445344453544536445374453844539445404454144542445434454444545445464454744548445494455044551445524455344554445554455644557445584455944560445614456244563445644456544566445674456844569445704457144572445734457444575445764457744578445794458044581445824458344584445854458644587445884458944590445914459244593445944459544596445974459844599446004460144602446034460444605446064460744608446094461044611446124461344614446154461644617446184461944620446214462244623446244462544626446274462844629446304463144632446334463444635446364463744638446394464044641446424464344644446454464644647446484464944650446514465244653446544465544656446574465844659446604466144662446634466444665446664466744668446694467044671446724467344674446754467644677446784467944680446814468244683446844468544686446874468844689446904469144692446934469444695446964469744698446994470044701447024470344704447054470644707447084470944710447114471244713447144471544716447174471844719447204472144722447234472444725447264472744728447294473044731447324473344734447354473644737447384473944740447414474244743447444474544746447474474844749447504475144752447534475444755447564475744758447594476044761447624476344764447654476644767447684476944770447714477244773447744477544776447774477844779447804478144782447834478444785447864478744788447894479044791447924479344794447954479644797447984479944800448014480244803448044480544806448074480844809448104481144812448134481444815448164481744818448194482044821448224482344824448254482644827448284482944830448314483244833448344483544836448374483844839448404484144842448434484444845448464484744848448494485044851448524485344854448554485644857448584485944860448614486244863448644486544866448674486844869448704487144872448734487444875448764487744878448794488044881448824488344884448854488644887448884488944890448914489244893448944489544896448974489844899449004490144902449034490444905449064490744908449094491044911449124491344914449154491644917449184491944920449214492244923449244492544926449274492844929449304493144932449334493444935449364493744938449394494044941449424494344944449454494644947449484494944950449514495244953449544495544956449574495844959449604496144962449634496444965449664496744968449694497044971449724497344974449754497644977449784497944980449814498244983449844498544986449874498844989449904499144992449934499444995449964499744998449994500045001450024500345004450054500645007450084500945010450114501245013450144501545016450174501845019450204502145022450234502445025450264502745028450294503045031450324503345034450354503645037450384503945040450414504245043450444504545046450474504845049450504505145052450534505445055450564505745058450594506045061450624506345064450654506645067450684506945070450714507245073450744507545076450774507845079450804508145082450834508445085450864508745088450894509045091450924509345094450954509645097450984509945100451014510245103451044510545106451074510845109451104511145112451134511445115451164511745118451194512045121451224512345124451254512645127451284512945130451314513245133451344513545136451374513845139451404514145142451434514445145451464514745148451494515045151451524515345154451554515645157451584515945160451614516245163451644516545166451674516845169451704517145172451734517445175451764517745178451794518045181451824518345184451854518645187451884518945190451914519245193451944519545196451974519845199452004520145202452034520445205452064520745208452094521045211452124521345214452154521645217452184521945220452214522245223452244522545226452274522845229452304523145232452334523445235452364523745238452394524045241452424524345244452454524645247452484524945250452514525245253452544525545256452574525845259452604526145262452634526445265452664526745268452694527045271452724527345274452754527645277452784527945280452814528245283452844528545286452874528845289452904529145292452934529445295452964529745298452994530045301453024530345304453054530645307453084530945310453114531245313453144531545316453174531845319453204532145322453234532445325453264532745328453294533045331453324533345334453354533645337453384533945340453414534245343453444534545346453474534845349453504535145352453534535445355453564535745358453594536045361453624536345364453654536645367453684536945370453714537245373453744537545376453774537845379453804538145382453834538445385453864538745388453894539045391453924539345394453954539645397453984539945400454014540245403454044540545406454074540845409454104541145412454134541445415454164541745418454194542045421454224542345424454254542645427454284542945430454314543245433454344543545436454374543845439454404544145442454434544445445454464544745448454494545045451454524545345454454554545645457454584545945460454614546245463454644546545466454674546845469454704547145472454734547445475454764547745478454794548045481454824548345484454854548645487454884548945490454914549245493454944549545496454974549845499455004550145502455034550445505455064550745508455094551045511455124551345514455154551645517455184551945520455214552245523455244552545526455274552845529455304553145532455334553445535455364553745538455394554045541455424554345544455454554645547455484554945550455514555245553455544555545556455574555845559455604556145562455634556445565455664556745568455694557045571455724557345574455754557645577455784557945580455814558245583455844558545586455874558845589455904559145592455934559445595455964559745598455994560045601456024560345604456054560645607456084560945610456114561245613456144561545616456174561845619456204562145622456234562445625456264562745628456294563045631456324563345634456354563645637456384563945640456414564245643456444564545646456474564845649456504565145652456534565445655456564565745658456594566045661456624566345664456654566645667456684566945670456714567245673456744567545676456774567845679456804568145682456834568445685456864568745688456894569045691456924569345694456954569645697456984569945700457014570245703457044570545706457074570845709457104571145712457134571445715457164571745718457194572045721457224572345724457254572645727457284572945730457314573245733457344573545736457374573845739457404574145742457434574445745457464574745748457494575045751457524575345754457554575645757457584575945760457614576245763457644576545766457674576845769457704577145772457734577445775457764577745778457794578045781457824578345784457854578645787457884578945790457914579245793457944579545796457974579845799458004580145802458034580445805458064580745808458094581045811458124581345814458154581645817458184581945820458214582245823458244582545826458274582845829458304583145832458334583445835458364583745838458394584045841458424584345844458454584645847458484584945850458514585245853458544585545856458574585845859458604586145862458634586445865458664586745868458694587045871458724587345874458754587645877458784587945880458814588245883458844588545886458874588845889458904589145892458934589445895458964589745898458994590045901459024590345904459054590645907459084590945910459114591245913459144591545916459174591845919459204592145922459234592445925459264592745928459294593045931459324593345934459354593645937459384593945940459414594245943459444594545946459474594845949459504595145952459534595445955459564595745958459594596045961459624596345964459654596645967459684596945970459714597245973459744597545976459774597845979459804598145982459834598445985459864598745988459894599045991459924599345994459954599645997459984599946000460014600246003460044600546006460074600846009460104601146012460134601446015460164601746018460194602046021460224602346024460254602646027460284602946030460314603246033460344603546036460374603846039460404604146042460434604446045460464604746048460494605046051460524605346054460554605646057460584605946060460614606246063460644606546066460674606846069460704607146072460734607446075460764607746078460794608046081460824608346084460854608646087460884608946090460914609246093460944609546096460974609846099461004610146102461034610446105461064610746108461094611046111461124611346114461154611646117461184611946120461214612246123461244612546126461274612846129461304613146132461334613446135461364613746138461394614046141461424614346144461454614646147461484614946150461514615246153461544615546156461574615846159461604616146162461634616446165461664616746168461694617046171461724617346174461754617646177461784617946180461814618246183461844618546186461874618846189461904619146192461934619446195461964619746198461994620046201462024620346204462054620646207462084620946210462114621246213462144621546216462174621846219462204622146222462234622446225462264622746228462294623046231462324623346234462354623646237462384623946240462414624246243462444624546246462474624846249462504625146252462534625446255462564625746258462594626046261462624626346264462654626646267462684626946270462714627246273462744627546276462774627846279462804628146282462834628446285462864628746288462894629046291462924629346294462954629646297462984629946300463014630246303463044630546306463074630846309463104631146312463134631446315463164631746318463194632046321463224632346324463254632646327463284632946330463314633246333463344633546336463374633846339463404634146342463434634446345463464634746348463494635046351463524635346354463554635646357463584635946360463614636246363463644636546366463674636846369463704637146372463734637446375463764637746378463794638046381463824638346384463854638646387463884638946390463914639246393463944639546396463974639846399464004640146402464034640446405464064640746408464094641046411464124641346414464154641646417464184641946420464214642246423464244642546426464274642846429464304643146432464334643446435464364643746438464394644046441464424644346444464454644646447464484644946450464514645246453464544645546456464574645846459464604646146462464634646446465464664646746468464694647046471464724647346474464754647646477464784647946480464814648246483464844648546486464874648846489464904649146492464934649446495464964649746498464994650046501465024650346504465054650646507465084650946510465114651246513465144651546516465174651846519465204652146522465234652446525465264652746528465294653046531465324653346534465354653646537465384653946540465414654246543465444654546546465474654846549465504655146552465534655446555465564655746558465594656046561465624656346564465654656646567465684656946570465714657246573465744657546576465774657846579465804658146582465834658446585465864658746588465894659046591465924659346594465954659646597465984659946600466014660246603466044660546606466074660846609466104661146612466134661446615466164661746618466194662046621466224662346624466254662646627466284662946630466314663246633466344663546636466374663846639466404664146642466434664446645466464664746648466494665046651466524665346654466554665646657466584665946660466614666246663466644666546666466674666846669466704667146672466734667446675466764667746678466794668046681466824668346684466854668646687466884668946690466914669246693466944669546696466974669846699467004670146702467034670446705467064670746708467094671046711467124671346714467154671646717467184671946720467214672246723467244672546726467274672846729467304673146732467334673446735467364673746738467394674046741467424674346744467454674646747467484674946750467514675246753467544675546756467574675846759467604676146762467634676446765467664676746768467694677046771467724677346774467754677646777467784677946780467814678246783467844678546786467874678846789467904679146792467934679446795467964679746798467994680046801468024680346804468054680646807468084680946810468114681246813468144681546816468174681846819468204682146822468234682446825468264682746828468294683046831468324683346834468354683646837468384683946840468414684246843468444684546846468474684846849468504685146852468534685446855468564685746858468594686046861468624686346864468654686646867468684686946870468714687246873468744687546876468774687846879468804688146882468834688446885468864688746888468894689046891468924689346894468954689646897468984689946900469014690246903469044690546906469074690846909469104691146912469134691446915469164691746918469194692046921469224692346924469254692646927469284692946930469314693246933469344693546936469374693846939469404694146942469434694446945469464694746948469494695046951469524695346954469554695646957469584695946960469614696246963469644696546966469674696846969469704697146972469734697446975469764697746978469794698046981469824698346984469854698646987469884698946990469914699246993469944699546996469974699846999470004700147002470034700447005470064700747008470094701047011470124701347014470154701647017470184701947020470214702247023470244702547026470274702847029470304703147032470334703447035470364703747038470394704047041470424704347044470454704647047470484704947050470514705247053470544705547056470574705847059470604706147062470634706447065470664706747068470694707047071470724707347074470754707647077470784707947080470814708247083470844708547086470874708847089470904709147092470934709447095470964709747098470994710047101471024710347104471054710647107471084710947110471114711247113471144711547116471174711847119471204712147122471234712447125471264712747128471294713047131471324713347134471354713647137471384713947140471414714247143471444714547146471474714847149471504715147152471534715447155471564715747158471594716047161471624716347164471654716647167471684716947170471714717247173471744717547176471774717847179471804718147182471834718447185471864718747188471894719047191471924719347194471954719647197471984719947200472014720247203472044720547206472074720847209472104721147212472134721447215472164721747218472194722047221472224722347224472254722647227472284722947230472314723247233472344723547236472374723847239472404724147242472434724447245472464724747248472494725047251472524725347254472554725647257472584725947260472614726247263472644726547266472674726847269472704727147272472734727447275472764727747278472794728047281472824728347284472854728647287472884728947290472914729247293472944729547296472974729847299473004730147302473034730447305473064730747308473094731047311473124731347314473154731647317473184731947320473214732247323473244732547326473274732847329473304733147332473334733447335473364733747338473394734047341473424734347344473454734647347473484734947350473514735247353473544735547356473574735847359473604736147362473634736447365473664736747368473694737047371473724737347374473754737647377473784737947380473814738247383473844738547386473874738847389473904739147392473934739447395473964739747398473994740047401474024740347404474054740647407474084740947410474114741247413474144741547416474174741847419474204742147422474234742447425474264742747428474294743047431474324743347434474354743647437474384743947440474414744247443474444744547446474474744847449474504745147452474534745447455474564745747458474594746047461474624746347464474654746647467474684746947470474714747247473474744747547476474774747847479474804748147482474834748447485474864748747488474894749047491474924749347494474954749647497474984749947500475014750247503475044750547506475074750847509475104751147512475134751447515475164751747518475194752047521475224752347524475254752647527475284752947530475314753247533475344753547536475374753847539475404754147542475434754447545475464754747548475494755047551475524755347554475554755647557475584755947560475614756247563475644756547566475674756847569475704757147572475734757447575475764757747578475794758047581475824758347584475854758647587475884758947590475914759247593475944759547596475974759847599476004760147602476034760447605476064760747608476094761047611476124761347614476154761647617476184761947620476214762247623476244762547626476274762847629476304763147632476334763447635476364763747638476394764047641476424764347644476454764647647476484764947650476514765247653476544765547656476574765847659476604766147662476634766447665476664766747668476694767047671476724767347674476754767647677476784767947680476814768247683476844768547686476874768847689476904769147692476934769447695476964769747698476994770047701477024770347704477054770647707477084770947710477114771247713477144771547716477174771847719477204772147722477234772447725477264772747728477294773047731477324773347734477354773647737477384773947740477414774247743477444774547746477474774847749477504775147752477534775447755477564775747758477594776047761477624776347764477654776647767477684776947770477714777247773477744777547776477774777847779477804778147782477834778447785477864778747788477894779047791477924779347794477954779647797477984779947800478014780247803478044780547806478074780847809478104781147812478134781447815478164781747818478194782047821478224782347824478254782647827478284782947830478314783247833478344783547836478374783847839478404784147842478434784447845478464784747848478494785047851478524785347854478554785647857478584785947860478614786247863478644786547866478674786847869478704787147872478734787447875478764787747878478794788047881478824788347884478854788647887478884788947890478914789247893478944789547896478974789847899479004790147902479034790447905479064790747908479094791047911479124791347914479154791647917479184791947920479214792247923479244792547926479274792847929479304793147932479334793447935479364793747938479394794047941479424794347944479454794647947479484794947950479514795247953479544795547956479574795847959479604796147962479634796447965479664796747968479694797047971479724797347974479754797647977479784797947980479814798247983479844798547986479874798847989479904799147992479934799447995479964799747998479994800048001480024800348004480054800648007480084800948010480114801248013480144801548016480174801848019480204802148022480234802448025480264802748028480294803048031480324803348034480354803648037480384803948040480414804248043480444804548046480474804848049480504805148052480534805448055480564805748058480594806048061480624806348064480654806648067480684806948070480714807248073480744807548076480774807848079480804808148082480834808448085480864808748088480894809048091480924809348094480954809648097480984809948100481014810248103481044810548106481074810848109481104811148112481134811448115481164811748118481194812048121481224812348124481254812648127481284812948130481314813248133481344813548136481374813848139481404814148142481434814448145481464814748148481494815048151481524815348154481554815648157481584815948160481614816248163481644816548166481674816848169481704817148172481734817448175481764817748178481794818048181481824818348184481854818648187481884818948190481914819248193481944819548196481974819848199482004820148202482034820448205482064820748208482094821048211482124821348214482154821648217482184821948220482214822248223482244822548226482274822848229482304823148232482334823448235482364823748238482394824048241482424824348244482454824648247482484824948250482514825248253482544825548256482574825848259482604826148262482634826448265482664826748268482694827048271482724827348274482754827648277482784827948280482814828248283482844828548286482874828848289482904829148292482934829448295482964829748298482994830048301483024830348304483054830648307483084830948310483114831248313483144831548316483174831848319483204832148322483234832448325483264832748328483294833048331483324833348334483354833648337483384833948340483414834248343483444834548346483474834848349483504835148352483534835448355483564835748358483594836048361483624836348364483654836648367483684836948370483714837248373483744837548376483774837848379483804838148382483834838448385483864838748388483894839048391483924839348394483954839648397483984839948400484014840248403484044840548406484074840848409484104841148412484134841448415484164841748418484194842048421484224842348424484254842648427484284842948430484314843248433484344843548436484374843848439484404844148442484434844448445484464844748448484494845048451484524845348454484554845648457484584845948460484614846248463484644846548466484674846848469484704847148472484734847448475484764847748478484794848048481484824848348484484854848648487484884848948490484914849248493484944849548496484974849848499485004850148502485034850448505485064850748508485094851048511485124851348514485154851648517485184851948520485214852248523485244852548526485274852848529485304853148532485334853448535485364853748538485394854048541485424854348544485454854648547485484854948550485514855248553485544855548556485574855848559485604856148562485634856448565485664856748568485694857048571485724857348574485754857648577485784857948580485814858248583485844858548586485874858848589485904859148592485934859448595485964859748598485994860048601486024860348604486054860648607486084860948610486114861248613486144861548616486174861848619486204862148622486234862448625486264862748628486294863048631486324863348634486354863648637486384863948640486414864248643486444864548646486474864848649486504865148652486534865448655486564865748658486594866048661486624866348664486654866648667486684866948670486714867248673486744867548676486774867848679486804868148682486834868448685486864868748688486894869048691486924869348694486954869648697486984869948700487014870248703487044870548706487074870848709487104871148712487134871448715487164871748718487194872048721487224872348724487254872648727487284872948730487314873248733487344873548736487374873848739487404874148742487434874448745487464874748748487494875048751487524875348754487554875648757487584875948760487614876248763487644876548766487674876848769487704877148772487734877448775487764877748778487794878048781487824878348784487854878648787487884878948790487914879248793487944879548796487974879848799488004880148802488034880448805488064880748808488094881048811488124881348814488154881648817488184881948820488214882248823488244882548826488274882848829488304883148832488334883448835488364883748838488394884048841488424884348844488454884648847488484884948850488514885248853488544885548856488574885848859488604886148862488634886448865488664886748868488694887048871488724887348874488754887648877488784887948880488814888248883488844888548886488874888848889488904889148892488934889448895488964889748898488994890048901489024890348904489054890648907489084890948910489114891248913489144891548916489174891848919489204892148922489234892448925489264892748928489294893048931489324893348934489354893648937489384893948940489414894248943489444894548946489474894848949489504895148952489534895448955489564895748958489594896048961489624896348964489654896648967489684896948970489714897248973489744897548976489774897848979489804898148982489834898448985489864898748988489894899048991489924899348994489954899648997489984899949000490014900249003490044900549006490074900849009490104901149012490134901449015490164901749018490194902049021490224902349024490254902649027490284902949030490314903249033490344903549036490374903849039490404904149042490434904449045490464904749048490494905049051490524905349054490554905649057490584905949060490614906249063490644906549066490674906849069490704907149072490734907449075490764907749078490794908049081490824908349084490854908649087490884908949090490914909249093490944909549096490974909849099491004910149102491034910449105491064910749108491094911049111491124911349114491154911649117491184911949120491214912249123491244912549126491274912849129491304913149132491334913449135491364913749138491394914049141491424914349144491454914649147491484914949150491514915249153491544915549156491574915849159491604916149162491634916449165491664916749168491694917049171491724917349174491754917649177491784917949180491814918249183491844918549186491874918849189491904919149192491934919449195491964919749198491994920049201492024920349204492054920649207492084920949210492114921249213492144921549216492174921849219492204922149222492234922449225492264922749228492294923049231492324923349234492354923649237492384923949240492414924249243492444924549246492474924849249492504925149252492534925449255492564925749258492594926049261492624926349264492654926649267492684926949270492714927249273492744927549276492774927849279492804928149282492834928449285492864928749288492894929049291492924929349294492954929649297492984929949300493014930249303493044930549306493074930849309493104931149312493134931449315493164931749318493194932049321493224932349324493254932649327493284932949330493314933249333493344933549336493374933849339493404934149342493434934449345493464934749348493494935049351493524935349354493554935649357493584935949360493614936249363493644936549366493674936849369493704937149372493734937449375493764937749378493794938049381493824938349384493854938649387493884938949390493914939249393493944939549396493974939849399494004940149402494034940449405494064940749408494094941049411494124941349414494154941649417494184941949420494214942249423494244942549426494274942849429494304943149432494334943449435494364943749438494394944049441494424944349444494454944649447494484944949450494514945249453494544945549456494574945849459494604946149462494634946449465494664946749468494694947049471494724947349474494754947649477494784947949480494814948249483494844948549486494874948849489494904949149492494934949449495494964949749498494994950049501495024950349504495054950649507495084950949510495114951249513495144951549516495174951849519495204952149522495234952449525495264952749528495294953049531495324953349534495354953649537495384953949540495414954249543495444954549546495474954849549495504955149552495534955449555495564955749558495594956049561495624956349564495654956649567495684956949570495714957249573495744957549576495774957849579495804958149582495834958449585495864958749588495894959049591495924959349594495954959649597495984959949600496014960249603496044960549606496074960849609496104961149612496134961449615496164961749618496194962049621496224962349624496254962649627496284962949630496314963249633496344963549636496374963849639496404964149642496434964449645496464964749648496494965049651496524965349654496554965649657496584965949660496614966249663496644966549666496674966849669496704967149672496734967449675496764967749678496794968049681496824968349684496854968649687496884968949690496914969249693496944969549696496974969849699497004970149702497034970449705497064970749708497094971049711497124971349714497154971649717497184971949720497214972249723497244972549726497274972849729497304973149732497334973449735497364973749738497394974049741497424974349744497454974649747497484974949750497514975249753497544975549756497574975849759497604976149762497634976449765497664976749768497694977049771497724977349774497754977649777497784977949780497814978249783497844978549786497874978849789497904979149792497934979449795497964979749798497994980049801498024980349804498054980649807498084980949810498114981249813498144981549816498174981849819498204982149822498234982449825498264982749828498294983049831498324983349834498354983649837498384983949840498414984249843498444984549846498474984849849498504985149852498534985449855498564985749858498594986049861498624986349864498654986649867498684986949870498714987249873498744987549876498774987849879498804988149882498834988449885498864988749888498894989049891498924989349894498954989649897498984989949900499014990249903499044990549906499074990849909499104991149912499134991449915499164991749918499194992049921499224992349924499254992649927499284992949930499314993249933499344993549936499374993849939499404994149942499434994449945499464994749948499494995049951499524995349954499554995649957499584995949960499614996249963499644996549966499674996849969499704997149972499734997449975499764997749978499794998049981499824998349984499854998649987499884998949990499914999249993499944999549996499974999849999500005000150002500035000450005500065000750008500095001050011500125001350014500155001650017500185001950020500215002250023500245002550026500275002850029500305003150032500335003450035500365003750038500395004050041500425004350044500455004650047500485004950050500515005250053500545005550056500575005850059500605006150062500635006450065500665006750068500695007050071500725007350074500755007650077500785007950080500815008250083500845008550086500875008850089500905009150092500935009450095500965009750098500995010050101501025010350104501055010650107501085010950110501115011250113501145011550116501175011850119501205012150122501235012450125501265012750128501295013050131501325013350134501355013650137501385013950140501415014250143501445014550146501475014850149501505015150152501535015450155501565015750158501595016050161501625016350164501655016650167501685016950170501715017250173501745017550176501775017850179501805018150182501835018450185501865018750188501895019050191501925019350194501955019650197501985019950200502015020250203502045020550206502075020850209502105021150212502135021450215502165021750218502195022050221502225022350224502255022650227502285022950230502315023250233502345023550236502375023850239502405024150242502435024450245502465024750248502495025050251502525025350254502555025650257502585025950260502615026250263502645026550266502675026850269502705027150272502735027450275502765027750278502795028050281502825028350284502855028650287502885028950290502915029250293502945029550296502975029850299503005030150302503035030450305503065030750308503095031050311503125031350314503155031650317503185031950320503215032250323503245032550326503275032850329503305033150332503335033450335503365033750338503395034050341503425034350344503455034650347503485034950350503515035250353503545035550356503575035850359503605036150362503635036450365503665036750368503695037050371503725037350374503755037650377503785037950380503815038250383503845038550386503875038850389503905039150392503935039450395503965039750398503995040050401504025040350404504055040650407504085040950410504115041250413504145041550416504175041850419504205042150422504235042450425504265042750428504295043050431504325043350434504355043650437504385043950440504415044250443504445044550446504475044850449504505045150452504535045450455504565045750458504595046050461504625046350464504655046650467504685046950470504715047250473504745047550476504775047850479504805048150482504835048450485504865048750488504895049050491504925049350494504955049650497504985049950500505015050250503505045050550506505075050850509505105051150512505135051450515505165051750518505195052050521505225052350524505255052650527505285052950530505315053250533505345053550536505375053850539505405054150542505435054450545505465054750548505495055050551505525055350554505555055650557505585055950560505615056250563505645056550566505675056850569505705057150572505735057450575505765057750578505795058050581505825058350584505855058650587505885058950590505915059250593505945059550596505975059850599506005060150602506035060450605506065060750608506095061050611506125061350614506155061650617506185061950620506215062250623506245062550626506275062850629506305063150632506335063450635506365063750638506395064050641506425064350644506455064650647506485064950650506515065250653506545065550656506575065850659506605066150662506635066450665506665066750668506695067050671506725067350674506755067650677506785067950680506815068250683506845068550686506875068850689506905069150692506935069450695506965069750698506995070050701507025070350704507055070650707507085070950710507115071250713507145071550716507175071850719507205072150722507235072450725507265072750728507295073050731507325073350734507355073650737507385073950740507415074250743507445074550746507475074850749507505075150752507535075450755507565075750758507595076050761507625076350764507655076650767507685076950770507715077250773507745077550776507775077850779507805078150782507835078450785507865078750788507895079050791507925079350794507955079650797507985079950800508015080250803508045080550806508075080850809508105081150812508135081450815508165081750818508195082050821508225082350824508255082650827508285082950830508315083250833508345083550836508375083850839508405084150842508435084450845508465084750848508495085050851508525085350854508555085650857508585085950860508615086250863508645086550866508675086850869508705087150872508735087450875508765087750878508795088050881508825088350884508855088650887508885088950890508915089250893508945089550896508975089850899509005090150902509035090450905509065090750908509095091050911509125091350914509155091650917509185091950920509215092250923509245092550926509275092850929509305093150932509335093450935509365093750938509395094050941509425094350944509455094650947509485094950950509515095250953509545095550956509575095850959509605096150962509635096450965509665096750968509695097050971509725097350974509755097650977509785097950980509815098250983509845098550986509875098850989509905099150992509935099450995509965099750998509995100051001510025100351004510055100651007510085100951010510115101251013510145101551016510175101851019510205102151022510235102451025510265102751028510295103051031510325103351034510355103651037510385103951040510415104251043510445104551046510475104851049510505105151052510535105451055510565105751058510595106051061510625106351064510655106651067510685106951070510715107251073510745107551076510775107851079510805108151082510835108451085510865108751088510895109051091510925109351094510955109651097510985109951100511015110251103511045110551106511075110851109511105111151112511135111451115511165111751118511195112051121511225112351124511255112651127511285112951130511315113251133511345113551136511375113851139511405114151142511435114451145511465114751148511495115051151511525115351154511555115651157511585115951160511615116251163511645116551166511675116851169511705117151172511735117451175511765117751178511795118051181511825118351184511855118651187511885118951190511915119251193511945119551196511975119851199512005120151202512035120451205512065120751208512095121051211512125121351214512155121651217512185121951220512215122251223512245122551226512275122851229512305123151232512335123451235512365123751238512395124051241512425124351244512455124651247512485124951250512515125251253512545125551256512575125851259512605126151262512635126451265512665126751268512695127051271512725127351274512755127651277512785127951280512815128251283512845128551286512875128851289512905129151292512935129451295512965129751298512995130051301513025130351304513055130651307513085130951310513115131251313513145131551316513175131851319513205132151322513235132451325513265132751328513295133051331513325133351334513355133651337513385133951340513415134251343513445134551346513475134851349513505135151352513535135451355513565135751358513595136051361513625136351364513655136651367513685136951370513715137251373513745137551376513775137851379513805138151382513835138451385513865138751388513895139051391513925139351394513955139651397513985139951400514015140251403514045140551406514075140851409514105141151412514135141451415514165141751418514195142051421514225142351424514255142651427514285142951430514315143251433514345143551436514375143851439514405144151442514435144451445514465144751448514495145051451514525145351454514555145651457514585145951460514615146251463514645146551466514675146851469514705147151472514735147451475514765147751478514795148051481514825148351484514855148651487514885148951490514915149251493514945149551496514975149851499515005150151502515035150451505515065150751508515095151051511515125151351514515155151651517515185151951520515215152251523515245152551526515275152851529515305153151532515335153451535515365153751538515395154051541515425154351544515455154651547515485154951550515515155251553515545155551556515575155851559515605156151562515635156451565515665156751568515695157051571515725157351574515755157651577515785157951580515815158251583515845158551586515875158851589515905159151592515935159451595515965159751598515995160051601516025160351604516055160651607516085160951610516115161251613516145161551616516175161851619516205162151622516235162451625516265162751628516295163051631516325163351634516355163651637516385163951640516415164251643516445164551646516475164851649516505165151652516535165451655516565165751658516595166051661516625166351664516655166651667516685166951670516715167251673516745167551676516775167851679516805168151682516835168451685516865168751688516895169051691516925169351694516955169651697516985169951700517015170251703517045170551706517075170851709517105171151712517135171451715517165171751718517195172051721517225172351724517255172651727517285172951730517315173251733517345173551736517375173851739517405174151742517435174451745517465174751748517495175051751517525175351754517555175651757517585175951760517615176251763517645176551766517675176851769517705177151772517735177451775517765177751778517795178051781517825178351784517855178651787517885178951790517915179251793517945179551796517975179851799518005180151802518035180451805518065180751808518095181051811518125181351814518155181651817518185181951820518215182251823518245182551826518275182851829518305183151832518335183451835518365183751838518395184051841518425184351844518455184651847518485184951850518515185251853518545185551856518575185851859518605186151862518635186451865518665186751868518695187051871518725187351874518755187651877518785187951880518815188251883518845188551886518875188851889518905189151892518935189451895518965189751898518995190051901519025190351904519055190651907519085190951910519115191251913519145191551916519175191851919519205192151922519235192451925519265192751928519295193051931519325193351934519355193651937519385193951940519415194251943519445194551946519475194851949519505195151952519535195451955519565195751958519595196051961519625196351964519655196651967519685196951970519715197251973519745197551976519775197851979519805198151982519835198451985519865198751988519895199051991519925199351994519955199651997519985199952000520015200252003520045200552006520075200852009520105201152012520135201452015520165201752018520195202052021520225202352024520255202652027520285202952030520315203252033520345203552036520375203852039520405204152042520435204452045520465204752048520495205052051520525205352054520555205652057520585205952060520615206252063520645206552066520675206852069520705207152072520735207452075520765207752078520795208052081520825208352084520855208652087520885208952090520915209252093520945209552096520975209852099521005210152102521035210452105521065210752108521095211052111521125211352114521155211652117521185211952120521215212252123521245212552126521275212852129521305213152132521335213452135521365213752138521395214052141521425214352144521455214652147521485214952150521515215252153521545215552156521575215852159521605216152162521635216452165521665216752168521695217052171521725217352174521755217652177521785217952180521815218252183521845218552186521875218852189521905219152192521935219452195521965219752198521995220052201522025220352204522055220652207522085220952210522115221252213522145221552216522175221852219522205222152222522235222452225522265222752228522295223052231522325223352234522355223652237522385223952240522415224252243522445224552246522475224852249522505225152252522535225452255522565225752258522595226052261522625226352264522655226652267522685226952270522715227252273522745227552276522775227852279522805228152282522835228452285522865228752288522895229052291522925229352294522955229652297522985229952300523015230252303523045230552306523075230852309523105231152312523135231452315523165231752318523195232052321523225232352324523255232652327523285232952330523315233252333523345233552336523375233852339523405234152342523435234452345523465234752348523495235052351523525235352354523555235652357523585235952360523615236252363523645236552366523675236852369523705237152372523735237452375523765237752378523795238052381523825238352384523855238652387523885238952390523915239252393523945239552396523975239852399524005240152402524035240452405524065240752408524095241052411524125241352414524155241652417524185241952420524215242252423524245242552426524275242852429524305243152432524335243452435524365243752438524395244052441524425244352444524455244652447524485244952450524515245252453524545245552456524575245852459524605246152462524635246452465524665246752468524695247052471524725247352474524755247652477524785247952480524815248252483524845248552486524875248852489524905249152492524935249452495524965249752498524995250052501525025250352504525055250652507525085250952510525115251252513525145251552516525175251852519525205252152522525235252452525525265252752528525295253052531525325253352534525355253652537525385253952540525415254252543525445254552546525475254852549525505255152552525535255452555525565255752558525595256052561525625256352564525655256652567525685256952570525715257252573525745257552576525775257852579525805258152582525835258452585525865258752588525895259052591525925259352594525955259652597525985259952600526015260252603526045260552606526075260852609526105261152612526135261452615526165261752618526195262052621526225262352624526255262652627526285262952630526315263252633526345263552636526375263852639526405264152642526435264452645526465264752648526495265052651526525265352654526555265652657526585265952660526615266252663526645266552666526675266852669526705267152672526735267452675526765267752678526795268052681526825268352684526855268652687526885268952690526915269252693526945269552696526975269852699527005270152702527035270452705527065270752708527095271052711527125271352714527155271652717527185271952720527215272252723527245272552726527275272852729527305273152732527335273452735527365273752738527395274052741527425274352744527455274652747527485274952750527515275252753527545275552756527575275852759527605276152762527635276452765527665276752768527695277052771527725277352774527755277652777527785277952780527815278252783527845278552786527875278852789527905279152792527935279452795527965279752798527995280052801528025280352804528055280652807528085280952810528115281252813528145281552816528175281852819528205282152822528235282452825528265282752828528295283052831528325283352834528355283652837528385283952840528415284252843528445284552846528475284852849528505285152852528535285452855528565285752858528595286052861528625286352864528655286652867528685286952870528715287252873528745287552876528775287852879528805288152882528835288452885528865288752888528895289052891528925289352894528955289652897528985289952900529015290252903529045290552906529075290852909529105291152912529135291452915529165291752918529195292052921529225292352924529255292652927529285292952930529315293252933529345293552936529375293852939529405294152942529435294452945529465294752948529495295052951529525295352954529555295652957529585295952960529615296252963529645296552966529675296852969529705297152972529735297452975529765297752978529795298052981529825298352984529855298652987529885298952990529915299252993529945299552996529975299852999530005300153002530035300453005530065300753008530095301053011530125301353014530155301653017530185301953020530215302253023530245302553026530275302853029530305303153032530335303453035530365303753038530395304053041530425304353044530455304653047530485304953050530515305253053530545305553056530575305853059530605306153062530635306453065530665306753068530695307053071530725307353074530755307653077530785307953080530815308253083530845308553086530875308853089530905309153092530935309453095530965309753098530995310053101531025310353104531055310653107531085310953110531115311253113531145311553116531175311853119531205312153122531235312453125531265312753128531295313053131531325313353134531355313653137531385313953140531415314253143531445314553146531475314853149531505315153152531535315453155531565315753158531595316053161531625316353164531655316653167531685316953170531715317253173531745317553176531775317853179531805318153182531835318453185531865318753188531895319053191531925319353194531955319653197531985319953200532015320253203532045320553206532075320853209532105321153212532135321453215532165321753218532195322053221532225322353224532255322653227532285322953230532315323253233532345323553236532375323853239532405324153242532435324453245532465324753248532495325053251532525325353254532555325653257532585325953260532615326253263532645326553266532675326853269532705327153272532735327453275532765327753278532795328053281532825328353284532855328653287532885328953290532915329253293532945329553296532975329853299533005330153302533035330453305533065330753308533095331053311533125331353314533155331653317533185331953320533215332253323533245332553326533275332853329533305333153332533335333453335533365333753338533395334053341533425334353344533455334653347533485334953350533515335253353533545335553356533575335853359533605336153362533635336453365533665336753368533695337053371533725337353374533755337653377533785337953380533815338253383533845338553386533875338853389533905339153392533935339453395533965339753398533995340053401534025340353404534055340653407534085340953410534115341253413534145341553416534175341853419534205342153422534235342453425534265342753428534295343053431534325343353434534355343653437534385343953440534415344253443534445344553446534475344853449534505345153452534535345453455534565345753458534595346053461534625346353464534655346653467534685346953470534715347253473534745347553476534775347853479534805348153482534835348453485534865348753488534895349053491534925349353494534955349653497534985349953500535015350253503535045350553506535075350853509535105351153512535135351453515535165351753518535195352053521535225352353524535255352653527535285352953530535315353253533535345353553536535375353853539535405354153542535435354453545535465354753548535495355053551535525355353554535555355653557535585355953560535615356253563535645356553566535675356853569535705357153572535735357453575535765357753578535795358053581535825358353584535855358653587535885358953590535915359253593535945359553596535975359853599536005360153602536035360453605536065360753608536095361053611536125361353614536155361653617536185361953620536215362253623536245362553626536275362853629536305363153632536335363453635536365363753638536395364053641536425364353644536455364653647536485364953650536515365253653536545365553656536575365853659536605366153662536635366453665536665366753668536695367053671536725367353674536755367653677536785367953680536815368253683536845368553686536875368853689536905369153692536935369453695536965369753698536995370053701537025370353704537055370653707537085370953710537115371253713537145371553716537175371853719537205372153722537235372453725537265372753728537295373053731537325373353734537355373653737537385373953740537415374253743537445374553746537475374853749537505375153752537535375453755537565375753758537595376053761537625376353764537655376653767537685376953770537715377253773537745377553776537775377853779537805378153782537835378453785537865378753788537895379053791537925379353794537955379653797537985379953800538015380253803538045380553806538075380853809538105381153812538135381453815538165381753818538195382053821538225382353824538255382653827538285382953830538315383253833538345383553836538375383853839538405384153842538435384453845538465384753848538495385053851538525385353854538555385653857538585385953860538615386253863538645386553866538675386853869538705387153872538735387453875538765387753878538795388053881538825388353884538855388653887538885388953890538915389253893538945389553896538975389853899539005390153902539035390453905539065390753908539095391053911539125391353914539155391653917539185391953920539215392253923539245392553926539275392853929539305393153932539335393453935539365393753938539395394053941539425394353944539455394653947539485394953950539515395253953539545395553956539575395853959539605396153962539635396453965539665396753968539695397053971539725397353974539755397653977539785397953980539815398253983539845398553986539875398853989539905399153992539935399453995539965399753998539995400054001540025400354004540055400654007540085400954010540115401254013540145401554016540175401854019540205402154022540235402454025540265402754028540295403054031540325403354034540355403654037540385403954040540415404254043540445404554046540475404854049540505405154052540535405454055540565405754058540595406054061540625406354064540655406654067540685406954070540715407254073540745407554076540775407854079540805408154082540835408454085540865408754088540895409054091540925409354094540955409654097540985409954100541015410254103541045410554106541075410854109541105411154112541135411454115541165411754118541195412054121541225412354124541255412654127541285412954130541315413254133541345413554136541375413854139541405414154142541435414454145541465414754148541495415054151541525415354154541555415654157541585415954160541615416254163541645416554166541675416854169541705417154172541735417454175541765417754178541795418054181541825418354184541855418654187541885418954190541915419254193541945419554196541975419854199542005420154202542035420454205542065420754208542095421054211542125421354214542155421654217542185421954220542215422254223542245422554226542275422854229542305423154232542335423454235542365423754238542395424054241542425424354244542455424654247542485424954250542515425254253542545425554256542575425854259542605426154262542635426454265542665426754268542695427054271542725427354274542755427654277542785427954280542815428254283542845428554286542875428854289542905429154292542935429454295542965429754298542995430054301543025430354304543055430654307543085430954310543115431254313543145431554316543175431854319543205432154322543235432454325543265432754328543295433054331543325433354334543355433654337543385433954340543415434254343543445434554346543475434854349543505435154352543535435454355543565435754358543595436054361543625436354364543655436654367543685436954370543715437254373543745437554376543775437854379543805438154382543835438454385543865438754388543895439054391543925439354394543955439654397543985439954400544015440254403544045440554406544075440854409544105441154412544135441454415544165441754418544195442054421544225442354424544255442654427544285442954430544315443254433544345443554436544375443854439544405444154442544435444454445544465444754448544495445054451544525445354454544555445654457544585445954460544615446254463544645446554466544675446854469544705447154472544735447454475544765447754478544795448054481544825448354484544855448654487544885448954490544915449254493544945449554496544975449854499545005450154502545035450454505545065450754508545095451054511545125451354514545155451654517545185451954520545215452254523545245452554526545275452854529545305453154532545335453454535545365453754538545395454054541545425454354544545455454654547545485454954550545515455254553545545455554556545575455854559545605456154562545635456454565545665456754568545695457054571545725457354574545755457654577545785457954580545815458254583545845458554586545875458854589545905459154592545935459454595545965459754598545995460054601546025460354604546055460654607546085460954610546115461254613546145461554616546175461854619546205462154622546235462454625546265462754628546295463054631546325463354634546355463654637546385463954640546415464254643546445464554646546475464854649546505465154652546535465454655546565465754658546595466054661546625466354664546655466654667546685466954670546715467254673546745467554676546775467854679546805468154682546835468454685546865468754688546895469054691546925469354694546955469654697546985469954700547015470254703547045470554706547075470854709547105471154712547135471454715547165471754718547195472054721547225472354724547255472654727547285472954730547315473254733547345473554736547375473854739547405474154742547435474454745547465474754748547495475054751547525475354754547555475654757547585475954760547615476254763547645476554766547675476854769547705477154772547735477454775547765477754778547795478054781547825478354784547855478654787547885478954790547915479254793547945479554796547975479854799548005480154802548035480454805548065480754808548095481054811548125481354814548155481654817548185481954820548215482254823548245482554826548275482854829548305483154832548335483454835548365483754838548395484054841548425484354844548455484654847548485484954850548515485254853548545485554856548575485854859548605486154862548635486454865548665486754868548695487054871548725487354874548755487654877548785487954880548815488254883548845488554886548875488854889548905489154892548935489454895548965489754898548995490054901549025490354904549055490654907549085490954910549115491254913549145491554916549175491854919549205492154922549235492454925549265492754928549295493054931549325493354934549355493654937549385493954940549415494254943549445494554946549475494854949549505495154952549535495454955549565495754958549595496054961549625496354964549655496654967549685496954970549715497254973549745497554976549775497854979549805498154982549835498454985549865498754988549895499054991549925499354994549955499654997549985499955000550015500255003550045500555006550075500855009550105501155012550135501455015550165501755018550195502055021550225502355024550255502655027550285502955030550315503255033550345503555036550375503855039550405504155042550435504455045550465504755048550495505055051550525505355054550555505655057550585505955060550615506255063550645506555066550675506855069550705507155072550735507455075550765507755078550795508055081550825508355084550855508655087550885508955090550915509255093550945509555096550975509855099551005510155102551035510455105551065510755108551095511055111551125511355114551155511655117551185511955120551215512255123551245512555126551275512855129551305513155132551335513455135551365513755138551395514055141551425514355144551455514655147551485514955150551515515255153551545515555156551575515855159551605516155162551635516455165551665516755168551695517055171551725517355174551755517655177551785517955180551815518255183551845518555186551875518855189551905519155192551935519455195551965519755198551995520055201552025520355204552055520655207552085520955210552115521255213552145521555216552175521855219552205522155222552235522455225552265522755228552295523055231552325523355234552355523655237552385523955240552415524255243552445524555246552475524855249552505525155252552535525455255552565525755258552595526055261552625526355264552655526655267552685526955270552715527255273552745527555276552775527855279552805528155282552835528455285552865528755288552895529055291552925529355294552955529655297552985529955300553015530255303553045530555306553075530855309553105531155312553135531455315553165531755318553195532055321553225532355324553255532655327553285532955330553315533255333553345533555336553375533855339553405534155342553435534455345553465534755348553495535055351553525535355354553555535655357553585535955360553615536255363553645536555366553675536855369553705537155372553735537455375553765537755378553795538055381553825538355384553855538655387553885538955390553915539255393553945539555396553975539855399554005540155402554035540455405554065540755408554095541055411554125541355414554155541655417554185541955420554215542255423554245542555426554275542855429554305543155432554335543455435554365543755438554395544055441554425544355444554455544655447554485544955450554515545255453554545545555456554575545855459554605546155462554635546455465554665546755468554695547055471554725547355474554755547655477554785547955480554815548255483554845548555486554875548855489554905549155492554935549455495554965549755498554995550055501555025550355504555055550655507555085550955510555115551255513555145551555516555175551855519555205552155522555235552455525555265552755528555295553055531555325553355534555355553655537555385553955540555415554255543555445554555546555475554855549555505555155552555535555455555555565555755558555595556055561555625556355564555655556655567555685556955570555715557255573555745557555576555775557855579555805558155582555835558455585555865558755588555895559055591555925559355594555955559655597555985559955600556015560255603556045560555606556075560855609556105561155612556135561455615556165561755618556195562055621556225562355624556255562655627556285562955630556315563255633556345563555636556375563855639556405564155642556435564455645556465564755648556495565055651556525565355654556555565655657556585565955660556615566255663556645566555666556675566855669556705567155672556735567455675556765567755678556795568055681556825568355684556855568655687556885568955690556915569255693556945569555696556975569855699557005570155702557035570455705557065570755708557095571055711557125571355714557155571655717557185571955720557215572255723557245572555726557275572855729557305573155732557335573455735557365573755738557395574055741557425574355744557455574655747557485574955750557515575255753557545575555756557575575855759557605576155762557635576455765557665576755768557695577055771557725577355774557755577655777557785577955780557815578255783557845578555786557875578855789557905579155792557935579455795557965579755798557995580055801558025580355804558055580655807558085580955810558115581255813558145581555816558175581855819558205582155822558235582455825558265582755828558295583055831558325583355834558355583655837558385583955840558415584255843558445584555846558475584855849558505585155852558535585455855558565585755858558595586055861558625586355864558655586655867558685586955870558715587255873558745587555876558775587855879558805588155882558835588455885558865588755888558895589055891558925589355894558955589655897558985589955900559015590255903559045590555906559075590855909559105591155912559135591455915559165591755918559195592055921559225592355924559255592655927559285592955930559315593255933559345593555936559375593855939559405594155942559435594455945559465594755948559495595055951559525595355954559555595655957559585595955960559615596255963559645596555966559675596855969559705597155972559735597455975559765597755978559795598055981559825598355984559855598655987559885598955990559915599255993559945599555996559975599855999560005600156002560035600456005560065600756008560095601056011560125601356014560155601656017560185601956020560215602256023560245602556026560275602856029560305603156032560335603456035560365603756038560395604056041560425604356044560455604656047560485604956050560515605256053560545605556056560575605856059560605606156062560635606456065560665606756068560695607056071560725607356074560755607656077560785607956080560815608256083560845608556086560875608856089560905609156092560935609456095560965609756098560995610056101561025610356104561055610656107561085610956110561115611256113561145611556116561175611856119561205612156122561235612456125561265612756128561295613056131561325613356134561355613656137561385613956140561415614256143561445614556146561475614856149561505615156152561535615456155561565615756158561595616056161561625616356164561655616656167561685616956170561715617256173561745617556176561775617856179561805618156182561835618456185561865618756188561895619056191561925619356194561955619656197561985619956200562015620256203562045620556206562075620856209562105621156212562135621456215562165621756218562195622056221562225622356224562255622656227562285622956230562315623256233562345623556236562375623856239562405624156242562435624456245562465624756248562495625056251562525625356254562555625656257562585625956260562615626256263562645626556266562675626856269562705627156272562735627456275562765627756278562795628056281562825628356284562855628656287562885628956290562915629256293562945629556296562975629856299563005630156302563035630456305563065630756308563095631056311563125631356314563155631656317563185631956320563215632256323563245632556326563275632856329563305633156332563335633456335563365633756338563395634056341563425634356344563455634656347563485634956350563515635256353563545635556356563575635856359563605636156362563635636456365563665636756368563695637056371563725637356374563755637656377563785637956380563815638256383563845638556386563875638856389563905639156392563935639456395563965639756398563995640056401564025640356404564055640656407564085640956410564115641256413564145641556416564175641856419564205642156422564235642456425564265642756428564295643056431564325643356434564355643656437564385643956440564415644256443564445644556446564475644856449564505645156452564535645456455564565645756458564595646056461564625646356464564655646656467564685646956470564715647256473564745647556476564775647856479564805648156482564835648456485564865648756488564895649056491564925649356494564955649656497564985649956500565015650256503565045650556506565075650856509565105651156512565135651456515565165651756518565195652056521565225652356524565255652656527565285652956530565315653256533565345653556536565375653856539565405654156542565435654456545565465654756548565495655056551565525655356554565555655656557565585655956560565615656256563565645656556566565675656856569565705657156572565735657456575565765657756578565795658056581565825658356584565855658656587565885658956590565915659256593565945659556596565975659856599566005660156602566035660456605566065660756608566095661056611566125661356614566155661656617566185661956620566215662256623566245662556626566275662856629566305663156632566335663456635566365663756638566395664056641566425664356644566455664656647566485664956650566515665256653566545665556656566575665856659566605666156662566635666456665566665666756668566695667056671566725667356674566755667656677566785667956680566815668256683566845668556686566875668856689566905669156692566935669456695566965669756698566995670056701567025670356704567055670656707567085670956710567115671256713567145671556716567175671856719567205672156722567235672456725567265672756728567295673056731567325673356734567355673656737567385673956740567415674256743567445674556746567475674856749567505675156752567535675456755567565675756758567595676056761567625676356764567655676656767567685676956770567715677256773567745677556776567775677856779567805678156782567835678456785567865678756788567895679056791567925679356794567955679656797567985679956800568015680256803568045680556806568075680856809568105681156812568135681456815568165681756818568195682056821568225682356824568255682656827568285682956830568315683256833568345683556836568375683856839568405684156842568435684456845568465684756848568495685056851568525685356854568555685656857568585685956860568615686256863568645686556866568675686856869568705687156872568735687456875568765687756878568795688056881568825688356884568855688656887568885688956890568915689256893568945689556896568975689856899569005690156902569035690456905569065690756908569095691056911569125691356914569155691656917569185691956920569215692256923569245692556926569275692856929569305693156932569335693456935569365693756938569395694056941569425694356944569455694656947569485694956950569515695256953569545695556956569575695856959569605696156962569635696456965569665696756968569695697056971569725697356974569755697656977569785697956980569815698256983569845698556986569875698856989569905699156992569935699456995569965699756998569995700057001570025700357004570055700657007570085700957010570115701257013570145701557016570175701857019570205702157022570235702457025570265702757028570295703057031570325703357034570355703657037570385703957040570415704257043570445704557046570475704857049570505705157052570535705457055570565705757058570595706057061570625706357064570655706657067570685706957070570715707257073570745707557076570775707857079570805708157082570835708457085570865708757088570895709057091570925709357094570955709657097570985709957100571015710257103571045710557106571075710857109571105711157112571135711457115571165711757118571195712057121571225712357124571255712657127571285712957130571315713257133571345713557136571375713857139571405714157142571435714457145571465714757148571495715057151571525715357154571555715657157571585715957160571615716257163571645716557166571675716857169571705717157172571735717457175571765717757178571795718057181571825718357184571855718657187571885718957190571915719257193571945719557196571975719857199572005720157202572035720457205572065720757208572095721057211572125721357214572155721657217572185721957220572215722257223572245722557226572275722857229572305723157232572335723457235572365723757238572395724057241572425724357244572455724657247572485724957250572515725257253572545725557256572575725857259572605726157262572635726457265572665726757268572695727057271572725727357274572755727657277572785727957280572815728257283572845728557286572875728857289572905729157292572935729457295572965729757298572995730057301573025730357304573055730657307573085730957310573115731257313573145731557316573175731857319573205732157322573235732457325573265732757328573295733057331573325733357334573355733657337573385733957340573415734257343573445734557346573475734857349573505735157352573535735457355573565735757358573595736057361573625736357364573655736657367573685736957370573715737257373573745737557376573775737857379573805738157382573835738457385573865738757388573895739057391573925739357394573955739657397573985739957400574015740257403574045740557406574075740857409574105741157412574135741457415574165741757418574195742057421574225742357424574255742657427574285742957430574315743257433574345743557436574375743857439574405744157442574435744457445574465744757448574495745057451574525745357454574555745657457574585745957460574615746257463574645746557466574675746857469574705747157472574735747457475574765747757478574795748057481574825748357484574855748657487574885748957490574915749257493574945749557496574975749857499575005750157502575035750457505575065750757508575095751057511575125751357514575155751657517575185751957520575215752257523575245752557526575275752857529575305753157532575335753457535575365753757538575395754057541575425754357544575455754657547575485754957550575515755257553575545755557556575575755857559575605756157562575635756457565575665756757568575695757057571575725757357574575755757657577575785757957580575815758257583575845758557586575875758857589575905759157592575935759457595575965759757598575995760057601576025760357604576055760657607576085760957610576115761257613576145761557616576175761857619576205762157622576235762457625576265762757628576295763057631576325763357634576355763657637576385763957640576415764257643576445764557646576475764857649576505765157652576535765457655576565765757658576595766057661576625766357664576655766657667576685766957670576715767257673576745767557676576775767857679576805768157682576835768457685576865768757688576895769057691576925769357694576955769657697576985769957700577015770257703577045770557706577075770857709577105771157712577135771457715577165771757718577195772057721577225772357724577255772657727577285772957730577315773257733577345773557736577375773857739577405774157742577435774457745577465774757748577495775057751577525775357754577555775657757577585775957760577615776257763577645776557766577675776857769577705777157772577735777457775577765777757778577795778057781577825778357784577855778657787577885778957790577915779257793577945779557796577975779857799578005780157802578035780457805578065780757808578095781057811578125781357814578155781657817578185781957820578215782257823578245782557826578275782857829578305783157832578335783457835578365783757838578395784057841578425784357844578455784657847578485784957850578515785257853578545785557856578575785857859578605786157862578635786457865578665786757868578695787057871578725787357874578755787657877578785787957880578815788257883578845788557886578875788857889578905789157892578935789457895578965789757898578995790057901579025790357904579055790657907579085790957910579115791257913579145791557916579175791857919579205792157922579235792457925579265792757928579295793057931579325793357934579355793657937579385793957940579415794257943579445794557946579475794857949579505795157952579535795457955579565795757958579595796057961579625796357964579655796657967579685796957970579715797257973579745797557976579775797857979579805798157982579835798457985579865798757988579895799057991579925799357994579955799657997579985799958000580015800258003580045800558006580075800858009580105801158012580135801458015580165801758018580195802058021580225802358024580255802658027580285802958030580315803258033580345803558036580375803858039580405804158042580435804458045580465804758048580495805058051580525805358054580555805658057580585805958060580615806258063580645806558066580675806858069580705807158072580735807458075580765807758078580795808058081580825808358084580855808658087580885808958090580915809258093580945809558096580975809858099581005810158102581035810458105581065810758108581095811058111581125811358114581155811658117581185811958120581215812258123581245812558126581275812858129581305813158132581335813458135581365813758138581395814058141581425814358144581455814658147581485814958150581515815258153581545815558156581575815858159581605816158162581635816458165581665816758168581695817058171581725817358174581755817658177581785817958180581815818258183581845818558186581875818858189581905819158192581935819458195581965819758198581995820058201582025820358204582055820658207582085820958210582115821258213582145821558216582175821858219582205822158222582235822458225582265822758228582295823058231582325823358234582355823658237582385823958240582415824258243582445824558246582475824858249582505825158252582535825458255582565825758258582595826058261582625826358264582655826658267582685826958270582715827258273582745827558276582775827858279582805828158282582835828458285582865828758288582895829058291582925829358294582955829658297582985829958300583015830258303583045830558306583075830858309583105831158312583135831458315583165831758318583195832058321583225832358324583255832658327583285832958330583315833258333583345833558336583375833858339583405834158342583435834458345583465834758348583495835058351583525835358354583555835658357583585835958360583615836258363583645836558366583675836858369583705837158372583735837458375583765837758378583795838058381583825838358384583855838658387583885838958390583915839258393583945839558396583975839858399584005840158402584035840458405584065840758408584095841058411584125841358414584155841658417584185841958420584215842258423584245842558426584275842858429584305843158432584335843458435584365843758438584395844058441584425844358444584455844658447584485844958450584515845258453584545845558456584575845858459584605846158462584635846458465584665846758468584695847058471584725847358474584755847658477584785847958480584815848258483584845848558486584875848858489584905849158492584935849458495584965849758498584995850058501585025850358504585055850658507585085850958510585115851258513585145851558516585175851858519585205852158522585235852458525585265852758528585295853058531585325853358534585355853658537585385853958540585415854258543585445854558546585475854858549585505855158552585535855458555585565855758558585595856058561585625856358564585655856658567585685856958570585715857258573585745857558576585775857858579585805858158582585835858458585585865858758588585895859058591585925859358594585955859658597585985859958600586015860258603586045860558606586075860858609586105861158612586135861458615586165861758618586195862058621586225862358624586255862658627586285862958630586315863258633586345863558636586375863858639586405864158642586435864458645586465864758648586495865058651586525865358654586555865658657586585865958660586615866258663586645866558666586675866858669586705867158672586735867458675586765867758678586795868058681586825868358684586855868658687586885868958690586915869258693586945869558696586975869858699587005870158702587035870458705587065870758708587095871058711587125871358714587155871658717587185871958720587215872258723587245872558726587275872858729587305873158732587335873458735587365873758738587395874058741587425874358744587455874658747587485874958750587515875258753587545875558756587575875858759587605876158762587635876458765587665876758768587695877058771587725877358774587755877658777587785877958780587815878258783587845878558786587875878858789587905879158792587935879458795587965879758798587995880058801588025880358804588055880658807588085880958810588115881258813588145881558816588175881858819588205882158822588235882458825588265882758828588295883058831588325883358834588355883658837588385883958840588415884258843588445884558846588475884858849588505885158852588535885458855588565885758858588595886058861588625886358864588655886658867588685886958870588715887258873588745887558876588775887858879588805888158882588835888458885588865888758888588895889058891588925889358894588955889658897588985889958900
  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '181dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * An unsigned int 10_11_11 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt101111Type = 35899;
  648. /**
  649. * Discards the red, green and blue components and reads just the alpha component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const AlphaFormat = 1021;
  655. /**
  656. * Discards the alpha component and reads the red, green and blue component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBFormat = 1022;
  662. /**
  663. * Reads the red, green, blue and alpha components.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBAFormat = 1023;
  669. /**
  670. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const DepthFormat = 1026;
  676. /**
  677. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  678. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const DepthStencilFormat = 1027;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedFormat = 1028;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedIntegerFormat = 1029;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGFormat = 1030;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGIntegerFormat = 1031;
  712. /**
  713. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBIntegerFormat = 1032;
  719. /**
  720. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBAIntegerFormat = 1033;
  726. /**
  727. * A DXT1-compressed image in an RGB image format.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGB_S3TC_DXT1_Format = 33776;
  733. /**
  734. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT1_Format = 33777;
  740. /**
  741. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT3_Format = 33778;
  747. /**
  748. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  749. * compression in how the alpha compression is done.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGBA_S3TC_DXT5_Format = 33779;
  755. /**
  756. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_4BPPV1_Format = 35840;
  762. /**
  763. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_2BPPV1_Format = 35841;
  769. /**
  770. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_4BPPV1_Format = 35842;
  776. /**
  777. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_2BPPV1_Format = 35843;
  783. /**
  784. * ETC1 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC1_Format = 36196;
  790. /**
  791. * ETC2 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC2_Format = 37492;
  797. /**
  798. * ETC2 RGBA format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ETC2_EAC_Format = 37496;
  804. /**
  805. * ASTC RGBA 4x4 format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ASTC_4x4_Format = 37808;
  811. /**
  812. * ASTC RGBA 5x4 format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const RGBA_ASTC_5x4_Format = 37809;
  818. /**
  819. * ASTC RGBA 5x5 format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RGBA_ASTC_5x5_Format = 37810;
  825. /**
  826. * ASTC RGBA 6x5 format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RGBA_ASTC_6x5_Format = 37811;
  832. /**
  833. * ASTC RGBA 6x6 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_6x6_Format = 37812;
  839. /**
  840. * ASTC RGBA 8x5 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_8x5_Format = 37813;
  846. /**
  847. * ASTC RGBA 8x6 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_8x6_Format = 37814;
  853. /**
  854. * ASTC RGBA 8x8 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_8x8_Format = 37815;
  860. /**
  861. * ASTC RGBA 10x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_10x5_Format = 37816;
  867. /**
  868. * ASTC RGBA 10x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_10x6_Format = 37817;
  874. /**
  875. * ASTC RGBA 10x8 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_10x8_Format = 37818;
  881. /**
  882. * ASTC RGBA 10x10 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_10x10_Format = 37819;
  888. /**
  889. * ASTC RGBA 12x10 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_12x10_Format = 37820;
  895. /**
  896. * ASTC RGBA 12x12 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_12x12_Format = 37821;
  902. /**
  903. * BPTC RGBA format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_BPTC_Format = 36492;
  909. /**
  910. * BPTC Signed RGB format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGB_BPTC_SIGNED_Format = 36494;
  916. /**
  917. * BPTC Unsigned RGB format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGB_BPTC_UNSIGNED_Format = 36495;
  923. /**
  924. * RGTC1 Red format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RED_RGTC1_Format = 36283;
  930. /**
  931. * RGTC1 Signed Red format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const SIGNED_RED_RGTC1_Format = 36284;
  937. /**
  938. * RGTC2 Red Green format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RED_GREEN_RGTC2_Format = 36285;
  944. /**
  945. * RGTC2 Signed Red Green format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  951. /**
  952. * Animations are played once.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const LoopOnce = 2200;
  958. /**
  959. * Animations are played with a chosen number of repetitions, each time jumping from
  960. * the end of the clip directly to its beginning.
  961. *
  962. * @type {number}
  963. * @constant
  964. */
  965. const LoopRepeat = 2201;
  966. /**
  967. * Animations are played with a chosen number of repetitions, alternately playing forward
  968. * and backward.
  969. *
  970. * @type {number}
  971. * @constant
  972. */
  973. const LoopPingPong = 2202;
  974. /**
  975. * Discrete interpolation mode for keyframe tracks.
  976. *
  977. * @type {number}
  978. * @constant
  979. */
  980. const InterpolateDiscrete = 2300;
  981. /**
  982. * Linear interpolation mode for keyframe tracks.
  983. *
  984. * @type {number}
  985. * @constant
  986. */
  987. const InterpolateLinear = 2301;
  988. /**
  989. * Smooth interpolation mode for keyframe tracks.
  990. *
  991. * @type {number}
  992. * @constant
  993. */
  994. const InterpolateSmooth = 2302;
  995. /**
  996. * Zero curvature ending for animations.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const ZeroCurvatureEnding = 2400;
  1002. /**
  1003. * Zero slope ending for animations.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const ZeroSlopeEnding = 2401;
  1009. /**
  1010. * Wrap around ending for animations.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const WrapAroundEnding = 2402;
  1016. /**
  1017. * Default animation blend mode.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const NormalAnimationBlendMode = 2500;
  1023. /**
  1024. * Additive animation blend mode. Can be used to layer motions on top of
  1025. * each other to build complex performances from smaller re-usable assets.
  1026. *
  1027. * @type {number}
  1028. * @constant
  1029. */
  1030. const AdditiveAnimationBlendMode = 2501;
  1031. /**
  1032. * For every three vertices draw a single triangle.
  1033. *
  1034. * @type {number}
  1035. * @constant
  1036. */
  1037. const TrianglesDrawMode = 0;
  1038. /**
  1039. * For each vertex draw a triangle from the last three vertices.
  1040. *
  1041. * @type {number}
  1042. * @constant
  1043. */
  1044. const TriangleStripDrawMode = 1;
  1045. /**
  1046. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1047. *
  1048. * @type {number}
  1049. * @constant
  1050. */
  1051. const TriangleFanDrawMode = 2;
  1052. /**
  1053. * Basic depth packing.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const BasicDepthPacking = 3200;
  1059. /**
  1060. * A depth value is packed into 32 bit RGBA.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const RGBADepthPacking = 3201;
  1066. /**
  1067. * A depth value is packed into 24 bit RGB.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const RGBDepthPacking = 3202;
  1073. /**
  1074. * A depth value is packed into 16 bit RG.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const RGDepthPacking = 3203;
  1080. /**
  1081. * Normal information is relative to the underlying surface.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const TangentSpaceNormalMap = 0;
  1087. /**
  1088. * Normal information is relative to the object orientation.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const ObjectSpaceNormalMap = 1;
  1094. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1095. /**
  1096. * No color space.
  1097. *
  1098. * @type {string}
  1099. * @constant
  1100. */
  1101. const NoColorSpace = '';
  1102. /**
  1103. * sRGB color space.
  1104. *
  1105. * @type {string}
  1106. * @constant
  1107. */
  1108. const SRGBColorSpace = 'srgb';
  1109. /**
  1110. * sRGB-linear color space.
  1111. *
  1112. * @type {string}
  1113. * @constant
  1114. */
  1115. const LinearSRGBColorSpace = 'srgb-linear';
  1116. /**
  1117. * Linear transfer function.
  1118. *
  1119. * @type {string}
  1120. * @constant
  1121. */
  1122. const LinearTransfer = 'linear';
  1123. /**
  1124. * sRGB transfer function.
  1125. *
  1126. * @type {string}
  1127. * @constant
  1128. */
  1129. const SRGBTransfer = 'srgb';
  1130. /**
  1131. * Sets the stencil buffer value to `0`.
  1132. *
  1133. * @type {number}
  1134. * @constant
  1135. */
  1136. const ZeroStencilOp = 0;
  1137. /**
  1138. * Keeps the current value.
  1139. *
  1140. * @type {number}
  1141. * @constant
  1142. */
  1143. const KeepStencilOp = 7680;
  1144. /**
  1145. * Sets the stencil buffer value to the specified reference value.
  1146. *
  1147. * @type {number}
  1148. * @constant
  1149. */
  1150. const ReplaceStencilOp = 7681;
  1151. /**
  1152. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1153. *
  1154. * @type {number}
  1155. * @constant
  1156. */
  1157. const IncrementStencilOp = 7682;
  1158. /**
  1159. * Decrements the current stencil buffer value. Clamps to `0`.
  1160. *
  1161. * @type {number}
  1162. * @constant
  1163. */
  1164. const DecrementStencilOp = 7683;
  1165. /**
  1166. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1167. * the maximum representable unsigned value.
  1168. *
  1169. * @type {number}
  1170. * @constant
  1171. */
  1172. const IncrementWrapStencilOp = 34055;
  1173. /**
  1174. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1175. * unsigned value when decrementing a stencil buffer value of `0`.
  1176. *
  1177. * @type {number}
  1178. * @constant
  1179. */
  1180. const DecrementWrapStencilOp = 34056;
  1181. /**
  1182. * Inverts the current stencil buffer value bitwise.
  1183. *
  1184. * @type {number}
  1185. * @constant
  1186. */
  1187. const InvertStencilOp = 5386;
  1188. /**
  1189. * Will never return true.
  1190. *
  1191. * @type {number}
  1192. * @constant
  1193. */
  1194. const NeverStencilFunc = 512;
  1195. /**
  1196. * Will return true if the stencil reference value is less than the current stencil value.
  1197. *
  1198. * @type {number}
  1199. * @constant
  1200. */
  1201. const LessStencilFunc = 513;
  1202. /**
  1203. * Will return true if the stencil reference value is equal to the current stencil value.
  1204. *
  1205. * @type {number}
  1206. * @constant
  1207. */
  1208. const EqualStencilFunc = 514;
  1209. /**
  1210. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1211. *
  1212. * @type {number}
  1213. * @constant
  1214. */
  1215. const LessEqualStencilFunc = 515;
  1216. /**
  1217. * Will return true if the stencil reference value is greater than the current stencil value.
  1218. *
  1219. * @type {number}
  1220. * @constant
  1221. */
  1222. const GreaterStencilFunc = 516;
  1223. /**
  1224. * Will return true if the stencil reference value is not equal to the current stencil value.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const NotEqualStencilFunc = 517;
  1230. /**
  1231. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const GreaterEqualStencilFunc = 518;
  1237. /**
  1238. * Will always return true.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const AlwaysStencilFunc = 519;
  1244. /**
  1245. * Never pass.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const NeverCompare = 512;
  1251. /**
  1252. * Pass if the incoming value is less than the texture value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const LessCompare = 513;
  1258. /**
  1259. * Pass if the incoming value equals the texture value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const EqualCompare = 514;
  1265. /**
  1266. * Pass if the incoming value is less than or equal to the texture value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const LessEqualCompare = 515;
  1272. /**
  1273. * Pass if the incoming value is greater than the texture value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const GreaterCompare = 516;
  1279. /**
  1280. * Pass if the incoming value is not equal to the texture value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const NotEqualCompare = 517;
  1286. /**
  1287. * Pass if the incoming value is greater than or equal to the texture value.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const GreaterEqualCompare = 518;
  1293. /**
  1294. * Always pass.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const AlwaysCompare = 519;
  1300. /**
  1301. * The contents are intended to be specified once by the application, and used many
  1302. * times as the source for drawing and image specification commands.
  1303. *
  1304. * @type {number}
  1305. * @constant
  1306. */
  1307. const StaticDrawUsage = 35044;
  1308. /**
  1309. * The contents are intended to be respecified repeatedly by the application, and
  1310. * used many times as the source for drawing and image specification commands.
  1311. *
  1312. * @type {number}
  1313. * @constant
  1314. */
  1315. const DynamicDrawUsage = 35048;
  1316. /**
  1317. * The contents are intended to be specified once by the application, and used at most
  1318. * a few times as the source for drawing and image specification commands.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const StreamDrawUsage = 35040;
  1324. /**
  1325. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1326. * many times by the application.
  1327. *
  1328. * @type {number}
  1329. * @constant
  1330. */
  1331. const StaticReadUsage = 35045;
  1332. /**
  1333. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1334. * many times by the application.
  1335. *
  1336. * @type {number}
  1337. * @constant
  1338. */
  1339. const DynamicReadUsage = 35049;
  1340. /**
  1341. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1342. * a few times by the application
  1343. *
  1344. * @type {number}
  1345. * @constant
  1346. */
  1347. const StreamReadUsage = 35041;
  1348. /**
  1349. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1350. * the source for WebGL drawing and image specification commands.
  1351. *
  1352. * @type {number}
  1353. * @constant
  1354. */
  1355. const StaticCopyUsage = 35046;
  1356. /**
  1357. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1358. * as the source for WebGL drawing and image specification commands.
  1359. *
  1360. * @type {number}
  1361. * @constant
  1362. */
  1363. const DynamicCopyUsage = 35050;
  1364. /**
  1365. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1366. * as the source for WebGL drawing and image specification commands.
  1367. *
  1368. * @type {number}
  1369. * @constant
  1370. */
  1371. const StreamCopyUsage = 35042;
  1372. /**
  1373. * GLSL 1 shader code.
  1374. *
  1375. * @type {string}
  1376. * @constant
  1377. */
  1378. const GLSL1 = '100';
  1379. /**
  1380. * GLSL 3 shader code.
  1381. *
  1382. * @type {string}
  1383. * @constant
  1384. */
  1385. const GLSL3 = '300 es';
  1386. /**
  1387. * WebGL coordinate system.
  1388. *
  1389. * @type {number}
  1390. * @constant
  1391. */
  1392. const WebGLCoordinateSystem = 2000;
  1393. /**
  1394. * WebGPU coordinate system.
  1395. *
  1396. * @type {number}
  1397. * @constant
  1398. */
  1399. const WebGPUCoordinateSystem = 2001;
  1400. /**
  1401. * Represents the different timestamp query types.
  1402. *
  1403. * @type {ConstantsTimestampQuery}
  1404. * @constant
  1405. */
  1406. const TimestampQuery = {
  1407. COMPUTE: 'compute',
  1408. RENDER: 'render'
  1409. };
  1410. /**
  1411. * Represents mouse buttons and interaction types in context of controls.
  1412. *
  1413. * @type {ConstantsInterpolationSamplingType}
  1414. * @constant
  1415. */
  1416. const InterpolationSamplingType = {
  1417. PERSPECTIVE: 'perspective',
  1418. LINEAR: 'linear',
  1419. FLAT: 'flat'
  1420. };
  1421. /**
  1422. * Represents the different interpolation sampling modes.
  1423. *
  1424. * @type {ConstantsInterpolationSamplingMode}
  1425. * @constant
  1426. */
  1427. const InterpolationSamplingMode = {
  1428. NORMAL: 'normal',
  1429. CENTROID: 'centroid',
  1430. SAMPLE: 'sample',
  1431. FIRST: 'first',
  1432. EITHER: 'either'
  1433. };
  1434. /**
  1435. * This type represents mouse buttons and interaction types in context of controls.
  1436. *
  1437. * @typedef {Object} ConstantsMouse
  1438. * @property {number} MIDDLE - The left mouse button.
  1439. * @property {number} LEFT - The middle mouse button.
  1440. * @property {number} RIGHT - The right mouse button.
  1441. * @property {number} ROTATE - A rotate interaction.
  1442. * @property {number} DOLLY - A dolly interaction.
  1443. * @property {number} PAN - A pan interaction.
  1444. **/
  1445. /**
  1446. * This type represents touch interaction types in context of controls.
  1447. *
  1448. * @typedef {Object} ConstantsTouch
  1449. * @property {number} ROTATE - A rotate interaction.
  1450. * @property {number} PAN - A pan interaction.
  1451. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1452. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1453. **/
  1454. /**
  1455. * This type represents the different timestamp query types.
  1456. *
  1457. * @typedef {Object} ConstantsTimestampQuery
  1458. * @property {string} COMPUTE - A `compute` timestamp query.
  1459. * @property {string} RENDER - A `render` timestamp query.
  1460. **/
  1461. /**
  1462. * Represents the different interpolation sampling types.
  1463. *
  1464. * @typedef {Object} ConstantsInterpolationSamplingType
  1465. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1466. * @property {string} LINEAR - Linear interpolation.
  1467. * @property {string} FLAT - Flat interpolation.
  1468. */
  1469. /**
  1470. * Represents the different interpolation sampling modes.
  1471. *
  1472. * @typedef {Object} ConstantsInterpolationSamplingMode
  1473. * @property {string} NORMAL - Normal sampling mode.
  1474. * @property {string} CENTROID - Centroid sampling mode.
  1475. * @property {string} SAMPLE - Sample-specific sampling mode.
  1476. * @property {string} FIRST - Flat interpolation using the first vertex.
  1477. * @property {string} EITHER - Flat interpolation using either vertex.
  1478. */
  1479. function arrayNeedsUint32( array ) {
  1480. // assumes larger values usually on last
  1481. for ( let i = array.length - 1; i >= 0; -- i ) {
  1482. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1483. }
  1484. return false;
  1485. }
  1486. const TYPED_ARRAYS = {
  1487. Int8Array: Int8Array,
  1488. Uint8Array: Uint8Array,
  1489. Uint8ClampedArray: Uint8ClampedArray,
  1490. Int16Array: Int16Array,
  1491. Uint16Array: Uint16Array,
  1492. Int32Array: Int32Array,
  1493. Uint32Array: Uint32Array,
  1494. Float32Array: Float32Array,
  1495. Float64Array: Float64Array
  1496. };
  1497. function getTypedArray( type, buffer ) {
  1498. return new TYPED_ARRAYS[ type ]( buffer );
  1499. }
  1500. function createElementNS( name ) {
  1501. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1502. }
  1503. function createCanvasElement() {
  1504. const canvas = createElementNS( 'canvas' );
  1505. canvas.style.display = 'block';
  1506. return canvas;
  1507. }
  1508. const _cache = {};
  1509. let _setConsoleFunction = null;
  1510. function setConsoleFunction( fn ) {
  1511. _setConsoleFunction = fn;
  1512. }
  1513. function getConsoleFunction() {
  1514. return _setConsoleFunction;
  1515. }
  1516. function log( ...params ) {
  1517. const message = 'THREE.' + params.shift();
  1518. if ( _setConsoleFunction ) {
  1519. _setConsoleFunction( 'log', message, ...params );
  1520. } else {
  1521. console.log( message, ...params );
  1522. }
  1523. }
  1524. function warn( ...params ) {
  1525. const message = 'THREE.' + params.shift();
  1526. if ( _setConsoleFunction ) {
  1527. _setConsoleFunction( 'warn', message, ...params );
  1528. } else {
  1529. console.warn( message, ...params );
  1530. }
  1531. }
  1532. function error( ...params ) {
  1533. const message = 'THREE.' + params.shift();
  1534. if ( _setConsoleFunction ) {
  1535. _setConsoleFunction( 'error', message, ...params );
  1536. } else {
  1537. console.error( message, ...params );
  1538. }
  1539. }
  1540. function warnOnce( ...params ) {
  1541. const message = params.join( ' ' );
  1542. if ( message in _cache ) return;
  1543. _cache[ message ] = true;
  1544. warn( ...params );
  1545. }
  1546. function probeAsync( gl, sync, interval ) {
  1547. return new Promise( function ( resolve, reject ) {
  1548. function probe() {
  1549. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1550. case gl.WAIT_FAILED:
  1551. reject();
  1552. break;
  1553. case gl.TIMEOUT_EXPIRED:
  1554. setTimeout( probe, interval );
  1555. break;
  1556. default:
  1557. resolve();
  1558. }
  1559. }
  1560. setTimeout( probe, interval );
  1561. } );
  1562. }
  1563. /**
  1564. * This modules allows to dispatch event objects on custom JavaScript objects.
  1565. *
  1566. * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}
  1567. *
  1568. * Code Example:
  1569. * ```js
  1570. * class Car extends EventDispatcher {
  1571. * start() {
  1572. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1573. * }
  1574. *};
  1575. *
  1576. * // Using events with the custom object
  1577. * const car = new Car();
  1578. * car.addEventListener( 'start', function ( event ) {
  1579. * alert( event.message );
  1580. * } );
  1581. *
  1582. * car.start();
  1583. * ```
  1584. */
  1585. class EventDispatcher {
  1586. /**
  1587. * Adds the given event listener to the given event type.
  1588. *
  1589. * @param {string} type - The type of event to listen to.
  1590. * @param {Function} listener - The function that gets called when the event is fired.
  1591. */
  1592. addEventListener( type, listener ) {
  1593. if ( this._listeners === undefined ) this._listeners = {};
  1594. const listeners = this._listeners;
  1595. if ( listeners[ type ] === undefined ) {
  1596. listeners[ type ] = [];
  1597. }
  1598. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1599. listeners[ type ].push( listener );
  1600. }
  1601. }
  1602. /**
  1603. * Returns `true` if the given event listener has been added to the given event type.
  1604. *
  1605. * @param {string} type - The type of event.
  1606. * @param {Function} listener - The listener to check.
  1607. * @return {boolean} Whether the given event listener has been added to the given event type.
  1608. */
  1609. hasEventListener( type, listener ) {
  1610. const listeners = this._listeners;
  1611. if ( listeners === undefined ) return false;
  1612. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1613. }
  1614. /**
  1615. * Removes the given event listener from the given event type.
  1616. *
  1617. * @param {string} type - The type of event.
  1618. * @param {Function} listener - The listener to remove.
  1619. */
  1620. removeEventListener( type, listener ) {
  1621. const listeners = this._listeners;
  1622. if ( listeners === undefined ) return;
  1623. const listenerArray = listeners[ type ];
  1624. if ( listenerArray !== undefined ) {
  1625. const index = listenerArray.indexOf( listener );
  1626. if ( index !== -1 ) {
  1627. listenerArray.splice( index, 1 );
  1628. }
  1629. }
  1630. }
  1631. /**
  1632. * Dispatches an event object.
  1633. *
  1634. * @param {Object} event - The event that gets fired.
  1635. */
  1636. dispatchEvent( event ) {
  1637. const listeners = this._listeners;
  1638. if ( listeners === undefined ) return;
  1639. const listenerArray = listeners[ event.type ];
  1640. if ( listenerArray !== undefined ) {
  1641. event.target = this;
  1642. // Make a copy, in case listeners are removed while iterating.
  1643. const array = listenerArray.slice( 0 );
  1644. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1645. array[ i ].call( this, event );
  1646. }
  1647. event.target = null;
  1648. }
  1649. }
  1650. }
  1651. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  1652. let _seed = 1234567;
  1653. const DEG2RAD = Math.PI / 180;
  1654. const RAD2DEG = 180 / Math.PI;
  1655. /**
  1656. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1657. * (universally unique identifier).
  1658. *
  1659. * @return {string} The UUID.
  1660. */
  1661. function generateUUID() {
  1662. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1663. const d0 = Math.random() * 0xffffffff | 0;
  1664. const d1 = Math.random() * 0xffffffff | 0;
  1665. const d2 = Math.random() * 0xffffffff | 0;
  1666. const d3 = Math.random() * 0xffffffff | 0;
  1667. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1668. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1669. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1670. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1671. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1672. return uuid.toLowerCase();
  1673. }
  1674. /**
  1675. * Clamps the given value between min and max.
  1676. *
  1677. * @param {number} value - The value to clamp.
  1678. * @param {number} min - The min value.
  1679. * @param {number} max - The max value.
  1680. * @return {number} The clamped value.
  1681. */
  1682. function clamp( value, min, max ) {
  1683. return Math.max( min, Math.min( max, value ) );
  1684. }
  1685. /**
  1686. * Computes the Euclidean modulo of the given parameters that
  1687. * is `( ( n % m ) + m ) % m`.
  1688. *
  1689. * @param {number} n - The first parameter.
  1690. * @param {number} m - The second parameter.
  1691. * @return {number} The Euclidean modulo.
  1692. */
  1693. function euclideanModulo( n, m ) {
  1694. // https://en.wikipedia.org/wiki/Modulo_operation
  1695. return ( ( n % m ) + m ) % m;
  1696. }
  1697. /**
  1698. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1699. * for the given value.
  1700. *
  1701. * @param {number} x - The value to be mapped.
  1702. * @param {number} a1 - Minimum value for range A.
  1703. * @param {number} a2 - Maximum value for range A.
  1704. * @param {number} b1 - Minimum value for range B.
  1705. * @param {number} b2 - Maximum value for range B.
  1706. * @return {number} The mapped value.
  1707. */
  1708. function mapLinear( x, a1, a2, b1, b2 ) {
  1709. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1710. }
  1711. /**
  1712. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1713. * between the start and end point.
  1714. *
  1715. * @param {number} x - The start point
  1716. * @param {number} y - The end point.
  1717. * @param {number} value - A value between start and end.
  1718. * @return {number} The interpolation factor.
  1719. */
  1720. function inverseLerp( x, y, value ) {
  1721. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1722. if ( x !== y ) {
  1723. return ( value - x ) / ( y - x );
  1724. } else {
  1725. return 0;
  1726. }
  1727. }
  1728. /**
  1729. * Returns a value linearly interpolated from two known points based on the given interval -
  1730. * `t = 0` will return `x` and `t = 1` will return `y`.
  1731. *
  1732. * @param {number} x - The start point
  1733. * @param {number} y - The end point.
  1734. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1735. * @return {number} The interpolated value.
  1736. */
  1737. function lerp( x, y, t ) {
  1738. return ( 1 - t ) * x + t * y;
  1739. }
  1740. /**
  1741. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1742. * time to maintain frame rate independent movement. For details, see
  1743. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1744. *
  1745. * @param {number} x - The current point.
  1746. * @param {number} y - The target point.
  1747. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1748. * and a lower value will make the movement more gradual.
  1749. * @param {number} dt - Delta time in seconds.
  1750. * @return {number} The interpolated value.
  1751. */
  1752. function damp( x, y, lambda, dt ) {
  1753. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1754. }
  1755. /**
  1756. * Returns a value that alternates between `0` and the given `length` parameter.
  1757. *
  1758. * @param {number} x - The value to pingpong.
  1759. * @param {number} [length=1] - The positive value the function will pingpong to.
  1760. * @return {number} The alternated value.
  1761. */
  1762. function pingpong( x, length = 1 ) {
  1763. // https://www.desmos.com/calculator/vcsjnyz7x4
  1764. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1765. }
  1766. /**
  1767. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1768. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1769. * the `min` and `max`.
  1770. *
  1771. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  1772. *
  1773. * @param {number} x - The value to evaluate based on its position between min and max.
  1774. * @param {number} min - The min value. Any x value below min will be `0`.
  1775. * @param {number} max - The max value. Any x value above max will be `1`.
  1776. * @return {number} The alternated value.
  1777. */
  1778. function smoothstep( x, min, max ) {
  1779. if ( x <= min ) return 0;
  1780. if ( x >= max ) return 1;
  1781. x = ( x - min ) / ( max - min );
  1782. return x * x * ( 3 - 2 * x );
  1783. }
  1784. /**
  1785. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  1786. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1787. *
  1788. * @param {number} x - The value to evaluate based on its position between min and max.
  1789. * @param {number} min - The min value. Any x value below min will be `0`.
  1790. * @param {number} max - The max value. Any x value above max will be `1`.
  1791. * @return {number} The alternated value.
  1792. */
  1793. function smootherstep( x, min, max ) {
  1794. if ( x <= min ) return 0;
  1795. if ( x >= max ) return 1;
  1796. x = ( x - min ) / ( max - min );
  1797. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1798. }
  1799. /**
  1800. * Returns a random integer from `<low, high>` interval.
  1801. *
  1802. * @param {number} low - The lower value boundary.
  1803. * @param {number} high - The upper value boundary
  1804. * @return {number} A random integer.
  1805. */
  1806. function randInt( low, high ) {
  1807. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1808. }
  1809. /**
  1810. * Returns a random float from `<low, high>` interval.
  1811. *
  1812. * @param {number} low - The lower value boundary.
  1813. * @param {number} high - The upper value boundary
  1814. * @return {number} A random float.
  1815. */
  1816. function randFloat( low, high ) {
  1817. return low + Math.random() * ( high - low );
  1818. }
  1819. /**
  1820. * Returns a random integer from `<-range/2, range/2>` interval.
  1821. *
  1822. * @param {number} range - Defines the value range.
  1823. * @return {number} A random float.
  1824. */
  1825. function randFloatSpread( range ) {
  1826. return range * ( 0.5 - Math.random() );
  1827. }
  1828. /**
  1829. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1830. *
  1831. * @param {number} [s] - The integer seed.
  1832. * @return {number} A random float.
  1833. */
  1834. function seededRandom( s ) {
  1835. if ( s !== undefined ) _seed = s;
  1836. // Mulberry32 generator
  1837. let t = _seed += 0x6D2B79F5;
  1838. t = Math.imul( t ^ t >>> 15, t | 1 );
  1839. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1840. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1841. }
  1842. /**
  1843. * Converts degrees to radians.
  1844. *
  1845. * @param {number} degrees - A value in degrees.
  1846. * @return {number} The converted value in radians.
  1847. */
  1848. function degToRad( degrees ) {
  1849. return degrees * DEG2RAD;
  1850. }
  1851. /**
  1852. * Converts radians to degrees.
  1853. *
  1854. * @param {number} radians - A value in radians.
  1855. * @return {number} The converted value in degrees.
  1856. */
  1857. function radToDeg( radians ) {
  1858. return radians * RAD2DEG;
  1859. }
  1860. /**
  1861. * Returns `true` if the given number is a power of two.
  1862. *
  1863. * @param {number} value - The value to check.
  1864. * @return {boolean} Whether the given number is a power of two or not.
  1865. */
  1866. function isPowerOfTwo( value ) {
  1867. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1868. }
  1869. /**
  1870. * Returns the smallest power of two that is greater than or equal to the given number.
  1871. *
  1872. * @param {number} value - The value to find a POT for.
  1873. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1874. */
  1875. function ceilPowerOfTwo( value ) {
  1876. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1877. }
  1878. /**
  1879. * Returns the largest power of two that is less than or equal to the given number.
  1880. *
  1881. * @param {number} value - The value to find a POT for.
  1882. * @return {number} The largest power of two that is less than or equal to the given number.
  1883. */
  1884. function floorPowerOfTwo( value ) {
  1885. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1886. }
  1887. /**
  1888. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  1889. * defined by the given angles and order.
  1890. *
  1891. * Rotations are applied to the axes in the order specified by order:
  1892. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1893. *
  1894. * @param {Quaternion} q - The quaternion to set.
  1895. * @param {number} a - The rotation applied to the first axis, in radians.
  1896. * @param {number} b - The rotation applied to the second axis, in radians.
  1897. * @param {number} c - The rotation applied to the third axis, in radians.
  1898. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1899. */
  1900. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1901. const cos = Math.cos;
  1902. const sin = Math.sin;
  1903. const c2 = cos( b / 2 );
  1904. const s2 = sin( b / 2 );
  1905. const c13 = cos( ( a + c ) / 2 );
  1906. const s13 = sin( ( a + c ) / 2 );
  1907. const c1_3 = cos( ( a - c ) / 2 );
  1908. const s1_3 = sin( ( a - c ) / 2 );
  1909. const c3_1 = cos( ( c - a ) / 2 );
  1910. const s3_1 = sin( ( c - a ) / 2 );
  1911. switch ( order ) {
  1912. case 'XYX':
  1913. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1914. break;
  1915. case 'YZY':
  1916. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1917. break;
  1918. case 'ZXZ':
  1919. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1920. break;
  1921. case 'XZX':
  1922. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1923. break;
  1924. case 'YXY':
  1925. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1926. break;
  1927. case 'ZYZ':
  1928. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1929. break;
  1930. default:
  1931. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1932. }
  1933. }
  1934. /**
  1935. * Denormalizes the given value according to the given typed array.
  1936. *
  1937. * @param {number} value - The value to denormalize.
  1938. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1939. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1940. */
  1941. function denormalize( value, array ) {
  1942. switch ( array.constructor ) {
  1943. case Float32Array:
  1944. return value;
  1945. case Uint32Array:
  1946. return value / 4294967295.0;
  1947. case Uint16Array:
  1948. return value / 65535.0;
  1949. case Uint8Array:
  1950. return value / 255.0;
  1951. case Int32Array:
  1952. return Math.max( value / 2147483647.0, -1 );
  1953. case Int16Array:
  1954. return Math.max( value / 32767.0, -1 );
  1955. case Int8Array:
  1956. return Math.max( value / 127.0, -1 );
  1957. default:
  1958. throw new Error( 'Invalid component type.' );
  1959. }
  1960. }
  1961. /**
  1962. * Normalizes the given value according to the given typed array.
  1963. *
  1964. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1965. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1966. * @return {number} The normalize value.
  1967. */
  1968. function normalize( value, array ) {
  1969. switch ( array.constructor ) {
  1970. case Float32Array:
  1971. return value;
  1972. case Uint32Array:
  1973. return Math.round( value * 4294967295.0 );
  1974. case Uint16Array:
  1975. return Math.round( value * 65535.0 );
  1976. case Uint8Array:
  1977. return Math.round( value * 255.0 );
  1978. case Int32Array:
  1979. return Math.round( value * 2147483647.0 );
  1980. case Int16Array:
  1981. return Math.round( value * 32767.0 );
  1982. case Int8Array:
  1983. return Math.round( value * 127.0 );
  1984. default:
  1985. throw new Error( 'Invalid component type.' );
  1986. }
  1987. }
  1988. /**
  1989. * @class
  1990. * @classdesc A collection of math utility functions.
  1991. * @hideconstructor
  1992. */
  1993. const MathUtils = {
  1994. DEG2RAD: DEG2RAD,
  1995. RAD2DEG: RAD2DEG,
  1996. /**
  1997. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1998. * (universally unique identifier).
  1999. *
  2000. * @static
  2001. * @method
  2002. * @return {string} The UUID.
  2003. */
  2004. generateUUID: generateUUID,
  2005. /**
  2006. * Clamps the given value between min and max.
  2007. *
  2008. * @static
  2009. * @method
  2010. * @param {number} value - The value to clamp.
  2011. * @param {number} min - The min value.
  2012. * @param {number} max - The max value.
  2013. * @return {number} The clamped value.
  2014. */
  2015. clamp: clamp,
  2016. /**
  2017. * Computes the Euclidean modulo of the given parameters that
  2018. * is `( ( n % m ) + m ) % m`.
  2019. *
  2020. * @static
  2021. * @method
  2022. * @param {number} n - The first parameter.
  2023. * @param {number} m - The second parameter.
  2024. * @return {number} The Euclidean modulo.
  2025. */
  2026. euclideanModulo: euclideanModulo,
  2027. /**
  2028. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2029. * for the given value.
  2030. *
  2031. * @static
  2032. * @method
  2033. * @param {number} x - The value to be mapped.
  2034. * @param {number} a1 - Minimum value for range A.
  2035. * @param {number} a2 - Maximum value for range A.
  2036. * @param {number} b1 - Minimum value for range B.
  2037. * @param {number} b2 - Maximum value for range B.
  2038. * @return {number} The mapped value.
  2039. */
  2040. mapLinear: mapLinear,
  2041. /**
  2042. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2043. * between the start and end point.
  2044. *
  2045. * @static
  2046. * @method
  2047. * @param {number} x - The start point
  2048. * @param {number} y - The end point.
  2049. * @param {number} value - A value between start and end.
  2050. * @return {number} The interpolation factor.
  2051. */
  2052. inverseLerp: inverseLerp,
  2053. /**
  2054. * Returns a value linearly interpolated from two known points based on the given interval -
  2055. * `t = 0` will return `x` and `t = 1` will return `y`.
  2056. *
  2057. * @static
  2058. * @method
  2059. * @param {number} x - The start point
  2060. * @param {number} y - The end point.
  2061. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2062. * @return {number} The interpolated value.
  2063. */
  2064. lerp: lerp,
  2065. /**
  2066. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2067. * time to maintain frame rate independent movement. For details, see
  2068. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  2069. *
  2070. * @static
  2071. * @method
  2072. * @param {number} x - The current point.
  2073. * @param {number} y - The target point.
  2074. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2075. * and a lower value will make the movement more gradual.
  2076. * @param {number} dt - Delta time in seconds.
  2077. * @return {number} The interpolated value.
  2078. */
  2079. damp: damp,
  2080. /**
  2081. * Returns a value that alternates between `0` and the given `length` parameter.
  2082. *
  2083. * @static
  2084. * @method
  2085. * @param {number} x - The value to pingpong.
  2086. * @param {number} [length=1] - The positive value the function will pingpong to.
  2087. * @return {number} The alternated value.
  2088. */
  2089. pingpong: pingpong,
  2090. /**
  2091. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2092. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2093. * the `min` and `max`.
  2094. *
  2095. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  2096. *
  2097. * @static
  2098. * @method
  2099. * @param {number} x - The value to evaluate based on its position between min and max.
  2100. * @param {number} min - The min value. Any x value below min will be `0`.
  2101. * @param {number} max - The max value. Any x value above max will be `1`.
  2102. * @return {number} The alternated value.
  2103. */
  2104. smoothstep: smoothstep,
  2105. /**
  2106. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  2107. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2108. *
  2109. * @static
  2110. * @method
  2111. * @param {number} x - The value to evaluate based on its position between min and max.
  2112. * @param {number} min - The min value. Any x value below min will be `0`.
  2113. * @param {number} max - The max value. Any x value above max will be `1`.
  2114. * @return {number} The alternated value.
  2115. */
  2116. smootherstep: smootherstep,
  2117. /**
  2118. * Returns a random integer from `<low, high>` interval.
  2119. *
  2120. * @static
  2121. * @method
  2122. * @param {number} low - The lower value boundary.
  2123. * @param {number} high - The upper value boundary
  2124. * @return {number} A random integer.
  2125. */
  2126. randInt: randInt,
  2127. /**
  2128. * Returns a random float from `<low, high>` interval.
  2129. *
  2130. * @static
  2131. * @method
  2132. * @param {number} low - The lower value boundary.
  2133. * @param {number} high - The upper value boundary
  2134. * @return {number} A random float.
  2135. */
  2136. randFloat: randFloat,
  2137. /**
  2138. * Returns a random integer from `<-range/2, range/2>` interval.
  2139. *
  2140. * @static
  2141. * @method
  2142. * @param {number} range - Defines the value range.
  2143. * @return {number} A random float.
  2144. */
  2145. randFloatSpread: randFloatSpread,
  2146. /**
  2147. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2148. *
  2149. * @static
  2150. * @method
  2151. * @param {number} [s] - The integer seed.
  2152. * @return {number} A random float.
  2153. */
  2154. seededRandom: seededRandom,
  2155. /**
  2156. * Converts degrees to radians.
  2157. *
  2158. * @static
  2159. * @method
  2160. * @param {number} degrees - A value in degrees.
  2161. * @return {number} The converted value in radians.
  2162. */
  2163. degToRad: degToRad,
  2164. /**
  2165. * Converts radians to degrees.
  2166. *
  2167. * @static
  2168. * @method
  2169. * @param {number} radians - A value in radians.
  2170. * @return {number} The converted value in degrees.
  2171. */
  2172. radToDeg: radToDeg,
  2173. /**
  2174. * Returns `true` if the given number is a power of two.
  2175. *
  2176. * @static
  2177. * @method
  2178. * @param {number} value - The value to check.
  2179. * @return {boolean} Whether the given number is a power of two or not.
  2180. */
  2181. isPowerOfTwo: isPowerOfTwo,
  2182. /**
  2183. * Returns the smallest power of two that is greater than or equal to the given number.
  2184. *
  2185. * @static
  2186. * @method
  2187. * @param {number} value - The value to find a POT for.
  2188. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2189. */
  2190. ceilPowerOfTwo: ceilPowerOfTwo,
  2191. /**
  2192. * Returns the largest power of two that is less than or equal to the given number.
  2193. *
  2194. * @static
  2195. * @method
  2196. * @param {number} value - The value to find a POT for.
  2197. * @return {number} The largest power of two that is less than or equal to the given number.
  2198. */
  2199. floorPowerOfTwo: floorPowerOfTwo,
  2200. /**
  2201. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  2202. * defined by the given angles and order.
  2203. *
  2204. * Rotations are applied to the axes in the order specified by order:
  2205. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2206. *
  2207. * @static
  2208. * @method
  2209. * @param {Quaternion} q - The quaternion to set.
  2210. * @param {number} a - The rotation applied to the first axis, in radians.
  2211. * @param {number} b - The rotation applied to the second axis, in radians.
  2212. * @param {number} c - The rotation applied to the third axis, in radians.
  2213. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2214. */
  2215. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2216. /**
  2217. * Normalizes the given value according to the given typed array.
  2218. *
  2219. * @static
  2220. * @method
  2221. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2222. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2223. * @return {number} The normalize value.
  2224. */
  2225. normalize: normalize,
  2226. /**
  2227. * Denormalizes the given value according to the given typed array.
  2228. *
  2229. * @static
  2230. * @method
  2231. * @param {number} value - The value to denormalize.
  2232. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2233. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2234. */
  2235. denormalize: denormalize
  2236. };
  2237. /**
  2238. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2239. * (labeled x and y), which can be used to represent a number of things, such as:
  2240. *
  2241. * - A point in 2D space (i.e. a position on a plane).
  2242. * - A direction and length across a plane. In three.js the length will
  2243. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2244. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2245. * - Any arbitrary ordered pair of numbers.
  2246. *
  2247. * There are other things a 2D vector can be used to represent, such as
  2248. * momentum vectors, complex numbers and so on, however these are the most
  2249. * common uses in three.js.
  2250. *
  2251. * Iterating through a vector instance will yield its components `(x, y)` in
  2252. * the corresponding order.
  2253. * ```js
  2254. * const a = new THREE.Vector2( 0, 1 );
  2255. *
  2256. * //no arguments; will be initialised to (0, 0)
  2257. * const b = new THREE.Vector2( );
  2258. *
  2259. * const d = a.distanceTo( b );
  2260. * ```
  2261. */
  2262. class Vector2 {
  2263. /**
  2264. * Constructs a new 2D vector.
  2265. *
  2266. * @param {number} [x=0] - The x value of this vector.
  2267. * @param {number} [y=0] - The y value of this vector.
  2268. */
  2269. constructor( x = 0, y = 0 ) {
  2270. /**
  2271. * This flag can be used for type testing.
  2272. *
  2273. * @type {boolean}
  2274. * @readonly
  2275. * @default true
  2276. */
  2277. Vector2.prototype.isVector2 = true;
  2278. /**
  2279. * The x value of this vector.
  2280. *
  2281. * @type {number}
  2282. */
  2283. this.x = x;
  2284. /**
  2285. * The y value of this vector.
  2286. *
  2287. * @type {number}
  2288. */
  2289. this.y = y;
  2290. }
  2291. /**
  2292. * Alias for {@link Vector2#x}.
  2293. *
  2294. * @type {number}
  2295. */
  2296. get width() {
  2297. return this.x;
  2298. }
  2299. set width( value ) {
  2300. this.x = value;
  2301. }
  2302. /**
  2303. * Alias for {@link Vector2#y}.
  2304. *
  2305. * @type {number}
  2306. */
  2307. get height() {
  2308. return this.y;
  2309. }
  2310. set height( value ) {
  2311. this.y = value;
  2312. }
  2313. /**
  2314. * Sets the vector components.
  2315. *
  2316. * @param {number} x - The value of the x component.
  2317. * @param {number} y - The value of the y component.
  2318. * @return {Vector2} A reference to this vector.
  2319. */
  2320. set( x, y ) {
  2321. this.x = x;
  2322. this.y = y;
  2323. return this;
  2324. }
  2325. /**
  2326. * Sets the vector components to the same value.
  2327. *
  2328. * @param {number} scalar - The value to set for all vector components.
  2329. * @return {Vector2} A reference to this vector.
  2330. */
  2331. setScalar( scalar ) {
  2332. this.x = scalar;
  2333. this.y = scalar;
  2334. return this;
  2335. }
  2336. /**
  2337. * Sets the vector's x component to the given value
  2338. *
  2339. * @param {number} x - The value to set.
  2340. * @return {Vector2} A reference to this vector.
  2341. */
  2342. setX( x ) {
  2343. this.x = x;
  2344. return this;
  2345. }
  2346. /**
  2347. * Sets the vector's y component to the given value
  2348. *
  2349. * @param {number} y - The value to set.
  2350. * @return {Vector2} A reference to this vector.
  2351. */
  2352. setY( y ) {
  2353. this.y = y;
  2354. return this;
  2355. }
  2356. /**
  2357. * Allows to set a vector component with an index.
  2358. *
  2359. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2360. * @param {number} value - The value to set.
  2361. * @return {Vector2} A reference to this vector.
  2362. */
  2363. setComponent( index, value ) {
  2364. switch ( index ) {
  2365. case 0: this.x = value; break;
  2366. case 1: this.y = value; break;
  2367. default: throw new Error( 'index is out of range: ' + index );
  2368. }
  2369. return this;
  2370. }
  2371. /**
  2372. * Returns the value of the vector component which matches the given index.
  2373. *
  2374. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2375. * @return {number} A vector component value.
  2376. */
  2377. getComponent( index ) {
  2378. switch ( index ) {
  2379. case 0: return this.x;
  2380. case 1: return this.y;
  2381. default: throw new Error( 'index is out of range: ' + index );
  2382. }
  2383. }
  2384. /**
  2385. * Returns a new vector with copied values from this instance.
  2386. *
  2387. * @return {Vector2} A clone of this instance.
  2388. */
  2389. clone() {
  2390. return new this.constructor( this.x, this.y );
  2391. }
  2392. /**
  2393. * Copies the values of the given vector to this instance.
  2394. *
  2395. * @param {Vector2} v - The vector to copy.
  2396. * @return {Vector2} A reference to this vector.
  2397. */
  2398. copy( v ) {
  2399. this.x = v.x;
  2400. this.y = v.y;
  2401. return this;
  2402. }
  2403. /**
  2404. * Adds the given vector to this instance.
  2405. *
  2406. * @param {Vector2} v - The vector to add.
  2407. * @return {Vector2} A reference to this vector.
  2408. */
  2409. add( v ) {
  2410. this.x += v.x;
  2411. this.y += v.y;
  2412. return this;
  2413. }
  2414. /**
  2415. * Adds the given scalar value to all components of this instance.
  2416. *
  2417. * @param {number} s - The scalar to add.
  2418. * @return {Vector2} A reference to this vector.
  2419. */
  2420. addScalar( s ) {
  2421. this.x += s;
  2422. this.y += s;
  2423. return this;
  2424. }
  2425. /**
  2426. * Adds the given vectors and stores the result in this instance.
  2427. *
  2428. * @param {Vector2} a - The first vector.
  2429. * @param {Vector2} b - The second vector.
  2430. * @return {Vector2} A reference to this vector.
  2431. */
  2432. addVectors( a, b ) {
  2433. this.x = a.x + b.x;
  2434. this.y = a.y + b.y;
  2435. return this;
  2436. }
  2437. /**
  2438. * Adds the given vector scaled by the given factor to this instance.
  2439. *
  2440. * @param {Vector2} v - The vector.
  2441. * @param {number} s - The factor that scales `v`.
  2442. * @return {Vector2} A reference to this vector.
  2443. */
  2444. addScaledVector( v, s ) {
  2445. this.x += v.x * s;
  2446. this.y += v.y * s;
  2447. return this;
  2448. }
  2449. /**
  2450. * Subtracts the given vector from this instance.
  2451. *
  2452. * @param {Vector2} v - The vector to subtract.
  2453. * @return {Vector2} A reference to this vector.
  2454. */
  2455. sub( v ) {
  2456. this.x -= v.x;
  2457. this.y -= v.y;
  2458. return this;
  2459. }
  2460. /**
  2461. * Subtracts the given scalar value from all components of this instance.
  2462. *
  2463. * @param {number} s - The scalar to subtract.
  2464. * @return {Vector2} A reference to this vector.
  2465. */
  2466. subScalar( s ) {
  2467. this.x -= s;
  2468. this.y -= s;
  2469. return this;
  2470. }
  2471. /**
  2472. * Subtracts the given vectors and stores the result in this instance.
  2473. *
  2474. * @param {Vector2} a - The first vector.
  2475. * @param {Vector2} b - The second vector.
  2476. * @return {Vector2} A reference to this vector.
  2477. */
  2478. subVectors( a, b ) {
  2479. this.x = a.x - b.x;
  2480. this.y = a.y - b.y;
  2481. return this;
  2482. }
  2483. /**
  2484. * Multiplies the given vector with this instance.
  2485. *
  2486. * @param {Vector2} v - The vector to multiply.
  2487. * @return {Vector2} A reference to this vector.
  2488. */
  2489. multiply( v ) {
  2490. this.x *= v.x;
  2491. this.y *= v.y;
  2492. return this;
  2493. }
  2494. /**
  2495. * Multiplies the given scalar value with all components of this instance.
  2496. *
  2497. * @param {number} scalar - The scalar to multiply.
  2498. * @return {Vector2} A reference to this vector.
  2499. */
  2500. multiplyScalar( scalar ) {
  2501. this.x *= scalar;
  2502. this.y *= scalar;
  2503. return this;
  2504. }
  2505. /**
  2506. * Divides this instance by the given vector.
  2507. *
  2508. * @param {Vector2} v - The vector to divide.
  2509. * @return {Vector2} A reference to this vector.
  2510. */
  2511. divide( v ) {
  2512. this.x /= v.x;
  2513. this.y /= v.y;
  2514. return this;
  2515. }
  2516. /**
  2517. * Divides this vector by the given scalar.
  2518. *
  2519. * @param {number} scalar - The scalar to divide.
  2520. * @return {Vector2} A reference to this vector.
  2521. */
  2522. divideScalar( scalar ) {
  2523. return this.multiplyScalar( 1 / scalar );
  2524. }
  2525. /**
  2526. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2527. * the given 3x3 matrix.
  2528. *
  2529. * @param {Matrix3} m - The matrix to apply.
  2530. * @return {Vector2} A reference to this vector.
  2531. */
  2532. applyMatrix3( m ) {
  2533. const x = this.x, y = this.y;
  2534. const e = m.elements;
  2535. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2536. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2537. return this;
  2538. }
  2539. /**
  2540. * If this vector's x or y value is greater than the given vector's x or y
  2541. * value, replace that value with the corresponding min value.
  2542. *
  2543. * @param {Vector2} v - The vector.
  2544. * @return {Vector2} A reference to this vector.
  2545. */
  2546. min( v ) {
  2547. this.x = Math.min( this.x, v.x );
  2548. this.y = Math.min( this.y, v.y );
  2549. return this;
  2550. }
  2551. /**
  2552. * If this vector's x or y value is less than the given vector's x or y
  2553. * value, replace that value with the corresponding max value.
  2554. *
  2555. * @param {Vector2} v - The vector.
  2556. * @return {Vector2} A reference to this vector.
  2557. */
  2558. max( v ) {
  2559. this.x = Math.max( this.x, v.x );
  2560. this.y = Math.max( this.y, v.y );
  2561. return this;
  2562. }
  2563. /**
  2564. * If this vector's x or y value is greater than the max vector's x or y
  2565. * value, it is replaced by the corresponding value.
  2566. * If this vector's x or y value is less than the min vector's x or y value,
  2567. * it is replaced by the corresponding value.
  2568. *
  2569. * @param {Vector2} min - The minimum x and y values.
  2570. * @param {Vector2} max - The maximum x and y values in the desired range.
  2571. * @return {Vector2} A reference to this vector.
  2572. */
  2573. clamp( min, max ) {
  2574. // assumes min < max, componentwise
  2575. this.x = clamp( this.x, min.x, max.x );
  2576. this.y = clamp( this.y, min.y, max.y );
  2577. return this;
  2578. }
  2579. /**
  2580. * If this vector's x or y values are greater than the max value, they are
  2581. * replaced by the max value.
  2582. * If this vector's x or y values are less than the min value, they are
  2583. * replaced by the min value.
  2584. *
  2585. * @param {number} minVal - The minimum value the components will be clamped to.
  2586. * @param {number} maxVal - The maximum value the components will be clamped to.
  2587. * @return {Vector2} A reference to this vector.
  2588. */
  2589. clampScalar( minVal, maxVal ) {
  2590. this.x = clamp( this.x, minVal, maxVal );
  2591. this.y = clamp( this.y, minVal, maxVal );
  2592. return this;
  2593. }
  2594. /**
  2595. * If this vector's length is greater than the max value, it is replaced by
  2596. * the max value.
  2597. * If this vector's length is less than the min value, it is replaced by the
  2598. * min value.
  2599. *
  2600. * @param {number} min - The minimum value the vector length will be clamped to.
  2601. * @param {number} max - The maximum value the vector length will be clamped to.
  2602. * @return {Vector2} A reference to this vector.
  2603. */
  2604. clampLength( min, max ) {
  2605. const length = this.length();
  2606. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2607. }
  2608. /**
  2609. * The components of this vector are rounded down to the nearest integer value.
  2610. *
  2611. * @return {Vector2} A reference to this vector.
  2612. */
  2613. floor() {
  2614. this.x = Math.floor( this.x );
  2615. this.y = Math.floor( this.y );
  2616. return this;
  2617. }
  2618. /**
  2619. * The components of this vector are rounded up to the nearest integer value.
  2620. *
  2621. * @return {Vector2} A reference to this vector.
  2622. */
  2623. ceil() {
  2624. this.x = Math.ceil( this.x );
  2625. this.y = Math.ceil( this.y );
  2626. return this;
  2627. }
  2628. /**
  2629. * The components of this vector are rounded to the nearest integer value
  2630. *
  2631. * @return {Vector2} A reference to this vector.
  2632. */
  2633. round() {
  2634. this.x = Math.round( this.x );
  2635. this.y = Math.round( this.y );
  2636. return this;
  2637. }
  2638. /**
  2639. * The components of this vector are rounded towards zero (up if negative,
  2640. * down if positive) to an integer value.
  2641. *
  2642. * @return {Vector2} A reference to this vector.
  2643. */
  2644. roundToZero() {
  2645. this.x = Math.trunc( this.x );
  2646. this.y = Math.trunc( this.y );
  2647. return this;
  2648. }
  2649. /**
  2650. * Inverts this vector - i.e. sets x = -x and y = -y.
  2651. *
  2652. * @return {Vector2} A reference to this vector.
  2653. */
  2654. negate() {
  2655. this.x = - this.x;
  2656. this.y = - this.y;
  2657. return this;
  2658. }
  2659. /**
  2660. * Calculates the dot product of the given vector with this instance.
  2661. *
  2662. * @param {Vector2} v - The vector to compute the dot product with.
  2663. * @return {number} The result of the dot product.
  2664. */
  2665. dot( v ) {
  2666. return this.x * v.x + this.y * v.y;
  2667. }
  2668. /**
  2669. * Calculates the cross product of the given vector with this instance.
  2670. *
  2671. * @param {Vector2} v - The vector to compute the cross product with.
  2672. * @return {number} The result of the cross product.
  2673. */
  2674. cross( v ) {
  2675. return this.x * v.y - this.y * v.x;
  2676. }
  2677. /**
  2678. * Computes the square of the Euclidean length (straight-line length) from
  2679. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2680. * compare the length squared instead as it is slightly more efficient to calculate.
  2681. *
  2682. * @return {number} The square length of this vector.
  2683. */
  2684. lengthSq() {
  2685. return this.x * this.x + this.y * this.y;
  2686. }
  2687. /**
  2688. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2689. *
  2690. * @return {number} The length of this vector.
  2691. */
  2692. length() {
  2693. return Math.sqrt( this.x * this.x + this.y * this.y );
  2694. }
  2695. /**
  2696. * Computes the Manhattan length of this vector.
  2697. *
  2698. * @return {number} The length of this vector.
  2699. */
  2700. manhattanLength() {
  2701. return Math.abs( this.x ) + Math.abs( this.y );
  2702. }
  2703. /**
  2704. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2705. * with the same direction as this one, but with a vector length of `1`.
  2706. *
  2707. * @return {Vector2} A reference to this vector.
  2708. */
  2709. normalize() {
  2710. return this.divideScalar( this.length() || 1 );
  2711. }
  2712. /**
  2713. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2714. *
  2715. * @return {number} The angle in radians.
  2716. */
  2717. angle() {
  2718. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2719. return angle;
  2720. }
  2721. /**
  2722. * Returns the angle between the given vector and this instance in radians.
  2723. *
  2724. * @param {Vector2} v - The vector to compute the angle with.
  2725. * @return {number} The angle in radians.
  2726. */
  2727. angleTo( v ) {
  2728. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2729. if ( denominator === 0 ) return Math.PI / 2;
  2730. const theta = this.dot( v ) / denominator;
  2731. // clamp, to handle numerical problems
  2732. return Math.acos( clamp( theta, -1, 1 ) );
  2733. }
  2734. /**
  2735. * Computes the distance from the given vector to this instance.
  2736. *
  2737. * @param {Vector2} v - The vector to compute the distance to.
  2738. * @return {number} The distance.
  2739. */
  2740. distanceTo( v ) {
  2741. return Math.sqrt( this.distanceToSquared( v ) );
  2742. }
  2743. /**
  2744. * Computes the squared distance from the given vector to this instance.
  2745. * If you are just comparing the distance with another distance, you should compare
  2746. * the distance squared instead as it is slightly more efficient to calculate.
  2747. *
  2748. * @param {Vector2} v - The vector to compute the squared distance to.
  2749. * @return {number} The squared distance.
  2750. */
  2751. distanceToSquared( v ) {
  2752. const dx = this.x - v.x, dy = this.y - v.y;
  2753. return dx * dx + dy * dy;
  2754. }
  2755. /**
  2756. * Computes the Manhattan distance from the given vector to this instance.
  2757. *
  2758. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2759. * @return {number} The Manhattan distance.
  2760. */
  2761. manhattanDistanceTo( v ) {
  2762. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2763. }
  2764. /**
  2765. * Sets this vector to a vector with the same direction as this one, but
  2766. * with the specified length.
  2767. *
  2768. * @param {number} length - The new length of this vector.
  2769. * @return {Vector2} A reference to this vector.
  2770. */
  2771. setLength( length ) {
  2772. return this.normalize().multiplyScalar( length );
  2773. }
  2774. /**
  2775. * Linearly interpolates between the given vector and this instance, where
  2776. * alpha is the percent distance along the line - alpha = 0 will be this
  2777. * vector, and alpha = 1 will be the given one.
  2778. *
  2779. * @param {Vector2} v - The vector to interpolate towards.
  2780. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2781. * @return {Vector2} A reference to this vector.
  2782. */
  2783. lerp( v, alpha ) {
  2784. this.x += ( v.x - this.x ) * alpha;
  2785. this.y += ( v.y - this.y ) * alpha;
  2786. return this;
  2787. }
  2788. /**
  2789. * Linearly interpolates between the given vectors, where alpha is the percent
  2790. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2791. * be the second one. The result is stored in this instance.
  2792. *
  2793. * @param {Vector2} v1 - The first vector.
  2794. * @param {Vector2} v2 - The second vector.
  2795. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2796. * @return {Vector2} A reference to this vector.
  2797. */
  2798. lerpVectors( v1, v2, alpha ) {
  2799. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2800. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2801. return this;
  2802. }
  2803. /**
  2804. * Returns `true` if this vector is equal with the given one.
  2805. *
  2806. * @param {Vector2} v - The vector to test for equality.
  2807. * @return {boolean} Whether this vector is equal with the given one.
  2808. */
  2809. equals( v ) {
  2810. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2811. }
  2812. /**
  2813. * Sets this vector's x value to be `array[ offset ]` and y
  2814. * value to be `array[ offset + 1 ]`.
  2815. *
  2816. * @param {Array<number>} array - An array holding the vector component values.
  2817. * @param {number} [offset=0] - The offset into the array.
  2818. * @return {Vector2} A reference to this vector.
  2819. */
  2820. fromArray( array, offset = 0 ) {
  2821. this.x = array[ offset ];
  2822. this.y = array[ offset + 1 ];
  2823. return this;
  2824. }
  2825. /**
  2826. * Writes the components of this vector to the given array. If no array is provided,
  2827. * the method returns a new instance.
  2828. *
  2829. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2830. * @param {number} [offset=0] - Index of the first element in the array.
  2831. * @return {Array<number>} The vector components.
  2832. */
  2833. toArray( array = [], offset = 0 ) {
  2834. array[ offset ] = this.x;
  2835. array[ offset + 1 ] = this.y;
  2836. return array;
  2837. }
  2838. /**
  2839. * Sets the components of this vector from the given buffer attribute.
  2840. *
  2841. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2842. * @param {number} index - The index into the attribute.
  2843. * @return {Vector2} A reference to this vector.
  2844. */
  2845. fromBufferAttribute( attribute, index ) {
  2846. this.x = attribute.getX( index );
  2847. this.y = attribute.getY( index );
  2848. return this;
  2849. }
  2850. /**
  2851. * Rotates this vector around the given center by the given angle.
  2852. *
  2853. * @param {Vector2} center - The point around which to rotate.
  2854. * @param {number} angle - The angle to rotate, in radians.
  2855. * @return {Vector2} A reference to this vector.
  2856. */
  2857. rotateAround( center, angle ) {
  2858. const c = Math.cos( angle ), s = Math.sin( angle );
  2859. const x = this.x - center.x;
  2860. const y = this.y - center.y;
  2861. this.x = x * c - y * s + center.x;
  2862. this.y = x * s + y * c + center.y;
  2863. return this;
  2864. }
  2865. /**
  2866. * Sets each component of this vector to a pseudo-random value between `0` and
  2867. * `1`, excluding `1`.
  2868. *
  2869. * @return {Vector2} A reference to this vector.
  2870. */
  2871. random() {
  2872. this.x = Math.random();
  2873. this.y = Math.random();
  2874. return this;
  2875. }
  2876. *[ Symbol.iterator ]() {
  2877. yield this.x;
  2878. yield this.y;
  2879. }
  2880. }
  2881. /**
  2882. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2883. *
  2884. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2885. * the corresponding order.
  2886. *
  2887. * Note that three.js expects Quaternions to be normalized.
  2888. * ```js
  2889. * const quaternion = new THREE.Quaternion();
  2890. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2891. *
  2892. * const vector = new THREE.Vector3( 1, 0, 0 );
  2893. * vector.applyQuaternion( quaternion );
  2894. * ```
  2895. */
  2896. class Quaternion {
  2897. /**
  2898. * Constructs a new quaternion.
  2899. *
  2900. * @param {number} [x=0] - The x value of this quaternion.
  2901. * @param {number} [y=0] - The y value of this quaternion.
  2902. * @param {number} [z=0] - The z value of this quaternion.
  2903. * @param {number} [w=1] - The w value of this quaternion.
  2904. */
  2905. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2906. /**
  2907. * This flag can be used for type testing.
  2908. *
  2909. * @type {boolean}
  2910. * @readonly
  2911. * @default true
  2912. */
  2913. this.isQuaternion = true;
  2914. this._x = x;
  2915. this._y = y;
  2916. this._z = z;
  2917. this._w = w;
  2918. }
  2919. /**
  2920. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2921. * quaternion data are managed in flat arrays.
  2922. *
  2923. * @param {Array<number>} dst - The destination array.
  2924. * @param {number} dstOffset - An offset into the destination array.
  2925. * @param {Array<number>} src0 - The source array of the first quaternion.
  2926. * @param {number} srcOffset0 - An offset into the first source array.
  2927. * @param {Array<number>} src1 - The source array of the second quaternion.
  2928. * @param {number} srcOffset1 - An offset into the second source array.
  2929. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2930. * @see {@link Quaternion#slerp}
  2931. */
  2932. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2933. let x0 = src0[ srcOffset0 + 0 ],
  2934. y0 = src0[ srcOffset0 + 1 ],
  2935. z0 = src0[ srcOffset0 + 2 ],
  2936. w0 = src0[ srcOffset0 + 3 ];
  2937. let x1 = src1[ srcOffset1 + 0 ],
  2938. y1 = src1[ srcOffset1 + 1 ],
  2939. z1 = src1[ srcOffset1 + 2 ],
  2940. w1 = src1[ srcOffset1 + 3 ];
  2941. if ( t <= 0 ) {
  2942. dst[ dstOffset + 0 ] = x0;
  2943. dst[ dstOffset + 1 ] = y0;
  2944. dst[ dstOffset + 2 ] = z0;
  2945. dst[ dstOffset + 3 ] = w0;
  2946. return;
  2947. }
  2948. if ( t >= 1 ) {
  2949. dst[ dstOffset + 0 ] = x1;
  2950. dst[ dstOffset + 1 ] = y1;
  2951. dst[ dstOffset + 2 ] = z1;
  2952. dst[ dstOffset + 3 ] = w1;
  2953. return;
  2954. }
  2955. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  2956. let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
  2957. if ( dot < 0 ) {
  2958. x1 = - x1;
  2959. y1 = - y1;
  2960. z1 = - z1;
  2961. w1 = - w1;
  2962. dot = - dot;
  2963. }
  2964. let s = 1 - t;
  2965. if ( dot < 0.9995 ) {
  2966. // slerp
  2967. const theta = Math.acos( dot );
  2968. const sin = Math.sin( theta );
  2969. s = Math.sin( s * theta ) / sin;
  2970. t = Math.sin( t * theta ) / sin;
  2971. x0 = x0 * s + x1 * t;
  2972. y0 = y0 * s + y1 * t;
  2973. z0 = z0 * s + z1 * t;
  2974. w0 = w0 * s + w1 * t;
  2975. } else {
  2976. // for small angles, lerp then normalize
  2977. x0 = x0 * s + x1 * t;
  2978. y0 = y0 * s + y1 * t;
  2979. z0 = z0 * s + z1 * t;
  2980. w0 = w0 * s + w1 * t;
  2981. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  2982. x0 *= f;
  2983. y0 *= f;
  2984. z0 *= f;
  2985. w0 *= f;
  2986. }
  2987. }
  2988. dst[ dstOffset ] = x0;
  2989. dst[ dstOffset + 1 ] = y0;
  2990. dst[ dstOffset + 2 ] = z0;
  2991. dst[ dstOffset + 3 ] = w0;
  2992. }
  2993. /**
  2994. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  2995. * in flat arrays.
  2996. *
  2997. * @param {Array<number>} dst - The destination array.
  2998. * @param {number} dstOffset - An offset into the destination array.
  2999. * @param {Array<number>} src0 - The source array of the first quaternion.
  3000. * @param {number} srcOffset0 - An offset into the first source array.
  3001. * @param {Array<number>} src1 - The source array of the second quaternion.
  3002. * @param {number} srcOffset1 - An offset into the second source array.
  3003. * @return {Array<number>} The destination array.
  3004. * @see {@link Quaternion#multiplyQuaternions}.
  3005. */
  3006. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  3007. const x0 = src0[ srcOffset0 ];
  3008. const y0 = src0[ srcOffset0 + 1 ];
  3009. const z0 = src0[ srcOffset0 + 2 ];
  3010. const w0 = src0[ srcOffset0 + 3 ];
  3011. const x1 = src1[ srcOffset1 ];
  3012. const y1 = src1[ srcOffset1 + 1 ];
  3013. const z1 = src1[ srcOffset1 + 2 ];
  3014. const w1 = src1[ srcOffset1 + 3 ];
  3015. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  3016. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  3017. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  3018. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  3019. return dst;
  3020. }
  3021. /**
  3022. * The x value of this quaternion.
  3023. *
  3024. * @type {number}
  3025. * @default 0
  3026. */
  3027. get x() {
  3028. return this._x;
  3029. }
  3030. set x( value ) {
  3031. this._x = value;
  3032. this._onChangeCallback();
  3033. }
  3034. /**
  3035. * The y value of this quaternion.
  3036. *
  3037. * @type {number}
  3038. * @default 0
  3039. */
  3040. get y() {
  3041. return this._y;
  3042. }
  3043. set y( value ) {
  3044. this._y = value;
  3045. this._onChangeCallback();
  3046. }
  3047. /**
  3048. * The z value of this quaternion.
  3049. *
  3050. * @type {number}
  3051. * @default 0
  3052. */
  3053. get z() {
  3054. return this._z;
  3055. }
  3056. set z( value ) {
  3057. this._z = value;
  3058. this._onChangeCallback();
  3059. }
  3060. /**
  3061. * The w value of this quaternion.
  3062. *
  3063. * @type {number}
  3064. * @default 1
  3065. */
  3066. get w() {
  3067. return this._w;
  3068. }
  3069. set w( value ) {
  3070. this._w = value;
  3071. this._onChangeCallback();
  3072. }
  3073. /**
  3074. * Sets the quaternion components.
  3075. *
  3076. * @param {number} x - The x value of this quaternion.
  3077. * @param {number} y - The y value of this quaternion.
  3078. * @param {number} z - The z value of this quaternion.
  3079. * @param {number} w - The w value of this quaternion.
  3080. * @return {Quaternion} A reference to this quaternion.
  3081. */
  3082. set( x, y, z, w ) {
  3083. this._x = x;
  3084. this._y = y;
  3085. this._z = z;
  3086. this._w = w;
  3087. this._onChangeCallback();
  3088. return this;
  3089. }
  3090. /**
  3091. * Returns a new quaternion with copied values from this instance.
  3092. *
  3093. * @return {Quaternion} A clone of this instance.
  3094. */
  3095. clone() {
  3096. return new this.constructor( this._x, this._y, this._z, this._w );
  3097. }
  3098. /**
  3099. * Copies the values of the given quaternion to this instance.
  3100. *
  3101. * @param {Quaternion} quaternion - The quaternion to copy.
  3102. * @return {Quaternion} A reference to this quaternion.
  3103. */
  3104. copy( quaternion ) {
  3105. this._x = quaternion.x;
  3106. this._y = quaternion.y;
  3107. this._z = quaternion.z;
  3108. this._w = quaternion.w;
  3109. this._onChangeCallback();
  3110. return this;
  3111. }
  3112. /**
  3113. * Sets this quaternion from the rotation specified by the given
  3114. * Euler angles.
  3115. *
  3116. * @param {Euler} euler - The Euler angles.
  3117. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  3118. * @return {Quaternion} A reference to this quaternion.
  3119. */
  3120. setFromEuler( euler, update = true ) {
  3121. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  3122. // http://www.mathworks.com/matlabcentral/fileexchange/
  3123. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  3124. // content/SpinCalc.m
  3125. const cos = Math.cos;
  3126. const sin = Math.sin;
  3127. const c1 = cos( x / 2 );
  3128. const c2 = cos( y / 2 );
  3129. const c3 = cos( z / 2 );
  3130. const s1 = sin( x / 2 );
  3131. const s2 = sin( y / 2 );
  3132. const s3 = sin( z / 2 );
  3133. switch ( order ) {
  3134. case 'XYZ':
  3135. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3136. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3137. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3138. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3139. break;
  3140. case 'YXZ':
  3141. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3142. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3143. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3144. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3145. break;
  3146. case 'ZXY':
  3147. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3148. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3149. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3150. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3151. break;
  3152. case 'ZYX':
  3153. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3154. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3155. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3156. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3157. break;
  3158. case 'YZX':
  3159. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  3160. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  3161. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  3162. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  3163. break;
  3164. case 'XZY':
  3165. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  3166. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  3167. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  3168. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  3169. break;
  3170. default:
  3171. warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  3172. }
  3173. if ( update === true ) this._onChangeCallback();
  3174. return this;
  3175. }
  3176. /**
  3177. * Sets this quaternion from the given axis and angle.
  3178. *
  3179. * @param {Vector3} axis - The normalized axis.
  3180. * @param {number} angle - The angle in radians.
  3181. * @return {Quaternion} A reference to this quaternion.
  3182. */
  3183. setFromAxisAngle( axis, angle ) {
  3184. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  3185. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  3186. this._x = axis.x * s;
  3187. this._y = axis.y * s;
  3188. this._z = axis.z * s;
  3189. this._w = Math.cos( halfAngle );
  3190. this._onChangeCallback();
  3191. return this;
  3192. }
  3193. /**
  3194. * Sets this quaternion from the given rotation matrix.
  3195. *
  3196. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  3197. * @return {Quaternion} A reference to this quaternion.
  3198. */
  3199. setFromRotationMatrix( m ) {
  3200. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  3201. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  3202. const te = m.elements,
  3203. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  3204. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  3205. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  3206. trace = m11 + m22 + m33;
  3207. if ( trace > 0 ) {
  3208. const s = 0.5 / Math.sqrt( trace + 1.0 );
  3209. this._w = 0.25 / s;
  3210. this._x = ( m32 - m23 ) * s;
  3211. this._y = ( m13 - m31 ) * s;
  3212. this._z = ( m21 - m12 ) * s;
  3213. } else if ( m11 > m22 && m11 > m33 ) {
  3214. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  3215. this._w = ( m32 - m23 ) / s;
  3216. this._x = 0.25 * s;
  3217. this._y = ( m12 + m21 ) / s;
  3218. this._z = ( m13 + m31 ) / s;
  3219. } else if ( m22 > m33 ) {
  3220. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  3221. this._w = ( m13 - m31 ) / s;
  3222. this._x = ( m12 + m21 ) / s;
  3223. this._y = 0.25 * s;
  3224. this._z = ( m23 + m32 ) / s;
  3225. } else {
  3226. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  3227. this._w = ( m21 - m12 ) / s;
  3228. this._x = ( m13 + m31 ) / s;
  3229. this._y = ( m23 + m32 ) / s;
  3230. this._z = 0.25 * s;
  3231. }
  3232. this._onChangeCallback();
  3233. return this;
  3234. }
  3235. /**
  3236. * Sets this quaternion to the rotation required to rotate the direction vector
  3237. * `vFrom` to the direction vector `vTo`.
  3238. *
  3239. * @param {Vector3} vFrom - The first (normalized) direction vector.
  3240. * @param {Vector3} vTo - The second (normalized) direction vector.
  3241. * @return {Quaternion} A reference to this quaternion.
  3242. */
  3243. setFromUnitVectors( vFrom, vTo ) {
  3244. // assumes direction vectors vFrom and vTo are normalized
  3245. let r = vFrom.dot( vTo ) + 1;
  3246. if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286
  3247. // vFrom and vTo point in opposite directions
  3248. r = 0;
  3249. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  3250. this._x = - vFrom.y;
  3251. this._y = vFrom.x;
  3252. this._z = 0;
  3253. this._w = r;
  3254. } else {
  3255. this._x = 0;
  3256. this._y = - vFrom.z;
  3257. this._z = vFrom.y;
  3258. this._w = r;
  3259. }
  3260. } else {
  3261. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  3262. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  3263. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  3264. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  3265. this._w = r;
  3266. }
  3267. return this.normalize();
  3268. }
  3269. /**
  3270. * Returns the angle between this quaternion and the given one in radians.
  3271. *
  3272. * @param {Quaternion} q - The quaternion to compute the angle with.
  3273. * @return {number} The angle in radians.
  3274. */
  3275. angleTo( q ) {
  3276. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  3277. }
  3278. /**
  3279. * Rotates this quaternion by a given angular step to the given quaternion.
  3280. * The method ensures that the final quaternion will not overshoot `q`.
  3281. *
  3282. * @param {Quaternion} q - The target quaternion.
  3283. * @param {number} step - The angular step in radians.
  3284. * @return {Quaternion} A reference to this quaternion.
  3285. */
  3286. rotateTowards( q, step ) {
  3287. const angle = this.angleTo( q );
  3288. if ( angle === 0 ) return this;
  3289. const t = Math.min( 1, step / angle );
  3290. this.slerp( q, t );
  3291. return this;
  3292. }
  3293. /**
  3294. * Sets this quaternion to the identity quaternion; that is, to the
  3295. * quaternion that represents "no rotation".
  3296. *
  3297. * @return {Quaternion} A reference to this quaternion.
  3298. */
  3299. identity() {
  3300. return this.set( 0, 0, 0, 1 );
  3301. }
  3302. /**
  3303. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  3304. * quaternion is assumed to have unit length.
  3305. *
  3306. * @return {Quaternion} A reference to this quaternion.
  3307. */
  3308. invert() {
  3309. return this.conjugate();
  3310. }
  3311. /**
  3312. * Returns the rotational conjugate of this quaternion. The conjugate of a
  3313. * quaternion represents the same rotation in the opposite direction about
  3314. * the rotational axis.
  3315. *
  3316. * @return {Quaternion} A reference to this quaternion.
  3317. */
  3318. conjugate() {
  3319. this._x *= -1;
  3320. this._y *= -1;
  3321. this._z *= -1;
  3322. this._onChangeCallback();
  3323. return this;
  3324. }
  3325. /**
  3326. * Calculates the dot product of this quaternion and the given one.
  3327. *
  3328. * @param {Quaternion} v - The quaternion to compute the dot product with.
  3329. * @return {number} The result of the dot product.
  3330. */
  3331. dot( v ) {
  3332. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  3333. }
  3334. /**
  3335. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  3336. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  3337. * lengths of two quaternions, as this is a slightly more efficient calculation than
  3338. * {@link Quaternion#length}.
  3339. *
  3340. * @return {number} The squared Euclidean length.
  3341. */
  3342. lengthSq() {
  3343. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  3344. }
  3345. /**
  3346. * Computes the Euclidean length (straight-line length) of this quaternion,
  3347. * considered as a 4 dimensional vector.
  3348. *
  3349. * @return {number} The Euclidean length.
  3350. */
  3351. length() {
  3352. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  3353. }
  3354. /**
  3355. * Normalizes this quaternion - that is, calculated the quaternion that performs
  3356. * the same rotation as this one, but has a length equal to `1`.
  3357. *
  3358. * @return {Quaternion} A reference to this quaternion.
  3359. */
  3360. normalize() {
  3361. let l = this.length();
  3362. if ( l === 0 ) {
  3363. this._x = 0;
  3364. this._y = 0;
  3365. this._z = 0;
  3366. this._w = 1;
  3367. } else {
  3368. l = 1 / l;
  3369. this._x = this._x * l;
  3370. this._y = this._y * l;
  3371. this._z = this._z * l;
  3372. this._w = this._w * l;
  3373. }
  3374. this._onChangeCallback();
  3375. return this;
  3376. }
  3377. /**
  3378. * Multiplies this quaternion by the given one.
  3379. *
  3380. * @param {Quaternion} q - The quaternion.
  3381. * @return {Quaternion} A reference to this quaternion.
  3382. */
  3383. multiply( q ) {
  3384. return this.multiplyQuaternions( this, q );
  3385. }
  3386. /**
  3387. * Pre-multiplies this quaternion by the given one.
  3388. *
  3389. * @param {Quaternion} q - The quaternion.
  3390. * @return {Quaternion} A reference to this quaternion.
  3391. */
  3392. premultiply( q ) {
  3393. return this.multiplyQuaternions( q, this );
  3394. }
  3395. /**
  3396. * Multiplies the given quaternions and stores the result in this instance.
  3397. *
  3398. * @param {Quaternion} a - The first quaternion.
  3399. * @param {Quaternion} b - The second quaternion.
  3400. * @return {Quaternion} A reference to this quaternion.
  3401. */
  3402. multiplyQuaternions( a, b ) {
  3403. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  3404. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  3405. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  3406. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  3407. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  3408. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  3409. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  3410. this._onChangeCallback();
  3411. return this;
  3412. }
  3413. /**
  3414. * Performs a spherical linear interpolation between quaternions.
  3415. *
  3416. * @param {Quaternion} qb - The target quaternion.
  3417. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3418. * @return {Quaternion} A reference to this quaternion.
  3419. */
  3420. slerp( qb, t ) {
  3421. if ( t <= 0 ) return this;
  3422. if ( t >= 1 ) return this.copy( qb ); // copy calls _onChangeCallback()
  3423. let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
  3424. let dot = this.dot( qb );
  3425. if ( dot < 0 ) {
  3426. x = - x;
  3427. y = - y;
  3428. z = - z;
  3429. w = - w;
  3430. dot = - dot;
  3431. }
  3432. let s = 1 - t;
  3433. if ( dot < 0.9995 ) {
  3434. // slerp
  3435. const theta = Math.acos( dot );
  3436. const sin = Math.sin( theta );
  3437. s = Math.sin( s * theta ) / sin;
  3438. t = Math.sin( t * theta ) / sin;
  3439. this._x = this._x * s + x * t;
  3440. this._y = this._y * s + y * t;
  3441. this._z = this._z * s + z * t;
  3442. this._w = this._w * s + w * t;
  3443. this._onChangeCallback();
  3444. } else {
  3445. // for small angles, lerp then normalize
  3446. this._x = this._x * s + x * t;
  3447. this._y = this._y * s + y * t;
  3448. this._z = this._z * s + z * t;
  3449. this._w = this._w * s + w * t;
  3450. this.normalize(); // normalize calls _onChangeCallback()
  3451. }
  3452. return this;
  3453. }
  3454. /**
  3455. * Performs a spherical linear interpolation between the given quaternions
  3456. * and stores the result in this quaternion.
  3457. *
  3458. * @param {Quaternion} qa - The source quaternion.
  3459. * @param {Quaternion} qb - The target quaternion.
  3460. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  3461. * @return {Quaternion} A reference to this quaternion.
  3462. */
  3463. slerpQuaternions( qa, qb, t ) {
  3464. return this.copy( qa ).slerp( qb, t );
  3465. }
  3466. /**
  3467. * Sets this quaternion to a uniformly random, normalized quaternion.
  3468. *
  3469. * @return {Quaternion} A reference to this quaternion.
  3470. */
  3471. random() {
  3472. // Ken Shoemake
  3473. // Uniform random rotations
  3474. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  3475. const theta1 = 2 * Math.PI * Math.random();
  3476. const theta2 = 2 * Math.PI * Math.random();
  3477. const x0 = Math.random();
  3478. const r1 = Math.sqrt( 1 - x0 );
  3479. const r2 = Math.sqrt( x0 );
  3480. return this.set(
  3481. r1 * Math.sin( theta1 ),
  3482. r1 * Math.cos( theta1 ),
  3483. r2 * Math.sin( theta2 ),
  3484. r2 * Math.cos( theta2 ),
  3485. );
  3486. }
  3487. /**
  3488. * Returns `true` if this quaternion is equal with the given one.
  3489. *
  3490. * @param {Quaternion} quaternion - The quaternion to test for equality.
  3491. * @return {boolean} Whether this quaternion is equal with the given one.
  3492. */
  3493. equals( quaternion ) {
  3494. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  3495. }
  3496. /**
  3497. * Sets this quaternion's components from the given array.
  3498. *
  3499. * @param {Array<number>} array - An array holding the quaternion component values.
  3500. * @param {number} [offset=0] - The offset into the array.
  3501. * @return {Quaternion} A reference to this quaternion.
  3502. */
  3503. fromArray( array, offset = 0 ) {
  3504. this._x = array[ offset ];
  3505. this._y = array[ offset + 1 ];
  3506. this._z = array[ offset + 2 ];
  3507. this._w = array[ offset + 3 ];
  3508. this._onChangeCallback();
  3509. return this;
  3510. }
  3511. /**
  3512. * Writes the components of this quaternion to the given array. If no array is provided,
  3513. * the method returns a new instance.
  3514. *
  3515. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  3516. * @param {number} [offset=0] - Index of the first element in the array.
  3517. * @return {Array<number>} The quaternion components.
  3518. */
  3519. toArray( array = [], offset = 0 ) {
  3520. array[ offset ] = this._x;
  3521. array[ offset + 1 ] = this._y;
  3522. array[ offset + 2 ] = this._z;
  3523. array[ offset + 3 ] = this._w;
  3524. return array;
  3525. }
  3526. /**
  3527. * Sets the components of this quaternion from the given buffer attribute.
  3528. *
  3529. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  3530. * @param {number} index - The index into the attribute.
  3531. * @return {Quaternion} A reference to this quaternion.
  3532. */
  3533. fromBufferAttribute( attribute, index ) {
  3534. this._x = attribute.getX( index );
  3535. this._y = attribute.getY( index );
  3536. this._z = attribute.getZ( index );
  3537. this._w = attribute.getW( index );
  3538. this._onChangeCallback();
  3539. return this;
  3540. }
  3541. /**
  3542. * This methods defines the serialization result of this class. Returns the
  3543. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  3544. *
  3545. * @return {Array<number>} The serialized quaternion.
  3546. */
  3547. toJSON() {
  3548. return this.toArray();
  3549. }
  3550. _onChange( callback ) {
  3551. this._onChangeCallback = callback;
  3552. return this;
  3553. }
  3554. _onChangeCallback() {}
  3555. *[ Symbol.iterator ]() {
  3556. yield this._x;
  3557. yield this._y;
  3558. yield this._z;
  3559. yield this._w;
  3560. }
  3561. }
  3562. /**
  3563. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  3564. * (labeled x, y and z), which can be used to represent a number of things, such as:
  3565. *
  3566. * - A point in 3D space.
  3567. * - A direction and length in 3D space. In three.js the length will
  3568. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  3569. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  3570. * - Any arbitrary ordered triplet of numbers.
  3571. *
  3572. * There are other things a 3D vector can be used to represent, such as
  3573. * momentum vectors and so on, however these are the most
  3574. * common uses in three.js.
  3575. *
  3576. * Iterating through a vector instance will yield its components `(x, y, z)` in
  3577. * the corresponding order.
  3578. * ```js
  3579. * const a = new THREE.Vector3( 0, 1, 0 );
  3580. *
  3581. * //no arguments; will be initialised to (0, 0, 0)
  3582. * const b = new THREE.Vector3( );
  3583. *
  3584. * const d = a.distanceTo( b );
  3585. * ```
  3586. */
  3587. class Vector3 {
  3588. /**
  3589. * Constructs a new 3D vector.
  3590. *
  3591. * @param {number} [x=0] - The x value of this vector.
  3592. * @param {number} [y=0] - The y value of this vector.
  3593. * @param {number} [z=0] - The z value of this vector.
  3594. */
  3595. constructor( x = 0, y = 0, z = 0 ) {
  3596. /**
  3597. * This flag can be used for type testing.
  3598. *
  3599. * @type {boolean}
  3600. * @readonly
  3601. * @default true
  3602. */
  3603. Vector3.prototype.isVector3 = true;
  3604. /**
  3605. * The x value of this vector.
  3606. *
  3607. * @type {number}
  3608. */
  3609. this.x = x;
  3610. /**
  3611. * The y value of this vector.
  3612. *
  3613. * @type {number}
  3614. */
  3615. this.y = y;
  3616. /**
  3617. * The z value of this vector.
  3618. *
  3619. * @type {number}
  3620. */
  3621. this.z = z;
  3622. }
  3623. /**
  3624. * Sets the vector components.
  3625. *
  3626. * @param {number} x - The value of the x component.
  3627. * @param {number} y - The value of the y component.
  3628. * @param {number} z - The value of the z component.
  3629. * @return {Vector3} A reference to this vector.
  3630. */
  3631. set( x, y, z ) {
  3632. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  3633. this.x = x;
  3634. this.y = y;
  3635. this.z = z;
  3636. return this;
  3637. }
  3638. /**
  3639. * Sets the vector components to the same value.
  3640. *
  3641. * @param {number} scalar - The value to set for all vector components.
  3642. * @return {Vector3} A reference to this vector.
  3643. */
  3644. setScalar( scalar ) {
  3645. this.x = scalar;
  3646. this.y = scalar;
  3647. this.z = scalar;
  3648. return this;
  3649. }
  3650. /**
  3651. * Sets the vector's x component to the given value
  3652. *
  3653. * @param {number} x - The value to set.
  3654. * @return {Vector3} A reference to this vector.
  3655. */
  3656. setX( x ) {
  3657. this.x = x;
  3658. return this;
  3659. }
  3660. /**
  3661. * Sets the vector's y component to the given value
  3662. *
  3663. * @param {number} y - The value to set.
  3664. * @return {Vector3} A reference to this vector.
  3665. */
  3666. setY( y ) {
  3667. this.y = y;
  3668. return this;
  3669. }
  3670. /**
  3671. * Sets the vector's z component to the given value
  3672. *
  3673. * @param {number} z - The value to set.
  3674. * @return {Vector3} A reference to this vector.
  3675. */
  3676. setZ( z ) {
  3677. this.z = z;
  3678. return this;
  3679. }
  3680. /**
  3681. * Allows to set a vector component with an index.
  3682. *
  3683. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3684. * @param {number} value - The value to set.
  3685. * @return {Vector3} A reference to this vector.
  3686. */
  3687. setComponent( index, value ) {
  3688. switch ( index ) {
  3689. case 0: this.x = value; break;
  3690. case 1: this.y = value; break;
  3691. case 2: this.z = value; break;
  3692. default: throw new Error( 'index is out of range: ' + index );
  3693. }
  3694. return this;
  3695. }
  3696. /**
  3697. * Returns the value of the vector component which matches the given index.
  3698. *
  3699. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  3700. * @return {number} A vector component value.
  3701. */
  3702. getComponent( index ) {
  3703. switch ( index ) {
  3704. case 0: return this.x;
  3705. case 1: return this.y;
  3706. case 2: return this.z;
  3707. default: throw new Error( 'index is out of range: ' + index );
  3708. }
  3709. }
  3710. /**
  3711. * Returns a new vector with copied values from this instance.
  3712. *
  3713. * @return {Vector3} A clone of this instance.
  3714. */
  3715. clone() {
  3716. return new this.constructor( this.x, this.y, this.z );
  3717. }
  3718. /**
  3719. * Copies the values of the given vector to this instance.
  3720. *
  3721. * @param {Vector3} v - The vector to copy.
  3722. * @return {Vector3} A reference to this vector.
  3723. */
  3724. copy( v ) {
  3725. this.x = v.x;
  3726. this.y = v.y;
  3727. this.z = v.z;
  3728. return this;
  3729. }
  3730. /**
  3731. * Adds the given vector to this instance.
  3732. *
  3733. * @param {Vector3} v - The vector to add.
  3734. * @return {Vector3} A reference to this vector.
  3735. */
  3736. add( v ) {
  3737. this.x += v.x;
  3738. this.y += v.y;
  3739. this.z += v.z;
  3740. return this;
  3741. }
  3742. /**
  3743. * Adds the given scalar value to all components of this instance.
  3744. *
  3745. * @param {number} s - The scalar to add.
  3746. * @return {Vector3} A reference to this vector.
  3747. */
  3748. addScalar( s ) {
  3749. this.x += s;
  3750. this.y += s;
  3751. this.z += s;
  3752. return this;
  3753. }
  3754. /**
  3755. * Adds the given vectors and stores the result in this instance.
  3756. *
  3757. * @param {Vector3} a - The first vector.
  3758. * @param {Vector3} b - The second vector.
  3759. * @return {Vector3} A reference to this vector.
  3760. */
  3761. addVectors( a, b ) {
  3762. this.x = a.x + b.x;
  3763. this.y = a.y + b.y;
  3764. this.z = a.z + b.z;
  3765. return this;
  3766. }
  3767. /**
  3768. * Adds the given vector scaled by the given factor to this instance.
  3769. *
  3770. * @param {Vector3|Vector4} v - The vector.
  3771. * @param {number} s - The factor that scales `v`.
  3772. * @return {Vector3} A reference to this vector.
  3773. */
  3774. addScaledVector( v, s ) {
  3775. this.x += v.x * s;
  3776. this.y += v.y * s;
  3777. this.z += v.z * s;
  3778. return this;
  3779. }
  3780. /**
  3781. * Subtracts the given vector from this instance.
  3782. *
  3783. * @param {Vector3} v - The vector to subtract.
  3784. * @return {Vector3} A reference to this vector.
  3785. */
  3786. sub( v ) {
  3787. this.x -= v.x;
  3788. this.y -= v.y;
  3789. this.z -= v.z;
  3790. return this;
  3791. }
  3792. /**
  3793. * Subtracts the given scalar value from all components of this instance.
  3794. *
  3795. * @param {number} s - The scalar to subtract.
  3796. * @return {Vector3} A reference to this vector.
  3797. */
  3798. subScalar( s ) {
  3799. this.x -= s;
  3800. this.y -= s;
  3801. this.z -= s;
  3802. return this;
  3803. }
  3804. /**
  3805. * Subtracts the given vectors and stores the result in this instance.
  3806. *
  3807. * @param {Vector3} a - The first vector.
  3808. * @param {Vector3} b - The second vector.
  3809. * @return {Vector3} A reference to this vector.
  3810. */
  3811. subVectors( a, b ) {
  3812. this.x = a.x - b.x;
  3813. this.y = a.y - b.y;
  3814. this.z = a.z - b.z;
  3815. return this;
  3816. }
  3817. /**
  3818. * Multiplies the given vector with this instance.
  3819. *
  3820. * @param {Vector3} v - The vector to multiply.
  3821. * @return {Vector3} A reference to this vector.
  3822. */
  3823. multiply( v ) {
  3824. this.x *= v.x;
  3825. this.y *= v.y;
  3826. this.z *= v.z;
  3827. return this;
  3828. }
  3829. /**
  3830. * Multiplies the given scalar value with all components of this instance.
  3831. *
  3832. * @param {number} scalar - The scalar to multiply.
  3833. * @return {Vector3} A reference to this vector.
  3834. */
  3835. multiplyScalar( scalar ) {
  3836. this.x *= scalar;
  3837. this.y *= scalar;
  3838. this.z *= scalar;
  3839. return this;
  3840. }
  3841. /**
  3842. * Multiplies the given vectors and stores the result in this instance.
  3843. *
  3844. * @param {Vector3} a - The first vector.
  3845. * @param {Vector3} b - The second vector.
  3846. * @return {Vector3} A reference to this vector.
  3847. */
  3848. multiplyVectors( a, b ) {
  3849. this.x = a.x * b.x;
  3850. this.y = a.y * b.y;
  3851. this.z = a.z * b.z;
  3852. return this;
  3853. }
  3854. /**
  3855. * Applies the given Euler rotation to this vector.
  3856. *
  3857. * @param {Euler} euler - The Euler angles.
  3858. * @return {Vector3} A reference to this vector.
  3859. */
  3860. applyEuler( euler ) {
  3861. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  3862. }
  3863. /**
  3864. * Applies a rotation specified by an axis and an angle to this vector.
  3865. *
  3866. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  3867. * @param {number} angle - The angle in radians.
  3868. * @return {Vector3} A reference to this vector.
  3869. */
  3870. applyAxisAngle( axis, angle ) {
  3871. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  3872. }
  3873. /**
  3874. * Multiplies this vector with the given 3x3 matrix.
  3875. *
  3876. * @param {Matrix3} m - The 3x3 matrix.
  3877. * @return {Vector3} A reference to this vector.
  3878. */
  3879. applyMatrix3( m ) {
  3880. const x = this.x, y = this.y, z = this.z;
  3881. const e = m.elements;
  3882. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  3883. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  3884. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  3885. return this;
  3886. }
  3887. /**
  3888. * Multiplies this vector by the given normal matrix and normalizes
  3889. * the result.
  3890. *
  3891. * @param {Matrix3} m - The normal matrix.
  3892. * @return {Vector3} A reference to this vector.
  3893. */
  3894. applyNormalMatrix( m ) {
  3895. return this.applyMatrix3( m ).normalize();
  3896. }
  3897. /**
  3898. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  3899. * divides by perspective.
  3900. *
  3901. * @param {Matrix4} m - The matrix to apply.
  3902. * @return {Vector3} A reference to this vector.
  3903. */
  3904. applyMatrix4( m ) {
  3905. const x = this.x, y = this.y, z = this.z;
  3906. const e = m.elements;
  3907. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  3908. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  3909. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  3910. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  3911. return this;
  3912. }
  3913. /**
  3914. * Applies the given Quaternion to this vector.
  3915. *
  3916. * @param {Quaternion} q - The Quaternion.
  3917. * @return {Vector3} A reference to this vector.
  3918. */
  3919. applyQuaternion( q ) {
  3920. // quaternion q is assumed to have unit length
  3921. const vx = this.x, vy = this.y, vz = this.z;
  3922. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  3923. // t = 2 * cross( q.xyz, v );
  3924. const tx = 2 * ( qy * vz - qz * vy );
  3925. const ty = 2 * ( qz * vx - qx * vz );
  3926. const tz = 2 * ( qx * vy - qy * vx );
  3927. // v + q.w * t + cross( q.xyz, t );
  3928. this.x = vx + qw * tx + qy * tz - qz * ty;
  3929. this.y = vy + qw * ty + qz * tx - qx * tz;
  3930. this.z = vz + qw * tz + qx * ty - qy * tx;
  3931. return this;
  3932. }
  3933. /**
  3934. * Projects this vector from world space into the camera's normalized
  3935. * device coordinate (NDC) space.
  3936. *
  3937. * @param {Camera} camera - The camera.
  3938. * @return {Vector3} A reference to this vector.
  3939. */
  3940. project( camera ) {
  3941. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  3942. }
  3943. /**
  3944. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  3945. * space into world space.
  3946. *
  3947. * @param {Camera} camera - The camera.
  3948. * @return {Vector3} A reference to this vector.
  3949. */
  3950. unproject( camera ) {
  3951. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  3952. }
  3953. /**
  3954. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  3955. * subset of the given 4x4 matrix and then normalizes the result.
  3956. *
  3957. * @param {Matrix4} m - The matrix.
  3958. * @return {Vector3} A reference to this vector.
  3959. */
  3960. transformDirection( m ) {
  3961. // input: THREE.Matrix4 affine matrix
  3962. // vector interpreted as a direction
  3963. const x = this.x, y = this.y, z = this.z;
  3964. const e = m.elements;
  3965. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  3966. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  3967. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  3968. return this.normalize();
  3969. }
  3970. /**
  3971. * Divides this instance by the given vector.
  3972. *
  3973. * @param {Vector3} v - The vector to divide.
  3974. * @return {Vector3} A reference to this vector.
  3975. */
  3976. divide( v ) {
  3977. this.x /= v.x;
  3978. this.y /= v.y;
  3979. this.z /= v.z;
  3980. return this;
  3981. }
  3982. /**
  3983. * Divides this vector by the given scalar.
  3984. *
  3985. * @param {number} scalar - The scalar to divide.
  3986. * @return {Vector3} A reference to this vector.
  3987. */
  3988. divideScalar( scalar ) {
  3989. return this.multiplyScalar( 1 / scalar );
  3990. }
  3991. /**
  3992. * If this vector's x, y or z value is greater than the given vector's x, y or z
  3993. * value, replace that value with the corresponding min value.
  3994. *
  3995. * @param {Vector3} v - The vector.
  3996. * @return {Vector3} A reference to this vector.
  3997. */
  3998. min( v ) {
  3999. this.x = Math.min( this.x, v.x );
  4000. this.y = Math.min( this.y, v.y );
  4001. this.z = Math.min( this.z, v.z );
  4002. return this;
  4003. }
  4004. /**
  4005. * If this vector's x, y or z value is less than the given vector's x, y or z
  4006. * value, replace that value with the corresponding max value.
  4007. *
  4008. * @param {Vector3} v - The vector.
  4009. * @return {Vector3} A reference to this vector.
  4010. */
  4011. max( v ) {
  4012. this.x = Math.max( this.x, v.x );
  4013. this.y = Math.max( this.y, v.y );
  4014. this.z = Math.max( this.z, v.z );
  4015. return this;
  4016. }
  4017. /**
  4018. * If this vector's x, y or z value is greater than the max vector's x, y or z
  4019. * value, it is replaced by the corresponding value.
  4020. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  4021. * it is replaced by the corresponding value.
  4022. *
  4023. * @param {Vector3} min - The minimum x, y and z values.
  4024. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  4025. * @return {Vector3} A reference to this vector.
  4026. */
  4027. clamp( min, max ) {
  4028. // assumes min < max, componentwise
  4029. this.x = clamp( this.x, min.x, max.x );
  4030. this.y = clamp( this.y, min.y, max.y );
  4031. this.z = clamp( this.z, min.z, max.z );
  4032. return this;
  4033. }
  4034. /**
  4035. * If this vector's x, y or z values are greater than the max value, they are
  4036. * replaced by the max value.
  4037. * If this vector's x, y or z values are less than the min value, they are
  4038. * replaced by the min value.
  4039. *
  4040. * @param {number} minVal - The minimum value the components will be clamped to.
  4041. * @param {number} maxVal - The maximum value the components will be clamped to.
  4042. * @return {Vector3} A reference to this vector.
  4043. */
  4044. clampScalar( minVal, maxVal ) {
  4045. this.x = clamp( this.x, minVal, maxVal );
  4046. this.y = clamp( this.y, minVal, maxVal );
  4047. this.z = clamp( this.z, minVal, maxVal );
  4048. return this;
  4049. }
  4050. /**
  4051. * If this vector's length is greater than the max value, it is replaced by
  4052. * the max value.
  4053. * If this vector's length is less than the min value, it is replaced by the
  4054. * min value.
  4055. *
  4056. * @param {number} min - The minimum value the vector length will be clamped to.
  4057. * @param {number} max - The maximum value the vector length will be clamped to.
  4058. * @return {Vector3} A reference to this vector.
  4059. */
  4060. clampLength( min, max ) {
  4061. const length = this.length();
  4062. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4063. }
  4064. /**
  4065. * The components of this vector are rounded down to the nearest integer value.
  4066. *
  4067. * @return {Vector3} A reference to this vector.
  4068. */
  4069. floor() {
  4070. this.x = Math.floor( this.x );
  4071. this.y = Math.floor( this.y );
  4072. this.z = Math.floor( this.z );
  4073. return this;
  4074. }
  4075. /**
  4076. * The components of this vector are rounded up to the nearest integer value.
  4077. *
  4078. * @return {Vector3} A reference to this vector.
  4079. */
  4080. ceil() {
  4081. this.x = Math.ceil( this.x );
  4082. this.y = Math.ceil( this.y );
  4083. this.z = Math.ceil( this.z );
  4084. return this;
  4085. }
  4086. /**
  4087. * The components of this vector are rounded to the nearest integer value
  4088. *
  4089. * @return {Vector3} A reference to this vector.
  4090. */
  4091. round() {
  4092. this.x = Math.round( this.x );
  4093. this.y = Math.round( this.y );
  4094. this.z = Math.round( this.z );
  4095. return this;
  4096. }
  4097. /**
  4098. * The components of this vector are rounded towards zero (up if negative,
  4099. * down if positive) to an integer value.
  4100. *
  4101. * @return {Vector3} A reference to this vector.
  4102. */
  4103. roundToZero() {
  4104. this.x = Math.trunc( this.x );
  4105. this.y = Math.trunc( this.y );
  4106. this.z = Math.trunc( this.z );
  4107. return this;
  4108. }
  4109. /**
  4110. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  4111. *
  4112. * @return {Vector3} A reference to this vector.
  4113. */
  4114. negate() {
  4115. this.x = - this.x;
  4116. this.y = - this.y;
  4117. this.z = - this.z;
  4118. return this;
  4119. }
  4120. /**
  4121. * Calculates the dot product of the given vector with this instance.
  4122. *
  4123. * @param {Vector3} v - The vector to compute the dot product with.
  4124. * @return {number} The result of the dot product.
  4125. */
  4126. dot( v ) {
  4127. return this.x * v.x + this.y * v.y + this.z * v.z;
  4128. }
  4129. // TODO lengthSquared?
  4130. /**
  4131. * Computes the square of the Euclidean length (straight-line length) from
  4132. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  4133. * compare the length squared instead as it is slightly more efficient to calculate.
  4134. *
  4135. * @return {number} The square length of this vector.
  4136. */
  4137. lengthSq() {
  4138. return this.x * this.x + this.y * this.y + this.z * this.z;
  4139. }
  4140. /**
  4141. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  4142. *
  4143. * @return {number} The length of this vector.
  4144. */
  4145. length() {
  4146. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  4147. }
  4148. /**
  4149. * Computes the Manhattan length of this vector.
  4150. *
  4151. * @return {number} The length of this vector.
  4152. */
  4153. manhattanLength() {
  4154. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  4155. }
  4156. /**
  4157. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4158. * with the same direction as this one, but with a vector length of `1`.
  4159. *
  4160. * @return {Vector3} A reference to this vector.
  4161. */
  4162. normalize() {
  4163. return this.divideScalar( this.length() || 1 );
  4164. }
  4165. /**
  4166. * Sets this vector to a vector with the same direction as this one, but
  4167. * with the specified length.
  4168. *
  4169. * @param {number} length - The new length of this vector.
  4170. * @return {Vector3} A reference to this vector.
  4171. */
  4172. setLength( length ) {
  4173. return this.normalize().multiplyScalar( length );
  4174. }
  4175. /**
  4176. * Linearly interpolates between the given vector and this instance, where
  4177. * alpha is the percent distance along the line - alpha = 0 will be this
  4178. * vector, and alpha = 1 will be the given one.
  4179. *
  4180. * @param {Vector3} v - The vector to interpolate towards.
  4181. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4182. * @return {Vector3} A reference to this vector.
  4183. */
  4184. lerp( v, alpha ) {
  4185. this.x += ( v.x - this.x ) * alpha;
  4186. this.y += ( v.y - this.y ) * alpha;
  4187. this.z += ( v.z - this.z ) * alpha;
  4188. return this;
  4189. }
  4190. /**
  4191. * Linearly interpolates between the given vectors, where alpha is the percent
  4192. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4193. * be the second one. The result is stored in this instance.
  4194. *
  4195. * @param {Vector3} v1 - The first vector.
  4196. * @param {Vector3} v2 - The second vector.
  4197. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4198. * @return {Vector3} A reference to this vector.
  4199. */
  4200. lerpVectors( v1, v2, alpha ) {
  4201. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4202. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4203. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4204. return this;
  4205. }
  4206. /**
  4207. * Calculates the cross product of the given vector with this instance.
  4208. *
  4209. * @param {Vector3} v - The vector to compute the cross product with.
  4210. * @return {Vector3} The result of the cross product.
  4211. */
  4212. cross( v ) {
  4213. return this.crossVectors( this, v );
  4214. }
  4215. /**
  4216. * Calculates the cross product of the given vectors and stores the result
  4217. * in this instance.
  4218. *
  4219. * @param {Vector3} a - The first vector.
  4220. * @param {Vector3} b - The second vector.
  4221. * @return {Vector3} A reference to this vector.
  4222. */
  4223. crossVectors( a, b ) {
  4224. const ax = a.x, ay = a.y, az = a.z;
  4225. const bx = b.x, by = b.y, bz = b.z;
  4226. this.x = ay * bz - az * by;
  4227. this.y = az * bx - ax * bz;
  4228. this.z = ax * by - ay * bx;
  4229. return this;
  4230. }
  4231. /**
  4232. * Projects this vector onto the given one.
  4233. *
  4234. * @param {Vector3} v - The vector to project to.
  4235. * @return {Vector3} A reference to this vector.
  4236. */
  4237. projectOnVector( v ) {
  4238. const denominator = v.lengthSq();
  4239. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  4240. const scalar = v.dot( this ) / denominator;
  4241. return this.copy( v ).multiplyScalar( scalar );
  4242. }
  4243. /**
  4244. * Projects this vector onto a plane by subtracting this
  4245. * vector projected onto the plane's normal from this vector.
  4246. *
  4247. * @param {Vector3} planeNormal - The plane normal.
  4248. * @return {Vector3} A reference to this vector.
  4249. */
  4250. projectOnPlane( planeNormal ) {
  4251. _vector$c.copy( this ).projectOnVector( planeNormal );
  4252. return this.sub( _vector$c );
  4253. }
  4254. /**
  4255. * Reflects this vector off a plane orthogonal to the given normal vector.
  4256. *
  4257. * @param {Vector3} normal - The (normalized) normal vector.
  4258. * @return {Vector3} A reference to this vector.
  4259. */
  4260. reflect( normal ) {
  4261. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  4262. }
  4263. /**
  4264. * Returns the angle between the given vector and this instance in radians.
  4265. *
  4266. * @param {Vector3} v - The vector to compute the angle with.
  4267. * @return {number} The angle in radians.
  4268. */
  4269. angleTo( v ) {
  4270. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  4271. if ( denominator === 0 ) return Math.PI / 2;
  4272. const theta = this.dot( v ) / denominator;
  4273. // clamp, to handle numerical problems
  4274. return Math.acos( clamp( theta, -1, 1 ) );
  4275. }
  4276. /**
  4277. * Computes the distance from the given vector to this instance.
  4278. *
  4279. * @param {Vector3} v - The vector to compute the distance to.
  4280. * @return {number} The distance.
  4281. */
  4282. distanceTo( v ) {
  4283. return Math.sqrt( this.distanceToSquared( v ) );
  4284. }
  4285. /**
  4286. * Computes the squared distance from the given vector to this instance.
  4287. * If you are just comparing the distance with another distance, you should compare
  4288. * the distance squared instead as it is slightly more efficient to calculate.
  4289. *
  4290. * @param {Vector3} v - The vector to compute the squared distance to.
  4291. * @return {number} The squared distance.
  4292. */
  4293. distanceToSquared( v ) {
  4294. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  4295. return dx * dx + dy * dy + dz * dz;
  4296. }
  4297. /**
  4298. * Computes the Manhattan distance from the given vector to this instance.
  4299. *
  4300. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  4301. * @return {number} The Manhattan distance.
  4302. */
  4303. manhattanDistanceTo( v ) {
  4304. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  4305. }
  4306. /**
  4307. * Sets the vector components from the given spherical coordinates.
  4308. *
  4309. * @param {Spherical} s - The spherical coordinates.
  4310. * @return {Vector3} A reference to this vector.
  4311. */
  4312. setFromSpherical( s ) {
  4313. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  4314. }
  4315. /**
  4316. * Sets the vector components from the given spherical coordinates.
  4317. *
  4318. * @param {number} radius - The radius.
  4319. * @param {number} phi - The phi angle in radians.
  4320. * @param {number} theta - The theta angle in radians.
  4321. * @return {Vector3} A reference to this vector.
  4322. */
  4323. setFromSphericalCoords( radius, phi, theta ) {
  4324. const sinPhiRadius = Math.sin( phi ) * radius;
  4325. this.x = sinPhiRadius * Math.sin( theta );
  4326. this.y = Math.cos( phi ) * radius;
  4327. this.z = sinPhiRadius * Math.cos( theta );
  4328. return this;
  4329. }
  4330. /**
  4331. * Sets the vector components from the given cylindrical coordinates.
  4332. *
  4333. * @param {Cylindrical} c - The cylindrical coordinates.
  4334. * @return {Vector3} A reference to this vector.
  4335. */
  4336. setFromCylindrical( c ) {
  4337. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  4338. }
  4339. /**
  4340. * Sets the vector components from the given cylindrical coordinates.
  4341. *
  4342. * @param {number} radius - The radius.
  4343. * @param {number} theta - The theta angle in radians.
  4344. * @param {number} y - The y value.
  4345. * @return {Vector3} A reference to this vector.
  4346. */
  4347. setFromCylindricalCoords( radius, theta, y ) {
  4348. this.x = radius * Math.sin( theta );
  4349. this.y = y;
  4350. this.z = radius * Math.cos( theta );
  4351. return this;
  4352. }
  4353. /**
  4354. * Sets the vector components to the position elements of the
  4355. * given transformation matrix.
  4356. *
  4357. * @param {Matrix4} m - The 4x4 matrix.
  4358. * @return {Vector3} A reference to this vector.
  4359. */
  4360. setFromMatrixPosition( m ) {
  4361. const e = m.elements;
  4362. this.x = e[ 12 ];
  4363. this.y = e[ 13 ];
  4364. this.z = e[ 14 ];
  4365. return this;
  4366. }
  4367. /**
  4368. * Sets the vector components to the scale elements of the
  4369. * given transformation matrix.
  4370. *
  4371. * @param {Matrix4} m - The 4x4 matrix.
  4372. * @return {Vector3} A reference to this vector.
  4373. */
  4374. setFromMatrixScale( m ) {
  4375. const sx = this.setFromMatrixColumn( m, 0 ).length();
  4376. const sy = this.setFromMatrixColumn( m, 1 ).length();
  4377. const sz = this.setFromMatrixColumn( m, 2 ).length();
  4378. this.x = sx;
  4379. this.y = sy;
  4380. this.z = sz;
  4381. return this;
  4382. }
  4383. /**
  4384. * Sets the vector components from the specified matrix column.
  4385. *
  4386. * @param {Matrix4} m - The 4x4 matrix.
  4387. * @param {number} index - The column index.
  4388. * @return {Vector3} A reference to this vector.
  4389. */
  4390. setFromMatrixColumn( m, index ) {
  4391. return this.fromArray( m.elements, index * 4 );
  4392. }
  4393. /**
  4394. * Sets the vector components from the specified matrix column.
  4395. *
  4396. * @param {Matrix3} m - The 3x3 matrix.
  4397. * @param {number} index - The column index.
  4398. * @return {Vector3} A reference to this vector.
  4399. */
  4400. setFromMatrix3Column( m, index ) {
  4401. return this.fromArray( m.elements, index * 3 );
  4402. }
  4403. /**
  4404. * Sets the vector components from the given Euler angles.
  4405. *
  4406. * @param {Euler} e - The Euler angles to set.
  4407. * @return {Vector3} A reference to this vector.
  4408. */
  4409. setFromEuler( e ) {
  4410. this.x = e._x;
  4411. this.y = e._y;
  4412. this.z = e._z;
  4413. return this;
  4414. }
  4415. /**
  4416. * Sets the vector components from the RGB components of the
  4417. * given color.
  4418. *
  4419. * @param {Color} c - The color to set.
  4420. * @return {Vector3} A reference to this vector.
  4421. */
  4422. setFromColor( c ) {
  4423. this.x = c.r;
  4424. this.y = c.g;
  4425. this.z = c.b;
  4426. return this;
  4427. }
  4428. /**
  4429. * Returns `true` if this vector is equal with the given one.
  4430. *
  4431. * @param {Vector3} v - The vector to test for equality.
  4432. * @return {boolean} Whether this vector is equal with the given one.
  4433. */
  4434. equals( v ) {
  4435. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  4436. }
  4437. /**
  4438. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  4439. * and z value to be `array[ offset + 2 ]`.
  4440. *
  4441. * @param {Array<number>} array - An array holding the vector component values.
  4442. * @param {number} [offset=0] - The offset into the array.
  4443. * @return {Vector3} A reference to this vector.
  4444. */
  4445. fromArray( array, offset = 0 ) {
  4446. this.x = array[ offset ];
  4447. this.y = array[ offset + 1 ];
  4448. this.z = array[ offset + 2 ];
  4449. return this;
  4450. }
  4451. /**
  4452. * Writes the components of this vector to the given array. If no array is provided,
  4453. * the method returns a new instance.
  4454. *
  4455. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4456. * @param {number} [offset=0] - Index of the first element in the array.
  4457. * @return {Array<number>} The vector components.
  4458. */
  4459. toArray( array = [], offset = 0 ) {
  4460. array[ offset ] = this.x;
  4461. array[ offset + 1 ] = this.y;
  4462. array[ offset + 2 ] = this.z;
  4463. return array;
  4464. }
  4465. /**
  4466. * Sets the components of this vector from the given buffer attribute.
  4467. *
  4468. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4469. * @param {number} index - The index into the attribute.
  4470. * @return {Vector3} A reference to this vector.
  4471. */
  4472. fromBufferAttribute( attribute, index ) {
  4473. this.x = attribute.getX( index );
  4474. this.y = attribute.getY( index );
  4475. this.z = attribute.getZ( index );
  4476. return this;
  4477. }
  4478. /**
  4479. * Sets each component of this vector to a pseudo-random value between `0` and
  4480. * `1`, excluding `1`.
  4481. *
  4482. * @return {Vector3} A reference to this vector.
  4483. */
  4484. random() {
  4485. this.x = Math.random();
  4486. this.y = Math.random();
  4487. this.z = Math.random();
  4488. return this;
  4489. }
  4490. /**
  4491. * Sets this vector to a uniformly random point on a unit sphere.
  4492. *
  4493. * @return {Vector3} A reference to this vector.
  4494. */
  4495. randomDirection() {
  4496. // https://mathworld.wolfram.com/SpherePointPicking.html
  4497. const theta = Math.random() * Math.PI * 2;
  4498. const u = Math.random() * 2 - 1;
  4499. const c = Math.sqrt( 1 - u * u );
  4500. this.x = c * Math.cos( theta );
  4501. this.y = u;
  4502. this.z = c * Math.sin( theta );
  4503. return this;
  4504. }
  4505. *[ Symbol.iterator ]() {
  4506. yield this.x;
  4507. yield this.y;
  4508. yield this.z;
  4509. }
  4510. }
  4511. const _vector$c = /*@__PURE__*/ new Vector3();
  4512. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  4513. /**
  4514. * Represents a 3x3 matrix.
  4515. *
  4516. * A Note on Row-Major and Column-Major Ordering:
  4517. *
  4518. * The constructor and {@link Matrix3#set} method take arguments in
  4519. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  4520. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  4521. * This means that calling:
  4522. * ```js
  4523. * const m = new THREE.Matrix();
  4524. * m.set( 11, 12, 13,
  4525. * 21, 22, 23,
  4526. * 31, 32, 33 );
  4527. * ```
  4528. * will result in the elements array containing:
  4529. * ```js
  4530. * m.elements = [ 11, 21, 31,
  4531. * 12, 22, 32,
  4532. * 13, 23, 33 ];
  4533. * ```
  4534. * and internally all calculations are performed using column-major ordering.
  4535. * However, as the actual ordering makes no difference mathematically and
  4536. * most people are used to thinking about matrices in row-major order, the
  4537. * three.js documentation shows matrices in row-major order. Just bear in
  4538. * mind that if you are reading the source code, you'll have to take the
  4539. * transpose of any matrices outlined here to make sense of the calculations.
  4540. */
  4541. class Matrix3 {
  4542. /**
  4543. * Constructs a new 3x3 matrix. The arguments are supposed to be
  4544. * in row-major order. If no arguments are provided, the constructor
  4545. * initializes the matrix as an identity matrix.
  4546. *
  4547. * @param {number} [n11] - 1-1 matrix element.
  4548. * @param {number} [n12] - 1-2 matrix element.
  4549. * @param {number} [n13] - 1-3 matrix element.
  4550. * @param {number} [n21] - 2-1 matrix element.
  4551. * @param {number} [n22] - 2-2 matrix element.
  4552. * @param {number} [n23] - 2-3 matrix element.
  4553. * @param {number} [n31] - 3-1 matrix element.
  4554. * @param {number} [n32] - 3-2 matrix element.
  4555. * @param {number} [n33] - 3-3 matrix element.
  4556. */
  4557. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4558. /**
  4559. * This flag can be used for type testing.
  4560. *
  4561. * @type {boolean}
  4562. * @readonly
  4563. * @default true
  4564. */
  4565. Matrix3.prototype.isMatrix3 = true;
  4566. /**
  4567. * A column-major list of matrix values.
  4568. *
  4569. * @type {Array<number>}
  4570. */
  4571. this.elements = [
  4572. 1, 0, 0,
  4573. 0, 1, 0,
  4574. 0, 0, 1
  4575. ];
  4576. if ( n11 !== undefined ) {
  4577. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  4578. }
  4579. }
  4580. /**
  4581. * Sets the elements of the matrix.The arguments are supposed to be
  4582. * in row-major order.
  4583. *
  4584. * @param {number} [n11] - 1-1 matrix element.
  4585. * @param {number} [n12] - 1-2 matrix element.
  4586. * @param {number} [n13] - 1-3 matrix element.
  4587. * @param {number} [n21] - 2-1 matrix element.
  4588. * @param {number} [n22] - 2-2 matrix element.
  4589. * @param {number} [n23] - 2-3 matrix element.
  4590. * @param {number} [n31] - 3-1 matrix element.
  4591. * @param {number} [n32] - 3-2 matrix element.
  4592. * @param {number} [n33] - 3-3 matrix element.
  4593. * @return {Matrix3} A reference to this matrix.
  4594. */
  4595. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  4596. const te = this.elements;
  4597. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  4598. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  4599. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  4600. return this;
  4601. }
  4602. /**
  4603. * Sets this matrix to the 3x3 identity matrix.
  4604. *
  4605. * @return {Matrix3} A reference to this matrix.
  4606. */
  4607. identity() {
  4608. this.set(
  4609. 1, 0, 0,
  4610. 0, 1, 0,
  4611. 0, 0, 1
  4612. );
  4613. return this;
  4614. }
  4615. /**
  4616. * Copies the values of the given matrix to this instance.
  4617. *
  4618. * @param {Matrix3} m - The matrix to copy.
  4619. * @return {Matrix3} A reference to this matrix.
  4620. */
  4621. copy( m ) {
  4622. const te = this.elements;
  4623. const me = m.elements;
  4624. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  4625. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  4626. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  4627. return this;
  4628. }
  4629. /**
  4630. * Extracts the basis of this matrix into the three axis vectors provided.
  4631. *
  4632. * @param {Vector3} xAxis - The basis's x axis.
  4633. * @param {Vector3} yAxis - The basis's y axis.
  4634. * @param {Vector3} zAxis - The basis's z axis.
  4635. * @return {Matrix3} A reference to this matrix.
  4636. */
  4637. extractBasis( xAxis, yAxis, zAxis ) {
  4638. xAxis.setFromMatrix3Column( this, 0 );
  4639. yAxis.setFromMatrix3Column( this, 1 );
  4640. zAxis.setFromMatrix3Column( this, 2 );
  4641. return this;
  4642. }
  4643. /**
  4644. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  4645. *
  4646. * @param {Matrix4} m - The 4x4 matrix.
  4647. * @return {Matrix3} A reference to this matrix.
  4648. */
  4649. setFromMatrix4( m ) {
  4650. const me = m.elements;
  4651. this.set(
  4652. me[ 0 ], me[ 4 ], me[ 8 ],
  4653. me[ 1 ], me[ 5 ], me[ 9 ],
  4654. me[ 2 ], me[ 6 ], me[ 10 ]
  4655. );
  4656. return this;
  4657. }
  4658. /**
  4659. * Post-multiplies this matrix by the given 3x3 matrix.
  4660. *
  4661. * @param {Matrix3} m - The matrix to multiply with.
  4662. * @return {Matrix3} A reference to this matrix.
  4663. */
  4664. multiply( m ) {
  4665. return this.multiplyMatrices( this, m );
  4666. }
  4667. /**
  4668. * Pre-multiplies this matrix by the given 3x3 matrix.
  4669. *
  4670. * @param {Matrix3} m - The matrix to multiply with.
  4671. * @return {Matrix3} A reference to this matrix.
  4672. */
  4673. premultiply( m ) {
  4674. return this.multiplyMatrices( m, this );
  4675. }
  4676. /**
  4677. * Multiples the given 3x3 matrices and stores the result
  4678. * in this matrix.
  4679. *
  4680. * @param {Matrix3} a - The first matrix.
  4681. * @param {Matrix3} b - The second matrix.
  4682. * @return {Matrix3} A reference to this matrix.
  4683. */
  4684. multiplyMatrices( a, b ) {
  4685. const ae = a.elements;
  4686. const be = b.elements;
  4687. const te = this.elements;
  4688. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  4689. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  4690. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  4691. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  4692. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  4693. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  4694. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  4695. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  4696. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  4697. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  4698. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  4699. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  4700. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  4701. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  4702. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  4703. return this;
  4704. }
  4705. /**
  4706. * Multiplies every component of the matrix by the given scalar.
  4707. *
  4708. * @param {number} s - The scalar.
  4709. * @return {Matrix3} A reference to this matrix.
  4710. */
  4711. multiplyScalar( s ) {
  4712. const te = this.elements;
  4713. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  4714. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  4715. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  4716. return this;
  4717. }
  4718. /**
  4719. * Computes and returns the determinant of this matrix.
  4720. *
  4721. * @return {number} The determinant.
  4722. */
  4723. determinant() {
  4724. const te = this.elements;
  4725. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  4726. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  4727. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  4728. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  4729. }
  4730. /**
  4731. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  4732. * You can not invert with a determinant of zero. If you attempt this, the method produces
  4733. * a zero matrix instead.
  4734. *
  4735. * @return {Matrix3} A reference to this matrix.
  4736. */
  4737. invert() {
  4738. const te = this.elements,
  4739. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  4740. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  4741. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  4742. t11 = n33 * n22 - n32 * n23,
  4743. t12 = n32 * n13 - n33 * n12,
  4744. t13 = n23 * n12 - n22 * n13,
  4745. det = n11 * t11 + n21 * t12 + n31 * t13;
  4746. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  4747. const detInv = 1 / det;
  4748. te[ 0 ] = t11 * detInv;
  4749. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  4750. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  4751. te[ 3 ] = t12 * detInv;
  4752. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  4753. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  4754. te[ 6 ] = t13 * detInv;
  4755. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  4756. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  4757. return this;
  4758. }
  4759. /**
  4760. * Transposes this matrix in place.
  4761. *
  4762. * @return {Matrix3} A reference to this matrix.
  4763. */
  4764. transpose() {
  4765. let tmp;
  4766. const m = this.elements;
  4767. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  4768. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  4769. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  4770. return this;
  4771. }
  4772. /**
  4773. * Computes the normal matrix which is the inverse transpose of the upper
  4774. * left 3x3 portion of the given 4x4 matrix.
  4775. *
  4776. * @param {Matrix4} matrix4 - The 4x4 matrix.
  4777. * @return {Matrix3} A reference to this matrix.
  4778. */
  4779. getNormalMatrix( matrix4 ) {
  4780. return this.setFromMatrix4( matrix4 ).invert().transpose();
  4781. }
  4782. /**
  4783. * Transposes this matrix into the supplied array, and returns itself unchanged.
  4784. *
  4785. * @param {Array<number>} r - An array to store the transposed matrix elements.
  4786. * @return {Matrix3} A reference to this matrix.
  4787. */
  4788. transposeIntoArray( r ) {
  4789. const m = this.elements;
  4790. r[ 0 ] = m[ 0 ];
  4791. r[ 1 ] = m[ 3 ];
  4792. r[ 2 ] = m[ 6 ];
  4793. r[ 3 ] = m[ 1 ];
  4794. r[ 4 ] = m[ 4 ];
  4795. r[ 5 ] = m[ 7 ];
  4796. r[ 6 ] = m[ 2 ];
  4797. r[ 7 ] = m[ 5 ];
  4798. r[ 8 ] = m[ 8 ];
  4799. return this;
  4800. }
  4801. /**
  4802. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  4803. *
  4804. * @param {number} tx - Offset x.
  4805. * @param {number} ty - Offset y.
  4806. * @param {number} sx - Repeat x.
  4807. * @param {number} sy - Repeat y.
  4808. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  4809. * @param {number} cx - Center x of rotation.
  4810. * @param {number} cy - Center y of rotation
  4811. * @return {Matrix3} A reference to this matrix.
  4812. */
  4813. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  4814. const c = Math.cos( rotation );
  4815. const s = Math.sin( rotation );
  4816. this.set(
  4817. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  4818. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  4819. 0, 0, 1
  4820. );
  4821. return this;
  4822. }
  4823. /**
  4824. * Scales this matrix with the given scalar values.
  4825. *
  4826. * @param {number} sx - The amount to scale in the X axis.
  4827. * @param {number} sy - The amount to scale in the Y axis.
  4828. * @return {Matrix3} A reference to this matrix.
  4829. */
  4830. scale( sx, sy ) {
  4831. this.premultiply( _m3.makeScale( sx, sy ) );
  4832. return this;
  4833. }
  4834. /**
  4835. * Rotates this matrix by the given angle.
  4836. *
  4837. * @param {number} theta - The rotation in radians.
  4838. * @return {Matrix3} A reference to this matrix.
  4839. */
  4840. rotate( theta ) {
  4841. this.premultiply( _m3.makeRotation( - theta ) );
  4842. return this;
  4843. }
  4844. /**
  4845. * Translates this matrix by the given scalar values.
  4846. *
  4847. * @param {number} tx - The amount to translate in the X axis.
  4848. * @param {number} ty - The amount to translate in the Y axis.
  4849. * @return {Matrix3} A reference to this matrix.
  4850. */
  4851. translate( tx, ty ) {
  4852. this.premultiply( _m3.makeTranslation( tx, ty ) );
  4853. return this;
  4854. }
  4855. // for 2D Transforms
  4856. /**
  4857. * Sets this matrix as a 2D translation transform.
  4858. *
  4859. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  4860. * @param {number} y - The amount to translate in the Y axis.
  4861. * @return {Matrix3} A reference to this matrix.
  4862. */
  4863. makeTranslation( x, y ) {
  4864. if ( x.isVector2 ) {
  4865. this.set(
  4866. 1, 0, x.x,
  4867. 0, 1, x.y,
  4868. 0, 0, 1
  4869. );
  4870. } else {
  4871. this.set(
  4872. 1, 0, x,
  4873. 0, 1, y,
  4874. 0, 0, 1
  4875. );
  4876. }
  4877. return this;
  4878. }
  4879. /**
  4880. * Sets this matrix as a 2D rotational transformation.
  4881. *
  4882. * @param {number} theta - The rotation in radians.
  4883. * @return {Matrix3} A reference to this matrix.
  4884. */
  4885. makeRotation( theta ) {
  4886. // counterclockwise
  4887. const c = Math.cos( theta );
  4888. const s = Math.sin( theta );
  4889. this.set(
  4890. c, - s, 0,
  4891. s, c, 0,
  4892. 0, 0, 1
  4893. );
  4894. return this;
  4895. }
  4896. /**
  4897. * Sets this matrix as a 2D scale transform.
  4898. *
  4899. * @param {number} x - The amount to scale in the X axis.
  4900. * @param {number} y - The amount to scale in the Y axis.
  4901. * @return {Matrix3} A reference to this matrix.
  4902. */
  4903. makeScale( x, y ) {
  4904. this.set(
  4905. x, 0, 0,
  4906. 0, y, 0,
  4907. 0, 0, 1
  4908. );
  4909. return this;
  4910. }
  4911. /**
  4912. * Returns `true` if this matrix is equal with the given one.
  4913. *
  4914. * @param {Matrix3} matrix - The matrix to test for equality.
  4915. * @return {boolean} Whether this matrix is equal with the given one.
  4916. */
  4917. equals( matrix ) {
  4918. const te = this.elements;
  4919. const me = matrix.elements;
  4920. for ( let i = 0; i < 9; i ++ ) {
  4921. if ( te[ i ] !== me[ i ] ) return false;
  4922. }
  4923. return true;
  4924. }
  4925. /**
  4926. * Sets the elements of the matrix from the given array.
  4927. *
  4928. * @param {Array<number>} array - The matrix elements in column-major order.
  4929. * @param {number} [offset=0] - Index of the first element in the array.
  4930. * @return {Matrix3} A reference to this matrix.
  4931. */
  4932. fromArray( array, offset = 0 ) {
  4933. for ( let i = 0; i < 9; i ++ ) {
  4934. this.elements[ i ] = array[ i + offset ];
  4935. }
  4936. return this;
  4937. }
  4938. /**
  4939. * Writes the elements of this matrix to the given array. If no array is provided,
  4940. * the method returns a new instance.
  4941. *
  4942. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  4943. * @param {number} [offset=0] - Index of the first element in the array.
  4944. * @return {Array<number>} The matrix elements in column-major order.
  4945. */
  4946. toArray( array = [], offset = 0 ) {
  4947. const te = this.elements;
  4948. array[ offset ] = te[ 0 ];
  4949. array[ offset + 1 ] = te[ 1 ];
  4950. array[ offset + 2 ] = te[ 2 ];
  4951. array[ offset + 3 ] = te[ 3 ];
  4952. array[ offset + 4 ] = te[ 4 ];
  4953. array[ offset + 5 ] = te[ 5 ];
  4954. array[ offset + 6 ] = te[ 6 ];
  4955. array[ offset + 7 ] = te[ 7 ];
  4956. array[ offset + 8 ] = te[ 8 ];
  4957. return array;
  4958. }
  4959. /**
  4960. * Returns a matrix with copied values from this instance.
  4961. *
  4962. * @return {Matrix3} A clone of this instance.
  4963. */
  4964. clone() {
  4965. return new this.constructor().fromArray( this.elements );
  4966. }
  4967. }
  4968. const _m3 = /*@__PURE__*/ new Matrix3();
  4969. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  4970. 0.4123908, 0.3575843, 0.1804808,
  4971. 0.2126390, 0.7151687, 0.0721923,
  4972. 0.0193308, 0.1191948, 0.9505322
  4973. );
  4974. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  4975. 3.2409699, -1.5373832, -0.4986108,
  4976. -0.9692436, 1.8759675, 0.0415551,
  4977. 0.0556301, -0.203977, 1.0569715
  4978. );
  4979. function createColorManagement() {
  4980. const ColorManagement = {
  4981. enabled: true,
  4982. workingColorSpace: LinearSRGBColorSpace,
  4983. /**
  4984. * Implementations of supported color spaces.
  4985. *
  4986. * Required:
  4987. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  4988. * - whitePoint: reference white [ x y ]
  4989. * - transfer: transfer function (pre-defined)
  4990. * - toXYZ: Matrix3 RGB to XYZ transform
  4991. * - fromXYZ: Matrix3 XYZ to RGB transform
  4992. * - luminanceCoefficients: RGB luminance coefficients
  4993. *
  4994. * Optional:
  4995. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
  4996. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  4997. *
  4998. * Reference:
  4999. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  5000. */
  5001. spaces: {},
  5002. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  5003. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  5004. return color;
  5005. }
  5006. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  5007. color.r = SRGBToLinear( color.r );
  5008. color.g = SRGBToLinear( color.g );
  5009. color.b = SRGBToLinear( color.b );
  5010. }
  5011. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  5012. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  5013. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  5014. }
  5015. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  5016. color.r = LinearToSRGB( color.r );
  5017. color.g = LinearToSRGB( color.g );
  5018. color.b = LinearToSRGB( color.b );
  5019. }
  5020. return color;
  5021. },
  5022. workingToColorSpace: function ( color, targetColorSpace ) {
  5023. return this.convert( color, this.workingColorSpace, targetColorSpace );
  5024. },
  5025. colorSpaceToWorking: function ( color, sourceColorSpace ) {
  5026. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  5027. },
  5028. getPrimaries: function ( colorSpace ) {
  5029. return this.spaces[ colorSpace ].primaries;
  5030. },
  5031. getTransfer: function ( colorSpace ) {
  5032. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  5033. return this.spaces[ colorSpace ].transfer;
  5034. },
  5035. getToneMappingMode: function ( colorSpace ) {
  5036. return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard';
  5037. },
  5038. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  5039. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  5040. },
  5041. define: function ( colorSpaces ) {
  5042. Object.assign( this.spaces, colorSpaces );
  5043. },
  5044. // Internal APIs
  5045. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  5046. return targetMatrix
  5047. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  5048. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  5049. },
  5050. _getDrawingBufferColorSpace: function ( colorSpace ) {
  5051. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  5052. },
  5053. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  5054. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  5055. },
  5056. // Deprecated
  5057. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  5058. warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177
  5059. return ColorManagement.workingToColorSpace( color, targetColorSpace );
  5060. },
  5061. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  5062. warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177
  5063. return ColorManagement.colorSpaceToWorking( color, sourceColorSpace );
  5064. },
  5065. };
  5066. /******************************************************************************
  5067. * sRGB definitions
  5068. */
  5069. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  5070. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  5071. const D65 = [ 0.3127, 0.3290 ];
  5072. ColorManagement.define( {
  5073. [ LinearSRGBColorSpace ]: {
  5074. primaries: REC709_PRIMARIES,
  5075. whitePoint: D65,
  5076. transfer: LinearTransfer,
  5077. toXYZ: LINEAR_REC709_TO_XYZ,
  5078. fromXYZ: XYZ_TO_LINEAR_REC709,
  5079. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5080. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  5081. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5082. },
  5083. [ SRGBColorSpace ]: {
  5084. primaries: REC709_PRIMARIES,
  5085. whitePoint: D65,
  5086. transfer: SRGBTransfer,
  5087. toXYZ: LINEAR_REC709_TO_XYZ,
  5088. fromXYZ: XYZ_TO_LINEAR_REC709,
  5089. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  5090. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  5091. },
  5092. } );
  5093. return ColorManagement;
  5094. }
  5095. const ColorManagement = /*@__PURE__*/ createColorManagement();
  5096. function SRGBToLinear( c ) {
  5097. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  5098. }
  5099. function LinearToSRGB( c ) {
  5100. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  5101. }
  5102. let _canvas;
  5103. /**
  5104. * A class containing utility functions for images.
  5105. *
  5106. * @hideconstructor
  5107. */
  5108. class ImageUtils {
  5109. /**
  5110. * Returns a data URI containing a representation of the given image.
  5111. *
  5112. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  5113. * @param {string} [type='image/png'] - Indicates the image format.
  5114. * @return {string} The data URI.
  5115. */
  5116. static getDataURL( image, type = 'image/png' ) {
  5117. if ( /^data:/i.test( image.src ) ) {
  5118. return image.src;
  5119. }
  5120. if ( typeof HTMLCanvasElement === 'undefined' ) {
  5121. return image.src;
  5122. }
  5123. let canvas;
  5124. if ( image instanceof HTMLCanvasElement ) {
  5125. canvas = image;
  5126. } else {
  5127. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  5128. _canvas.width = image.width;
  5129. _canvas.height = image.height;
  5130. const context = _canvas.getContext( '2d' );
  5131. if ( image instanceof ImageData ) {
  5132. context.putImageData( image, 0, 0 );
  5133. } else {
  5134. context.drawImage( image, 0, 0, image.width, image.height );
  5135. }
  5136. canvas = _canvas;
  5137. }
  5138. return canvas.toDataURL( type );
  5139. }
  5140. /**
  5141. * Converts the given sRGB image data to linear color space.
  5142. *
  5143. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  5144. * @return {HTMLCanvasElement|Object} The converted image.
  5145. */
  5146. static sRGBToLinear( image ) {
  5147. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5148. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5149. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5150. const canvas = createElementNS( 'canvas' );
  5151. canvas.width = image.width;
  5152. canvas.height = image.height;
  5153. const context = canvas.getContext( '2d' );
  5154. context.drawImage( image, 0, 0, image.width, image.height );
  5155. const imageData = context.getImageData( 0, 0, image.width, image.height );
  5156. const data = imageData.data;
  5157. for ( let i = 0; i < data.length; i ++ ) {
  5158. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  5159. }
  5160. context.putImageData( imageData, 0, 0 );
  5161. return canvas;
  5162. } else if ( image.data ) {
  5163. const data = image.data.slice( 0 );
  5164. for ( let i = 0; i < data.length; i ++ ) {
  5165. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  5166. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  5167. } else {
  5168. // assuming float
  5169. data[ i ] = SRGBToLinear( data[ i ] );
  5170. }
  5171. }
  5172. return {
  5173. data: data,
  5174. width: image.width,
  5175. height: image.height
  5176. };
  5177. } else {
  5178. warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  5179. return image;
  5180. }
  5181. }
  5182. }
  5183. let _sourceId = 0;
  5184. /**
  5185. * Represents the data source of a texture.
  5186. *
  5187. * The main purpose of this class is to decouple the data definition from the texture
  5188. * definition so the same data can be used with multiple texture instances.
  5189. */
  5190. class Source {
  5191. /**
  5192. * Constructs a new video texture.
  5193. *
  5194. * @param {any} [data=null] - The data definition of a texture.
  5195. */
  5196. constructor( data = null ) {
  5197. /**
  5198. * This flag can be used for type testing.
  5199. *
  5200. * @type {boolean}
  5201. * @readonly
  5202. * @default true
  5203. */
  5204. this.isSource = true;
  5205. /**
  5206. * The ID of the source.
  5207. *
  5208. * @name Source#id
  5209. * @type {number}
  5210. * @readonly
  5211. */
  5212. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  5213. /**
  5214. * The UUID of the source.
  5215. *
  5216. * @type {string}
  5217. * @readonly
  5218. */
  5219. this.uuid = generateUUID();
  5220. /**
  5221. * The data definition of a texture.
  5222. *
  5223. * @type {any}
  5224. */
  5225. this.data = data;
  5226. /**
  5227. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  5228. * provides more control on how texture data should be processed. When `dataReady` is set
  5229. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  5230. * the data into the GPU memory.
  5231. *
  5232. * @type {boolean}
  5233. * @default true
  5234. */
  5235. this.dataReady = true;
  5236. /**
  5237. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  5238. *
  5239. * @type {number}
  5240. * @readonly
  5241. * @default 0
  5242. */
  5243. this.version = 0;
  5244. }
  5245. /**
  5246. * Returns the dimensions of the source into the given target vector.
  5247. *
  5248. * @param {(Vector2|Vector3)} target - The target object the result is written into.
  5249. * @return {(Vector2|Vector3)} The dimensions of the source.
  5250. */
  5251. getSize( target ) {
  5252. const data = this.data;
  5253. if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) {
  5254. target.set( data.videoWidth, data.videoHeight, 0 );
  5255. } else if ( data instanceof VideoFrame ) {
  5256. target.set( data.displayHeight, data.displayWidth, 0 );
  5257. } else if ( data !== null ) {
  5258. target.set( data.width, data.height, data.depth || 0 );
  5259. } else {
  5260. target.set( 0, 0, 0 );
  5261. }
  5262. return target;
  5263. }
  5264. /**
  5265. * When the property is set to `true`, the engine allocates the memory
  5266. * for the texture (if necessary) and triggers the actual texture upload
  5267. * to the GPU next time the source is used.
  5268. *
  5269. * @type {boolean}
  5270. * @default false
  5271. * @param {boolean} value
  5272. */
  5273. set needsUpdate( value ) {
  5274. if ( value === true ) this.version ++;
  5275. }
  5276. /**
  5277. * Serializes the source into JSON.
  5278. *
  5279. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5280. * @return {Object} A JSON object representing the serialized source.
  5281. * @see {@link ObjectLoader#parse}
  5282. */
  5283. toJSON( meta ) {
  5284. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5285. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  5286. return meta.images[ this.uuid ];
  5287. }
  5288. const output = {
  5289. uuid: this.uuid,
  5290. url: ''
  5291. };
  5292. const data = this.data;
  5293. if ( data !== null ) {
  5294. let url;
  5295. if ( Array.isArray( data ) ) {
  5296. // cube texture
  5297. url = [];
  5298. for ( let i = 0, l = data.length; i < l; i ++ ) {
  5299. if ( data[ i ].isDataTexture ) {
  5300. url.push( serializeImage( data[ i ].image ) );
  5301. } else {
  5302. url.push( serializeImage( data[ i ] ) );
  5303. }
  5304. }
  5305. } else {
  5306. // texture
  5307. url = serializeImage( data );
  5308. }
  5309. output.url = url;
  5310. }
  5311. if ( ! isRootObject ) {
  5312. meta.images[ this.uuid ] = output;
  5313. }
  5314. return output;
  5315. }
  5316. }
  5317. function serializeImage( image ) {
  5318. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  5319. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  5320. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  5321. // default images
  5322. return ImageUtils.getDataURL( image );
  5323. } else {
  5324. if ( image.data ) {
  5325. // images of DataTexture
  5326. return {
  5327. data: Array.from( image.data ),
  5328. width: image.width,
  5329. height: image.height,
  5330. type: image.data.constructor.name
  5331. };
  5332. } else {
  5333. warn( 'Texture: Unable to serialize Texture.' );
  5334. return {};
  5335. }
  5336. }
  5337. }
  5338. let _textureId = 0;
  5339. const _tempVec3 = /*@__PURE__*/ new Vector3();
  5340. /**
  5341. * Base class for all textures.
  5342. *
  5343. * Note: After the initial use of a texture, its dimensions, format, and type
  5344. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  5345. *
  5346. * @augments EventDispatcher
  5347. */
  5348. class Texture extends EventDispatcher {
  5349. /**
  5350. * Constructs a new texture.
  5351. *
  5352. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  5353. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  5354. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  5355. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  5356. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  5357. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  5358. * @param {number} [format=RGBAFormat] - The texture format.
  5359. * @param {number} [type=UnsignedByteType] - The texture type.
  5360. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  5361. * @param {string} [colorSpace=NoColorSpace] - The color space.
  5362. */
  5363. 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 ) {
  5364. super();
  5365. /**
  5366. * This flag can be used for type testing.
  5367. *
  5368. * @type {boolean}
  5369. * @readonly
  5370. * @default true
  5371. */
  5372. this.isTexture = true;
  5373. /**
  5374. * The ID of the texture.
  5375. *
  5376. * @name Texture#id
  5377. * @type {number}
  5378. * @readonly
  5379. */
  5380. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  5381. /**
  5382. * The UUID of the material.
  5383. *
  5384. * @type {string}
  5385. * @readonly
  5386. */
  5387. this.uuid = generateUUID();
  5388. /**
  5389. * The name of the material.
  5390. *
  5391. * @type {string}
  5392. */
  5393. this.name = '';
  5394. /**
  5395. * The data definition of a texture. A reference to the data source can be
  5396. * shared across textures. This is often useful in context of spritesheets
  5397. * where multiple textures render the same data but with different texture
  5398. * transformations.
  5399. *
  5400. * @type {Source}
  5401. */
  5402. this.source = new Source( image );
  5403. /**
  5404. * An array holding user-defined mipmaps.
  5405. *
  5406. * @type {Array<Object>}
  5407. */
  5408. this.mipmaps = [];
  5409. /**
  5410. * How the texture is applied to the object. The value `UVMapping`
  5411. * is the default, where texture or uv coordinates are used to apply the map.
  5412. *
  5413. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  5414. * @default UVMapping
  5415. */
  5416. this.mapping = mapping;
  5417. /**
  5418. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  5419. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  5420. *
  5421. * @type {number}
  5422. * @default 0
  5423. */
  5424. this.channel = 0;
  5425. /**
  5426. * This defines how the texture is wrapped horizontally and corresponds to
  5427. * *U* in UV mapping.
  5428. *
  5429. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5430. * @default ClampToEdgeWrapping
  5431. */
  5432. this.wrapS = wrapS;
  5433. /**
  5434. * This defines how the texture is wrapped horizontally and corresponds to
  5435. * *V* in UV mapping.
  5436. *
  5437. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5438. * @default ClampToEdgeWrapping
  5439. */
  5440. this.wrapT = wrapT;
  5441. /**
  5442. * How the texture is sampled when a texel covers more than one pixel.
  5443. *
  5444. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5445. * @default LinearFilter
  5446. */
  5447. this.magFilter = magFilter;
  5448. /**
  5449. * How the texture is sampled when a texel covers less than one pixel.
  5450. *
  5451. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5452. * @default LinearMipmapLinearFilter
  5453. */
  5454. this.minFilter = minFilter;
  5455. /**
  5456. * The number of samples taken along the axis through the pixel that has the
  5457. * highest density of texels. By default, this value is `1`. A higher value
  5458. * gives a less blurry result than a basic mipmap, at the cost of more
  5459. * texture samples being used.
  5460. *
  5461. * @type {number}
  5462. * @default 0
  5463. */
  5464. this.anisotropy = anisotropy;
  5465. /**
  5466. * The format of the texture.
  5467. *
  5468. * @type {number}
  5469. * @default RGBAFormat
  5470. */
  5471. this.format = format;
  5472. /**
  5473. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  5474. * defines how the texture data is going to be stored on the GPU.
  5475. *
  5476. * This property allows to overwrite the default format.
  5477. *
  5478. * @type {?string}
  5479. * @default null
  5480. */
  5481. this.internalFormat = null;
  5482. /**
  5483. * The data type of the texture.
  5484. *
  5485. * @type {number}
  5486. * @default UnsignedByteType
  5487. */
  5488. this.type = type;
  5489. /**
  5490. * How much a single repetition of the texture is offset from the beginning,
  5491. * in each direction U and V. Typical range is `0.0` to `1.0`.
  5492. *
  5493. * @type {Vector2}
  5494. * @default (0,0)
  5495. */
  5496. this.offset = new Vector2( 0, 0 );
  5497. /**
  5498. * How many times the texture is repeated across the surface, in each
  5499. * direction U and V. If repeat is set greater than `1` in either direction,
  5500. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  5501. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  5502. *
  5503. * @type {Vector2}
  5504. * @default (1,1)
  5505. */
  5506. this.repeat = new Vector2( 1, 1 );
  5507. /**
  5508. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  5509. * to the center of the texture. Default is `(0, 0)`, the lower left.
  5510. *
  5511. * @type {Vector2}
  5512. * @default (0,0)
  5513. */
  5514. this.center = new Vector2( 0, 0 );
  5515. /**
  5516. * How much the texture is rotated around the center point, in radians.
  5517. * Positive values are counter-clockwise.
  5518. *
  5519. * @type {number}
  5520. * @default 0
  5521. */
  5522. this.rotation = 0;
  5523. /**
  5524. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  5525. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  5526. * {@link Texture#rotation}, and {@link Texture#center}.
  5527. *
  5528. * Set this to `false` if you are specifying the uv-transform matrix directly.
  5529. *
  5530. * @type {boolean}
  5531. * @default true
  5532. */
  5533. this.matrixAutoUpdate = true;
  5534. /**
  5535. * The uv-transformation matrix of the texture.
  5536. *
  5537. * @type {Matrix3}
  5538. */
  5539. this.matrix = new Matrix3();
  5540. /**
  5541. * Whether to generate mipmaps (if possible) for a texture.
  5542. *
  5543. * Set this to `false` if you are creating mipmaps manually.
  5544. *
  5545. * @type {boolean}
  5546. * @default true
  5547. */
  5548. this.generateMipmaps = true;
  5549. /**
  5550. * If set to `true`, the alpha channel, if present, is multiplied into the
  5551. * color channels when the texture is uploaded to the GPU.
  5552. *
  5553. * Note that this property has no effect when using `ImageBitmap`. You need to
  5554. * configure premultiply alpha on bitmap creation instead.
  5555. *
  5556. * @type {boolean}
  5557. * @default false
  5558. */
  5559. this.premultiplyAlpha = false;
  5560. /**
  5561. * If set to `true`, the texture is flipped along the vertical axis when
  5562. * uploaded to the GPU.
  5563. *
  5564. * Note that this property has no effect when using `ImageBitmap`. You need to
  5565. * configure the flip on bitmap creation instead.
  5566. *
  5567. * @type {boolean}
  5568. * @default true
  5569. */
  5570. this.flipY = true;
  5571. /**
  5572. * Specifies the alignment requirements for the start of each pixel row in memory.
  5573. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  5574. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  5575. *
  5576. * @type {number}
  5577. * @default 4
  5578. */
  5579. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  5580. /**
  5581. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  5582. *
  5583. * @type {string}
  5584. * @default NoColorSpace
  5585. */
  5586. this.colorSpace = colorSpace;
  5587. /**
  5588. * An object that can be used to store custom data about the texture. It
  5589. * should not hold references to functions as these will not be cloned.
  5590. *
  5591. * @type {Object}
  5592. */
  5593. this.userData = {};
  5594. /**
  5595. * This can be used to only update a subregion or specific rows of the texture (for example, just the
  5596. * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
  5597. *
  5598. * @type {Array<Object>}
  5599. */
  5600. this.updateRanges = [];
  5601. /**
  5602. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  5603. *
  5604. * @type {number}
  5605. * @readonly
  5606. * @default 0
  5607. */
  5608. this.version = 0;
  5609. /**
  5610. * A callback function, called when the texture is updated (e.g., when
  5611. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  5612. *
  5613. * @type {?Function}
  5614. * @default null
  5615. */
  5616. this.onUpdate = null;
  5617. /**
  5618. * An optional back reference to the textures render target.
  5619. *
  5620. * @type {?(RenderTarget|WebGLRenderTarget)}
  5621. * @default null
  5622. */
  5623. this.renderTarget = null;
  5624. /**
  5625. * Indicates whether a texture belongs to a render target or not.
  5626. *
  5627. * @type {boolean}
  5628. * @readonly
  5629. * @default false
  5630. */
  5631. this.isRenderTargetTexture = false;
  5632. /**
  5633. * Indicates if a texture should be handled like a texture array.
  5634. *
  5635. * @type {boolean}
  5636. * @readonly
  5637. * @default false
  5638. */
  5639. this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
  5640. /**
  5641. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  5642. * (only relevant for render target textures).
  5643. *
  5644. * @type {number}
  5645. * @readonly
  5646. * @default 0
  5647. */
  5648. this.pmremVersion = 0;
  5649. }
  5650. /**
  5651. * The width of the texture in pixels.
  5652. */
  5653. get width() {
  5654. return this.source.getSize( _tempVec3 ).x;
  5655. }
  5656. /**
  5657. * The height of the texture in pixels.
  5658. */
  5659. get height() {
  5660. return this.source.getSize( _tempVec3 ).y;
  5661. }
  5662. /**
  5663. * The depth of the texture in pixels.
  5664. */
  5665. get depth() {
  5666. return this.source.getSize( _tempVec3 ).z;
  5667. }
  5668. /**
  5669. * The image object holding the texture data.
  5670. *
  5671. * @type {?Object}
  5672. */
  5673. get image() {
  5674. return this.source.data;
  5675. }
  5676. set image( value = null ) {
  5677. this.source.data = value;
  5678. }
  5679. /**
  5680. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  5681. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  5682. */
  5683. updateMatrix() {
  5684. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  5685. }
  5686. /**
  5687. * Adds a range of data in the data texture to be updated on the GPU.
  5688. *
  5689. * @param {number} start - Position at which to start update.
  5690. * @param {number} count - The number of components to update.
  5691. */
  5692. addUpdateRange( start, count ) {
  5693. this.updateRanges.push( { start, count } );
  5694. }
  5695. /**
  5696. * Clears the update ranges.
  5697. */
  5698. clearUpdateRanges() {
  5699. this.updateRanges.length = 0;
  5700. }
  5701. /**
  5702. * Returns a new texture with copied values from this instance.
  5703. *
  5704. * @return {Texture} A clone of this instance.
  5705. */
  5706. clone() {
  5707. return new this.constructor().copy( this );
  5708. }
  5709. /**
  5710. * Copies the values of the given texture to this instance.
  5711. *
  5712. * @param {Texture} source - The texture to copy.
  5713. * @return {Texture} A reference to this instance.
  5714. */
  5715. copy( source ) {
  5716. this.name = source.name;
  5717. this.source = source.source;
  5718. this.mipmaps = source.mipmaps.slice( 0 );
  5719. this.mapping = source.mapping;
  5720. this.channel = source.channel;
  5721. this.wrapS = source.wrapS;
  5722. this.wrapT = source.wrapT;
  5723. this.magFilter = source.magFilter;
  5724. this.minFilter = source.minFilter;
  5725. this.anisotropy = source.anisotropy;
  5726. this.format = source.format;
  5727. this.internalFormat = source.internalFormat;
  5728. this.type = source.type;
  5729. this.offset.copy( source.offset );
  5730. this.repeat.copy( source.repeat );
  5731. this.center.copy( source.center );
  5732. this.rotation = source.rotation;
  5733. this.matrixAutoUpdate = source.matrixAutoUpdate;
  5734. this.matrix.copy( source.matrix );
  5735. this.generateMipmaps = source.generateMipmaps;
  5736. this.premultiplyAlpha = source.premultiplyAlpha;
  5737. this.flipY = source.flipY;
  5738. this.unpackAlignment = source.unpackAlignment;
  5739. this.colorSpace = source.colorSpace;
  5740. this.renderTarget = source.renderTarget;
  5741. this.isRenderTargetTexture = source.isRenderTargetTexture;
  5742. this.isArrayTexture = source.isArrayTexture;
  5743. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  5744. this.needsUpdate = true;
  5745. return this;
  5746. }
  5747. /**
  5748. * Sets this texture's properties based on `values`.
  5749. * @param {Object} values - A container with texture parameters.
  5750. */
  5751. setValues( values ) {
  5752. for ( const key in values ) {
  5753. const newValue = values[ key ];
  5754. if ( newValue === undefined ) {
  5755. warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` );
  5756. continue;
  5757. }
  5758. const currentValue = this[ key ];
  5759. if ( currentValue === undefined ) {
  5760. warn( `Texture.setValues(): property '${ key }' does not exist.` );
  5761. continue;
  5762. }
  5763. if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) {
  5764. currentValue.copy( newValue );
  5765. } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) {
  5766. currentValue.copy( newValue );
  5767. } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) {
  5768. currentValue.copy( newValue );
  5769. } else {
  5770. this[ key ] = newValue;
  5771. }
  5772. }
  5773. }
  5774. /**
  5775. * Serializes the texture into JSON.
  5776. *
  5777. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  5778. * @return {Object} A JSON object representing the serialized texture.
  5779. * @see {@link ObjectLoader#parse}
  5780. */
  5781. toJSON( meta ) {
  5782. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  5783. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  5784. return meta.textures[ this.uuid ];
  5785. }
  5786. const output = {
  5787. metadata: {
  5788. version: 4.7,
  5789. type: 'Texture',
  5790. generator: 'Texture.toJSON'
  5791. },
  5792. uuid: this.uuid,
  5793. name: this.name,
  5794. image: this.source.toJSON( meta ).uuid,
  5795. mapping: this.mapping,
  5796. channel: this.channel,
  5797. repeat: [ this.repeat.x, this.repeat.y ],
  5798. offset: [ this.offset.x, this.offset.y ],
  5799. center: [ this.center.x, this.center.y ],
  5800. rotation: this.rotation,
  5801. wrap: [ this.wrapS, this.wrapT ],
  5802. format: this.format,
  5803. internalFormat: this.internalFormat,
  5804. type: this.type,
  5805. colorSpace: this.colorSpace,
  5806. minFilter: this.minFilter,
  5807. magFilter: this.magFilter,
  5808. anisotropy: this.anisotropy,
  5809. flipY: this.flipY,
  5810. generateMipmaps: this.generateMipmaps,
  5811. premultiplyAlpha: this.premultiplyAlpha,
  5812. unpackAlignment: this.unpackAlignment
  5813. };
  5814. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  5815. if ( ! isRootObject ) {
  5816. meta.textures[ this.uuid ] = output;
  5817. }
  5818. return output;
  5819. }
  5820. /**
  5821. * Frees the GPU-related resources allocated by this instance. Call this
  5822. * method whenever this instance is no longer used in your app.
  5823. *
  5824. * @fires Texture#dispose
  5825. */
  5826. dispose() {
  5827. /**
  5828. * Fires when the texture has been disposed of.
  5829. *
  5830. * @event Texture#dispose
  5831. * @type {Object}
  5832. */
  5833. this.dispatchEvent( { type: 'dispose' } );
  5834. }
  5835. /**
  5836. * Transforms the given uv vector with the textures uv transformation matrix.
  5837. *
  5838. * @param {Vector2} uv - The uv vector.
  5839. * @return {Vector2} The transformed uv vector.
  5840. */
  5841. transformUv( uv ) {
  5842. if ( this.mapping !== UVMapping ) return uv;
  5843. uv.applyMatrix3( this.matrix );
  5844. if ( uv.x < 0 || uv.x > 1 ) {
  5845. switch ( this.wrapS ) {
  5846. case RepeatWrapping:
  5847. uv.x = uv.x - Math.floor( uv.x );
  5848. break;
  5849. case ClampToEdgeWrapping:
  5850. uv.x = uv.x < 0 ? 0 : 1;
  5851. break;
  5852. case MirroredRepeatWrapping:
  5853. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  5854. uv.x = Math.ceil( uv.x ) - uv.x;
  5855. } else {
  5856. uv.x = uv.x - Math.floor( uv.x );
  5857. }
  5858. break;
  5859. }
  5860. }
  5861. if ( uv.y < 0 || uv.y > 1 ) {
  5862. switch ( this.wrapT ) {
  5863. case RepeatWrapping:
  5864. uv.y = uv.y - Math.floor( uv.y );
  5865. break;
  5866. case ClampToEdgeWrapping:
  5867. uv.y = uv.y < 0 ? 0 : 1;
  5868. break;
  5869. case MirroredRepeatWrapping:
  5870. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  5871. uv.y = Math.ceil( uv.y ) - uv.y;
  5872. } else {
  5873. uv.y = uv.y - Math.floor( uv.y );
  5874. }
  5875. break;
  5876. }
  5877. }
  5878. if ( this.flipY ) {
  5879. uv.y = 1 - uv.y;
  5880. }
  5881. return uv;
  5882. }
  5883. /**
  5884. * Setting this property to `true` indicates the engine the texture
  5885. * must be updated in the next render. This triggers a texture upload
  5886. * to the GPU and ensures correct texture parameter configuration.
  5887. *
  5888. * @type {boolean}
  5889. * @default false
  5890. * @param {boolean} value
  5891. */
  5892. set needsUpdate( value ) {
  5893. if ( value === true ) {
  5894. this.version ++;
  5895. this.source.needsUpdate = true;
  5896. }
  5897. }
  5898. /**
  5899. * Setting this property to `true` indicates the engine the PMREM
  5900. * must be regenerated.
  5901. *
  5902. * @type {boolean}
  5903. * @default false
  5904. * @param {boolean} value
  5905. */
  5906. set needsPMREMUpdate( value ) {
  5907. if ( value === true ) {
  5908. this.pmremVersion ++;
  5909. }
  5910. }
  5911. }
  5912. /**
  5913. * The default image for all textures.
  5914. *
  5915. * @static
  5916. * @type {?Image}
  5917. * @default null
  5918. */
  5919. Texture.DEFAULT_IMAGE = null;
  5920. /**
  5921. * The default mapping for all textures.
  5922. *
  5923. * @static
  5924. * @type {number}
  5925. * @default UVMapping
  5926. */
  5927. Texture.DEFAULT_MAPPING = UVMapping;
  5928. /**
  5929. * The default anisotropy value for all textures.
  5930. *
  5931. * @static
  5932. * @type {number}
  5933. * @default 1
  5934. */
  5935. Texture.DEFAULT_ANISOTROPY = 1;
  5936. /**
  5937. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  5938. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  5939. *
  5940. * - A point in 4D space.
  5941. * - A direction and length in 4D space. In three.js the length will
  5942. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  5943. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  5944. * - Any arbitrary ordered quadruplet of numbers.
  5945. *
  5946. * There are other things a 4D vector can be used to represent, however these
  5947. * are the most common uses in *three.js*.
  5948. *
  5949. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5950. * the corresponding order.
  5951. * ```js
  5952. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  5953. *
  5954. * //no arguments; will be initialised to (0, 0, 0, 1)
  5955. * const b = new THREE.Vector4( );
  5956. *
  5957. * const d = a.dot( b );
  5958. * ```
  5959. */
  5960. class Vector4 {
  5961. /**
  5962. * Constructs a new 4D vector.
  5963. *
  5964. * @param {number} [x=0] - The x value of this vector.
  5965. * @param {number} [y=0] - The y value of this vector.
  5966. * @param {number} [z=0] - The z value of this vector.
  5967. * @param {number} [w=1] - The w value of this vector.
  5968. */
  5969. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5970. /**
  5971. * This flag can be used for type testing.
  5972. *
  5973. * @type {boolean}
  5974. * @readonly
  5975. * @default true
  5976. */
  5977. Vector4.prototype.isVector4 = true;
  5978. /**
  5979. * The x value of this vector.
  5980. *
  5981. * @type {number}
  5982. */
  5983. this.x = x;
  5984. /**
  5985. * The y value of this vector.
  5986. *
  5987. * @type {number}
  5988. */
  5989. this.y = y;
  5990. /**
  5991. * The z value of this vector.
  5992. *
  5993. * @type {number}
  5994. */
  5995. this.z = z;
  5996. /**
  5997. * The w value of this vector.
  5998. *
  5999. * @type {number}
  6000. */
  6001. this.w = w;
  6002. }
  6003. /**
  6004. * Alias for {@link Vector4#z}.
  6005. *
  6006. * @type {number}
  6007. */
  6008. get width() {
  6009. return this.z;
  6010. }
  6011. set width( value ) {
  6012. this.z = value;
  6013. }
  6014. /**
  6015. * Alias for {@link Vector4#w}.
  6016. *
  6017. * @type {number}
  6018. */
  6019. get height() {
  6020. return this.w;
  6021. }
  6022. set height( value ) {
  6023. this.w = value;
  6024. }
  6025. /**
  6026. * Sets the vector components.
  6027. *
  6028. * @param {number} x - The value of the x component.
  6029. * @param {number} y - The value of the y component.
  6030. * @param {number} z - The value of the z component.
  6031. * @param {number} w - The value of the w component.
  6032. * @return {Vector4} A reference to this vector.
  6033. */
  6034. set( x, y, z, w ) {
  6035. this.x = x;
  6036. this.y = y;
  6037. this.z = z;
  6038. this.w = w;
  6039. return this;
  6040. }
  6041. /**
  6042. * Sets the vector components to the same value.
  6043. *
  6044. * @param {number} scalar - The value to set for all vector components.
  6045. * @return {Vector4} A reference to this vector.
  6046. */
  6047. setScalar( scalar ) {
  6048. this.x = scalar;
  6049. this.y = scalar;
  6050. this.z = scalar;
  6051. this.w = scalar;
  6052. return this;
  6053. }
  6054. /**
  6055. * Sets the vector's x component to the given value
  6056. *
  6057. * @param {number} x - The value to set.
  6058. * @return {Vector4} A reference to this vector.
  6059. */
  6060. setX( x ) {
  6061. this.x = x;
  6062. return this;
  6063. }
  6064. /**
  6065. * Sets the vector's y component to the given value
  6066. *
  6067. * @param {number} y - The value to set.
  6068. * @return {Vector4} A reference to this vector.
  6069. */
  6070. setY( y ) {
  6071. this.y = y;
  6072. return this;
  6073. }
  6074. /**
  6075. * Sets the vector's z component to the given value
  6076. *
  6077. * @param {number} z - The value to set.
  6078. * @return {Vector4} A reference to this vector.
  6079. */
  6080. setZ( z ) {
  6081. this.z = z;
  6082. return this;
  6083. }
  6084. /**
  6085. * Sets the vector's w component to the given value
  6086. *
  6087. * @param {number} w - The value to set.
  6088. * @return {Vector4} A reference to this vector.
  6089. */
  6090. setW( w ) {
  6091. this.w = w;
  6092. return this;
  6093. }
  6094. /**
  6095. * Allows to set a vector component with an index.
  6096. *
  6097. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6098. * `2` equals to z, `3` equals to w.
  6099. * @param {number} value - The value to set.
  6100. * @return {Vector4} A reference to this vector.
  6101. */
  6102. setComponent( index, value ) {
  6103. switch ( index ) {
  6104. case 0: this.x = value; break;
  6105. case 1: this.y = value; break;
  6106. case 2: this.z = value; break;
  6107. case 3: this.w = value; break;
  6108. default: throw new Error( 'index is out of range: ' + index );
  6109. }
  6110. return this;
  6111. }
  6112. /**
  6113. * Returns the value of the vector component which matches the given index.
  6114. *
  6115. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  6116. * `2` equals to z, `3` equals to w.
  6117. * @return {number} A vector component value.
  6118. */
  6119. getComponent( index ) {
  6120. switch ( index ) {
  6121. case 0: return this.x;
  6122. case 1: return this.y;
  6123. case 2: return this.z;
  6124. case 3: return this.w;
  6125. default: throw new Error( 'index is out of range: ' + index );
  6126. }
  6127. }
  6128. /**
  6129. * Returns a new vector with copied values from this instance.
  6130. *
  6131. * @return {Vector4} A clone of this instance.
  6132. */
  6133. clone() {
  6134. return new this.constructor( this.x, this.y, this.z, this.w );
  6135. }
  6136. /**
  6137. * Copies the values of the given vector to this instance.
  6138. *
  6139. * @param {Vector3|Vector4} v - The vector to copy.
  6140. * @return {Vector4} A reference to this vector.
  6141. */
  6142. copy( v ) {
  6143. this.x = v.x;
  6144. this.y = v.y;
  6145. this.z = v.z;
  6146. this.w = ( v.w !== undefined ) ? v.w : 1;
  6147. return this;
  6148. }
  6149. /**
  6150. * Adds the given vector to this instance.
  6151. *
  6152. * @param {Vector4} v - The vector to add.
  6153. * @return {Vector4} A reference to this vector.
  6154. */
  6155. add( v ) {
  6156. this.x += v.x;
  6157. this.y += v.y;
  6158. this.z += v.z;
  6159. this.w += v.w;
  6160. return this;
  6161. }
  6162. /**
  6163. * Adds the given scalar value to all components of this instance.
  6164. *
  6165. * @param {number} s - The scalar to add.
  6166. * @return {Vector4} A reference to this vector.
  6167. */
  6168. addScalar( s ) {
  6169. this.x += s;
  6170. this.y += s;
  6171. this.z += s;
  6172. this.w += s;
  6173. return this;
  6174. }
  6175. /**
  6176. * Adds the given vectors and stores the result in this instance.
  6177. *
  6178. * @param {Vector4} a - The first vector.
  6179. * @param {Vector4} b - The second vector.
  6180. * @return {Vector4} A reference to this vector.
  6181. */
  6182. addVectors( a, b ) {
  6183. this.x = a.x + b.x;
  6184. this.y = a.y + b.y;
  6185. this.z = a.z + b.z;
  6186. this.w = a.w + b.w;
  6187. return this;
  6188. }
  6189. /**
  6190. * Adds the given vector scaled by the given factor to this instance.
  6191. *
  6192. * @param {Vector4} v - The vector.
  6193. * @param {number} s - The factor that scales `v`.
  6194. * @return {Vector4} A reference to this vector.
  6195. */
  6196. addScaledVector( v, s ) {
  6197. this.x += v.x * s;
  6198. this.y += v.y * s;
  6199. this.z += v.z * s;
  6200. this.w += v.w * s;
  6201. return this;
  6202. }
  6203. /**
  6204. * Subtracts the given vector from this instance.
  6205. *
  6206. * @param {Vector4} v - The vector to subtract.
  6207. * @return {Vector4} A reference to this vector.
  6208. */
  6209. sub( v ) {
  6210. this.x -= v.x;
  6211. this.y -= v.y;
  6212. this.z -= v.z;
  6213. this.w -= v.w;
  6214. return this;
  6215. }
  6216. /**
  6217. * Subtracts the given scalar value from all components of this instance.
  6218. *
  6219. * @param {number} s - The scalar to subtract.
  6220. * @return {Vector4} A reference to this vector.
  6221. */
  6222. subScalar( s ) {
  6223. this.x -= s;
  6224. this.y -= s;
  6225. this.z -= s;
  6226. this.w -= s;
  6227. return this;
  6228. }
  6229. /**
  6230. * Subtracts the given vectors and stores the result in this instance.
  6231. *
  6232. * @param {Vector4} a - The first vector.
  6233. * @param {Vector4} b - The second vector.
  6234. * @return {Vector4} A reference to this vector.
  6235. */
  6236. subVectors( a, b ) {
  6237. this.x = a.x - b.x;
  6238. this.y = a.y - b.y;
  6239. this.z = a.z - b.z;
  6240. this.w = a.w - b.w;
  6241. return this;
  6242. }
  6243. /**
  6244. * Multiplies the given vector with this instance.
  6245. *
  6246. * @param {Vector4} v - The vector to multiply.
  6247. * @return {Vector4} A reference to this vector.
  6248. */
  6249. multiply( v ) {
  6250. this.x *= v.x;
  6251. this.y *= v.y;
  6252. this.z *= v.z;
  6253. this.w *= v.w;
  6254. return this;
  6255. }
  6256. /**
  6257. * Multiplies the given scalar value with all components of this instance.
  6258. *
  6259. * @param {number} scalar - The scalar to multiply.
  6260. * @return {Vector4} A reference to this vector.
  6261. */
  6262. multiplyScalar( scalar ) {
  6263. this.x *= scalar;
  6264. this.y *= scalar;
  6265. this.z *= scalar;
  6266. this.w *= scalar;
  6267. return this;
  6268. }
  6269. /**
  6270. * Multiplies this vector with the given 4x4 matrix.
  6271. *
  6272. * @param {Matrix4} m - The 4x4 matrix.
  6273. * @return {Vector4} A reference to this vector.
  6274. */
  6275. applyMatrix4( m ) {
  6276. const x = this.x, y = this.y, z = this.z, w = this.w;
  6277. const e = m.elements;
  6278. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  6279. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  6280. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  6281. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  6282. return this;
  6283. }
  6284. /**
  6285. * Divides this instance by the given vector.
  6286. *
  6287. * @param {Vector4} v - The vector to divide.
  6288. * @return {Vector4} A reference to this vector.
  6289. */
  6290. divide( v ) {
  6291. this.x /= v.x;
  6292. this.y /= v.y;
  6293. this.z /= v.z;
  6294. this.w /= v.w;
  6295. return this;
  6296. }
  6297. /**
  6298. * Divides this vector by the given scalar.
  6299. *
  6300. * @param {number} scalar - The scalar to divide.
  6301. * @return {Vector4} A reference to this vector.
  6302. */
  6303. divideScalar( scalar ) {
  6304. return this.multiplyScalar( 1 / scalar );
  6305. }
  6306. /**
  6307. * Sets the x, y and z components of this
  6308. * vector to the quaternion's axis and w to the angle.
  6309. *
  6310. * @param {Quaternion} q - The Quaternion to set.
  6311. * @return {Vector4} A reference to this vector.
  6312. */
  6313. setAxisAngleFromQuaternion( q ) {
  6314. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  6315. // q is assumed to be normalized
  6316. this.w = 2 * Math.acos( q.w );
  6317. const s = Math.sqrt( 1 - q.w * q.w );
  6318. if ( s < 0.0001 ) {
  6319. this.x = 1;
  6320. this.y = 0;
  6321. this.z = 0;
  6322. } else {
  6323. this.x = q.x / s;
  6324. this.y = q.y / s;
  6325. this.z = q.z / s;
  6326. }
  6327. return this;
  6328. }
  6329. /**
  6330. * Sets the x, y and z components of this
  6331. * vector to the axis of rotation and w to the angle.
  6332. *
  6333. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  6334. * @return {Vector4} A reference to this vector.
  6335. */
  6336. setAxisAngleFromRotationMatrix( m ) {
  6337. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  6338. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  6339. let angle, x, y, z; // variables for result
  6340. const epsilon = 0.01, // margin to allow for rounding errors
  6341. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  6342. te = m.elements,
  6343. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  6344. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  6345. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  6346. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  6347. ( Math.abs( m13 - m31 ) < epsilon ) &&
  6348. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  6349. // singularity found
  6350. // first check for identity matrix which must have +1 for all terms
  6351. // in leading diagonal and zero in other terms
  6352. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  6353. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  6354. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  6355. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  6356. // this singularity is identity matrix so angle = 0
  6357. this.set( 1, 0, 0, 0 );
  6358. return this; // zero angle, arbitrary axis
  6359. }
  6360. // otherwise this singularity is angle = 180
  6361. angle = Math.PI;
  6362. const xx = ( m11 + 1 ) / 2;
  6363. const yy = ( m22 + 1 ) / 2;
  6364. const zz = ( m33 + 1 ) / 2;
  6365. const xy = ( m12 + m21 ) / 4;
  6366. const xz = ( m13 + m31 ) / 4;
  6367. const yz = ( m23 + m32 ) / 4;
  6368. if ( ( xx > yy ) && ( xx > zz ) ) {
  6369. // m11 is the largest diagonal term
  6370. if ( xx < epsilon ) {
  6371. x = 0;
  6372. y = 0.707106781;
  6373. z = 0.707106781;
  6374. } else {
  6375. x = Math.sqrt( xx );
  6376. y = xy / x;
  6377. z = xz / x;
  6378. }
  6379. } else if ( yy > zz ) {
  6380. // m22 is the largest diagonal term
  6381. if ( yy < epsilon ) {
  6382. x = 0.707106781;
  6383. y = 0;
  6384. z = 0.707106781;
  6385. } else {
  6386. y = Math.sqrt( yy );
  6387. x = xy / y;
  6388. z = yz / y;
  6389. }
  6390. } else {
  6391. // m33 is the largest diagonal term so base result on this
  6392. if ( zz < epsilon ) {
  6393. x = 0.707106781;
  6394. y = 0.707106781;
  6395. z = 0;
  6396. } else {
  6397. z = Math.sqrt( zz );
  6398. x = xz / z;
  6399. y = yz / z;
  6400. }
  6401. }
  6402. this.set( x, y, z, angle );
  6403. return this; // return 180 deg rotation
  6404. }
  6405. // as we have reached here there are no singularities so we can handle normally
  6406. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  6407. ( m13 - m31 ) * ( m13 - m31 ) +
  6408. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  6409. if ( Math.abs( s ) < 0.001 ) s = 1;
  6410. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  6411. // caught by singularity test above, but I've left it in just in case
  6412. this.x = ( m32 - m23 ) / s;
  6413. this.y = ( m13 - m31 ) / s;
  6414. this.z = ( m21 - m12 ) / s;
  6415. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  6416. return this;
  6417. }
  6418. /**
  6419. * Sets the vector components to the position elements of the
  6420. * given transformation matrix.
  6421. *
  6422. * @param {Matrix4} m - The 4x4 matrix.
  6423. * @return {Vector4} A reference to this vector.
  6424. */
  6425. setFromMatrixPosition( m ) {
  6426. const e = m.elements;
  6427. this.x = e[ 12 ];
  6428. this.y = e[ 13 ];
  6429. this.z = e[ 14 ];
  6430. this.w = e[ 15 ];
  6431. return this;
  6432. }
  6433. /**
  6434. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  6435. * value, replace that value with the corresponding min value.
  6436. *
  6437. * @param {Vector4} v - The vector.
  6438. * @return {Vector4} A reference to this vector.
  6439. */
  6440. min( v ) {
  6441. this.x = Math.min( this.x, v.x );
  6442. this.y = Math.min( this.y, v.y );
  6443. this.z = Math.min( this.z, v.z );
  6444. this.w = Math.min( this.w, v.w );
  6445. return this;
  6446. }
  6447. /**
  6448. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  6449. * value, replace that value with the corresponding max value.
  6450. *
  6451. * @param {Vector4} v - The vector.
  6452. * @return {Vector4} A reference to this vector.
  6453. */
  6454. max( v ) {
  6455. this.x = Math.max( this.x, v.x );
  6456. this.y = Math.max( this.y, v.y );
  6457. this.z = Math.max( this.z, v.z );
  6458. this.w = Math.max( this.w, v.w );
  6459. return this;
  6460. }
  6461. /**
  6462. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  6463. * value, it is replaced by the corresponding value.
  6464. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  6465. * it is replaced by the corresponding value.
  6466. *
  6467. * @param {Vector4} min - The minimum x, y and z values.
  6468. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  6469. * @return {Vector4} A reference to this vector.
  6470. */
  6471. clamp( min, max ) {
  6472. // assumes min < max, componentwise
  6473. this.x = clamp( this.x, min.x, max.x );
  6474. this.y = clamp( this.y, min.y, max.y );
  6475. this.z = clamp( this.z, min.z, max.z );
  6476. this.w = clamp( this.w, min.w, max.w );
  6477. return this;
  6478. }
  6479. /**
  6480. * If this vector's x, y, z or w values are greater than the max value, they are
  6481. * replaced by the max value.
  6482. * If this vector's x, y, z or w values are less than the min value, they are
  6483. * replaced by the min value.
  6484. *
  6485. * @param {number} minVal - The minimum value the components will be clamped to.
  6486. * @param {number} maxVal - The maximum value the components will be clamped to.
  6487. * @return {Vector4} A reference to this vector.
  6488. */
  6489. clampScalar( minVal, maxVal ) {
  6490. this.x = clamp( this.x, minVal, maxVal );
  6491. this.y = clamp( this.y, minVal, maxVal );
  6492. this.z = clamp( this.z, minVal, maxVal );
  6493. this.w = clamp( this.w, minVal, maxVal );
  6494. return this;
  6495. }
  6496. /**
  6497. * If this vector's length is greater than the max value, it is replaced by
  6498. * the max value.
  6499. * If this vector's length is less than the min value, it is replaced by the
  6500. * min value.
  6501. *
  6502. * @param {number} min - The minimum value the vector length will be clamped to.
  6503. * @param {number} max - The maximum value the vector length will be clamped to.
  6504. * @return {Vector4} A reference to this vector.
  6505. */
  6506. clampLength( min, max ) {
  6507. const length = this.length();
  6508. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6509. }
  6510. /**
  6511. * The components of this vector are rounded down to the nearest integer value.
  6512. *
  6513. * @return {Vector4} A reference to this vector.
  6514. */
  6515. floor() {
  6516. this.x = Math.floor( this.x );
  6517. this.y = Math.floor( this.y );
  6518. this.z = Math.floor( this.z );
  6519. this.w = Math.floor( this.w );
  6520. return this;
  6521. }
  6522. /**
  6523. * The components of this vector are rounded up to the nearest integer value.
  6524. *
  6525. * @return {Vector4} A reference to this vector.
  6526. */
  6527. ceil() {
  6528. this.x = Math.ceil( this.x );
  6529. this.y = Math.ceil( this.y );
  6530. this.z = Math.ceil( this.z );
  6531. this.w = Math.ceil( this.w );
  6532. return this;
  6533. }
  6534. /**
  6535. * The components of this vector are rounded to the nearest integer value
  6536. *
  6537. * @return {Vector4} A reference to this vector.
  6538. */
  6539. round() {
  6540. this.x = Math.round( this.x );
  6541. this.y = Math.round( this.y );
  6542. this.z = Math.round( this.z );
  6543. this.w = Math.round( this.w );
  6544. return this;
  6545. }
  6546. /**
  6547. * The components of this vector are rounded towards zero (up if negative,
  6548. * down if positive) to an integer value.
  6549. *
  6550. * @return {Vector4} A reference to this vector.
  6551. */
  6552. roundToZero() {
  6553. this.x = Math.trunc( this.x );
  6554. this.y = Math.trunc( this.y );
  6555. this.z = Math.trunc( this.z );
  6556. this.w = Math.trunc( this.w );
  6557. return this;
  6558. }
  6559. /**
  6560. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  6561. *
  6562. * @return {Vector4} A reference to this vector.
  6563. */
  6564. negate() {
  6565. this.x = - this.x;
  6566. this.y = - this.y;
  6567. this.z = - this.z;
  6568. this.w = - this.w;
  6569. return this;
  6570. }
  6571. /**
  6572. * Calculates the dot product of the given vector with this instance.
  6573. *
  6574. * @param {Vector4} v - The vector to compute the dot product with.
  6575. * @return {number} The result of the dot product.
  6576. */
  6577. dot( v ) {
  6578. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  6579. }
  6580. /**
  6581. * Computes the square of the Euclidean length (straight-line length) from
  6582. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  6583. * compare the length squared instead as it is slightly more efficient to calculate.
  6584. *
  6585. * @return {number} The square length of this vector.
  6586. */
  6587. lengthSq() {
  6588. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  6589. }
  6590. /**
  6591. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  6592. *
  6593. * @return {number} The length of this vector.
  6594. */
  6595. length() {
  6596. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  6597. }
  6598. /**
  6599. * Computes the Manhattan length of this vector.
  6600. *
  6601. * @return {number} The length of this vector.
  6602. */
  6603. manhattanLength() {
  6604. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  6605. }
  6606. /**
  6607. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6608. * with the same direction as this one, but with a vector length of `1`.
  6609. *
  6610. * @return {Vector4} A reference to this vector.
  6611. */
  6612. normalize() {
  6613. return this.divideScalar( this.length() || 1 );
  6614. }
  6615. /**
  6616. * Sets this vector to a vector with the same direction as this one, but
  6617. * with the specified length.
  6618. *
  6619. * @param {number} length - The new length of this vector.
  6620. * @return {Vector4} A reference to this vector.
  6621. */
  6622. setLength( length ) {
  6623. return this.normalize().multiplyScalar( length );
  6624. }
  6625. /**
  6626. * Linearly interpolates between the given vector and this instance, where
  6627. * alpha is the percent distance along the line - alpha = 0 will be this
  6628. * vector, and alpha = 1 will be the given one.
  6629. *
  6630. * @param {Vector4} v - The vector to interpolate towards.
  6631. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6632. * @return {Vector4} A reference to this vector.
  6633. */
  6634. lerp( v, alpha ) {
  6635. this.x += ( v.x - this.x ) * alpha;
  6636. this.y += ( v.y - this.y ) * alpha;
  6637. this.z += ( v.z - this.z ) * alpha;
  6638. this.w += ( v.w - this.w ) * alpha;
  6639. return this;
  6640. }
  6641. /**
  6642. * Linearly interpolates between the given vectors, where alpha is the percent
  6643. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6644. * be the second one. The result is stored in this instance.
  6645. *
  6646. * @param {Vector4} v1 - The first vector.
  6647. * @param {Vector4} v2 - The second vector.
  6648. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6649. * @return {Vector4} A reference to this vector.
  6650. */
  6651. lerpVectors( v1, v2, alpha ) {
  6652. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6653. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6654. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6655. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  6656. return this;
  6657. }
  6658. /**
  6659. * Returns `true` if this vector is equal with the given one.
  6660. *
  6661. * @param {Vector4} v - The vector to test for equality.
  6662. * @return {boolean} Whether this vector is equal with the given one.
  6663. */
  6664. equals( v ) {
  6665. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  6666. }
  6667. /**
  6668. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  6669. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  6670. *
  6671. * @param {Array<number>} array - An array holding the vector component values.
  6672. * @param {number} [offset=0] - The offset into the array.
  6673. * @return {Vector4} A reference to this vector.
  6674. */
  6675. fromArray( array, offset = 0 ) {
  6676. this.x = array[ offset ];
  6677. this.y = array[ offset + 1 ];
  6678. this.z = array[ offset + 2 ];
  6679. this.w = array[ offset + 3 ];
  6680. return this;
  6681. }
  6682. /**
  6683. * Writes the components of this vector to the given array. If no array is provided,
  6684. * the method returns a new instance.
  6685. *
  6686. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  6687. * @param {number} [offset=0] - Index of the first element in the array.
  6688. * @return {Array<number>} The vector components.
  6689. */
  6690. toArray( array = [], offset = 0 ) {
  6691. array[ offset ] = this.x;
  6692. array[ offset + 1 ] = this.y;
  6693. array[ offset + 2 ] = this.z;
  6694. array[ offset + 3 ] = this.w;
  6695. return array;
  6696. }
  6697. /**
  6698. * Sets the components of this vector from the given buffer attribute.
  6699. *
  6700. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  6701. * @param {number} index - The index into the attribute.
  6702. * @return {Vector4} A reference to this vector.
  6703. */
  6704. fromBufferAttribute( attribute, index ) {
  6705. this.x = attribute.getX( index );
  6706. this.y = attribute.getY( index );
  6707. this.z = attribute.getZ( index );
  6708. this.w = attribute.getW( index );
  6709. return this;
  6710. }
  6711. /**
  6712. * Sets each component of this vector to a pseudo-random value between `0` and
  6713. * `1`, excluding `1`.
  6714. *
  6715. * @return {Vector4} A reference to this vector.
  6716. */
  6717. random() {
  6718. this.x = Math.random();
  6719. this.y = Math.random();
  6720. this.z = Math.random();
  6721. this.w = Math.random();
  6722. return this;
  6723. }
  6724. *[ Symbol.iterator ]() {
  6725. yield this.x;
  6726. yield this.y;
  6727. yield this.z;
  6728. yield this.w;
  6729. }
  6730. }
  6731. /**
  6732. * A render target is a buffer where the video card draws pixels for a scene
  6733. * that is being rendered in the background. It is used in different effects,
  6734. * such as applying postprocessing to a rendered image before displaying it
  6735. * on the screen.
  6736. *
  6737. * @augments EventDispatcher
  6738. */
  6739. class RenderTarget extends EventDispatcher {
  6740. /**
  6741. * Render target options.
  6742. *
  6743. * @typedef {Object} RenderTarget~Options
  6744. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  6745. * @property {number} [magFilter=LinearFilter] - The mag filter.
  6746. * @property {number} [minFilter=LinearFilter] - The min filter.
  6747. * @property {number} [format=RGBAFormat] - The texture format.
  6748. * @property {number} [type=UnsignedByteType] - The texture type.
  6749. * @property {?string} [internalFormat=null] - The texture's internal format.
  6750. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6751. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  6752. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  6753. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  6754. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  6755. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  6756. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  6757. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  6758. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  6759. * @property {number} [samples=0] - The MSAA samples count.
  6760. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  6761. * @property {number} [depth=1] - The texture depth.
  6762. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  6763. */
  6764. /**
  6765. * Constructs a new render target.
  6766. *
  6767. * @param {number} [width=1] - The width of the render target.
  6768. * @param {number} [height=1] - The height of the render target.
  6769. * @param {RenderTarget~Options} [options] - The configuration object.
  6770. */
  6771. constructor( width = 1, height = 1, options = {} ) {
  6772. super();
  6773. options = Object.assign( {
  6774. generateMipmaps: false,
  6775. internalFormat: null,
  6776. minFilter: LinearFilter,
  6777. depthBuffer: true,
  6778. stencilBuffer: false,
  6779. resolveDepthBuffer: true,
  6780. resolveStencilBuffer: true,
  6781. depthTexture: null,
  6782. samples: 0,
  6783. count: 1,
  6784. depth: 1,
  6785. multiview: false
  6786. }, options );
  6787. /**
  6788. * This flag can be used for type testing.
  6789. *
  6790. * @type {boolean}
  6791. * @readonly
  6792. * @default true
  6793. */
  6794. this.isRenderTarget = true;
  6795. /**
  6796. * The width of the render target.
  6797. *
  6798. * @type {number}
  6799. * @default 1
  6800. */
  6801. this.width = width;
  6802. /**
  6803. * The height of the render target.
  6804. *
  6805. * @type {number}
  6806. * @default 1
  6807. */
  6808. this.height = height;
  6809. /**
  6810. * The depth of the render target.
  6811. *
  6812. * @type {number}
  6813. * @default 1
  6814. */
  6815. this.depth = options.depth;
  6816. /**
  6817. * A rectangular area inside the render target's viewport. Fragments that are
  6818. * outside the area will be discarded.
  6819. *
  6820. * @type {Vector4}
  6821. * @default (0,0,width,height)
  6822. */
  6823. this.scissor = new Vector4( 0, 0, width, height );
  6824. /**
  6825. * Indicates whether the scissor test should be enabled when rendering into
  6826. * this render target or not.
  6827. *
  6828. * @type {boolean}
  6829. * @default false
  6830. */
  6831. this.scissorTest = false;
  6832. /**
  6833. * A rectangular area representing the render target's viewport.
  6834. *
  6835. * @type {Vector4}
  6836. * @default (0,0,width,height)
  6837. */
  6838. this.viewport = new Vector4( 0, 0, width, height );
  6839. const image = { width: width, height: height, depth: options.depth };
  6840. const texture = new Texture( image );
  6841. /**
  6842. * An array of textures. Each color attachment is represented as a separate texture.
  6843. * Has at least a single entry for the default color attachment.
  6844. *
  6845. * @type {Array<Texture>}
  6846. */
  6847. this.textures = [];
  6848. const count = options.count;
  6849. for ( let i = 0; i < count; i ++ ) {
  6850. this.textures[ i ] = texture.clone();
  6851. this.textures[ i ].isRenderTargetTexture = true;
  6852. this.textures[ i ].renderTarget = this;
  6853. }
  6854. this._setTextureOptions( options );
  6855. /**
  6856. * Whether to allocate a depth buffer or not.
  6857. *
  6858. * @type {boolean}
  6859. * @default true
  6860. */
  6861. this.depthBuffer = options.depthBuffer;
  6862. /**
  6863. * Whether to allocate a stencil buffer or not.
  6864. *
  6865. * @type {boolean}
  6866. * @default false
  6867. */
  6868. this.stencilBuffer = options.stencilBuffer;
  6869. /**
  6870. * Whether to resolve the depth buffer or not.
  6871. *
  6872. * @type {boolean}
  6873. * @default true
  6874. */
  6875. this.resolveDepthBuffer = options.resolveDepthBuffer;
  6876. /**
  6877. * Whether to resolve the stencil buffer or not.
  6878. *
  6879. * @type {boolean}
  6880. * @default true
  6881. */
  6882. this.resolveStencilBuffer = options.resolveStencilBuffer;
  6883. this._depthTexture = null;
  6884. this.depthTexture = options.depthTexture;
  6885. /**
  6886. * The number of MSAA samples.
  6887. *
  6888. * A value of `0` disables MSAA.
  6889. *
  6890. * @type {number}
  6891. * @default 0
  6892. */
  6893. this.samples = options.samples;
  6894. /**
  6895. * Whether to this target is used in multiview rendering.
  6896. *
  6897. * @type {boolean}
  6898. * @default false
  6899. */
  6900. this.multiview = options.multiview;
  6901. }
  6902. _setTextureOptions( options = {} ) {
  6903. const values = {
  6904. minFilter: LinearFilter,
  6905. generateMipmaps: false,
  6906. flipY: false,
  6907. internalFormat: null
  6908. };
  6909. if ( options.mapping !== undefined ) values.mapping = options.mapping;
  6910. if ( options.wrapS !== undefined ) values.wrapS = options.wrapS;
  6911. if ( options.wrapT !== undefined ) values.wrapT = options.wrapT;
  6912. if ( options.wrapR !== undefined ) values.wrapR = options.wrapR;
  6913. if ( options.magFilter !== undefined ) values.magFilter = options.magFilter;
  6914. if ( options.minFilter !== undefined ) values.minFilter = options.minFilter;
  6915. if ( options.format !== undefined ) values.format = options.format;
  6916. if ( options.type !== undefined ) values.type = options.type;
  6917. if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy;
  6918. if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace;
  6919. if ( options.flipY !== undefined ) values.flipY = options.flipY;
  6920. if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps;
  6921. if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat;
  6922. for ( let i = 0; i < this.textures.length; i ++ ) {
  6923. const texture = this.textures[ i ];
  6924. texture.setValues( values );
  6925. }
  6926. }
  6927. /**
  6928. * The texture representing the default color attachment.
  6929. *
  6930. * @type {Texture}
  6931. */
  6932. get texture() {
  6933. return this.textures[ 0 ];
  6934. }
  6935. set texture( value ) {
  6936. this.textures[ 0 ] = value;
  6937. }
  6938. set depthTexture( current ) {
  6939. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  6940. if ( current !== null ) current.renderTarget = this;
  6941. this._depthTexture = current;
  6942. }
  6943. /**
  6944. * Instead of saving the depth in a renderbuffer, a texture
  6945. * can be used instead which is useful for further processing
  6946. * e.g. in context of post-processing.
  6947. *
  6948. * @type {?DepthTexture}
  6949. * @default null
  6950. */
  6951. get depthTexture() {
  6952. return this._depthTexture;
  6953. }
  6954. /**
  6955. * Sets the size of this render target.
  6956. *
  6957. * @param {number} width - The width.
  6958. * @param {number} height - The height.
  6959. * @param {number} [depth=1] - The depth.
  6960. */
  6961. setSize( width, height, depth = 1 ) {
  6962. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  6963. this.width = width;
  6964. this.height = height;
  6965. this.depth = depth;
  6966. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  6967. this.textures[ i ].image.width = width;
  6968. this.textures[ i ].image.height = height;
  6969. this.textures[ i ].image.depth = depth;
  6970. if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693
  6971. // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture.
  6972. // Maybe a method `isArrayTexture()` or just a getter could replace a flag since
  6973. // both are evaluated on each call?
  6974. this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1;
  6975. }
  6976. }
  6977. this.dispose();
  6978. }
  6979. this.viewport.set( 0, 0, width, height );
  6980. this.scissor.set( 0, 0, width, height );
  6981. }
  6982. /**
  6983. * Returns a new render target with copied values from this instance.
  6984. *
  6985. * @return {RenderTarget} A clone of this instance.
  6986. */
  6987. clone() {
  6988. return new this.constructor().copy( this );
  6989. }
  6990. /**
  6991. * Copies the settings of the given render target. This is a structural copy so
  6992. * no resources are shared between render targets after the copy. That includes
  6993. * all MRT textures and the depth texture.
  6994. *
  6995. * @param {RenderTarget} source - The render target to copy.
  6996. * @return {RenderTarget} A reference to this instance.
  6997. */
  6998. copy( source ) {
  6999. this.width = source.width;
  7000. this.height = source.height;
  7001. this.depth = source.depth;
  7002. this.scissor.copy( source.scissor );
  7003. this.scissorTest = source.scissorTest;
  7004. this.viewport.copy( source.viewport );
  7005. this.textures.length = 0;
  7006. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  7007. this.textures[ i ] = source.textures[ i ].clone();
  7008. this.textures[ i ].isRenderTargetTexture = true;
  7009. this.textures[ i ].renderTarget = this;
  7010. // ensure image object is not shared, see #20328
  7011. const image = Object.assign( {}, source.textures[ i ].image );
  7012. this.textures[ i ].source = new Source( image );
  7013. }
  7014. this.depthBuffer = source.depthBuffer;
  7015. this.stencilBuffer = source.stencilBuffer;
  7016. this.resolveDepthBuffer = source.resolveDepthBuffer;
  7017. this.resolveStencilBuffer = source.resolveStencilBuffer;
  7018. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  7019. this.samples = source.samples;
  7020. return this;
  7021. }
  7022. /**
  7023. * Frees the GPU-related resources allocated by this instance. Call this
  7024. * method whenever this instance is no longer used in your app.
  7025. *
  7026. * @fires RenderTarget#dispose
  7027. */
  7028. dispose() {
  7029. this.dispatchEvent( { type: 'dispose' } );
  7030. }
  7031. }
  7032. /**
  7033. * A render target used in context of {@link WebGLRenderer}.
  7034. *
  7035. * @augments RenderTarget
  7036. */
  7037. class WebGLRenderTarget extends RenderTarget {
  7038. /**
  7039. * Constructs a new 3D render target.
  7040. *
  7041. * @param {number} [width=1] - The width of the render target.
  7042. * @param {number} [height=1] - The height of the render target.
  7043. * @param {RenderTarget~Options} [options] - The configuration object.
  7044. */
  7045. constructor( width = 1, height = 1, options = {} ) {
  7046. super( width, height, options );
  7047. /**
  7048. * This flag can be used for type testing.
  7049. *
  7050. * @type {boolean}
  7051. * @readonly
  7052. * @default true
  7053. */
  7054. this.isWebGLRenderTarget = true;
  7055. }
  7056. }
  7057. /**
  7058. * Creates an array of textures directly from raw buffer data.
  7059. *
  7060. * @augments Texture
  7061. */
  7062. class DataArrayTexture extends Texture {
  7063. /**
  7064. * Constructs a new data array texture.
  7065. *
  7066. * @param {?TypedArray} [data=null] - The buffer data.
  7067. * @param {number} [width=1] - The width of the texture.
  7068. * @param {number} [height=1] - The height of the texture.
  7069. * @param {number} [depth=1] - The depth of the texture.
  7070. */
  7071. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7072. super( null );
  7073. /**
  7074. * This flag can be used for type testing.
  7075. *
  7076. * @type {boolean}
  7077. * @readonly
  7078. * @default true
  7079. */
  7080. this.isDataArrayTexture = true;
  7081. /**
  7082. * The image definition of a data texture.
  7083. *
  7084. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7085. */
  7086. this.image = { data, width, height, depth };
  7087. /**
  7088. * How the texture is sampled when a texel covers more than one pixel.
  7089. *
  7090. * Overwritten and set to `NearestFilter` by default.
  7091. *
  7092. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7093. * @default NearestFilter
  7094. */
  7095. this.magFilter = NearestFilter;
  7096. /**
  7097. * How the texture is sampled when a texel covers less than one pixel.
  7098. *
  7099. * Overwritten and set to `NearestFilter` by default.
  7100. *
  7101. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7102. * @default NearestFilter
  7103. */
  7104. this.minFilter = NearestFilter;
  7105. /**
  7106. * This defines how the texture is wrapped in the depth and corresponds to
  7107. * *W* in UVW mapping.
  7108. *
  7109. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7110. * @default ClampToEdgeWrapping
  7111. */
  7112. this.wrapR = ClampToEdgeWrapping;
  7113. /**
  7114. * Whether to generate mipmaps (if possible) for a texture.
  7115. *
  7116. * Overwritten and set to `false` by default.
  7117. *
  7118. * @type {boolean}
  7119. * @default false
  7120. */
  7121. this.generateMipmaps = false;
  7122. /**
  7123. * If set to `true`, the texture is flipped along the vertical axis when
  7124. * uploaded to the GPU.
  7125. *
  7126. * Overwritten and set to `false` by default.
  7127. *
  7128. * @type {boolean}
  7129. * @default false
  7130. */
  7131. this.flipY = false;
  7132. /**
  7133. * Specifies the alignment requirements for the start of each pixel row in memory.
  7134. *
  7135. * Overwritten and set to `1` by default.
  7136. *
  7137. * @type {boolean}
  7138. * @default 1
  7139. */
  7140. this.unpackAlignment = 1;
  7141. /**
  7142. * A set of all layers which need to be updated in the texture.
  7143. *
  7144. * @type {Set<number>}
  7145. */
  7146. this.layerUpdates = new Set();
  7147. }
  7148. /**
  7149. * Describes that a specific layer of the texture needs to be updated.
  7150. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  7151. * entire data texture array is sent to the GPU. Marking specific
  7152. * layers will only transmit subsets of all mipmaps associated with a
  7153. * specific depth in the array which is often much more performant.
  7154. *
  7155. * @param {number} layerIndex - The layer index that should be updated.
  7156. */
  7157. addLayerUpdate( layerIndex ) {
  7158. this.layerUpdates.add( layerIndex );
  7159. }
  7160. /**
  7161. * Resets the layer updates registry.
  7162. */
  7163. clearLayerUpdates() {
  7164. this.layerUpdates.clear();
  7165. }
  7166. }
  7167. /**
  7168. * An array render target used in context of {@link WebGLRenderer}.
  7169. *
  7170. * @augments WebGLRenderTarget
  7171. */
  7172. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  7173. /**
  7174. * Constructs a new array render target.
  7175. *
  7176. * @param {number} [width=1] - The width of the render target.
  7177. * @param {number} [height=1] - The height of the render target.
  7178. * @param {number} [depth=1] - The height of the render target.
  7179. * @param {RenderTarget~Options} [options] - The configuration object.
  7180. */
  7181. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7182. super( width, height, options );
  7183. /**
  7184. * This flag can be used for type testing.
  7185. *
  7186. * @type {boolean}
  7187. * @readonly
  7188. * @default true
  7189. */
  7190. this.isWebGLArrayRenderTarget = true;
  7191. this.depth = depth;
  7192. /**
  7193. * Overwritten with a different texture type.
  7194. *
  7195. * @type {DataArrayTexture}
  7196. */
  7197. this.texture = new DataArrayTexture( null, width, height, depth );
  7198. this._setTextureOptions( options );
  7199. this.texture.isRenderTargetTexture = true;
  7200. }
  7201. }
  7202. /**
  7203. * Creates a three-dimensional texture from raw data, with parameters to
  7204. * divide it into width, height, and depth.
  7205. *
  7206. * @augments Texture
  7207. */
  7208. class Data3DTexture extends Texture {
  7209. /**
  7210. * Constructs a new data array texture.
  7211. *
  7212. * @param {?TypedArray} [data=null] - The buffer data.
  7213. * @param {number} [width=1] - The width of the texture.
  7214. * @param {number} [height=1] - The height of the texture.
  7215. * @param {number} [depth=1] - The depth of the texture.
  7216. */
  7217. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  7218. // We're going to add .setXXX() methods for setting properties later.
  7219. // Users can still set in Data3DTexture directly.
  7220. //
  7221. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  7222. // texture.anisotropy = 16;
  7223. //
  7224. // See #14839
  7225. super( null );
  7226. /**
  7227. * This flag can be used for type testing.
  7228. *
  7229. * @type {boolean}
  7230. * @readonly
  7231. * @default true
  7232. */
  7233. this.isData3DTexture = true;
  7234. /**
  7235. * The image definition of a data texture.
  7236. *
  7237. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  7238. */
  7239. this.image = { data, width, height, depth };
  7240. /**
  7241. * How the texture is sampled when a texel covers more than one pixel.
  7242. *
  7243. * Overwritten and set to `NearestFilter` by default.
  7244. *
  7245. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7246. * @default NearestFilter
  7247. */
  7248. this.magFilter = NearestFilter;
  7249. /**
  7250. * How the texture is sampled when a texel covers less than one pixel.
  7251. *
  7252. * Overwritten and set to `NearestFilter` by default.
  7253. *
  7254. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  7255. * @default NearestFilter
  7256. */
  7257. this.minFilter = NearestFilter;
  7258. /**
  7259. * This defines how the texture is wrapped in the depth and corresponds to
  7260. * *W* in UVW mapping.
  7261. *
  7262. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  7263. * @default ClampToEdgeWrapping
  7264. */
  7265. this.wrapR = ClampToEdgeWrapping;
  7266. /**
  7267. * Whether to generate mipmaps (if possible) for a texture.
  7268. *
  7269. * Overwritten and set to `false` by default.
  7270. *
  7271. * @type {boolean}
  7272. * @default false
  7273. */
  7274. this.generateMipmaps = false;
  7275. /**
  7276. * If set to `true`, the texture is flipped along the vertical axis when
  7277. * uploaded to the GPU.
  7278. *
  7279. * Overwritten and set to `false` by default.
  7280. *
  7281. * @type {boolean}
  7282. * @default false
  7283. */
  7284. this.flipY = false;
  7285. /**
  7286. * Specifies the alignment requirements for the start of each pixel row in memory.
  7287. *
  7288. * Overwritten and set to `1` by default.
  7289. *
  7290. * @type {boolean}
  7291. * @default 1
  7292. */
  7293. this.unpackAlignment = 1;
  7294. }
  7295. }
  7296. /**
  7297. * A 3D render target used in context of {@link WebGLRenderer}.
  7298. *
  7299. * @augments WebGLRenderTarget
  7300. */
  7301. class WebGL3DRenderTarget extends WebGLRenderTarget {
  7302. /**
  7303. * Constructs a new 3D render target.
  7304. *
  7305. * @param {number} [width=1] - The width of the render target.
  7306. * @param {number} [height=1] - The height of the render target.
  7307. * @param {number} [depth=1] - The height of the render target.
  7308. * @param {RenderTarget~Options} [options] - The configuration object.
  7309. */
  7310. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  7311. super( width, height, options );
  7312. /**
  7313. * This flag can be used for type testing.
  7314. *
  7315. * @type {boolean}
  7316. * @readonly
  7317. * @default true
  7318. */
  7319. this.isWebGL3DRenderTarget = true;
  7320. this.depth = depth;
  7321. /**
  7322. * Overwritten with a different texture type.
  7323. *
  7324. * @type {Data3DTexture}
  7325. */
  7326. this.texture = new Data3DTexture( null, width, height, depth );
  7327. this._setTextureOptions( options );
  7328. this.texture.isRenderTargetTexture = true;
  7329. }
  7330. }
  7331. /**
  7332. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7333. */
  7334. class Box3 {
  7335. /**
  7336. * Constructs a new bounding box.
  7337. *
  7338. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7339. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7340. */
  7341. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7342. /**
  7343. * This flag can be used for type testing.
  7344. *
  7345. * @type {boolean}
  7346. * @readonly
  7347. * @default true
  7348. */
  7349. this.isBox3 = true;
  7350. /**
  7351. * The lower boundary of the box.
  7352. *
  7353. * @type {Vector3}
  7354. */
  7355. this.min = min;
  7356. /**
  7357. * The upper boundary of the box.
  7358. *
  7359. * @type {Vector3}
  7360. */
  7361. this.max = max;
  7362. }
  7363. /**
  7364. * Sets the lower and upper boundaries of this box.
  7365. * Please note that this method only copies the values from the given objects.
  7366. *
  7367. * @param {Vector3} min - The lower boundary of the box.
  7368. * @param {Vector3} max - The upper boundary of the box.
  7369. * @return {Box3} A reference to this bounding box.
  7370. */
  7371. set( min, max ) {
  7372. this.min.copy( min );
  7373. this.max.copy( max );
  7374. return this;
  7375. }
  7376. /**
  7377. * Sets the upper and lower bounds of this box so it encloses the position data
  7378. * in the given array.
  7379. *
  7380. * @param {Array<number>} array - An array holding 3D position data.
  7381. * @return {Box3} A reference to this bounding box.
  7382. */
  7383. setFromArray( array ) {
  7384. this.makeEmpty();
  7385. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7386. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7387. }
  7388. return this;
  7389. }
  7390. /**
  7391. * Sets the upper and lower bounds of this box so it encloses the position data
  7392. * in the given buffer attribute.
  7393. *
  7394. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7395. * @return {Box3} A reference to this bounding box.
  7396. */
  7397. setFromBufferAttribute( attribute ) {
  7398. this.makeEmpty();
  7399. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7400. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7401. }
  7402. return this;
  7403. }
  7404. /**
  7405. * Sets the upper and lower bounds of this box so it encloses the position data
  7406. * in the given array.
  7407. *
  7408. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7409. * @return {Box3} A reference to this bounding box.
  7410. */
  7411. setFromPoints( points ) {
  7412. this.makeEmpty();
  7413. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7414. this.expandByPoint( points[ i ] );
  7415. }
  7416. return this;
  7417. }
  7418. /**
  7419. * Centers this box on the given center vector and sets this box's width, height and
  7420. * depth to the given size values.
  7421. *
  7422. * @param {Vector3} center - The center of the box.
  7423. * @param {Vector3} size - The x, y and z dimensions of the box.
  7424. * @return {Box3} A reference to this bounding box.
  7425. */
  7426. setFromCenterAndSize( center, size ) {
  7427. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7428. this.min.copy( center ).sub( halfSize );
  7429. this.max.copy( center ).add( halfSize );
  7430. return this;
  7431. }
  7432. /**
  7433. * Computes the world-axis-aligned bounding box for the given 3D object
  7434. * (including its children), accounting for the object's, and children's,
  7435. * world transforms. The function may result in a larger box than strictly necessary.
  7436. *
  7437. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7438. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7439. * world-axis-aligned bounding box at the expense of more computation.
  7440. * @return {Box3} A reference to this bounding box.
  7441. */
  7442. setFromObject( object, precise = false ) {
  7443. this.makeEmpty();
  7444. return this.expandByObject( object, precise );
  7445. }
  7446. /**
  7447. * Returns a new box with copied values from this instance.
  7448. *
  7449. * @return {Box3} A clone of this instance.
  7450. */
  7451. clone() {
  7452. return new this.constructor().copy( this );
  7453. }
  7454. /**
  7455. * Copies the values of the given box to this instance.
  7456. *
  7457. * @param {Box3} box - The box to copy.
  7458. * @return {Box3} A reference to this bounding box.
  7459. */
  7460. copy( box ) {
  7461. this.min.copy( box.min );
  7462. this.max.copy( box.max );
  7463. return this;
  7464. }
  7465. /**
  7466. * Makes this box empty which means in encloses a zero space in 3D.
  7467. *
  7468. * @return {Box3} A reference to this bounding box.
  7469. */
  7470. makeEmpty() {
  7471. this.min.x = this.min.y = this.min.z = + Infinity;
  7472. this.max.x = this.max.y = this.max.z = - Infinity;
  7473. return this;
  7474. }
  7475. /**
  7476. * Returns true if this box includes zero points within its bounds.
  7477. * Note that a box with equal lower and upper bounds still includes one
  7478. * point, the one both bounds share.
  7479. *
  7480. * @return {boolean} Whether this box is empty or not.
  7481. */
  7482. isEmpty() {
  7483. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7484. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7485. }
  7486. /**
  7487. * Returns the center point of this box.
  7488. *
  7489. * @param {Vector3} target - The target vector that is used to store the method's result.
  7490. * @return {Vector3} The center point.
  7491. */
  7492. getCenter( target ) {
  7493. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7494. }
  7495. /**
  7496. * Returns the dimensions of this box.
  7497. *
  7498. * @param {Vector3} target - The target vector that is used to store the method's result.
  7499. * @return {Vector3} The size.
  7500. */
  7501. getSize( target ) {
  7502. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7503. }
  7504. /**
  7505. * Expands the boundaries of this box to include the given point.
  7506. *
  7507. * @param {Vector3} point - The point that should be included by the bounding box.
  7508. * @return {Box3} A reference to this bounding box.
  7509. */
  7510. expandByPoint( point ) {
  7511. this.min.min( point );
  7512. this.max.max( point );
  7513. return this;
  7514. }
  7515. /**
  7516. * Expands this box equilaterally by the given vector. The width of this
  7517. * box will be expanded by the x component of the vector in both
  7518. * directions. The height of this box will be expanded by the y component of
  7519. * the vector in both directions. The depth of this box will be
  7520. * expanded by the z component of the vector in both directions.
  7521. *
  7522. * @param {Vector3} vector - The vector that should expand the bounding box.
  7523. * @return {Box3} A reference to this bounding box.
  7524. */
  7525. expandByVector( vector ) {
  7526. this.min.sub( vector );
  7527. this.max.add( vector );
  7528. return this;
  7529. }
  7530. /**
  7531. * Expands each dimension of the box by the given scalar. If negative, the
  7532. * dimensions of the box will be contracted.
  7533. *
  7534. * @param {number} scalar - The scalar value that should expand the bounding box.
  7535. * @return {Box3} A reference to this bounding box.
  7536. */
  7537. expandByScalar( scalar ) {
  7538. this.min.addScalar( - scalar );
  7539. this.max.addScalar( scalar );
  7540. return this;
  7541. }
  7542. /**
  7543. * Expands the boundaries of this box to include the given 3D object and
  7544. * its children, accounting for the object's, and children's, world
  7545. * transforms. The function may result in a larger box than strictly
  7546. * necessary (unless the precise parameter is set to true).
  7547. *
  7548. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7549. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7550. * as little as necessary at the expense of more computation.
  7551. * @return {Box3} A reference to this bounding box.
  7552. */
  7553. expandByObject( object, precise = false ) {
  7554. // Computes the world-axis-aligned bounding box of an object (including its children),
  7555. // accounting for both the object's, and children's, world transforms
  7556. object.updateWorldMatrix( false, false );
  7557. const geometry = object.geometry;
  7558. if ( geometry !== undefined ) {
  7559. const positionAttribute = geometry.getAttribute( 'position' );
  7560. // precise AABB computation based on vertex data requires at least a position attribute.
  7561. // instancing isn't supported so far and uses the normal (conservative) code path.
  7562. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7563. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7564. if ( object.isMesh === true ) {
  7565. object.getVertexPosition( i, _vector$b );
  7566. } else {
  7567. _vector$b.fromBufferAttribute( positionAttribute, i );
  7568. }
  7569. _vector$b.applyMatrix4( object.matrixWorld );
  7570. this.expandByPoint( _vector$b );
  7571. }
  7572. } else {
  7573. if ( object.boundingBox !== undefined ) {
  7574. // object-level bounding box
  7575. if ( object.boundingBox === null ) {
  7576. object.computeBoundingBox();
  7577. }
  7578. _box$4.copy( object.boundingBox );
  7579. } else {
  7580. // geometry-level bounding box
  7581. if ( geometry.boundingBox === null ) {
  7582. geometry.computeBoundingBox();
  7583. }
  7584. _box$4.copy( geometry.boundingBox );
  7585. }
  7586. _box$4.applyMatrix4( object.matrixWorld );
  7587. this.union( _box$4 );
  7588. }
  7589. }
  7590. const children = object.children;
  7591. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7592. this.expandByObject( children[ i ], precise );
  7593. }
  7594. return this;
  7595. }
  7596. /**
  7597. * Returns `true` if the given point lies within or on the boundaries of this box.
  7598. *
  7599. * @param {Vector3} point - The point to test.
  7600. * @return {boolean} Whether the bounding box contains the given point or not.
  7601. */
  7602. containsPoint( point ) {
  7603. return point.x >= this.min.x && point.x <= this.max.x &&
  7604. point.y >= this.min.y && point.y <= this.max.y &&
  7605. point.z >= this.min.z && point.z <= this.max.z;
  7606. }
  7607. /**
  7608. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7609. * If this box and the given one are identical, this function also returns `true`.
  7610. *
  7611. * @param {Box3} box - The bounding box to test.
  7612. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7613. */
  7614. containsBox( box ) {
  7615. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7616. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7617. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7618. }
  7619. /**
  7620. * Returns a point as a proportion of this box's width, height and depth.
  7621. *
  7622. * @param {Vector3} point - A point in 3D space.
  7623. * @param {Vector3} target - The target vector that is used to store the method's result.
  7624. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7625. */
  7626. getParameter( point, target ) {
  7627. // This can potentially have a divide by zero if the box
  7628. // has a size dimension of 0.
  7629. return target.set(
  7630. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7631. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7632. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7633. );
  7634. }
  7635. /**
  7636. * Returns `true` if the given bounding box intersects with this bounding box.
  7637. *
  7638. * @param {Box3} box - The bounding box to test.
  7639. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7640. */
  7641. intersectsBox( box ) {
  7642. // using 6 splitting planes to rule out intersections.
  7643. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7644. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7645. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7646. }
  7647. /**
  7648. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7649. *
  7650. * @param {Sphere} sphere - The bounding sphere to test.
  7651. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7652. */
  7653. intersectsSphere( sphere ) {
  7654. // Find the point on the AABB closest to the sphere center.
  7655. this.clampPoint( sphere.center, _vector$b );
  7656. // If that point is inside the sphere, the AABB and sphere intersect.
  7657. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7658. }
  7659. /**
  7660. * Returns `true` if the given plane intersects with this bounding box.
  7661. *
  7662. * @param {Plane} plane - The plane to test.
  7663. * @return {boolean} Whether the given plane intersects with this bounding box.
  7664. */
  7665. intersectsPlane( plane ) {
  7666. // We compute the minimum and maximum dot product values. If those values
  7667. // are on the same side (back or front) of the plane, then there is no intersection.
  7668. let min, max;
  7669. if ( plane.normal.x > 0 ) {
  7670. min = plane.normal.x * this.min.x;
  7671. max = plane.normal.x * this.max.x;
  7672. } else {
  7673. min = plane.normal.x * this.max.x;
  7674. max = plane.normal.x * this.min.x;
  7675. }
  7676. if ( plane.normal.y > 0 ) {
  7677. min += plane.normal.y * this.min.y;
  7678. max += plane.normal.y * this.max.y;
  7679. } else {
  7680. min += plane.normal.y * this.max.y;
  7681. max += plane.normal.y * this.min.y;
  7682. }
  7683. if ( plane.normal.z > 0 ) {
  7684. min += plane.normal.z * this.min.z;
  7685. max += plane.normal.z * this.max.z;
  7686. } else {
  7687. min += plane.normal.z * this.max.z;
  7688. max += plane.normal.z * this.min.z;
  7689. }
  7690. return ( min <= - plane.constant && max >= - plane.constant );
  7691. }
  7692. /**
  7693. * Returns `true` if the given triangle intersects with this bounding box.
  7694. *
  7695. * @param {Triangle} triangle - The triangle to test.
  7696. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7697. */
  7698. intersectsTriangle( triangle ) {
  7699. if ( this.isEmpty() ) {
  7700. return false;
  7701. }
  7702. // compute box center and extents
  7703. this.getCenter( _center );
  7704. _extents.subVectors( this.max, _center );
  7705. // translate triangle to aabb origin
  7706. _v0$2.subVectors( triangle.a, _center );
  7707. _v1$7.subVectors( triangle.b, _center );
  7708. _v2$4.subVectors( triangle.c, _center );
  7709. // compute edge vectors for triangle
  7710. _f0.subVectors( _v1$7, _v0$2 );
  7711. _f1.subVectors( _v2$4, _v1$7 );
  7712. _f2.subVectors( _v0$2, _v2$4 );
  7713. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7714. // 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
  7715. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7716. let axes = [
  7717. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7718. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7719. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7720. ];
  7721. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7722. return false;
  7723. }
  7724. // test 3 face normals from the aabb
  7725. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7726. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7727. return false;
  7728. }
  7729. // finally testing the face normal of the triangle
  7730. // use already existing triangle edge vectors here
  7731. _triangleNormal.crossVectors( _f0, _f1 );
  7732. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7733. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7734. }
  7735. /**
  7736. * Clamps the given point within the bounds of this box.
  7737. *
  7738. * @param {Vector3} point - The point to clamp.
  7739. * @param {Vector3} target - The target vector that is used to store the method's result.
  7740. * @return {Vector3} The clamped point.
  7741. */
  7742. clampPoint( point, target ) {
  7743. return target.copy( point ).clamp( this.min, this.max );
  7744. }
  7745. /**
  7746. * Returns the euclidean distance from any edge of this box to the specified point. If
  7747. * the given point lies inside of this box, the distance will be `0`.
  7748. *
  7749. * @param {Vector3} point - The point to compute the distance to.
  7750. * @return {number} The euclidean distance.
  7751. */
  7752. distanceToPoint( point ) {
  7753. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7754. }
  7755. /**
  7756. * Returns a bounding sphere that encloses this bounding box.
  7757. *
  7758. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7759. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7760. */
  7761. getBoundingSphere( target ) {
  7762. if ( this.isEmpty() ) {
  7763. target.makeEmpty();
  7764. } else {
  7765. this.getCenter( target.center );
  7766. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7767. }
  7768. return target;
  7769. }
  7770. /**
  7771. * Computes the intersection of this bounding box and the given one, setting the upper
  7772. * bound of this box to the lesser of the two boxes' upper bounds and the
  7773. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7774. * there's no overlap, makes this box empty.
  7775. *
  7776. * @param {Box3} box - The bounding box to intersect with.
  7777. * @return {Box3} A reference to this bounding box.
  7778. */
  7779. intersect( box ) {
  7780. this.min.max( box.min );
  7781. this.max.min( box.max );
  7782. // 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.
  7783. if ( this.isEmpty() ) this.makeEmpty();
  7784. return this;
  7785. }
  7786. /**
  7787. * Computes the union of this box and another and the given one, setting the upper
  7788. * bound of this box to the greater of the two boxes' upper bounds and the
  7789. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7790. *
  7791. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7792. * @return {Box3} A reference to this bounding box.
  7793. */
  7794. union( box ) {
  7795. this.min.min( box.min );
  7796. this.max.max( box.max );
  7797. return this;
  7798. }
  7799. /**
  7800. * Transforms this bounding box by the given 4x4 transformation matrix.
  7801. *
  7802. * @param {Matrix4} matrix - The transformation matrix.
  7803. * @return {Box3} A reference to this bounding box.
  7804. */
  7805. applyMatrix4( matrix ) {
  7806. // transform of empty box is an empty box.
  7807. if ( this.isEmpty() ) return this;
  7808. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7809. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7810. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7811. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7812. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7813. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7814. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7815. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7816. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7817. this.setFromPoints( _points );
  7818. return this;
  7819. }
  7820. /**
  7821. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7822. * effectively moving it in 3D space.
  7823. *
  7824. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7825. * @return {Box3} A reference to this bounding box.
  7826. */
  7827. translate( offset ) {
  7828. this.min.add( offset );
  7829. this.max.add( offset );
  7830. return this;
  7831. }
  7832. /**
  7833. * Returns `true` if this bounding box is equal with the given one.
  7834. *
  7835. * @param {Box3} box - The box to test for equality.
  7836. * @return {boolean} Whether this bounding box is equal with the given one.
  7837. */
  7838. equals( box ) {
  7839. return box.min.equals( this.min ) && box.max.equals( this.max );
  7840. }
  7841. /**
  7842. * Returns a serialized structure of the bounding box.
  7843. *
  7844. * @return {Object} Serialized structure with fields representing the object state.
  7845. */
  7846. toJSON() {
  7847. return {
  7848. min: this.min.toArray(),
  7849. max: this.max.toArray()
  7850. };
  7851. }
  7852. /**
  7853. * Returns a serialized structure of the bounding box.
  7854. *
  7855. * @param {Object} json - The serialized json to set the box from.
  7856. * @return {Box3} A reference to this bounding box.
  7857. */
  7858. fromJSON( json ) {
  7859. this.min.fromArray( json.min );
  7860. this.max.fromArray( json.max );
  7861. return this;
  7862. }
  7863. }
  7864. const _points = [
  7865. /*@__PURE__*/ new Vector3(),
  7866. /*@__PURE__*/ new Vector3(),
  7867. /*@__PURE__*/ new Vector3(),
  7868. /*@__PURE__*/ new Vector3(),
  7869. /*@__PURE__*/ new Vector3(),
  7870. /*@__PURE__*/ new Vector3(),
  7871. /*@__PURE__*/ new Vector3(),
  7872. /*@__PURE__*/ new Vector3()
  7873. ];
  7874. const _vector$b = /*@__PURE__*/ new Vector3();
  7875. const _box$4 = /*@__PURE__*/ new Box3();
  7876. // triangle centered vertices
  7877. const _v0$2 = /*@__PURE__*/ new Vector3();
  7878. const _v1$7 = /*@__PURE__*/ new Vector3();
  7879. const _v2$4 = /*@__PURE__*/ new Vector3();
  7880. // triangle edge vectors
  7881. const _f0 = /*@__PURE__*/ new Vector3();
  7882. const _f1 = /*@__PURE__*/ new Vector3();
  7883. const _f2 = /*@__PURE__*/ new Vector3();
  7884. const _center = /*@__PURE__*/ new Vector3();
  7885. const _extents = /*@__PURE__*/ new Vector3();
  7886. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7887. const _testAxis = /*@__PURE__*/ new Vector3();
  7888. function satForAxes( axes, v0, v1, v2, extents ) {
  7889. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7890. _testAxis.fromArray( axes, i );
  7891. // project the aabb onto the separating axis
  7892. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7893. // project all 3 vertices of the triangle onto the separating axis
  7894. const p0 = v0.dot( _testAxis );
  7895. const p1 = v1.dot( _testAxis );
  7896. const p2 = v2.dot( _testAxis );
  7897. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7898. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7899. // points of the projected triangle are outside the projected half-length of the aabb
  7900. // the axis is separating and we can exit
  7901. return false;
  7902. }
  7903. }
  7904. return true;
  7905. }
  7906. const _box$3 = /*@__PURE__*/ new Box3();
  7907. const _v1$6 = /*@__PURE__*/ new Vector3();
  7908. const _v2$3 = /*@__PURE__*/ new Vector3();
  7909. /**
  7910. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7911. * used as a Bounding Sphere for 3D objects.
  7912. */
  7913. class Sphere {
  7914. /**
  7915. * Constructs a new sphere.
  7916. *
  7917. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7918. * @param {number} [radius=-1] - The radius of the sphere.
  7919. */
  7920. constructor( center = new Vector3(), radius = -1 ) {
  7921. /**
  7922. * This flag can be used for type testing.
  7923. *
  7924. * @type {boolean}
  7925. * @readonly
  7926. * @default true
  7927. */
  7928. this.isSphere = true;
  7929. /**
  7930. * The center of the sphere
  7931. *
  7932. * @type {Vector3}
  7933. */
  7934. this.center = center;
  7935. /**
  7936. * The radius of the sphere.
  7937. *
  7938. * @type {number}
  7939. */
  7940. this.radius = radius;
  7941. }
  7942. /**
  7943. * Sets the sphere's components by copying the given values.
  7944. *
  7945. * @param {Vector3} center - The center.
  7946. * @param {number} radius - The radius.
  7947. * @return {Sphere} A reference to this sphere.
  7948. */
  7949. set( center, radius ) {
  7950. this.center.copy( center );
  7951. this.radius = radius;
  7952. return this;
  7953. }
  7954. /**
  7955. * Computes the minimum bounding sphere for list of points.
  7956. * If the optional center point is given, it is used as the sphere's
  7957. * center. Otherwise, the center of the axis-aligned bounding box
  7958. * encompassing the points is calculated.
  7959. *
  7960. * @param {Array<Vector3>} points - A list of points in 3D space.
  7961. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7962. * @return {Sphere} A reference to this sphere.
  7963. */
  7964. setFromPoints( points, optionalCenter ) {
  7965. const center = this.center;
  7966. if ( optionalCenter !== undefined ) {
  7967. center.copy( optionalCenter );
  7968. } else {
  7969. _box$3.setFromPoints( points ).getCenter( center );
  7970. }
  7971. let maxRadiusSq = 0;
  7972. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7973. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7974. }
  7975. this.radius = Math.sqrt( maxRadiusSq );
  7976. return this;
  7977. }
  7978. /**
  7979. * Copies the values of the given sphere to this instance.
  7980. *
  7981. * @param {Sphere} sphere - The sphere to copy.
  7982. * @return {Sphere} A reference to this sphere.
  7983. */
  7984. copy( sphere ) {
  7985. this.center.copy( sphere.center );
  7986. this.radius = sphere.radius;
  7987. return this;
  7988. }
  7989. /**
  7990. * Returns `true` if the sphere is empty (the radius set to a negative number).
  7991. *
  7992. * Spheres with a radius of `0` contain only their center point and are not
  7993. * considered to be empty.
  7994. *
  7995. * @return {boolean} Whether this sphere is empty or not.
  7996. */
  7997. isEmpty() {
  7998. return ( this.radius < 0 );
  7999. }
  8000. /**
  8001. * Makes this sphere empty which means in encloses a zero space in 3D.
  8002. *
  8003. * @return {Sphere} A reference to this sphere.
  8004. */
  8005. makeEmpty() {
  8006. this.center.set( 0, 0, 0 );
  8007. this.radius = -1;
  8008. return this;
  8009. }
  8010. /**
  8011. * Returns `true` if this sphere contains the given point inclusive of
  8012. * the surface of the sphere.
  8013. *
  8014. * @param {Vector3} point - The point to check.
  8015. * @return {boolean} Whether this sphere contains the given point or not.
  8016. */
  8017. containsPoint( point ) {
  8018. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  8019. }
  8020. /**
  8021. * Returns the closest distance from the boundary of the sphere to the
  8022. * given point. If the sphere contains the point, the distance will
  8023. * be negative.
  8024. *
  8025. * @param {Vector3} point - The point to compute the distance to.
  8026. * @return {number} The distance to the point.
  8027. */
  8028. distanceToPoint( point ) {
  8029. return ( point.distanceTo( this.center ) - this.radius );
  8030. }
  8031. /**
  8032. * Returns `true` if this sphere intersects with the given one.
  8033. *
  8034. * @param {Sphere} sphere - The sphere to test.
  8035. * @return {boolean} Whether this sphere intersects with the given one or not.
  8036. */
  8037. intersectsSphere( sphere ) {
  8038. const radiusSum = this.radius + sphere.radius;
  8039. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  8040. }
  8041. /**
  8042. * Returns `true` if this sphere intersects with the given box.
  8043. *
  8044. * @param {Box3} box - The box to test.
  8045. * @return {boolean} Whether this sphere intersects with the given box or not.
  8046. */
  8047. intersectsBox( box ) {
  8048. return box.intersectsSphere( this );
  8049. }
  8050. /**
  8051. * Returns `true` if this sphere intersects with the given plane.
  8052. *
  8053. * @param {Plane} plane - The plane to test.
  8054. * @return {boolean} Whether this sphere intersects with the given plane or not.
  8055. */
  8056. intersectsPlane( plane ) {
  8057. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  8058. }
  8059. /**
  8060. * Clamps a point within the sphere. If the point is outside the sphere, it
  8061. * will clamp it to the closest point on the edge of the sphere. Points
  8062. * already inside the sphere will not be affected.
  8063. *
  8064. * @param {Vector3} point - The plane to clamp.
  8065. * @param {Vector3} target - The target vector that is used to store the method's result.
  8066. * @return {Vector3} The clamped point.
  8067. */
  8068. clampPoint( point, target ) {
  8069. const deltaLengthSq = this.center.distanceToSquared( point );
  8070. target.copy( point );
  8071. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  8072. target.sub( this.center ).normalize();
  8073. target.multiplyScalar( this.radius ).add( this.center );
  8074. }
  8075. return target;
  8076. }
  8077. /**
  8078. * Returns a bounding box that encloses this sphere.
  8079. *
  8080. * @param {Box3} target - The target box that is used to store the method's result.
  8081. * @return {Box3} The bounding box that encloses this sphere.
  8082. */
  8083. getBoundingBox( target ) {
  8084. if ( this.isEmpty() ) {
  8085. // Empty sphere produces empty bounding box
  8086. target.makeEmpty();
  8087. return target;
  8088. }
  8089. target.set( this.center, this.center );
  8090. target.expandByScalar( this.radius );
  8091. return target;
  8092. }
  8093. /**
  8094. * Transforms this sphere with the given 4x4 transformation matrix.
  8095. *
  8096. * @param {Matrix4} matrix - The transformation matrix.
  8097. * @return {Sphere} A reference to this sphere.
  8098. */
  8099. applyMatrix4( matrix ) {
  8100. this.center.applyMatrix4( matrix );
  8101. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  8102. return this;
  8103. }
  8104. /**
  8105. * Translates the sphere's center by the given offset.
  8106. *
  8107. * @param {Vector3} offset - The offset.
  8108. * @return {Sphere} A reference to this sphere.
  8109. */
  8110. translate( offset ) {
  8111. this.center.add( offset );
  8112. return this;
  8113. }
  8114. /**
  8115. * Expands the boundaries of this sphere to include the given point.
  8116. *
  8117. * @param {Vector3} point - The point to include.
  8118. * @return {Sphere} A reference to this sphere.
  8119. */
  8120. expandByPoint( point ) {
  8121. if ( this.isEmpty() ) {
  8122. this.center.copy( point );
  8123. this.radius = 0;
  8124. return this;
  8125. }
  8126. _v1$6.subVectors( point, this.center );
  8127. const lengthSq = _v1$6.lengthSq();
  8128. if ( lengthSq > ( this.radius * this.radius ) ) {
  8129. // calculate the minimal sphere
  8130. const length = Math.sqrt( lengthSq );
  8131. const delta = ( length - this.radius ) * 0.5;
  8132. this.center.addScaledVector( _v1$6, delta / length );
  8133. this.radius += delta;
  8134. }
  8135. return this;
  8136. }
  8137. /**
  8138. * Expands this sphere to enclose both the original sphere and the given sphere.
  8139. *
  8140. * @param {Sphere} sphere - The sphere to include.
  8141. * @return {Sphere} A reference to this sphere.
  8142. */
  8143. union( sphere ) {
  8144. if ( sphere.isEmpty() ) {
  8145. return this;
  8146. }
  8147. if ( this.isEmpty() ) {
  8148. this.copy( sphere );
  8149. return this;
  8150. }
  8151. if ( this.center.equals( sphere.center ) === true ) {
  8152. this.radius = Math.max( this.radius, sphere.radius );
  8153. } else {
  8154. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8155. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8156. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8157. }
  8158. return this;
  8159. }
  8160. /**
  8161. * Returns `true` if this sphere is equal with the given one.
  8162. *
  8163. * @param {Sphere} sphere - The sphere to test for equality.
  8164. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8165. */
  8166. equals( sphere ) {
  8167. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8168. }
  8169. /**
  8170. * Returns a new sphere with copied values from this instance.
  8171. *
  8172. * @return {Sphere} A clone of this instance.
  8173. */
  8174. clone() {
  8175. return new this.constructor().copy( this );
  8176. }
  8177. /**
  8178. * Returns a serialized structure of the bounding sphere.
  8179. *
  8180. * @return {Object} Serialized structure with fields representing the object state.
  8181. */
  8182. toJSON() {
  8183. return {
  8184. radius: this.radius,
  8185. center: this.center.toArray()
  8186. };
  8187. }
  8188. /**
  8189. * Returns a serialized structure of the bounding sphere.
  8190. *
  8191. * @param {Object} json - The serialized json to set the sphere from.
  8192. * @return {Box3} A reference to this bounding sphere.
  8193. */
  8194. fromJSON( json ) {
  8195. this.radius = json.radius;
  8196. this.center.fromArray( json.center );
  8197. return this;
  8198. }
  8199. }
  8200. const _vector$a = /*@__PURE__*/ new Vector3();
  8201. const _segCenter = /*@__PURE__*/ new Vector3();
  8202. const _segDir = /*@__PURE__*/ new Vector3();
  8203. const _diff = /*@__PURE__*/ new Vector3();
  8204. const _edge1 = /*@__PURE__*/ new Vector3();
  8205. const _edge2 = /*@__PURE__*/ new Vector3();
  8206. const _normal$1 = /*@__PURE__*/ new Vector3();
  8207. /**
  8208. * A ray that emits from an origin in a certain direction. The class is used by
  8209. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8210. * mouse picking (working out what objects in the 3D space the mouse is over)
  8211. * amongst other things.
  8212. */
  8213. class Ray {
  8214. /**
  8215. * Constructs a new ray.
  8216. *
  8217. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8218. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8219. */
  8220. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8221. /**
  8222. * The origin of the ray.
  8223. *
  8224. * @type {Vector3}
  8225. */
  8226. this.origin = origin;
  8227. /**
  8228. * The (normalized) direction of the ray.
  8229. *
  8230. * @type {Vector3}
  8231. */
  8232. this.direction = direction;
  8233. }
  8234. /**
  8235. * Sets the ray's components by copying the given values.
  8236. *
  8237. * @param {Vector3} origin - The origin.
  8238. * @param {Vector3} direction - The direction.
  8239. * @return {Ray} A reference to this ray.
  8240. */
  8241. set( origin, direction ) {
  8242. this.origin.copy( origin );
  8243. this.direction.copy( direction );
  8244. return this;
  8245. }
  8246. /**
  8247. * Copies the values of the given ray to this instance.
  8248. *
  8249. * @param {Ray} ray - The ray to copy.
  8250. * @return {Ray} A reference to this ray.
  8251. */
  8252. copy( ray ) {
  8253. this.origin.copy( ray.origin );
  8254. this.direction.copy( ray.direction );
  8255. return this;
  8256. }
  8257. /**
  8258. * Returns a vector that is located at a given distance along this ray.
  8259. *
  8260. * @param {number} t - The distance along the ray to retrieve a position for.
  8261. * @param {Vector3} target - The target vector that is used to store the method's result.
  8262. * @return {Vector3} A position on the ray.
  8263. */
  8264. at( t, target ) {
  8265. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8266. }
  8267. /**
  8268. * Adjusts the direction of the ray to point at the given vector in world space.
  8269. *
  8270. * @param {Vector3} v - The target position.
  8271. * @return {Ray} A reference to this ray.
  8272. */
  8273. lookAt( v ) {
  8274. this.direction.copy( v ).sub( this.origin ).normalize();
  8275. return this;
  8276. }
  8277. /**
  8278. * Shift the origin of this ray along its direction by the given distance.
  8279. *
  8280. * @param {number} t - The distance along the ray to interpolate.
  8281. * @return {Ray} A reference to this ray.
  8282. */
  8283. recast( t ) {
  8284. this.origin.copy( this.at( t, _vector$a ) );
  8285. return this;
  8286. }
  8287. /**
  8288. * Returns the point along this ray that is closest to the given point.
  8289. *
  8290. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8291. * @param {Vector3} target - The target vector that is used to store the method's result.
  8292. * @return {Vector3} The closest point on this ray.
  8293. */
  8294. closestPointToPoint( point, target ) {
  8295. target.subVectors( point, this.origin );
  8296. const directionDistance = target.dot( this.direction );
  8297. if ( directionDistance < 0 ) {
  8298. return target.copy( this.origin );
  8299. }
  8300. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8301. }
  8302. /**
  8303. * Returns the distance of the closest approach between this ray and the given point.
  8304. *
  8305. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8306. * @return {number} The distance.
  8307. */
  8308. distanceToPoint( point ) {
  8309. return Math.sqrt( this.distanceSqToPoint( point ) );
  8310. }
  8311. /**
  8312. * Returns the squared distance of the closest approach between this ray and the given point.
  8313. *
  8314. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8315. * @return {number} The squared distance.
  8316. */
  8317. distanceSqToPoint( point ) {
  8318. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8319. // point behind the ray
  8320. if ( directionDistance < 0 ) {
  8321. return this.origin.distanceToSquared( point );
  8322. }
  8323. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8324. return _vector$a.distanceToSquared( point );
  8325. }
  8326. /**
  8327. * Returns the squared distance between this ray and the given line segment.
  8328. *
  8329. * @param {Vector3} v0 - The start point of the line segment.
  8330. * @param {Vector3} v1 - The end point of the line segment.
  8331. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8332. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8333. * @return {number} The squared distance.
  8334. */
  8335. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8336. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8337. // It returns the min distance between the ray and the segment
  8338. // defined by v0 and v1
  8339. // It can also set two optional targets :
  8340. // - The closest point on the ray
  8341. // - The closest point on the segment
  8342. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8343. _segDir.copy( v1 ).sub( v0 ).normalize();
  8344. _diff.copy( this.origin ).sub( _segCenter );
  8345. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8346. const a01 = - this.direction.dot( _segDir );
  8347. const b0 = _diff.dot( this.direction );
  8348. const b1 = - _diff.dot( _segDir );
  8349. const c = _diff.lengthSq();
  8350. const det = Math.abs( 1 - a01 * a01 );
  8351. let s0, s1, sqrDist, extDet;
  8352. if ( det > 0 ) {
  8353. // The ray and segment are not parallel.
  8354. s0 = a01 * b1 - b0;
  8355. s1 = a01 * b0 - b1;
  8356. extDet = segExtent * det;
  8357. if ( s0 >= 0 ) {
  8358. if ( s1 >= - extDet ) {
  8359. if ( s1 <= extDet ) {
  8360. // region 0
  8361. // Minimum at interior points of ray and segment.
  8362. const invDet = 1 / det;
  8363. s0 *= invDet;
  8364. s1 *= invDet;
  8365. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8366. } else {
  8367. // region 1
  8368. s1 = segExtent;
  8369. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8370. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8371. }
  8372. } else {
  8373. // region 5
  8374. s1 = - segExtent;
  8375. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8376. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8377. }
  8378. } else {
  8379. if ( s1 <= - extDet ) {
  8380. // region 4
  8381. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8382. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8383. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8384. } else if ( s1 <= extDet ) {
  8385. // region 3
  8386. s0 = 0;
  8387. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8388. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8389. } else {
  8390. // region 2
  8391. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8392. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8393. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8394. }
  8395. }
  8396. } else {
  8397. // Ray and segment are parallel.
  8398. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8399. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8400. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8401. }
  8402. if ( optionalPointOnRay ) {
  8403. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8404. }
  8405. if ( optionalPointOnSegment ) {
  8406. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8407. }
  8408. return sqrDist;
  8409. }
  8410. /**
  8411. * Intersects this ray with the given sphere, returning the intersection
  8412. * point or `null` if there is no intersection.
  8413. *
  8414. * @param {Sphere} sphere - The sphere to intersect.
  8415. * @param {Vector3} target - The target vector that is used to store the method's result.
  8416. * @return {?Vector3} The intersection point.
  8417. */
  8418. intersectSphere( sphere, target ) {
  8419. _vector$a.subVectors( sphere.center, this.origin );
  8420. const tca = _vector$a.dot( this.direction );
  8421. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8422. const radius2 = sphere.radius * sphere.radius;
  8423. if ( d2 > radius2 ) return null;
  8424. const thc = Math.sqrt( radius2 - d2 );
  8425. // t0 = first intersect point - entrance on front of sphere
  8426. const t0 = tca - thc;
  8427. // t1 = second intersect point - exit point on back of sphere
  8428. const t1 = tca + thc;
  8429. // test to see if t1 is behind the ray - if so, return null
  8430. if ( t1 < 0 ) return null;
  8431. // test to see if t0 is behind the ray:
  8432. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8433. // in order to always return an intersect point that is in front of the ray.
  8434. if ( t0 < 0 ) return this.at( t1, target );
  8435. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8436. return this.at( t0, target );
  8437. }
  8438. /**
  8439. * Returns `true` if this ray intersects with the given sphere.
  8440. *
  8441. * @param {Sphere} sphere - The sphere to intersect.
  8442. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8443. */
  8444. intersectsSphere( sphere ) {
  8445. if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187
  8446. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8447. }
  8448. /**
  8449. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8450. * does not intersect with the plane.
  8451. *
  8452. * @param {Plane} plane - The plane to compute the distance to.
  8453. * @return {?number} Whether this ray intersects with the given sphere or not.
  8454. */
  8455. distanceToPlane( plane ) {
  8456. const denominator = plane.normal.dot( this.direction );
  8457. if ( denominator === 0 ) {
  8458. // line is coplanar, return origin
  8459. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8460. return 0;
  8461. }
  8462. // Null is preferable to undefined since undefined means.... it is undefined
  8463. return null;
  8464. }
  8465. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8466. // Return if the ray never intersects the plane
  8467. return t >= 0 ? t : null;
  8468. }
  8469. /**
  8470. * Intersects this ray with the given plane, returning the intersection
  8471. * point or `null` if there is no intersection.
  8472. *
  8473. * @param {Plane} plane - The plane to intersect.
  8474. * @param {Vector3} target - The target vector that is used to store the method's result.
  8475. * @return {?Vector3} The intersection point.
  8476. */
  8477. intersectPlane( plane, target ) {
  8478. const t = this.distanceToPlane( plane );
  8479. if ( t === null ) {
  8480. return null;
  8481. }
  8482. return this.at( t, target );
  8483. }
  8484. /**
  8485. * Returns `true` if this ray intersects with the given plane.
  8486. *
  8487. * @param {Plane} plane - The plane to intersect.
  8488. * @return {boolean} Whether this ray intersects with the given plane or not.
  8489. */
  8490. intersectsPlane( plane ) {
  8491. // check if the ray lies on the plane first
  8492. const distToPoint = plane.distanceToPoint( this.origin );
  8493. if ( distToPoint === 0 ) {
  8494. return true;
  8495. }
  8496. const denominator = plane.normal.dot( this.direction );
  8497. if ( denominator * distToPoint < 0 ) {
  8498. return true;
  8499. }
  8500. // ray origin is behind the plane (and is pointing behind it)
  8501. return false;
  8502. }
  8503. /**
  8504. * Intersects this ray with the given bounding box, returning the intersection
  8505. * point or `null` if there is no intersection.
  8506. *
  8507. * @param {Box3} box - The box to intersect.
  8508. * @param {Vector3} target - The target vector that is used to store the method's result.
  8509. * @return {?Vector3} The intersection point.
  8510. */
  8511. intersectBox( box, target ) {
  8512. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8513. const invdirx = 1 / this.direction.x,
  8514. invdiry = 1 / this.direction.y,
  8515. invdirz = 1 / this.direction.z;
  8516. const origin = this.origin;
  8517. if ( invdirx >= 0 ) {
  8518. tmin = ( box.min.x - origin.x ) * invdirx;
  8519. tmax = ( box.max.x - origin.x ) * invdirx;
  8520. } else {
  8521. tmin = ( box.max.x - origin.x ) * invdirx;
  8522. tmax = ( box.min.x - origin.x ) * invdirx;
  8523. }
  8524. if ( invdiry >= 0 ) {
  8525. tymin = ( box.min.y - origin.y ) * invdiry;
  8526. tymax = ( box.max.y - origin.y ) * invdiry;
  8527. } else {
  8528. tymin = ( box.max.y - origin.y ) * invdiry;
  8529. tymax = ( box.min.y - origin.y ) * invdiry;
  8530. }
  8531. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8532. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8533. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8534. if ( invdirz >= 0 ) {
  8535. tzmin = ( box.min.z - origin.z ) * invdirz;
  8536. tzmax = ( box.max.z - origin.z ) * invdirz;
  8537. } else {
  8538. tzmin = ( box.max.z - origin.z ) * invdirz;
  8539. tzmax = ( box.min.z - origin.z ) * invdirz;
  8540. }
  8541. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8542. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8543. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8544. //return point closest to the ray (positive side)
  8545. if ( tmax < 0 ) return null;
  8546. return this.at( tmin >= 0 ? tmin : tmax, target );
  8547. }
  8548. /**
  8549. * Returns `true` if this ray intersects with the given box.
  8550. *
  8551. * @param {Box3} box - The box to intersect.
  8552. * @return {boolean} Whether this ray intersects with the given box or not.
  8553. */
  8554. intersectsBox( box ) {
  8555. return this.intersectBox( box, _vector$a ) !== null;
  8556. }
  8557. /**
  8558. * Intersects this ray with the given triangle, returning the intersection
  8559. * point or `null` if there is no intersection.
  8560. *
  8561. * @param {Vector3} a - The first vertex of the triangle.
  8562. * @param {Vector3} b - The second vertex of the triangle.
  8563. * @param {Vector3} c - The third vertex of the triangle.
  8564. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8565. * @param {Vector3} target - The target vector that is used to store the method's result.
  8566. * @return {?Vector3} The intersection point.
  8567. */
  8568. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8569. // Compute the offset origin, edges, and normal.
  8570. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8571. _edge1.subVectors( b, a );
  8572. _edge2.subVectors( c, a );
  8573. _normal$1.crossVectors( _edge1, _edge2 );
  8574. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8575. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8576. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8577. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8578. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8579. let DdN = this.direction.dot( _normal$1 );
  8580. let sign;
  8581. if ( DdN > 0 ) {
  8582. if ( backfaceCulling ) return null;
  8583. sign = 1;
  8584. } else if ( DdN < 0 ) {
  8585. sign = -1;
  8586. DdN = - DdN;
  8587. } else {
  8588. return null;
  8589. }
  8590. _diff.subVectors( this.origin, a );
  8591. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8592. // b1 < 0, no intersection
  8593. if ( DdQxE2 < 0 ) {
  8594. return null;
  8595. }
  8596. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8597. // b2 < 0, no intersection
  8598. if ( DdE1xQ < 0 ) {
  8599. return null;
  8600. }
  8601. // b1+b2 > 1, no intersection
  8602. if ( DdQxE2 + DdE1xQ > DdN ) {
  8603. return null;
  8604. }
  8605. // Line intersects triangle, check if ray does.
  8606. const QdN = - sign * _diff.dot( _normal$1 );
  8607. // t < 0, no intersection
  8608. if ( QdN < 0 ) {
  8609. return null;
  8610. }
  8611. // Ray intersects triangle.
  8612. return this.at( QdN / DdN, target );
  8613. }
  8614. /**
  8615. * Transforms this ray with the given 4x4 transformation matrix.
  8616. *
  8617. * @param {Matrix4} matrix4 - The transformation matrix.
  8618. * @return {Ray} A reference to this ray.
  8619. */
  8620. applyMatrix4( matrix4 ) {
  8621. this.origin.applyMatrix4( matrix4 );
  8622. this.direction.transformDirection( matrix4 );
  8623. return this;
  8624. }
  8625. /**
  8626. * Returns `true` if this ray is equal with the given one.
  8627. *
  8628. * @param {Ray} ray - The ray to test for equality.
  8629. * @return {boolean} Whether this ray is equal with the given one.
  8630. */
  8631. equals( ray ) {
  8632. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8633. }
  8634. /**
  8635. * Returns a new ray with copied values from this instance.
  8636. *
  8637. * @return {Ray} A clone of this instance.
  8638. */
  8639. clone() {
  8640. return new this.constructor().copy( this );
  8641. }
  8642. }
  8643. /**
  8644. * Represents a 4x4 matrix.
  8645. *
  8646. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8647. * For an introduction to transformation matrices as used in WebGL, check out [this tutorial]{@link https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices}
  8648. *
  8649. * This allows a 3D vector representing a point in 3D space to undergo
  8650. * transformations such as translation, rotation, shear, scale, reflection,
  8651. * orthogonal or perspective projection and so on, by being multiplied by the
  8652. * matrix. This is known as `applying` the matrix to the vector.
  8653. *
  8654. * A Note on Row-Major and Column-Major Ordering:
  8655. *
  8656. * The constructor and {@link Matrix3#set} method take arguments in
  8657. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  8658. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8659. * This means that calling:
  8660. * ```js
  8661. * const m = new THREE.Matrix4();
  8662. * m.set( 11, 12, 13, 14,
  8663. * 21, 22, 23, 24,
  8664. * 31, 32, 33, 34,
  8665. * 41, 42, 43, 44 );
  8666. * ```
  8667. * will result in the elements array containing:
  8668. * ```js
  8669. * m.elements = [ 11, 21, 31, 41,
  8670. * 12, 22, 32, 42,
  8671. * 13, 23, 33, 43,
  8672. * 14, 24, 34, 44 ];
  8673. * ```
  8674. * and internally all calculations are performed using column-major ordering.
  8675. * However, as the actual ordering makes no difference mathematically and
  8676. * most people are used to thinking about matrices in row-major order, the
  8677. * three.js documentation shows matrices in row-major order. Just bear in
  8678. * mind that if you are reading the source code, you'll have to take the
  8679. * transpose of any matrices outlined here to make sense of the calculations.
  8680. */
  8681. class Matrix4 {
  8682. /**
  8683. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8684. * in row-major order. If no arguments are provided, the constructor
  8685. * initializes the matrix as an identity matrix.
  8686. *
  8687. * @param {number} [n11] - 1-1 matrix element.
  8688. * @param {number} [n12] - 1-2 matrix element.
  8689. * @param {number} [n13] - 1-3 matrix element.
  8690. * @param {number} [n14] - 1-4 matrix element.
  8691. * @param {number} [n21] - 2-1 matrix element.
  8692. * @param {number} [n22] - 2-2 matrix element.
  8693. * @param {number} [n23] - 2-3 matrix element.
  8694. * @param {number} [n24] - 2-4 matrix element.
  8695. * @param {number} [n31] - 3-1 matrix element.
  8696. * @param {number} [n32] - 3-2 matrix element.
  8697. * @param {number} [n33] - 3-3 matrix element.
  8698. * @param {number} [n34] - 3-4 matrix element.
  8699. * @param {number} [n41] - 4-1 matrix element.
  8700. * @param {number} [n42] - 4-2 matrix element.
  8701. * @param {number} [n43] - 4-3 matrix element.
  8702. * @param {number} [n44] - 4-4 matrix element.
  8703. */
  8704. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8705. /**
  8706. * This flag can be used for type testing.
  8707. *
  8708. * @type {boolean}
  8709. * @readonly
  8710. * @default true
  8711. */
  8712. Matrix4.prototype.isMatrix4 = true;
  8713. /**
  8714. * A column-major list of matrix values.
  8715. *
  8716. * @type {Array<number>}
  8717. */
  8718. this.elements = [
  8719. 1, 0, 0, 0,
  8720. 0, 1, 0, 0,
  8721. 0, 0, 1, 0,
  8722. 0, 0, 0, 1
  8723. ];
  8724. if ( n11 !== undefined ) {
  8725. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8726. }
  8727. }
  8728. /**
  8729. * Sets the elements of the matrix.The arguments are supposed to be
  8730. * in row-major order.
  8731. *
  8732. * @param {number} [n11] - 1-1 matrix element.
  8733. * @param {number} [n12] - 1-2 matrix element.
  8734. * @param {number} [n13] - 1-3 matrix element.
  8735. * @param {number} [n14] - 1-4 matrix element.
  8736. * @param {number} [n21] - 2-1 matrix element.
  8737. * @param {number} [n22] - 2-2 matrix element.
  8738. * @param {number} [n23] - 2-3 matrix element.
  8739. * @param {number} [n24] - 2-4 matrix element.
  8740. * @param {number} [n31] - 3-1 matrix element.
  8741. * @param {number} [n32] - 3-2 matrix element.
  8742. * @param {number} [n33] - 3-3 matrix element.
  8743. * @param {number} [n34] - 3-4 matrix element.
  8744. * @param {number} [n41] - 4-1 matrix element.
  8745. * @param {number} [n42] - 4-2 matrix element.
  8746. * @param {number} [n43] - 4-3 matrix element.
  8747. * @param {number} [n44] - 4-4 matrix element.
  8748. * @return {Matrix4} A reference to this matrix.
  8749. */
  8750. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8751. const te = this.elements;
  8752. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8753. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8754. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8755. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8756. return this;
  8757. }
  8758. /**
  8759. * Sets this matrix to the 4x4 identity matrix.
  8760. *
  8761. * @return {Matrix4} A reference to this matrix.
  8762. */
  8763. identity() {
  8764. this.set(
  8765. 1, 0, 0, 0,
  8766. 0, 1, 0, 0,
  8767. 0, 0, 1, 0,
  8768. 0, 0, 0, 1
  8769. );
  8770. return this;
  8771. }
  8772. /**
  8773. * Returns a matrix with copied values from this instance.
  8774. *
  8775. * @return {Matrix4} A clone of this instance.
  8776. */
  8777. clone() {
  8778. return new Matrix4().fromArray( this.elements );
  8779. }
  8780. /**
  8781. * Copies the values of the given matrix to this instance.
  8782. *
  8783. * @param {Matrix4} m - The matrix to copy.
  8784. * @return {Matrix4} A reference to this matrix.
  8785. */
  8786. copy( m ) {
  8787. const te = this.elements;
  8788. const me = m.elements;
  8789. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8790. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8791. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8792. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8793. return this;
  8794. }
  8795. /**
  8796. * Copies the translation component of the given matrix
  8797. * into this matrix's translation component.
  8798. *
  8799. * @param {Matrix4} m - The matrix to copy the translation component.
  8800. * @return {Matrix4} A reference to this matrix.
  8801. */
  8802. copyPosition( m ) {
  8803. const te = this.elements, me = m.elements;
  8804. te[ 12 ] = me[ 12 ];
  8805. te[ 13 ] = me[ 13 ];
  8806. te[ 14 ] = me[ 14 ];
  8807. return this;
  8808. }
  8809. /**
  8810. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8811. *
  8812. * @param {Matrix3} m - The 3x3 matrix.
  8813. * @return {Matrix4} A reference to this matrix.
  8814. */
  8815. setFromMatrix3( m ) {
  8816. const me = m.elements;
  8817. this.set(
  8818. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8819. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8820. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8821. 0, 0, 0, 1
  8822. );
  8823. return this;
  8824. }
  8825. /**
  8826. * Extracts the basis of this matrix into the three axis vectors provided.
  8827. *
  8828. * @param {Vector3} xAxis - The basis's x axis.
  8829. * @param {Vector3} yAxis - The basis's y axis.
  8830. * @param {Vector3} zAxis - The basis's z axis.
  8831. * @return {Matrix4} A reference to this matrix.
  8832. */
  8833. extractBasis( xAxis, yAxis, zAxis ) {
  8834. xAxis.setFromMatrixColumn( this, 0 );
  8835. yAxis.setFromMatrixColumn( this, 1 );
  8836. zAxis.setFromMatrixColumn( this, 2 );
  8837. return this;
  8838. }
  8839. /**
  8840. * Sets the given basis vectors to this matrix.
  8841. *
  8842. * @param {Vector3} xAxis - The basis's x axis.
  8843. * @param {Vector3} yAxis - The basis's y axis.
  8844. * @param {Vector3} zAxis - The basis's z axis.
  8845. * @return {Matrix4} A reference to this matrix.
  8846. */
  8847. makeBasis( xAxis, yAxis, zAxis ) {
  8848. this.set(
  8849. xAxis.x, yAxis.x, zAxis.x, 0,
  8850. xAxis.y, yAxis.y, zAxis.y, 0,
  8851. xAxis.z, yAxis.z, zAxis.z, 0,
  8852. 0, 0, 0, 1
  8853. );
  8854. return this;
  8855. }
  8856. /**
  8857. * Extracts the rotation component of the given matrix
  8858. * into this matrix's rotation component.
  8859. *
  8860. * Note: This method does not support reflection matrices.
  8861. *
  8862. * @param {Matrix4} m - The matrix.
  8863. * @return {Matrix4} A reference to this matrix.
  8864. */
  8865. extractRotation( m ) {
  8866. const te = this.elements;
  8867. const me = m.elements;
  8868. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8869. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8870. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8871. te[ 0 ] = me[ 0 ] * scaleX;
  8872. te[ 1 ] = me[ 1 ] * scaleX;
  8873. te[ 2 ] = me[ 2 ] * scaleX;
  8874. te[ 3 ] = 0;
  8875. te[ 4 ] = me[ 4 ] * scaleY;
  8876. te[ 5 ] = me[ 5 ] * scaleY;
  8877. te[ 6 ] = me[ 6 ] * scaleY;
  8878. te[ 7 ] = 0;
  8879. te[ 8 ] = me[ 8 ] * scaleZ;
  8880. te[ 9 ] = me[ 9 ] * scaleZ;
  8881. te[ 10 ] = me[ 10 ] * scaleZ;
  8882. te[ 11 ] = 0;
  8883. te[ 12 ] = 0;
  8884. te[ 13 ] = 0;
  8885. te[ 14 ] = 0;
  8886. te[ 15 ] = 1;
  8887. return this;
  8888. }
  8889. /**
  8890. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8891. * the rotation specified by the given Euler angles. The rest of
  8892. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8893. * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix}
  8894. * for a complete list.
  8895. *
  8896. * @param {Euler} euler - The Euler angles.
  8897. * @return {Matrix4} A reference to this matrix.
  8898. */
  8899. makeRotationFromEuler( euler ) {
  8900. const te = this.elements;
  8901. const x = euler.x, y = euler.y, z = euler.z;
  8902. const a = Math.cos( x ), b = Math.sin( x );
  8903. const c = Math.cos( y ), d = Math.sin( y );
  8904. const e = Math.cos( z ), f = Math.sin( z );
  8905. if ( euler.order === 'XYZ' ) {
  8906. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8907. te[ 0 ] = c * e;
  8908. te[ 4 ] = - c * f;
  8909. te[ 8 ] = d;
  8910. te[ 1 ] = af + be * d;
  8911. te[ 5 ] = ae - bf * d;
  8912. te[ 9 ] = - b * c;
  8913. te[ 2 ] = bf - ae * d;
  8914. te[ 6 ] = be + af * d;
  8915. te[ 10 ] = a * c;
  8916. } else if ( euler.order === 'YXZ' ) {
  8917. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8918. te[ 0 ] = ce + df * b;
  8919. te[ 4 ] = de * b - cf;
  8920. te[ 8 ] = a * d;
  8921. te[ 1 ] = a * f;
  8922. te[ 5 ] = a * e;
  8923. te[ 9 ] = - b;
  8924. te[ 2 ] = cf * b - de;
  8925. te[ 6 ] = df + ce * b;
  8926. te[ 10 ] = a * c;
  8927. } else if ( euler.order === 'ZXY' ) {
  8928. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8929. te[ 0 ] = ce - df * b;
  8930. te[ 4 ] = - a * f;
  8931. te[ 8 ] = de + cf * b;
  8932. te[ 1 ] = cf + de * b;
  8933. te[ 5 ] = a * e;
  8934. te[ 9 ] = df - ce * b;
  8935. te[ 2 ] = - a * d;
  8936. te[ 6 ] = b;
  8937. te[ 10 ] = a * c;
  8938. } else if ( euler.order === 'ZYX' ) {
  8939. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8940. te[ 0 ] = c * e;
  8941. te[ 4 ] = be * d - af;
  8942. te[ 8 ] = ae * d + bf;
  8943. te[ 1 ] = c * f;
  8944. te[ 5 ] = bf * d + ae;
  8945. te[ 9 ] = af * d - be;
  8946. te[ 2 ] = - d;
  8947. te[ 6 ] = b * c;
  8948. te[ 10 ] = a * c;
  8949. } else if ( euler.order === 'YZX' ) {
  8950. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8951. te[ 0 ] = c * e;
  8952. te[ 4 ] = bd - ac * f;
  8953. te[ 8 ] = bc * f + ad;
  8954. te[ 1 ] = f;
  8955. te[ 5 ] = a * e;
  8956. te[ 9 ] = - b * e;
  8957. te[ 2 ] = - d * e;
  8958. te[ 6 ] = ad * f + bc;
  8959. te[ 10 ] = ac - bd * f;
  8960. } else if ( euler.order === 'XZY' ) {
  8961. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8962. te[ 0 ] = c * e;
  8963. te[ 4 ] = - f;
  8964. te[ 8 ] = d * e;
  8965. te[ 1 ] = ac * f + bd;
  8966. te[ 5 ] = a * e;
  8967. te[ 9 ] = ad * f - bc;
  8968. te[ 2 ] = bc * f - ad;
  8969. te[ 6 ] = b * e;
  8970. te[ 10 ] = bd * f + ac;
  8971. }
  8972. // bottom row
  8973. te[ 3 ] = 0;
  8974. te[ 7 ] = 0;
  8975. te[ 11 ] = 0;
  8976. // last column
  8977. te[ 12 ] = 0;
  8978. te[ 13 ] = 0;
  8979. te[ 14 ] = 0;
  8980. te[ 15 ] = 1;
  8981. return this;
  8982. }
  8983. /**
  8984. * Sets the rotation component of this matrix to the rotation specified by
  8985. * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion}
  8986. * The rest of the matrix is set to the identity.
  8987. *
  8988. * @param {Quaternion} q - The Quaternion.
  8989. * @return {Matrix4} A reference to this matrix.
  8990. */
  8991. makeRotationFromQuaternion( q ) {
  8992. return this.compose( _zero, q, _one );
  8993. }
  8994. /**
  8995. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  8996. * `target`, and oriented by the up-direction.
  8997. *
  8998. * @param {Vector3} eye - The eye vector.
  8999. * @param {Vector3} target - The target vector.
  9000. * @param {Vector3} up - The up vector.
  9001. * @return {Matrix4} A reference to this matrix.
  9002. */
  9003. lookAt( eye, target, up ) {
  9004. const te = this.elements;
  9005. _z.subVectors( eye, target );
  9006. if ( _z.lengthSq() === 0 ) {
  9007. // eye and target are in the same position
  9008. _z.z = 1;
  9009. }
  9010. _z.normalize();
  9011. _x.crossVectors( up, _z );
  9012. if ( _x.lengthSq() === 0 ) {
  9013. // up and z are parallel
  9014. if ( Math.abs( up.z ) === 1 ) {
  9015. _z.x += 0.0001;
  9016. } else {
  9017. _z.z += 0.0001;
  9018. }
  9019. _z.normalize();
  9020. _x.crossVectors( up, _z );
  9021. }
  9022. _x.normalize();
  9023. _y.crossVectors( _z, _x );
  9024. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  9025. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  9026. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  9027. return this;
  9028. }
  9029. /**
  9030. * Post-multiplies this matrix by the given 4x4 matrix.
  9031. *
  9032. * @param {Matrix4} m - The matrix to multiply with.
  9033. * @return {Matrix4} A reference to this matrix.
  9034. */
  9035. multiply( m ) {
  9036. return this.multiplyMatrices( this, m );
  9037. }
  9038. /**
  9039. * Pre-multiplies this matrix by the given 4x4 matrix.
  9040. *
  9041. * @param {Matrix4} m - The matrix to multiply with.
  9042. * @return {Matrix4} A reference to this matrix.
  9043. */
  9044. premultiply( m ) {
  9045. return this.multiplyMatrices( m, this );
  9046. }
  9047. /**
  9048. * Multiples the given 4x4 matrices and stores the result
  9049. * in this matrix.
  9050. *
  9051. * @param {Matrix4} a - The first matrix.
  9052. * @param {Matrix4} b - The second matrix.
  9053. * @return {Matrix4} A reference to this matrix.
  9054. */
  9055. multiplyMatrices( a, b ) {
  9056. const ae = a.elements;
  9057. const be = b.elements;
  9058. const te = this.elements;
  9059. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  9060. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  9061. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  9062. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  9063. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  9064. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  9065. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  9066. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  9067. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  9068. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  9069. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  9070. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  9071. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  9072. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  9073. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  9074. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  9075. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  9076. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  9077. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  9078. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  9079. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  9080. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  9081. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  9082. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  9083. return this;
  9084. }
  9085. /**
  9086. * Multiplies every component of the matrix by the given scalar.
  9087. *
  9088. * @param {number} s - The scalar.
  9089. * @return {Matrix4} A reference to this matrix.
  9090. */
  9091. multiplyScalar( s ) {
  9092. const te = this.elements;
  9093. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  9094. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  9095. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  9096. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  9097. return this;
  9098. }
  9099. /**
  9100. * Computes and returns the determinant of this matrix.
  9101. *
  9102. * Based on the method outlined [here]{@link http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html}.
  9103. *
  9104. * @return {number} The determinant.
  9105. */
  9106. determinant() {
  9107. const te = this.elements;
  9108. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  9109. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  9110. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  9111. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  9112. //TODO: make this more efficient
  9113. return (
  9114. n41 * (
  9115. + n14 * n23 * n32
  9116. - n13 * n24 * n32
  9117. - n14 * n22 * n33
  9118. + n12 * n24 * n33
  9119. + n13 * n22 * n34
  9120. - n12 * n23 * n34
  9121. ) +
  9122. n42 * (
  9123. + n11 * n23 * n34
  9124. - n11 * n24 * n33
  9125. + n14 * n21 * n33
  9126. - n13 * n21 * n34
  9127. + n13 * n24 * n31
  9128. - n14 * n23 * n31
  9129. ) +
  9130. n43 * (
  9131. + n11 * n24 * n32
  9132. - n11 * n22 * n34
  9133. - n14 * n21 * n32
  9134. + n12 * n21 * n34
  9135. + n14 * n22 * n31
  9136. - n12 * n24 * n31
  9137. ) +
  9138. n44 * (
  9139. - n13 * n22 * n31
  9140. - n11 * n23 * n32
  9141. + n11 * n22 * n33
  9142. + n13 * n21 * n32
  9143. - n12 * n21 * n33
  9144. + n12 * n23 * n31
  9145. )
  9146. );
  9147. }
  9148. /**
  9149. * Transposes this matrix in place.
  9150. *
  9151. * @return {Matrix4} A reference to this matrix.
  9152. */
  9153. transpose() {
  9154. const te = this.elements;
  9155. let tmp;
  9156. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  9157. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  9158. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  9159. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  9160. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  9161. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  9162. return this;
  9163. }
  9164. /**
  9165. * Sets the position component for this matrix from the given vector,
  9166. * without affecting the rest of the matrix.
  9167. *
  9168. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  9169. * @param {number} y - The y component of the vector.
  9170. * @param {number} z - The z component of the vector.
  9171. * @return {Matrix4} A reference to this matrix.
  9172. */
  9173. setPosition( x, y, z ) {
  9174. const te = this.elements;
  9175. if ( x.isVector3 ) {
  9176. te[ 12 ] = x.x;
  9177. te[ 13 ] = x.y;
  9178. te[ 14 ] = x.z;
  9179. } else {
  9180. te[ 12 ] = x;
  9181. te[ 13 ] = y;
  9182. te[ 14 ] = z;
  9183. }
  9184. return this;
  9185. }
  9186. /**
  9187. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  9188. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9189. * a zero matrix instead.
  9190. *
  9191. * @return {Matrix4} A reference to this matrix.
  9192. */
  9193. invert() {
  9194. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9195. const te = this.elements,
  9196. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9197. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9198. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9199. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9200. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9201. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9202. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9203. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9204. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9205. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9206. const detInv = 1 / det;
  9207. te[ 0 ] = t11 * detInv;
  9208. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9209. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9210. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9211. te[ 4 ] = t12 * detInv;
  9212. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9213. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9214. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9215. te[ 8 ] = t13 * detInv;
  9216. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9217. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9218. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9219. te[ 12 ] = t14 * detInv;
  9220. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9221. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9222. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9223. return this;
  9224. }
  9225. /**
  9226. * Multiplies the columns of this matrix by the given vector.
  9227. *
  9228. * @param {Vector3} v - The scale vector.
  9229. * @return {Matrix4} A reference to this matrix.
  9230. */
  9231. scale( v ) {
  9232. const te = this.elements;
  9233. const x = v.x, y = v.y, z = v.z;
  9234. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9235. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9236. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9237. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9238. return this;
  9239. }
  9240. /**
  9241. * Gets the maximum scale value of the three axes.
  9242. *
  9243. * @return {number} The maximum scale.
  9244. */
  9245. getMaxScaleOnAxis() {
  9246. const te = this.elements;
  9247. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9248. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9249. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9250. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9251. }
  9252. /**
  9253. * Sets this matrix as a translation transform from the given vector.
  9254. *
  9255. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9256. * @param {number} y - The amount to translate in the Y axis.
  9257. * @param {number} z - The amount to translate in the z axis.
  9258. * @return {Matrix4} A reference to this matrix.
  9259. */
  9260. makeTranslation( x, y, z ) {
  9261. if ( x.isVector3 ) {
  9262. this.set(
  9263. 1, 0, 0, x.x,
  9264. 0, 1, 0, x.y,
  9265. 0, 0, 1, x.z,
  9266. 0, 0, 0, 1
  9267. );
  9268. } else {
  9269. this.set(
  9270. 1, 0, 0, x,
  9271. 0, 1, 0, y,
  9272. 0, 0, 1, z,
  9273. 0, 0, 0, 1
  9274. );
  9275. }
  9276. return this;
  9277. }
  9278. /**
  9279. * Sets this matrix as a rotational transformation around the X axis by
  9280. * the given angle.
  9281. *
  9282. * @param {number} theta - The rotation in radians.
  9283. * @return {Matrix4} A reference to this matrix.
  9284. */
  9285. makeRotationX( theta ) {
  9286. const c = Math.cos( theta ), s = Math.sin( theta );
  9287. this.set(
  9288. 1, 0, 0, 0,
  9289. 0, c, - s, 0,
  9290. 0, s, c, 0,
  9291. 0, 0, 0, 1
  9292. );
  9293. return this;
  9294. }
  9295. /**
  9296. * Sets this matrix as a rotational transformation around the Y axis by
  9297. * the given angle.
  9298. *
  9299. * @param {number} theta - The rotation in radians.
  9300. * @return {Matrix4} A reference to this matrix.
  9301. */
  9302. makeRotationY( theta ) {
  9303. const c = Math.cos( theta ), s = Math.sin( theta );
  9304. this.set(
  9305. c, 0, s, 0,
  9306. 0, 1, 0, 0,
  9307. - s, 0, c, 0,
  9308. 0, 0, 0, 1
  9309. );
  9310. return this;
  9311. }
  9312. /**
  9313. * Sets this matrix as a rotational transformation around the Z axis by
  9314. * the given angle.
  9315. *
  9316. * @param {number} theta - The rotation in radians.
  9317. * @return {Matrix4} A reference to this matrix.
  9318. */
  9319. makeRotationZ( theta ) {
  9320. const c = Math.cos( theta ), s = Math.sin( theta );
  9321. this.set(
  9322. c, - s, 0, 0,
  9323. s, c, 0, 0,
  9324. 0, 0, 1, 0,
  9325. 0, 0, 0, 1
  9326. );
  9327. return this;
  9328. }
  9329. /**
  9330. * Sets this matrix as a rotational transformation around the given axis by
  9331. * the given angle.
  9332. *
  9333. * This is a somewhat controversial but mathematically sound alternative to
  9334. * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}.
  9335. *
  9336. * @param {Vector3} axis - The normalized rotation axis.
  9337. * @param {number} angle - The rotation in radians.
  9338. * @return {Matrix4} A reference to this matrix.
  9339. */
  9340. makeRotationAxis( axis, angle ) {
  9341. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9342. const c = Math.cos( angle );
  9343. const s = Math.sin( angle );
  9344. const t = 1 - c;
  9345. const x = axis.x, y = axis.y, z = axis.z;
  9346. const tx = t * x, ty = t * y;
  9347. this.set(
  9348. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9349. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9350. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9351. 0, 0, 0, 1
  9352. );
  9353. return this;
  9354. }
  9355. /**
  9356. * Sets this matrix as a scale transformation.
  9357. *
  9358. * @param {number} x - The amount to scale in the X axis.
  9359. * @param {number} y - The amount to scale in the Y axis.
  9360. * @param {number} z - The amount to scale in the Z axis.
  9361. * @return {Matrix4} A reference to this matrix.
  9362. */
  9363. makeScale( x, y, z ) {
  9364. this.set(
  9365. x, 0, 0, 0,
  9366. 0, y, 0, 0,
  9367. 0, 0, z, 0,
  9368. 0, 0, 0, 1
  9369. );
  9370. return this;
  9371. }
  9372. /**
  9373. * Sets this matrix as a shear transformation.
  9374. *
  9375. * @param {number} xy - The amount to shear X by Y.
  9376. * @param {number} xz - The amount to shear X by Z.
  9377. * @param {number} yx - The amount to shear Y by X.
  9378. * @param {number} yz - The amount to shear Y by Z.
  9379. * @param {number} zx - The amount to shear Z by X.
  9380. * @param {number} zy - The amount to shear Z by Y.
  9381. * @return {Matrix4} A reference to this matrix.
  9382. */
  9383. makeShear( xy, xz, yx, yz, zx, zy ) {
  9384. this.set(
  9385. 1, yx, zx, 0,
  9386. xy, 1, zy, 0,
  9387. xz, yz, 1, 0,
  9388. 0, 0, 0, 1
  9389. );
  9390. return this;
  9391. }
  9392. /**
  9393. * Sets this matrix to the transformation composed of the given position,
  9394. * rotation (Quaternion) and scale.
  9395. *
  9396. * @param {Vector3} position - The position vector.
  9397. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9398. * @param {Vector3} scale - The scale vector.
  9399. * @return {Matrix4} A reference to this matrix.
  9400. */
  9401. compose( position, quaternion, scale ) {
  9402. const te = this.elements;
  9403. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9404. const x2 = x + x, y2 = y + y, z2 = z + z;
  9405. const xx = x * x2, xy = x * y2, xz = x * z2;
  9406. const yy = y * y2, yz = y * z2, zz = z * z2;
  9407. const wx = w * x2, wy = w * y2, wz = w * z2;
  9408. const sx = scale.x, sy = scale.y, sz = scale.z;
  9409. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9410. te[ 1 ] = ( xy + wz ) * sx;
  9411. te[ 2 ] = ( xz - wy ) * sx;
  9412. te[ 3 ] = 0;
  9413. te[ 4 ] = ( xy - wz ) * sy;
  9414. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9415. te[ 6 ] = ( yz + wx ) * sy;
  9416. te[ 7 ] = 0;
  9417. te[ 8 ] = ( xz + wy ) * sz;
  9418. te[ 9 ] = ( yz - wx ) * sz;
  9419. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9420. te[ 11 ] = 0;
  9421. te[ 12 ] = position.x;
  9422. te[ 13 ] = position.y;
  9423. te[ 14 ] = position.z;
  9424. te[ 15 ] = 1;
  9425. return this;
  9426. }
  9427. /**
  9428. * Decomposes this matrix into its position, rotation and scale components
  9429. * and provides the result in the given objects.
  9430. *
  9431. * Note: Not all matrices are decomposable in this way. For example, if an
  9432. * object has a non-uniformly scaled parent, then the object's world matrix
  9433. * may not be decomposable, and this method may not be appropriate.
  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. decompose( position, quaternion, scale ) {
  9441. const te = this.elements;
  9442. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9443. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9444. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9445. // if determine is negative, we need to invert one scale
  9446. const det = this.determinant();
  9447. if ( det < 0 ) sx = - sx;
  9448. position.x = te[ 12 ];
  9449. position.y = te[ 13 ];
  9450. position.z = te[ 14 ];
  9451. // scale the rotation part
  9452. _m1$2.copy( this );
  9453. const invSX = 1 / sx;
  9454. const invSY = 1 / sy;
  9455. const invSZ = 1 / sz;
  9456. _m1$2.elements[ 0 ] *= invSX;
  9457. _m1$2.elements[ 1 ] *= invSX;
  9458. _m1$2.elements[ 2 ] *= invSX;
  9459. _m1$2.elements[ 4 ] *= invSY;
  9460. _m1$2.elements[ 5 ] *= invSY;
  9461. _m1$2.elements[ 6 ] *= invSY;
  9462. _m1$2.elements[ 8 ] *= invSZ;
  9463. _m1$2.elements[ 9 ] *= invSZ;
  9464. _m1$2.elements[ 10 ] *= invSZ;
  9465. quaternion.setFromRotationMatrix( _m1$2 );
  9466. scale.x = sx;
  9467. scale.y = sy;
  9468. scale.z = sz;
  9469. return this;
  9470. }
  9471. /**
  9472. * Creates a perspective projection matrix. This is used internally by
  9473. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9474. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9475. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9476. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9477. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9478. * @param {number} near - The distance from the camera to the near plane.
  9479. * @param {number} far - The distance from the camera to the far plane.
  9480. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9481. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9482. * @return {Matrix4} A reference to this matrix.
  9483. */
  9484. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9485. const te = this.elements;
  9486. const x = 2 * near / ( right - left );
  9487. const y = 2 * near / ( top - bottom );
  9488. const a = ( right + left ) / ( right - left );
  9489. const b = ( top + bottom ) / ( top - bottom );
  9490. let c, d;
  9491. if ( reversedDepth ) {
  9492. c = near / ( far - near );
  9493. d = ( far * near ) / ( far - near );
  9494. } else {
  9495. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9496. c = - ( far + near ) / ( far - near );
  9497. d = ( -2 * far * near ) / ( far - near );
  9498. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9499. c = - far / ( far - near );
  9500. d = ( - far * near ) / ( far - near );
  9501. } else {
  9502. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9503. }
  9504. }
  9505. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9506. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9507. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9508. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9509. return this;
  9510. }
  9511. /**
  9512. * Creates a orthographic projection matrix. This is used internally by
  9513. * {@link OrthographicCamera#updateProjectionMatrix}.
  9514. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9515. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9516. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9517. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9518. * @param {number} near - The distance from the camera to the near plane.
  9519. * @param {number} far - The distance from the camera to the far plane.
  9520. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9521. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  9522. * @return {Matrix4} A reference to this matrix.
  9523. */
  9524. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  9525. const te = this.elements;
  9526. const x = 2 / ( right - left );
  9527. const y = 2 / ( top - bottom );
  9528. const a = - ( right + left ) / ( right - left );
  9529. const b = - ( top + bottom ) / ( top - bottom );
  9530. let c, d;
  9531. if ( reversedDepth ) {
  9532. c = 1 / ( far - near );
  9533. d = far / ( far - near );
  9534. } else {
  9535. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9536. c = -2 / ( far - near );
  9537. d = - ( far + near ) / ( far - near );
  9538. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9539. c = -1 / ( far - near );
  9540. d = - near / ( far - near );
  9541. } else {
  9542. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9543. }
  9544. }
  9545. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a;
  9546. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b;
  9547. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9548. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9549. return this;
  9550. }
  9551. /**
  9552. * Returns `true` if this matrix is equal with the given one.
  9553. *
  9554. * @param {Matrix4} matrix - The matrix to test for equality.
  9555. * @return {boolean} Whether this matrix is equal with the given one.
  9556. */
  9557. equals( matrix ) {
  9558. const te = this.elements;
  9559. const me = matrix.elements;
  9560. for ( let i = 0; i < 16; i ++ ) {
  9561. if ( te[ i ] !== me[ i ] ) return false;
  9562. }
  9563. return true;
  9564. }
  9565. /**
  9566. * Sets the elements of the matrix from the given array.
  9567. *
  9568. * @param {Array<number>} array - The matrix elements in column-major order.
  9569. * @param {number} [offset=0] - Index of the first element in the array.
  9570. * @return {Matrix4} A reference to this matrix.
  9571. */
  9572. fromArray( array, offset = 0 ) {
  9573. for ( let i = 0; i < 16; i ++ ) {
  9574. this.elements[ i ] = array[ i + offset ];
  9575. }
  9576. return this;
  9577. }
  9578. /**
  9579. * Writes the elements of this matrix to the given array. If no array is provided,
  9580. * the method returns a new instance.
  9581. *
  9582. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9583. * @param {number} [offset=0] - Index of the first element in the array.
  9584. * @return {Array<number>} The matrix elements in column-major order.
  9585. */
  9586. toArray( array = [], offset = 0 ) {
  9587. const te = this.elements;
  9588. array[ offset ] = te[ 0 ];
  9589. array[ offset + 1 ] = te[ 1 ];
  9590. array[ offset + 2 ] = te[ 2 ];
  9591. array[ offset + 3 ] = te[ 3 ];
  9592. array[ offset + 4 ] = te[ 4 ];
  9593. array[ offset + 5 ] = te[ 5 ];
  9594. array[ offset + 6 ] = te[ 6 ];
  9595. array[ offset + 7 ] = te[ 7 ];
  9596. array[ offset + 8 ] = te[ 8 ];
  9597. array[ offset + 9 ] = te[ 9 ];
  9598. array[ offset + 10 ] = te[ 10 ];
  9599. array[ offset + 11 ] = te[ 11 ];
  9600. array[ offset + 12 ] = te[ 12 ];
  9601. array[ offset + 13 ] = te[ 13 ];
  9602. array[ offset + 14 ] = te[ 14 ];
  9603. array[ offset + 15 ] = te[ 15 ];
  9604. return array;
  9605. }
  9606. }
  9607. const _v1$5 = /*@__PURE__*/ new Vector3();
  9608. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9609. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9610. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9611. const _x = /*@__PURE__*/ new Vector3();
  9612. const _y = /*@__PURE__*/ new Vector3();
  9613. const _z = /*@__PURE__*/ new Vector3();
  9614. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9615. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9616. /**
  9617. * A class representing Euler angles.
  9618. *
  9619. * Euler angles describe a rotational transformation by rotating an object on
  9620. * its various axes in specified amounts per axis, and a specified axis
  9621. * order.
  9622. *
  9623. * Iterating through an instance will yield its components (x, y, z,
  9624. * order) in the corresponding order.
  9625. *
  9626. * ```js
  9627. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9628. * const b = new THREE.Vector3( 1, 0, 1 );
  9629. * b.applyEuler(a);
  9630. * ```
  9631. */
  9632. class Euler {
  9633. /**
  9634. * Constructs a new euler instance.
  9635. *
  9636. * @param {number} [x=0] - The angle of the x axis in radians.
  9637. * @param {number} [y=0] - The angle of the y axis in radians.
  9638. * @param {number} [z=0] - The angle of the z axis in radians.
  9639. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9640. */
  9641. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9642. /**
  9643. * This flag can be used for type testing.
  9644. *
  9645. * @type {boolean}
  9646. * @readonly
  9647. * @default true
  9648. */
  9649. this.isEuler = true;
  9650. this._x = x;
  9651. this._y = y;
  9652. this._z = z;
  9653. this._order = order;
  9654. }
  9655. /**
  9656. * The angle of the x axis in radians.
  9657. *
  9658. * @type {number}
  9659. * @default 0
  9660. */
  9661. get x() {
  9662. return this._x;
  9663. }
  9664. set x( value ) {
  9665. this._x = value;
  9666. this._onChangeCallback();
  9667. }
  9668. /**
  9669. * The angle of the y axis in radians.
  9670. *
  9671. * @type {number}
  9672. * @default 0
  9673. */
  9674. get y() {
  9675. return this._y;
  9676. }
  9677. set y( value ) {
  9678. this._y = value;
  9679. this._onChangeCallback();
  9680. }
  9681. /**
  9682. * The angle of the z axis in radians.
  9683. *
  9684. * @type {number}
  9685. * @default 0
  9686. */
  9687. get z() {
  9688. return this._z;
  9689. }
  9690. set z( value ) {
  9691. this._z = value;
  9692. this._onChangeCallback();
  9693. }
  9694. /**
  9695. * A string representing the order that the rotations are applied.
  9696. *
  9697. * @type {string}
  9698. * @default 'XYZ'
  9699. */
  9700. get order() {
  9701. return this._order;
  9702. }
  9703. set order( value ) {
  9704. this._order = value;
  9705. this._onChangeCallback();
  9706. }
  9707. /**
  9708. * Sets the Euler components.
  9709. *
  9710. * @param {number} x - The angle of the x axis in radians.
  9711. * @param {number} y - The angle of the y axis in radians.
  9712. * @param {number} z - The angle of the z axis in radians.
  9713. * @param {string} [order] - A string representing the order that the rotations are applied.
  9714. * @return {Euler} A reference to this Euler instance.
  9715. */
  9716. set( x, y, z, order = this._order ) {
  9717. this._x = x;
  9718. this._y = y;
  9719. this._z = z;
  9720. this._order = order;
  9721. this._onChangeCallback();
  9722. return this;
  9723. }
  9724. /**
  9725. * Returns a new Euler instance with copied values from this instance.
  9726. *
  9727. * @return {Euler} A clone of this instance.
  9728. */
  9729. clone() {
  9730. return new this.constructor( this._x, this._y, this._z, this._order );
  9731. }
  9732. /**
  9733. * Copies the values of the given Euler instance to this instance.
  9734. *
  9735. * @param {Euler} euler - The Euler instance to copy.
  9736. * @return {Euler} A reference to this Euler instance.
  9737. */
  9738. copy( euler ) {
  9739. this._x = euler._x;
  9740. this._y = euler._y;
  9741. this._z = euler._z;
  9742. this._order = euler._order;
  9743. this._onChangeCallback();
  9744. return this;
  9745. }
  9746. /**
  9747. * Sets the angles of this Euler instance from a pure rotation matrix.
  9748. *
  9749. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9750. * @param {string} [order] - A string representing the order that the rotations are applied.
  9751. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9752. * @return {Euler} A reference to this Euler instance.
  9753. */
  9754. setFromRotationMatrix( m, order = this._order, update = true ) {
  9755. const te = m.elements;
  9756. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9757. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9758. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9759. switch ( order ) {
  9760. case 'XYZ':
  9761. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9762. if ( Math.abs( m13 ) < 0.9999999 ) {
  9763. this._x = Math.atan2( - m23, m33 );
  9764. this._z = Math.atan2( - m12, m11 );
  9765. } else {
  9766. this._x = Math.atan2( m32, m22 );
  9767. this._z = 0;
  9768. }
  9769. break;
  9770. case 'YXZ':
  9771. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9772. if ( Math.abs( m23 ) < 0.9999999 ) {
  9773. this._y = Math.atan2( m13, m33 );
  9774. this._z = Math.atan2( m21, m22 );
  9775. } else {
  9776. this._y = Math.atan2( - m31, m11 );
  9777. this._z = 0;
  9778. }
  9779. break;
  9780. case 'ZXY':
  9781. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9782. if ( Math.abs( m32 ) < 0.9999999 ) {
  9783. this._y = Math.atan2( - m31, m33 );
  9784. this._z = Math.atan2( - m12, m22 );
  9785. } else {
  9786. this._y = 0;
  9787. this._z = Math.atan2( m21, m11 );
  9788. }
  9789. break;
  9790. case 'ZYX':
  9791. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9792. if ( Math.abs( m31 ) < 0.9999999 ) {
  9793. this._x = Math.atan2( m32, m33 );
  9794. this._z = Math.atan2( m21, m11 );
  9795. } else {
  9796. this._x = 0;
  9797. this._z = Math.atan2( - m12, m22 );
  9798. }
  9799. break;
  9800. case 'YZX':
  9801. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9802. if ( Math.abs( m21 ) < 0.9999999 ) {
  9803. this._x = Math.atan2( - m23, m22 );
  9804. this._y = Math.atan2( - m31, m11 );
  9805. } else {
  9806. this._x = 0;
  9807. this._y = Math.atan2( m13, m33 );
  9808. }
  9809. break;
  9810. case 'XZY':
  9811. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9812. if ( Math.abs( m12 ) < 0.9999999 ) {
  9813. this._x = Math.atan2( m32, m22 );
  9814. this._y = Math.atan2( m13, m11 );
  9815. } else {
  9816. this._x = Math.atan2( - m23, m33 );
  9817. this._y = 0;
  9818. }
  9819. break;
  9820. default:
  9821. warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9822. }
  9823. this._order = order;
  9824. if ( update === true ) this._onChangeCallback();
  9825. return this;
  9826. }
  9827. /**
  9828. * Sets the angles of this Euler instance from a normalized quaternion.
  9829. *
  9830. * @param {Quaternion} q - A normalized Quaternion.
  9831. * @param {string} [order] - A string representing the order that the rotations are applied.
  9832. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9833. * @return {Euler} A reference to this Euler instance.
  9834. */
  9835. setFromQuaternion( q, order, update ) {
  9836. _matrix$2.makeRotationFromQuaternion( q );
  9837. return this.setFromRotationMatrix( _matrix$2, order, update );
  9838. }
  9839. /**
  9840. * Sets the angles of this Euler instance from the given vector.
  9841. *
  9842. * @param {Vector3} v - The vector.
  9843. * @param {string} [order] - A string representing the order that the rotations are applied.
  9844. * @return {Euler} A reference to this Euler instance.
  9845. */
  9846. setFromVector3( v, order = this._order ) {
  9847. return this.set( v.x, v.y, v.z, order );
  9848. }
  9849. /**
  9850. * Resets the euler angle with a new order by creating a quaternion from this
  9851. * euler angle and then setting this euler angle with the quaternion and the
  9852. * new order.
  9853. *
  9854. * Warning: This discards revolution information.
  9855. *
  9856. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9857. * @return {Euler} A reference to this Euler instance.
  9858. */
  9859. reorder( newOrder ) {
  9860. _quaternion$3.setFromEuler( this );
  9861. return this.setFromQuaternion( _quaternion$3, newOrder );
  9862. }
  9863. /**
  9864. * Returns `true` if this Euler instance is equal with the given one.
  9865. *
  9866. * @param {Euler} euler - The Euler instance to test for equality.
  9867. * @return {boolean} Whether this Euler instance is equal with the given one.
  9868. */
  9869. equals( euler ) {
  9870. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9871. }
  9872. /**
  9873. * Sets this Euler instance's components to values from the given array. The first three
  9874. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9875. * defines the Euler order.
  9876. *
  9877. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9878. * @return {Euler} A reference to this Euler instance.
  9879. */
  9880. fromArray( array ) {
  9881. this._x = array[ 0 ];
  9882. this._y = array[ 1 ];
  9883. this._z = array[ 2 ];
  9884. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9885. this._onChangeCallback();
  9886. return this;
  9887. }
  9888. /**
  9889. * Writes the components of this Euler instance to the given array. If no array is provided,
  9890. * the method returns a new instance.
  9891. *
  9892. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9893. * @param {number} [offset=0] - Index of the first element in the array.
  9894. * @return {Array<number,number,number,string>} The Euler components.
  9895. */
  9896. toArray( array = [], offset = 0 ) {
  9897. array[ offset ] = this._x;
  9898. array[ offset + 1 ] = this._y;
  9899. array[ offset + 2 ] = this._z;
  9900. array[ offset + 3 ] = this._order;
  9901. return array;
  9902. }
  9903. _onChange( callback ) {
  9904. this._onChangeCallback = callback;
  9905. return this;
  9906. }
  9907. _onChangeCallback() {}
  9908. *[ Symbol.iterator ]() {
  9909. yield this._x;
  9910. yield this._y;
  9911. yield this._z;
  9912. yield this._order;
  9913. }
  9914. }
  9915. /**
  9916. * The default Euler angle order.
  9917. *
  9918. * @static
  9919. * @type {string}
  9920. * @default 'XYZ'
  9921. */
  9922. Euler.DEFAULT_ORDER = 'XYZ';
  9923. /**
  9924. * A layers object assigns an 3D object to 1 or more of 32
  9925. * layers numbered `0` to `31` - internally the layers are stored as a
  9926. * bit mask], and by default all 3D objects are a member of layer `0`.
  9927. *
  9928. * This can be used to control visibility - an object must share a layer with
  9929. * a camera to be visible when that camera's view is
  9930. * rendered.
  9931. *
  9932. * All classes that inherit from {@link Object3D} have an `layers` property which
  9933. * is an instance of this class.
  9934. */
  9935. class Layers {
  9936. /**
  9937. * Constructs a new layers instance, with membership
  9938. * initially set to layer `0`.
  9939. */
  9940. constructor() {
  9941. /**
  9942. * A bit mask storing which of the 32 layers this layers object is currently
  9943. * a member of.
  9944. *
  9945. * @type {number}
  9946. */
  9947. this.mask = 1 | 0;
  9948. }
  9949. /**
  9950. * Sets membership to the given layer, and remove membership all other layers.
  9951. *
  9952. * @param {number} layer - The layer to set.
  9953. */
  9954. set( layer ) {
  9955. this.mask = ( 1 << layer | 0 ) >>> 0;
  9956. }
  9957. /**
  9958. * Adds membership of the given layer.
  9959. *
  9960. * @param {number} layer - The layer to enable.
  9961. */
  9962. enable( layer ) {
  9963. this.mask |= 1 << layer | 0;
  9964. }
  9965. /**
  9966. * Adds membership to all layers.
  9967. */
  9968. enableAll() {
  9969. this.mask = 0xffffffff | 0;
  9970. }
  9971. /**
  9972. * Toggles the membership of the given layer.
  9973. *
  9974. * @param {number} layer - The layer to toggle.
  9975. */
  9976. toggle( layer ) {
  9977. this.mask ^= 1 << layer | 0;
  9978. }
  9979. /**
  9980. * Removes membership of the given layer.
  9981. *
  9982. * @param {number} layer - The layer to enable.
  9983. */
  9984. disable( layer ) {
  9985. this.mask &= ~ ( 1 << layer | 0 );
  9986. }
  9987. /**
  9988. * Removes the membership from all layers.
  9989. */
  9990. disableAll() {
  9991. this.mask = 0;
  9992. }
  9993. /**
  9994. * Returns `true` if this and the given layers object have at least one
  9995. * layer in common.
  9996. *
  9997. * @param {Layers} layers - The layers to test.
  9998. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  9999. */
  10000. test( layers ) {
  10001. return ( this.mask & layers.mask ) !== 0;
  10002. }
  10003. /**
  10004. * Returns `true` if the given layer is enabled.
  10005. *
  10006. * @param {number} layer - The layer to test.
  10007. * @return {boolean } Whether the given layer is enabled or not.
  10008. */
  10009. isEnabled( layer ) {
  10010. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  10011. }
  10012. }
  10013. let _object3DId = 0;
  10014. const _v1$4 = /*@__PURE__*/ new Vector3();
  10015. const _q1 = /*@__PURE__*/ new Quaternion();
  10016. const _m1$1 = /*@__PURE__*/ new Matrix4();
  10017. const _target = /*@__PURE__*/ new Vector3();
  10018. const _position$3 = /*@__PURE__*/ new Vector3();
  10019. const _scale$2 = /*@__PURE__*/ new Vector3();
  10020. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  10021. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  10022. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10023. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  10024. /**
  10025. * Fires when the object has been added to its parent object.
  10026. *
  10027. * @event Object3D#added
  10028. * @type {Object}
  10029. */
  10030. const _addedEvent = { type: 'added' };
  10031. /**
  10032. * Fires when the object has been removed from its parent object.
  10033. *
  10034. * @event Object3D#removed
  10035. * @type {Object}
  10036. */
  10037. const _removedEvent = { type: 'removed' };
  10038. /**
  10039. * Fires when a new child object has been added.
  10040. *
  10041. * @event Object3D#childadded
  10042. * @type {Object}
  10043. */
  10044. const _childaddedEvent = { type: 'childadded', child: null };
  10045. /**
  10046. * Fires when a child object has been removed.
  10047. *
  10048. * @event Object3D#childremoved
  10049. * @type {Object}
  10050. */
  10051. const _childremovedEvent = { type: 'childremoved', child: null };
  10052. /**
  10053. * This is the base class for most objects in three.js and provides a set of
  10054. * properties and methods for manipulating objects in 3D space.
  10055. *
  10056. * @augments EventDispatcher
  10057. */
  10058. class Object3D extends EventDispatcher {
  10059. /**
  10060. * Constructs a new 3D object.
  10061. */
  10062. constructor() {
  10063. super();
  10064. /**
  10065. * This flag can be used for type testing.
  10066. *
  10067. * @type {boolean}
  10068. * @readonly
  10069. * @default true
  10070. */
  10071. this.isObject3D = true;
  10072. /**
  10073. * The ID of the 3D object.
  10074. *
  10075. * @name Object3D#id
  10076. * @type {number}
  10077. * @readonly
  10078. */
  10079. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  10080. /**
  10081. * The UUID of the 3D object.
  10082. *
  10083. * @type {string}
  10084. * @readonly
  10085. */
  10086. this.uuid = generateUUID();
  10087. /**
  10088. * The name of the 3D object.
  10089. *
  10090. * @type {string}
  10091. */
  10092. this.name = '';
  10093. /**
  10094. * The type property is used for detecting the object type
  10095. * in context of serialization/deserialization.
  10096. *
  10097. * @type {string}
  10098. * @readonly
  10099. */
  10100. this.type = 'Object3D';
  10101. /**
  10102. * A reference to the parent object.
  10103. *
  10104. * @type {?Object3D}
  10105. * @default null
  10106. */
  10107. this.parent = null;
  10108. /**
  10109. * An array holding the child 3D objects of this instance.
  10110. *
  10111. * @type {Array<Object3D>}
  10112. */
  10113. this.children = [];
  10114. /**
  10115. * Defines the `up` direction of the 3D object which influences
  10116. * the orientation via methods like {@link Object3D#lookAt}.
  10117. *
  10118. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  10119. *
  10120. * @type {Vector3}
  10121. */
  10122. this.up = Object3D.DEFAULT_UP.clone();
  10123. const position = new Vector3();
  10124. const rotation = new Euler();
  10125. const quaternion = new Quaternion();
  10126. const scale = new Vector3( 1, 1, 1 );
  10127. function onRotationChange() {
  10128. quaternion.setFromEuler( rotation, false );
  10129. }
  10130. function onQuaternionChange() {
  10131. rotation.setFromQuaternion( quaternion, undefined, false );
  10132. }
  10133. rotation._onChange( onRotationChange );
  10134. quaternion._onChange( onQuaternionChange );
  10135. Object.defineProperties( this, {
  10136. /**
  10137. * Represents the object's local position.
  10138. *
  10139. * @name Object3D#position
  10140. * @type {Vector3}
  10141. * @default (0,0,0)
  10142. */
  10143. position: {
  10144. configurable: true,
  10145. enumerable: true,
  10146. value: position
  10147. },
  10148. /**
  10149. * Represents the object's local rotation as Euler angles, in radians.
  10150. *
  10151. * @name Object3D#rotation
  10152. * @type {Euler}
  10153. * @default (0,0,0)
  10154. */
  10155. rotation: {
  10156. configurable: true,
  10157. enumerable: true,
  10158. value: rotation
  10159. },
  10160. /**
  10161. * Represents the object's local rotation as Quaternions.
  10162. *
  10163. * @name Object3D#quaternion
  10164. * @type {Quaternion}
  10165. */
  10166. quaternion: {
  10167. configurable: true,
  10168. enumerable: true,
  10169. value: quaternion
  10170. },
  10171. /**
  10172. * Represents the object's local scale.
  10173. *
  10174. * @name Object3D#scale
  10175. * @type {Vector3}
  10176. * @default (1,1,1)
  10177. */
  10178. scale: {
  10179. configurable: true,
  10180. enumerable: true,
  10181. value: scale
  10182. },
  10183. /**
  10184. * Represents the object's model-view matrix.
  10185. *
  10186. * @name Object3D#modelViewMatrix
  10187. * @type {Matrix4}
  10188. */
  10189. modelViewMatrix: {
  10190. value: new Matrix4()
  10191. },
  10192. /**
  10193. * Represents the object's normal matrix.
  10194. *
  10195. * @name Object3D#normalMatrix
  10196. * @type {Matrix3}
  10197. */
  10198. normalMatrix: {
  10199. value: new Matrix3()
  10200. }
  10201. } );
  10202. /**
  10203. * Represents the object's transformation matrix in local space.
  10204. *
  10205. * @type {Matrix4}
  10206. */
  10207. this.matrix = new Matrix4();
  10208. /**
  10209. * Represents the object's transformation matrix in world space.
  10210. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10211. *
  10212. * @type {Matrix4}
  10213. */
  10214. this.matrixWorld = new Matrix4();
  10215. /**
  10216. * When set to `true`, the engine automatically computes the local matrix from position,
  10217. * rotation and scale every frame.
  10218. *
  10219. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10220. *
  10221. * @type {boolean}
  10222. * @default true
  10223. */
  10224. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10225. /**
  10226. * When set to `true`, the engine automatically computes the world matrix from the current local
  10227. * matrix and the object's transformation hierarchy.
  10228. *
  10229. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10230. *
  10231. * @type {boolean}
  10232. * @default true
  10233. */
  10234. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10235. /**
  10236. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10237. * to `false`.
  10238. *
  10239. * @type {boolean}
  10240. * @default false
  10241. */
  10242. this.matrixWorldNeedsUpdate = false;
  10243. /**
  10244. * The layer membership of the 3D object. The 3D object is only visible if it has
  10245. * at least one layer in common with the camera in use. This property can also be
  10246. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10247. *
  10248. * @type {Layers}
  10249. */
  10250. this.layers = new Layers();
  10251. /**
  10252. * When set to `true`, the 3D object gets rendered.
  10253. *
  10254. * @type {boolean}
  10255. * @default true
  10256. */
  10257. this.visible = true;
  10258. /**
  10259. * When set to `true`, the 3D object gets rendered into shadow maps.
  10260. *
  10261. * @type {boolean}
  10262. * @default false
  10263. */
  10264. this.castShadow = false;
  10265. /**
  10266. * When set to `true`, the 3D object is affected by shadows in the scene.
  10267. *
  10268. * @type {boolean}
  10269. * @default false
  10270. */
  10271. this.receiveShadow = false;
  10272. /**
  10273. * When set to `true`, the 3D object is honored by view frustum culling.
  10274. *
  10275. * @type {boolean}
  10276. * @default true
  10277. */
  10278. this.frustumCulled = true;
  10279. /**
  10280. * This value allows the default rendering order of scene graph objects to be
  10281. * overridden although opaque and transparent objects remain sorted independently.
  10282. * When this property is set for an instance of {@link Group},all descendants
  10283. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10284. * render order.
  10285. *
  10286. * @type {number}
  10287. * @default 0
  10288. */
  10289. this.renderOrder = 0;
  10290. /**
  10291. * An array holding the animation clips of the 3D object.
  10292. *
  10293. * @type {Array<AnimationClip>}
  10294. */
  10295. this.animations = [];
  10296. /**
  10297. * Custom depth material to be used when rendering to the depth map. Can only be used
  10298. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10299. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10300. * material for proper shadows.
  10301. *
  10302. * Only relevant in context of {@link WebGLRenderer}.
  10303. *
  10304. * @type {(Material|undefined)}
  10305. * @default undefined
  10306. */
  10307. this.customDepthMaterial = undefined;
  10308. /**
  10309. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10310. *
  10311. * Only relevant in context of {@link WebGLRenderer}.
  10312. *
  10313. * @type {(Material|undefined)}
  10314. * @default undefined
  10315. */
  10316. this.customDistanceMaterial = undefined;
  10317. /**
  10318. * An object that can be used to store custom data about the 3D object. It
  10319. * should not hold references to functions as these will not be cloned.
  10320. *
  10321. * @type {Object}
  10322. */
  10323. this.userData = {};
  10324. }
  10325. /**
  10326. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10327. *
  10328. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10329. * @param {Object3D} object - The 3D object.
  10330. * @param {Camera} camera - The camera that is used to render the scene.
  10331. * @param {Camera} shadowCamera - The shadow camera.
  10332. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10333. * @param {Material} depthMaterial - The depth material.
  10334. * @param {Object} group - The geometry group data.
  10335. */
  10336. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10337. /**
  10338. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10339. *
  10340. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10341. * @param {Object3D} object - The 3D object.
  10342. * @param {Camera} camera - The camera that is used to render the scene.
  10343. * @param {Camera} shadowCamera - The shadow camera.
  10344. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10345. * @param {Material} depthMaterial - The depth material.
  10346. * @param {Object} group - The geometry group data.
  10347. */
  10348. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10349. /**
  10350. * A callback that is executed immediately before a 3D object is rendered.
  10351. *
  10352. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10353. * @param {Object3D} object - The 3D object.
  10354. * @param {Camera} camera - The camera that is used to render the scene.
  10355. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10356. * @param {Material} material - The 3D object's material.
  10357. * @param {Object} group - The geometry group data.
  10358. */
  10359. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10360. /**
  10361. * A callback that is executed immediately after a 3D object is rendered.
  10362. *
  10363. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10364. * @param {Object3D} object - The 3D object.
  10365. * @param {Camera} camera - The camera that is used to render the scene.
  10366. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10367. * @param {Material} material - The 3D object's material.
  10368. * @param {Object} group - The geometry group data.
  10369. */
  10370. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10371. /**
  10372. * Applies the given transformation matrix to the object and updates the object's position,
  10373. * rotation and scale.
  10374. *
  10375. * @param {Matrix4} matrix - The transformation matrix.
  10376. */
  10377. applyMatrix4( matrix ) {
  10378. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10379. this.matrix.premultiply( matrix );
  10380. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10381. }
  10382. /**
  10383. * Applies a rotation represented by given the quaternion to the 3D object.
  10384. *
  10385. * @param {Quaternion} q - The quaternion.
  10386. * @return {Object3D} A reference to this instance.
  10387. */
  10388. applyQuaternion( q ) {
  10389. this.quaternion.premultiply( q );
  10390. return this;
  10391. }
  10392. /**
  10393. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10394. *
  10395. * @param {Vector3} axis - The (normalized) axis vector.
  10396. * @param {number} angle - The angle in radians.
  10397. */
  10398. setRotationFromAxisAngle( axis, angle ) {
  10399. // assumes axis is normalized
  10400. this.quaternion.setFromAxisAngle( axis, angle );
  10401. }
  10402. /**
  10403. * Sets the given rotation represented as Euler angles to the 3D object.
  10404. *
  10405. * @param {Euler} euler - The Euler angles.
  10406. */
  10407. setRotationFromEuler( euler ) {
  10408. this.quaternion.setFromEuler( euler, true );
  10409. }
  10410. /**
  10411. * Sets the given rotation represented as rotation matrix to the 3D object.
  10412. *
  10413. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10414. * a pure rotation matrix (i.e, unscaled).
  10415. */
  10416. setRotationFromMatrix( m ) {
  10417. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10418. this.quaternion.setFromRotationMatrix( m );
  10419. }
  10420. /**
  10421. * Sets the given rotation represented as a Quaternion to the 3D object.
  10422. *
  10423. * @param {Quaternion} q - The Quaternion
  10424. */
  10425. setRotationFromQuaternion( q ) {
  10426. // assumes q is normalized
  10427. this.quaternion.copy( q );
  10428. }
  10429. /**
  10430. * Rotates the 3D object along an axis in local space.
  10431. *
  10432. * @param {Vector3} axis - The (normalized) axis vector.
  10433. * @param {number} angle - The angle in radians.
  10434. * @return {Object3D} A reference to this instance.
  10435. */
  10436. rotateOnAxis( axis, angle ) {
  10437. // rotate object on axis in object space
  10438. // axis is assumed to be normalized
  10439. _q1.setFromAxisAngle( axis, angle );
  10440. this.quaternion.multiply( _q1 );
  10441. return this;
  10442. }
  10443. /**
  10444. * Rotates the 3D object along an axis in world space.
  10445. *
  10446. * @param {Vector3} axis - The (normalized) axis vector.
  10447. * @param {number} angle - The angle in radians.
  10448. * @return {Object3D} A reference to this instance.
  10449. */
  10450. rotateOnWorldAxis( axis, angle ) {
  10451. // rotate object on axis in world space
  10452. // axis is assumed to be normalized
  10453. // method assumes no rotated parent
  10454. _q1.setFromAxisAngle( axis, angle );
  10455. this.quaternion.premultiply( _q1 );
  10456. return this;
  10457. }
  10458. /**
  10459. * Rotates the 3D object around its X axis in local space.
  10460. *
  10461. * @param {number} angle - The angle in radians.
  10462. * @return {Object3D} A reference to this instance.
  10463. */
  10464. rotateX( angle ) {
  10465. return this.rotateOnAxis( _xAxis, angle );
  10466. }
  10467. /**
  10468. * Rotates the 3D object around its Y axis in local space.
  10469. *
  10470. * @param {number} angle - The angle in radians.
  10471. * @return {Object3D} A reference to this instance.
  10472. */
  10473. rotateY( angle ) {
  10474. return this.rotateOnAxis( _yAxis, angle );
  10475. }
  10476. /**
  10477. * Rotates the 3D object around its Z axis in local space.
  10478. *
  10479. * @param {number} angle - The angle in radians.
  10480. * @return {Object3D} A reference to this instance.
  10481. */
  10482. rotateZ( angle ) {
  10483. return this.rotateOnAxis( _zAxis, angle );
  10484. }
  10485. /**
  10486. * Translate the 3D object by a distance along the given axis in local space.
  10487. *
  10488. * @param {Vector3} axis - The (normalized) axis vector.
  10489. * @param {number} distance - The distance in world units.
  10490. * @return {Object3D} A reference to this instance.
  10491. */
  10492. translateOnAxis( axis, distance ) {
  10493. // translate object by distance along axis in object space
  10494. // axis is assumed to be normalized
  10495. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10496. this.position.add( _v1$4.multiplyScalar( distance ) );
  10497. return this;
  10498. }
  10499. /**
  10500. * Translate the 3D object by a distance along its X-axis in local space.
  10501. *
  10502. * @param {number} distance - The distance in world units.
  10503. * @return {Object3D} A reference to this instance.
  10504. */
  10505. translateX( distance ) {
  10506. return this.translateOnAxis( _xAxis, distance );
  10507. }
  10508. /**
  10509. * Translate the 3D object by a distance along its Y-axis in local space.
  10510. *
  10511. * @param {number} distance - The distance in world units.
  10512. * @return {Object3D} A reference to this instance.
  10513. */
  10514. translateY( distance ) {
  10515. return this.translateOnAxis( _yAxis, distance );
  10516. }
  10517. /**
  10518. * Translate the 3D object by a distance along its Z-axis in local space.
  10519. *
  10520. * @param {number} distance - The distance in world units.
  10521. * @return {Object3D} A reference to this instance.
  10522. */
  10523. translateZ( distance ) {
  10524. return this.translateOnAxis( _zAxis, distance );
  10525. }
  10526. /**
  10527. * Converts the given vector from this 3D object's local space to world space.
  10528. *
  10529. * @param {Vector3} vector - The vector to convert.
  10530. * @return {Vector3} The converted vector.
  10531. */
  10532. localToWorld( vector ) {
  10533. this.updateWorldMatrix( true, false );
  10534. return vector.applyMatrix4( this.matrixWorld );
  10535. }
  10536. /**
  10537. * Converts the given vector from this 3D object's word space to local space.
  10538. *
  10539. * @param {Vector3} vector - The vector to convert.
  10540. * @return {Vector3} The converted vector.
  10541. */
  10542. worldToLocal( vector ) {
  10543. this.updateWorldMatrix( true, false );
  10544. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10545. }
  10546. /**
  10547. * Rotates the object to face a point in world space.
  10548. *
  10549. * This method does not support objects having non-uniformly-scaled parent(s).
  10550. *
  10551. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10552. * @param {number} [y] - The y coordinate in world space.
  10553. * @param {number} [z] - The z coordinate in world space.
  10554. */
  10555. lookAt( x, y, z ) {
  10556. // This method does not support objects having non-uniformly-scaled parent(s)
  10557. if ( x.isVector3 ) {
  10558. _target.copy( x );
  10559. } else {
  10560. _target.set( x, y, z );
  10561. }
  10562. const parent = this.parent;
  10563. this.updateWorldMatrix( true, false );
  10564. _position$3.setFromMatrixPosition( this.matrixWorld );
  10565. if ( this.isCamera || this.isLight ) {
  10566. _m1$1.lookAt( _position$3, _target, this.up );
  10567. } else {
  10568. _m1$1.lookAt( _target, _position$3, this.up );
  10569. }
  10570. this.quaternion.setFromRotationMatrix( _m1$1 );
  10571. if ( parent ) {
  10572. _m1$1.extractRotation( parent.matrixWorld );
  10573. _q1.setFromRotationMatrix( _m1$1 );
  10574. this.quaternion.premultiply( _q1.invert() );
  10575. }
  10576. }
  10577. /**
  10578. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10579. * objects may be added. Any current parent on an object passed in here will be
  10580. * removed, since an object can have at most one parent.
  10581. *
  10582. * @fires Object3D#added
  10583. * @fires Object3D#childadded
  10584. * @param {Object3D} object - The 3D object to add.
  10585. * @return {Object3D} A reference to this instance.
  10586. */
  10587. add( object ) {
  10588. if ( arguments.length > 1 ) {
  10589. for ( let i = 0; i < arguments.length; i ++ ) {
  10590. this.add( arguments[ i ] );
  10591. }
  10592. return this;
  10593. }
  10594. if ( object === this ) {
  10595. error( 'Object3D.add: object can\'t be added as a child of itself.', object );
  10596. return this;
  10597. }
  10598. if ( object && object.isObject3D ) {
  10599. object.removeFromParent();
  10600. object.parent = this;
  10601. this.children.push( object );
  10602. object.dispatchEvent( _addedEvent );
  10603. _childaddedEvent.child = object;
  10604. this.dispatchEvent( _childaddedEvent );
  10605. _childaddedEvent.child = null;
  10606. } else {
  10607. error( 'Object3D.add: object not an instance of THREE.Object3D.', object );
  10608. }
  10609. return this;
  10610. }
  10611. /**
  10612. * Removes the given 3D object as child from this 3D object.
  10613. * An arbitrary number of objects may be removed.
  10614. *
  10615. * @fires Object3D#removed
  10616. * @fires Object3D#childremoved
  10617. * @param {Object3D} object - The 3D object to remove.
  10618. * @return {Object3D} A reference to this instance.
  10619. */
  10620. remove( object ) {
  10621. if ( arguments.length > 1 ) {
  10622. for ( let i = 0; i < arguments.length; i ++ ) {
  10623. this.remove( arguments[ i ] );
  10624. }
  10625. return this;
  10626. }
  10627. const index = this.children.indexOf( object );
  10628. if ( index !== -1 ) {
  10629. object.parent = null;
  10630. this.children.splice( index, 1 );
  10631. object.dispatchEvent( _removedEvent );
  10632. _childremovedEvent.child = object;
  10633. this.dispatchEvent( _childremovedEvent );
  10634. _childremovedEvent.child = null;
  10635. }
  10636. return this;
  10637. }
  10638. /**
  10639. * Removes this 3D object from its current parent.
  10640. *
  10641. * @fires Object3D#removed
  10642. * @fires Object3D#childremoved
  10643. * @return {Object3D} A reference to this instance.
  10644. */
  10645. removeFromParent() {
  10646. const parent = this.parent;
  10647. if ( parent !== null ) {
  10648. parent.remove( this );
  10649. }
  10650. return this;
  10651. }
  10652. /**
  10653. * Removes all child objects.
  10654. *
  10655. * @fires Object3D#removed
  10656. * @fires Object3D#childremoved
  10657. * @return {Object3D} A reference to this instance.
  10658. */
  10659. clear() {
  10660. return this.remove( ... this.children );
  10661. }
  10662. /**
  10663. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10664. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10665. *
  10666. * @fires Object3D#added
  10667. * @fires Object3D#childadded
  10668. * @param {Object3D} object - The 3D object to attach.
  10669. * @return {Object3D} A reference to this instance.
  10670. */
  10671. attach( object ) {
  10672. // adds object as a child of this, while maintaining the object's world transform
  10673. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10674. this.updateWorldMatrix( true, false );
  10675. _m1$1.copy( this.matrixWorld ).invert();
  10676. if ( object.parent !== null ) {
  10677. object.parent.updateWorldMatrix( true, false );
  10678. _m1$1.multiply( object.parent.matrixWorld );
  10679. }
  10680. object.applyMatrix4( _m1$1 );
  10681. object.removeFromParent();
  10682. object.parent = this;
  10683. this.children.push( object );
  10684. object.updateWorldMatrix( false, true );
  10685. object.dispatchEvent( _addedEvent );
  10686. _childaddedEvent.child = object;
  10687. this.dispatchEvent( _childaddedEvent );
  10688. _childaddedEvent.child = null;
  10689. return this;
  10690. }
  10691. /**
  10692. * Searches through the 3D object and its children, starting with the 3D object
  10693. * itself, and returns the first with a matching ID.
  10694. *
  10695. * @param {number} id - The id.
  10696. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10697. */
  10698. getObjectById( id ) {
  10699. return this.getObjectByProperty( 'id', id );
  10700. }
  10701. /**
  10702. * Searches through the 3D object and its children, starting with the 3D object
  10703. * itself, and returns the first with a matching name.
  10704. *
  10705. * @param {string} name - The name.
  10706. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10707. */
  10708. getObjectByName( name ) {
  10709. return this.getObjectByProperty( 'name', name );
  10710. }
  10711. /**
  10712. * Searches through the 3D object and its children, starting with the 3D object
  10713. * itself, and returns the first with a matching property value.
  10714. *
  10715. * @param {string} name - The name of the property.
  10716. * @param {any} value - The value.
  10717. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10718. */
  10719. getObjectByProperty( name, value ) {
  10720. if ( this[ name ] === value ) return this;
  10721. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10722. const child = this.children[ i ];
  10723. const object = child.getObjectByProperty( name, value );
  10724. if ( object !== undefined ) {
  10725. return object;
  10726. }
  10727. }
  10728. return undefined;
  10729. }
  10730. /**
  10731. * Searches through the 3D object and its children, starting with the 3D object
  10732. * itself, and returns all 3D objects with a matching property value.
  10733. *
  10734. * @param {string} name - The name of the property.
  10735. * @param {any} value - The value.
  10736. * @param {Array<Object3D>} result - The method stores the result in this array.
  10737. * @return {Array<Object3D>} The found 3D objects.
  10738. */
  10739. getObjectsByProperty( name, value, result = [] ) {
  10740. if ( this[ name ] === value ) result.push( this );
  10741. const children = this.children;
  10742. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10743. children[ i ].getObjectsByProperty( name, value, result );
  10744. }
  10745. return result;
  10746. }
  10747. /**
  10748. * Returns a vector representing the position of the 3D object in world space.
  10749. *
  10750. * @param {Vector3} target - The target vector the result is stored to.
  10751. * @return {Vector3} The 3D object's position in world space.
  10752. */
  10753. getWorldPosition( target ) {
  10754. this.updateWorldMatrix( true, false );
  10755. return target.setFromMatrixPosition( this.matrixWorld );
  10756. }
  10757. /**
  10758. * Returns a Quaternion representing the position of the 3D object in world space.
  10759. *
  10760. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10761. * @return {Quaternion} The 3D object's rotation in world space.
  10762. */
  10763. getWorldQuaternion( target ) {
  10764. this.updateWorldMatrix( true, false );
  10765. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10766. return target;
  10767. }
  10768. /**
  10769. * Returns a vector representing the scale of the 3D object in world space.
  10770. *
  10771. * @param {Vector3} target - The target vector the result is stored to.
  10772. * @return {Vector3} The 3D object's scale in world space.
  10773. */
  10774. getWorldScale( target ) {
  10775. this.updateWorldMatrix( true, false );
  10776. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10777. return target;
  10778. }
  10779. /**
  10780. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10781. *
  10782. * @param {Vector3} target - The target vector the result is stored to.
  10783. * @return {Vector3} The 3D object's direction in world space.
  10784. */
  10785. getWorldDirection( target ) {
  10786. this.updateWorldMatrix( true, false );
  10787. const e = this.matrixWorld.elements;
  10788. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10789. }
  10790. /**
  10791. * Abstract method to get intersections between a casted ray and this
  10792. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10793. * implement this method in order to use raycasting.
  10794. *
  10795. * @abstract
  10796. * @param {Raycaster} raycaster - The raycaster.
  10797. * @param {Array<Object>} intersects - An array holding the result of the method.
  10798. */
  10799. raycast( /* raycaster, intersects */ ) {}
  10800. /**
  10801. * Executes the callback on this 3D object and all descendants.
  10802. *
  10803. * Note: Modifying the scene graph inside the callback is discouraged.
  10804. *
  10805. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10806. */
  10807. traverse( callback ) {
  10808. callback( this );
  10809. const children = this.children;
  10810. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10811. children[ i ].traverse( callback );
  10812. }
  10813. }
  10814. /**
  10815. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10816. * Descendants of invisible 3D objects are not traversed.
  10817. *
  10818. * Note: Modifying the scene graph inside the callback is discouraged.
  10819. *
  10820. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10821. */
  10822. traverseVisible( callback ) {
  10823. if ( this.visible === false ) return;
  10824. callback( this );
  10825. const children = this.children;
  10826. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10827. children[ i ].traverseVisible( callback );
  10828. }
  10829. }
  10830. /**
  10831. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10832. *
  10833. * Note: Modifying the scene graph inside the callback is discouraged.
  10834. *
  10835. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10836. */
  10837. traverseAncestors( callback ) {
  10838. const parent = this.parent;
  10839. if ( parent !== null ) {
  10840. callback( parent );
  10841. parent.traverseAncestors( callback );
  10842. }
  10843. }
  10844. /**
  10845. * Updates the transformation matrix in local space by computing it from the current
  10846. * position, rotation and scale values.
  10847. */
  10848. updateMatrix() {
  10849. this.matrix.compose( this.position, this.quaternion, this.scale );
  10850. this.matrixWorldNeedsUpdate = true;
  10851. }
  10852. /**
  10853. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10854. *
  10855. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10856. * local space. The computation of the local and world matrix can be controlled with the
  10857. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10858. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10859. *
  10860. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10861. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10862. */
  10863. updateMatrixWorld( force ) {
  10864. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10865. if ( this.matrixWorldNeedsUpdate || force ) {
  10866. if ( this.matrixWorldAutoUpdate === true ) {
  10867. if ( this.parent === null ) {
  10868. this.matrixWorld.copy( this.matrix );
  10869. } else {
  10870. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10871. }
  10872. }
  10873. this.matrixWorldNeedsUpdate = false;
  10874. force = true;
  10875. }
  10876. // make sure descendants are updated if required
  10877. const children = this.children;
  10878. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10879. const child = children[ i ];
  10880. child.updateMatrixWorld( force );
  10881. }
  10882. }
  10883. /**
  10884. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10885. * update of ancestor and descendant nodes.
  10886. *
  10887. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10888. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10889. */
  10890. updateWorldMatrix( updateParents, updateChildren ) {
  10891. const parent = this.parent;
  10892. if ( updateParents === true && parent !== null ) {
  10893. parent.updateWorldMatrix( true, false );
  10894. }
  10895. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10896. if ( this.matrixWorldAutoUpdate === true ) {
  10897. if ( this.parent === null ) {
  10898. this.matrixWorld.copy( this.matrix );
  10899. } else {
  10900. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10901. }
  10902. }
  10903. // make sure descendants are updated
  10904. if ( updateChildren === true ) {
  10905. const children = this.children;
  10906. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10907. const child = children[ i ];
  10908. child.updateWorldMatrix( false, true );
  10909. }
  10910. }
  10911. }
  10912. /**
  10913. * Serializes the 3D object into JSON.
  10914. *
  10915. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10916. * @return {Object} A JSON object representing the serialized 3D object.
  10917. * @see {@link ObjectLoader#parse}
  10918. */
  10919. toJSON( meta ) {
  10920. // meta is a string when called from JSON.stringify
  10921. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10922. const output = {};
  10923. // meta is a hash used to collect geometries, materials.
  10924. // not providing it implies that this is the root object
  10925. // being serialized.
  10926. if ( isRootObject ) {
  10927. // initialize meta obj
  10928. meta = {
  10929. geometries: {},
  10930. materials: {},
  10931. textures: {},
  10932. images: {},
  10933. shapes: {},
  10934. skeletons: {},
  10935. animations: {},
  10936. nodes: {}
  10937. };
  10938. output.metadata = {
  10939. version: 4.7,
  10940. type: 'Object',
  10941. generator: 'Object3D.toJSON'
  10942. };
  10943. }
  10944. // standard Object3D serialization
  10945. const object = {};
  10946. object.uuid = this.uuid;
  10947. object.type = this.type;
  10948. if ( this.name !== '' ) object.name = this.name;
  10949. if ( this.castShadow === true ) object.castShadow = true;
  10950. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10951. if ( this.visible === false ) object.visible = false;
  10952. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10953. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10954. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10955. object.layers = this.layers.mask;
  10956. object.matrix = this.matrix.toArray();
  10957. object.up = this.up.toArray();
  10958. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10959. // object specific properties
  10960. if ( this.isInstancedMesh ) {
  10961. object.type = 'InstancedMesh';
  10962. object.count = this.count;
  10963. object.instanceMatrix = this.instanceMatrix.toJSON();
  10964. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10965. }
  10966. if ( this.isBatchedMesh ) {
  10967. object.type = 'BatchedMesh';
  10968. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10969. object.sortObjects = this.sortObjects;
  10970. object.drawRanges = this._drawRanges;
  10971. object.reservedRanges = this._reservedRanges;
  10972. object.geometryInfo = this._geometryInfo.map( info => ( {
  10973. ...info,
  10974. boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined,
  10975. boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined
  10976. } ) );
  10977. object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) );
  10978. object.availableInstanceIds = this._availableInstanceIds.slice();
  10979. object.availableGeometryIds = this._availableGeometryIds.slice();
  10980. object.nextIndexStart = this._nextIndexStart;
  10981. object.nextVertexStart = this._nextVertexStart;
  10982. object.geometryCount = this._geometryCount;
  10983. object.maxInstanceCount = this._maxInstanceCount;
  10984. object.maxVertexCount = this._maxVertexCount;
  10985. object.maxIndexCount = this._maxIndexCount;
  10986. object.geometryInitialized = this._geometryInitialized;
  10987. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10988. object.indirectTexture = this._indirectTexture.toJSON( meta );
  10989. if ( this._colorsTexture !== null ) {
  10990. object.colorsTexture = this._colorsTexture.toJSON( meta );
  10991. }
  10992. if ( this.boundingSphere !== null ) {
  10993. object.boundingSphere = this.boundingSphere.toJSON();
  10994. }
  10995. if ( this.boundingBox !== null ) {
  10996. object.boundingBox = this.boundingBox.toJSON();
  10997. }
  10998. }
  10999. //
  11000. function serialize( library, element ) {
  11001. if ( library[ element.uuid ] === undefined ) {
  11002. library[ element.uuid ] = element.toJSON( meta );
  11003. }
  11004. return element.uuid;
  11005. }
  11006. if ( this.isScene ) {
  11007. if ( this.background ) {
  11008. if ( this.background.isColor ) {
  11009. object.background = this.background.toJSON();
  11010. } else if ( this.background.isTexture ) {
  11011. object.background = this.background.toJSON( meta ).uuid;
  11012. }
  11013. }
  11014. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  11015. object.environment = this.environment.toJSON( meta ).uuid;
  11016. }
  11017. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  11018. object.geometry = serialize( meta.geometries, this.geometry );
  11019. const parameters = this.geometry.parameters;
  11020. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  11021. const shapes = parameters.shapes;
  11022. if ( Array.isArray( shapes ) ) {
  11023. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  11024. const shape = shapes[ i ];
  11025. serialize( meta.shapes, shape );
  11026. }
  11027. } else {
  11028. serialize( meta.shapes, shapes );
  11029. }
  11030. }
  11031. }
  11032. if ( this.isSkinnedMesh ) {
  11033. object.bindMode = this.bindMode;
  11034. object.bindMatrix = this.bindMatrix.toArray();
  11035. if ( this.skeleton !== undefined ) {
  11036. serialize( meta.skeletons, this.skeleton );
  11037. object.skeleton = this.skeleton.uuid;
  11038. }
  11039. }
  11040. if ( this.material !== undefined ) {
  11041. if ( Array.isArray( this.material ) ) {
  11042. const uuids = [];
  11043. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  11044. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  11045. }
  11046. object.material = uuids;
  11047. } else {
  11048. object.material = serialize( meta.materials, this.material );
  11049. }
  11050. }
  11051. //
  11052. if ( this.children.length > 0 ) {
  11053. object.children = [];
  11054. for ( let i = 0; i < this.children.length; i ++ ) {
  11055. object.children.push( this.children[ i ].toJSON( meta ).object );
  11056. }
  11057. }
  11058. //
  11059. if ( this.animations.length > 0 ) {
  11060. object.animations = [];
  11061. for ( let i = 0; i < this.animations.length; i ++ ) {
  11062. const animation = this.animations[ i ];
  11063. object.animations.push( serialize( meta.animations, animation ) );
  11064. }
  11065. }
  11066. if ( isRootObject ) {
  11067. const geometries = extractFromCache( meta.geometries );
  11068. const materials = extractFromCache( meta.materials );
  11069. const textures = extractFromCache( meta.textures );
  11070. const images = extractFromCache( meta.images );
  11071. const shapes = extractFromCache( meta.shapes );
  11072. const skeletons = extractFromCache( meta.skeletons );
  11073. const animations = extractFromCache( meta.animations );
  11074. const nodes = extractFromCache( meta.nodes );
  11075. if ( geometries.length > 0 ) output.geometries = geometries;
  11076. if ( materials.length > 0 ) output.materials = materials;
  11077. if ( textures.length > 0 ) output.textures = textures;
  11078. if ( images.length > 0 ) output.images = images;
  11079. if ( shapes.length > 0 ) output.shapes = shapes;
  11080. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  11081. if ( animations.length > 0 ) output.animations = animations;
  11082. if ( nodes.length > 0 ) output.nodes = nodes;
  11083. }
  11084. output.object = object;
  11085. return output;
  11086. // extract data from the cache hash
  11087. // remove metadata on each item
  11088. // and return as array
  11089. function extractFromCache( cache ) {
  11090. const values = [];
  11091. for ( const key in cache ) {
  11092. const data = cache[ key ];
  11093. delete data.metadata;
  11094. values.push( data );
  11095. }
  11096. return values;
  11097. }
  11098. }
  11099. /**
  11100. * Returns a new 3D object with copied values from this instance.
  11101. *
  11102. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  11103. * @return {Object3D} A clone of this instance.
  11104. */
  11105. clone( recursive ) {
  11106. return new this.constructor().copy( this, recursive );
  11107. }
  11108. /**
  11109. * Copies the values of the given 3D object to this instance.
  11110. *
  11111. * @param {Object3D} source - The 3D object to copy.
  11112. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  11113. * @return {Object3D} A reference to this instance.
  11114. */
  11115. copy( source, recursive = true ) {
  11116. this.name = source.name;
  11117. this.up.copy( source.up );
  11118. this.position.copy( source.position );
  11119. this.rotation.order = source.rotation.order;
  11120. this.quaternion.copy( source.quaternion );
  11121. this.scale.copy( source.scale );
  11122. this.matrix.copy( source.matrix );
  11123. this.matrixWorld.copy( source.matrixWorld );
  11124. this.matrixAutoUpdate = source.matrixAutoUpdate;
  11125. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  11126. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  11127. this.layers.mask = source.layers.mask;
  11128. this.visible = source.visible;
  11129. this.castShadow = source.castShadow;
  11130. this.receiveShadow = source.receiveShadow;
  11131. this.frustumCulled = source.frustumCulled;
  11132. this.renderOrder = source.renderOrder;
  11133. this.animations = source.animations.slice();
  11134. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  11135. if ( recursive === true ) {
  11136. for ( let i = 0; i < source.children.length; i ++ ) {
  11137. const child = source.children[ i ];
  11138. this.add( child.clone() );
  11139. }
  11140. }
  11141. return this;
  11142. }
  11143. }
  11144. /**
  11145. * The default up direction for objects, also used as the default
  11146. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  11147. *
  11148. * @static
  11149. * @type {Vector3}
  11150. * @default (0,1,0)
  11151. */
  11152. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  11153. /**
  11154. * The default setting for {@link Object3D#matrixAutoUpdate} for
  11155. * newly created 3D objects.
  11156. *
  11157. * @static
  11158. * @type {boolean}
  11159. * @default true
  11160. */
  11161. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  11162. /**
  11163. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  11164. * newly created 3D objects.
  11165. *
  11166. * @static
  11167. * @type {boolean}
  11168. * @default true
  11169. */
  11170. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  11171. const _v0$1 = /*@__PURE__*/ new Vector3();
  11172. const _v1$3 = /*@__PURE__*/ new Vector3();
  11173. const _v2$2 = /*@__PURE__*/ new Vector3();
  11174. const _v3$2 = /*@__PURE__*/ new Vector3();
  11175. const _vab = /*@__PURE__*/ new Vector3();
  11176. const _vac = /*@__PURE__*/ new Vector3();
  11177. const _vbc = /*@__PURE__*/ new Vector3();
  11178. const _vap = /*@__PURE__*/ new Vector3();
  11179. const _vbp = /*@__PURE__*/ new Vector3();
  11180. const _vcp = /*@__PURE__*/ new Vector3();
  11181. const _v40 = /*@__PURE__*/ new Vector4();
  11182. const _v41 = /*@__PURE__*/ new Vector4();
  11183. const _v42 = /*@__PURE__*/ new Vector4();
  11184. /**
  11185. * A geometric triangle as defined by three vectors representing its three corners.
  11186. */
  11187. class Triangle {
  11188. /**
  11189. * Constructs a new triangle.
  11190. *
  11191. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11192. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11193. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11194. */
  11195. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11196. /**
  11197. * The first corner of the triangle.
  11198. *
  11199. * @type {Vector3}
  11200. */
  11201. this.a = a;
  11202. /**
  11203. * The second corner of the triangle.
  11204. *
  11205. * @type {Vector3}
  11206. */
  11207. this.b = b;
  11208. /**
  11209. * The third corner of the triangle.
  11210. *
  11211. * @type {Vector3}
  11212. */
  11213. this.c = c;
  11214. }
  11215. /**
  11216. * Computes the normal vector of a triangle.
  11217. *
  11218. * @param {Vector3} a - The first corner of the triangle.
  11219. * @param {Vector3} b - The second corner of the triangle.
  11220. * @param {Vector3} c - The third corner of the triangle.
  11221. * @param {Vector3} target - The target vector that is used to store the method's result.
  11222. * @return {Vector3} The triangle's normal.
  11223. */
  11224. static getNormal( a, b, c, target ) {
  11225. target.subVectors( c, b );
  11226. _v0$1.subVectors( a, b );
  11227. target.cross( _v0$1 );
  11228. const targetLengthSq = target.lengthSq();
  11229. if ( targetLengthSq > 0 ) {
  11230. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11231. }
  11232. return target.set( 0, 0, 0 );
  11233. }
  11234. /**
  11235. * Computes a barycentric coordinates from the given vector.
  11236. * Returns `null` if the triangle is degenerate.
  11237. *
  11238. * @param {Vector3} point - A point in 3D space.
  11239. * @param {Vector3} a - The first corner of the triangle.
  11240. * @param {Vector3} b - The second corner of the triangle.
  11241. * @param {Vector3} c - The third corner of the triangle.
  11242. * @param {Vector3} target - The target vector that is used to store the method's result.
  11243. * @return {?Vector3} The barycentric coordinates for the given point
  11244. */
  11245. static getBarycoord( point, a, b, c, target ) {
  11246. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11247. _v0$1.subVectors( c, a );
  11248. _v1$3.subVectors( b, a );
  11249. _v2$2.subVectors( point, a );
  11250. const dot00 = _v0$1.dot( _v0$1 );
  11251. const dot01 = _v0$1.dot( _v1$3 );
  11252. const dot02 = _v0$1.dot( _v2$2 );
  11253. const dot11 = _v1$3.dot( _v1$3 );
  11254. const dot12 = _v1$3.dot( _v2$2 );
  11255. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11256. // collinear or singular triangle
  11257. if ( denom === 0 ) {
  11258. target.set( 0, 0, 0 );
  11259. return null;
  11260. }
  11261. const invDenom = 1 / denom;
  11262. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11263. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11264. // barycentric coordinates must always sum to 1
  11265. return target.set( 1 - u - v, v, u );
  11266. }
  11267. /**
  11268. * Returns `true` if the given point, when projected onto the plane of the
  11269. * triangle, lies within the triangle.
  11270. *
  11271. * @param {Vector3} point - The point in 3D space to test.
  11272. * @param {Vector3} a - The first corner of the triangle.
  11273. * @param {Vector3} b - The second corner of the triangle.
  11274. * @param {Vector3} c - The third corner of the triangle.
  11275. * @return {boolean} Whether the given point, when projected onto the plane of the
  11276. * triangle, lies within the triangle or not.
  11277. */
  11278. static containsPoint( point, a, b, c ) {
  11279. // if the triangle is degenerate then we can't contain a point
  11280. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11281. return false;
  11282. }
  11283. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11284. }
  11285. /**
  11286. * Computes the value barycentrically interpolated for the given point on the
  11287. * triangle. Returns `null` if the triangle is degenerate.
  11288. *
  11289. * @param {Vector3} point - Position of interpolated point.
  11290. * @param {Vector3} p1 - The first corner of the triangle.
  11291. * @param {Vector3} p2 - The second corner of the triangle.
  11292. * @param {Vector3} p3 - The third corner of the triangle.
  11293. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11294. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11295. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11296. * @param {Vector3} target - The target vector that is used to store the method's result.
  11297. * @return {?Vector3} The interpolated value.
  11298. */
  11299. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11300. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11301. target.x = 0;
  11302. target.y = 0;
  11303. if ( 'z' in target ) target.z = 0;
  11304. if ( 'w' in target ) target.w = 0;
  11305. return null;
  11306. }
  11307. target.setScalar( 0 );
  11308. target.addScaledVector( v1, _v3$2.x );
  11309. target.addScaledVector( v2, _v3$2.y );
  11310. target.addScaledVector( v3, _v3$2.z );
  11311. return target;
  11312. }
  11313. /**
  11314. * Computes the value barycentrically interpolated for the given attribute and indices.
  11315. *
  11316. * @param {BufferAttribute} attr - The attribute to interpolate.
  11317. * @param {number} i1 - Index of first vertex.
  11318. * @param {number} i2 - Index of second vertex.
  11319. * @param {number} i3 - Index of third vertex.
  11320. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11321. * @param {Vector3} target - The target vector that is used to store the method's result.
  11322. * @return {Vector3} The interpolated attribute value.
  11323. */
  11324. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11325. _v40.setScalar( 0 );
  11326. _v41.setScalar( 0 );
  11327. _v42.setScalar( 0 );
  11328. _v40.fromBufferAttribute( attr, i1 );
  11329. _v41.fromBufferAttribute( attr, i2 );
  11330. _v42.fromBufferAttribute( attr, i3 );
  11331. target.setScalar( 0 );
  11332. target.addScaledVector( _v40, barycoord.x );
  11333. target.addScaledVector( _v41, barycoord.y );
  11334. target.addScaledVector( _v42, barycoord.z );
  11335. return target;
  11336. }
  11337. /**
  11338. * Returns `true` if the triangle is oriented towards the given direction.
  11339. *
  11340. * @param {Vector3} a - The first corner of the triangle.
  11341. * @param {Vector3} b - The second corner of the triangle.
  11342. * @param {Vector3} c - The third corner of the triangle.
  11343. * @param {Vector3} direction - The (normalized) direction vector.
  11344. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11345. */
  11346. static isFrontFacing( a, b, c, direction ) {
  11347. _v0$1.subVectors( c, b );
  11348. _v1$3.subVectors( a, b );
  11349. // strictly front facing
  11350. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11351. }
  11352. /**
  11353. * Sets the triangle's vertices by copying the given values.
  11354. *
  11355. * @param {Vector3} a - The first corner of the triangle.
  11356. * @param {Vector3} b - The second corner of the triangle.
  11357. * @param {Vector3} c - The third corner of the triangle.
  11358. * @return {Triangle} A reference to this triangle.
  11359. */
  11360. set( a, b, c ) {
  11361. this.a.copy( a );
  11362. this.b.copy( b );
  11363. this.c.copy( c );
  11364. return this;
  11365. }
  11366. /**
  11367. * Sets the triangle's vertices by copying the given array values.
  11368. *
  11369. * @param {Array<Vector3>} points - An array with 3D points.
  11370. * @param {number} i0 - The array index representing the first corner of the triangle.
  11371. * @param {number} i1 - The array index representing the second corner of the triangle.
  11372. * @param {number} i2 - The array index representing the third corner of the triangle.
  11373. * @return {Triangle} A reference to this triangle.
  11374. */
  11375. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11376. this.a.copy( points[ i0 ] );
  11377. this.b.copy( points[ i1 ] );
  11378. this.c.copy( points[ i2 ] );
  11379. return this;
  11380. }
  11381. /**
  11382. * Sets the triangle's vertices by copying the given attribute values.
  11383. *
  11384. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11385. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11386. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11387. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11388. * @return {Triangle} A reference to this triangle.
  11389. */
  11390. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11391. this.a.fromBufferAttribute( attribute, i0 );
  11392. this.b.fromBufferAttribute( attribute, i1 );
  11393. this.c.fromBufferAttribute( attribute, i2 );
  11394. return this;
  11395. }
  11396. /**
  11397. * Returns a new triangle with copied values from this instance.
  11398. *
  11399. * @return {Triangle} A clone of this instance.
  11400. */
  11401. clone() {
  11402. return new this.constructor().copy( this );
  11403. }
  11404. /**
  11405. * Copies the values of the given triangle to this instance.
  11406. *
  11407. * @param {Triangle} triangle - The triangle to copy.
  11408. * @return {Triangle} A reference to this triangle.
  11409. */
  11410. copy( triangle ) {
  11411. this.a.copy( triangle.a );
  11412. this.b.copy( triangle.b );
  11413. this.c.copy( triangle.c );
  11414. return this;
  11415. }
  11416. /**
  11417. * Computes the area of the triangle.
  11418. *
  11419. * @return {number} The triangle's area.
  11420. */
  11421. getArea() {
  11422. _v0$1.subVectors( this.c, this.b );
  11423. _v1$3.subVectors( this.a, this.b );
  11424. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11425. }
  11426. /**
  11427. * Computes the midpoint of the triangle.
  11428. *
  11429. * @param {Vector3} target - The target vector that is used to store the method's result.
  11430. * @return {Vector3} The triangle's midpoint.
  11431. */
  11432. getMidpoint( target ) {
  11433. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11434. }
  11435. /**
  11436. * Computes the normal of the triangle.
  11437. *
  11438. * @param {Vector3} target - The target vector that is used to store the method's result.
  11439. * @return {Vector3} The triangle's normal.
  11440. */
  11441. getNormal( target ) {
  11442. return Triangle.getNormal( this.a, this.b, this.c, target );
  11443. }
  11444. /**
  11445. * Computes a plane the triangle lies within.
  11446. *
  11447. * @param {Plane} target - The target vector that is used to store the method's result.
  11448. * @return {Plane} The plane the triangle lies within.
  11449. */
  11450. getPlane( target ) {
  11451. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11452. }
  11453. /**
  11454. * Computes a barycentric coordinates from the given vector.
  11455. * Returns `null` if the triangle is degenerate.
  11456. *
  11457. * @param {Vector3} point - A point in 3D space.
  11458. * @param {Vector3} target - The target vector that is used to store the method's result.
  11459. * @return {?Vector3} The barycentric coordinates for the given point
  11460. */
  11461. getBarycoord( point, target ) {
  11462. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11463. }
  11464. /**
  11465. * Computes the value barycentrically interpolated for the given point on the
  11466. * triangle. Returns `null` if the triangle is degenerate.
  11467. *
  11468. * @param {Vector3} point - Position of interpolated point.
  11469. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11470. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11471. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11472. * @param {Vector3} target - The target vector that is used to store the method's result.
  11473. * @return {?Vector3} The interpolated value.
  11474. */
  11475. getInterpolation( point, v1, v2, v3, target ) {
  11476. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11477. }
  11478. /**
  11479. * Returns `true` if the given point, when projected onto the plane of the
  11480. * triangle, lies within the triangle.
  11481. *
  11482. * @param {Vector3} point - The point in 3D space to test.
  11483. * @return {boolean} Whether the given point, when projected onto the plane of the
  11484. * triangle, lies within the triangle or not.
  11485. */
  11486. containsPoint( point ) {
  11487. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11488. }
  11489. /**
  11490. * Returns `true` if the triangle is oriented towards the given direction.
  11491. *
  11492. * @param {Vector3} direction - The (normalized) direction vector.
  11493. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11494. */
  11495. isFrontFacing( direction ) {
  11496. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11497. }
  11498. /**
  11499. * Returns `true` if this triangle intersects with the given box.
  11500. *
  11501. * @param {Box3} box - The box to intersect.
  11502. * @return {boolean} Whether this triangle intersects with the given box or not.
  11503. */
  11504. intersectsBox( box ) {
  11505. return box.intersectsTriangle( this );
  11506. }
  11507. /**
  11508. * Returns the closest point on the triangle to the given point.
  11509. *
  11510. * @param {Vector3} p - The point to compute the closest point for.
  11511. * @param {Vector3} target - The target vector that is used to store the method's result.
  11512. * @return {Vector3} The closest point on the triangle.
  11513. */
  11514. closestPointToPoint( p, target ) {
  11515. const a = this.a, b = this.b, c = this.c;
  11516. let v, w;
  11517. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11518. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11519. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11520. // basically, we're distinguishing which of the voronoi regions of the triangle
  11521. // the point lies in with the minimum amount of redundant computation.
  11522. _vab.subVectors( b, a );
  11523. _vac.subVectors( c, a );
  11524. _vap.subVectors( p, a );
  11525. const d1 = _vab.dot( _vap );
  11526. const d2 = _vac.dot( _vap );
  11527. if ( d1 <= 0 && d2 <= 0 ) {
  11528. // vertex region of A; barycentric coords (1, 0, 0)
  11529. return target.copy( a );
  11530. }
  11531. _vbp.subVectors( p, b );
  11532. const d3 = _vab.dot( _vbp );
  11533. const d4 = _vac.dot( _vbp );
  11534. if ( d3 >= 0 && d4 <= d3 ) {
  11535. // vertex region of B; barycentric coords (0, 1, 0)
  11536. return target.copy( b );
  11537. }
  11538. const vc = d1 * d4 - d3 * d2;
  11539. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11540. v = d1 / ( d1 - d3 );
  11541. // edge region of AB; barycentric coords (1-v, v, 0)
  11542. return target.copy( a ).addScaledVector( _vab, v );
  11543. }
  11544. _vcp.subVectors( p, c );
  11545. const d5 = _vab.dot( _vcp );
  11546. const d6 = _vac.dot( _vcp );
  11547. if ( d6 >= 0 && d5 <= d6 ) {
  11548. // vertex region of C; barycentric coords (0, 0, 1)
  11549. return target.copy( c );
  11550. }
  11551. const vb = d5 * d2 - d1 * d6;
  11552. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11553. w = d2 / ( d2 - d6 );
  11554. // edge region of AC; barycentric coords (1-w, 0, w)
  11555. return target.copy( a ).addScaledVector( _vac, w );
  11556. }
  11557. const va = d3 * d6 - d5 * d4;
  11558. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11559. _vbc.subVectors( c, b );
  11560. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11561. // edge region of BC; barycentric coords (0, 1-w, w)
  11562. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11563. }
  11564. // face region
  11565. const denom = 1 / ( va + vb + vc );
  11566. // u = va * denom
  11567. v = vb * denom;
  11568. w = vc * denom;
  11569. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11570. }
  11571. /**
  11572. * Returns `true` if this triangle is equal with the given one.
  11573. *
  11574. * @param {Triangle} triangle - The triangle to test for equality.
  11575. * @return {boolean} Whether this triangle is equal with the given one.
  11576. */
  11577. equals( triangle ) {
  11578. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11579. }
  11580. }
  11581. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11582. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11583. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11584. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11585. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11586. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11587. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11588. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11589. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11590. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11591. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11592. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11593. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11594. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11595. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11596. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11597. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11598. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11599. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11600. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11601. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11602. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11603. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11604. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11605. const _hslA = { h: 0, s: 0, l: 0 };
  11606. const _hslB = { h: 0, s: 0, l: 0 };
  11607. function hue2rgb( p, q, t ) {
  11608. if ( t < 0 ) t += 1;
  11609. if ( t > 1 ) t -= 1;
  11610. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11611. if ( t < 1 / 2 ) return q;
  11612. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11613. return p;
  11614. }
  11615. /**
  11616. * A Color instance is represented by RGB components in the linear <i>working
  11617. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11618. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11619. * strings) are converted to the working color space automatically.
  11620. *
  11621. * ```js
  11622. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11623. * const color = new THREE.Color().setHex( 0x112233 );
  11624. * ```
  11625. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11626. * ```js
  11627. * // assumed already LinearSRGBColorSpace; no conversion
  11628. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11629. *
  11630. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11631. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11632. * ```
  11633. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11634. * see <i>Color management</i>. Iterating through a Color instance will yield
  11635. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11636. * in any of the following ways:
  11637. * ```js
  11638. * //empty constructor - will default white
  11639. * const color1 = new THREE.Color();
  11640. *
  11641. * //Hexadecimal color (recommended)
  11642. * const color2 = new THREE.Color( 0xff0000 );
  11643. *
  11644. * //RGB string
  11645. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11646. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11647. *
  11648. * //X11 color name - all 140 color names are supported.
  11649. * //Note the lack of CamelCase in the name
  11650. * const color5 = new THREE.Color( 'skyblue' );
  11651. * //HSL string
  11652. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11653. *
  11654. * //Separate RGB values between 0 and 1
  11655. * const color7 = new THREE.Color( 1, 0, 0 );
  11656. * ```
  11657. */
  11658. class Color {
  11659. /**
  11660. * Constructs a new color.
  11661. *
  11662. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11663. * and that method is used throughout the rest of the documentation.
  11664. *
  11665. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11666. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11667. * @param {number} [g] - The green component.
  11668. * @param {number} [b] - The blue component.
  11669. */
  11670. constructor( r, g, b ) {
  11671. /**
  11672. * This flag can be used for type testing.
  11673. *
  11674. * @type {boolean}
  11675. * @readonly
  11676. * @default true
  11677. */
  11678. this.isColor = true;
  11679. /**
  11680. * The red component.
  11681. *
  11682. * @type {number}
  11683. * @default 1
  11684. */
  11685. this.r = 1;
  11686. /**
  11687. * The green component.
  11688. *
  11689. * @type {number}
  11690. * @default 1
  11691. */
  11692. this.g = 1;
  11693. /**
  11694. * The blue component.
  11695. *
  11696. * @type {number}
  11697. * @default 1
  11698. */
  11699. this.b = 1;
  11700. return this.set( r, g, b );
  11701. }
  11702. /**
  11703. * Sets the colors's components from the given values.
  11704. *
  11705. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11706. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11707. * @param {number} [g] - The green component.
  11708. * @param {number} [b] - The blue component.
  11709. * @return {Color} A reference to this color.
  11710. */
  11711. set( r, g, b ) {
  11712. if ( g === undefined && b === undefined ) {
  11713. // r is THREE.Color, hex or string
  11714. const value = r;
  11715. if ( value && value.isColor ) {
  11716. this.copy( value );
  11717. } else if ( typeof value === 'number' ) {
  11718. this.setHex( value );
  11719. } else if ( typeof value === 'string' ) {
  11720. this.setStyle( value );
  11721. }
  11722. } else {
  11723. this.setRGB( r, g, b );
  11724. }
  11725. return this;
  11726. }
  11727. /**
  11728. * Sets the colors's components to the given scalar value.
  11729. *
  11730. * @param {number} scalar - The scalar value.
  11731. * @return {Color} A reference to this color.
  11732. */
  11733. setScalar( scalar ) {
  11734. this.r = scalar;
  11735. this.g = scalar;
  11736. this.b = scalar;
  11737. return this;
  11738. }
  11739. /**
  11740. * Sets this color from a hexadecimal value.
  11741. *
  11742. * @param {number} hex - The hexadecimal value.
  11743. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11744. * @return {Color} A reference to this color.
  11745. */
  11746. setHex( hex, colorSpace = SRGBColorSpace ) {
  11747. hex = Math.floor( hex );
  11748. this.r = ( hex >> 16 & 255 ) / 255;
  11749. this.g = ( hex >> 8 & 255 ) / 255;
  11750. this.b = ( hex & 255 ) / 255;
  11751. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11752. return this;
  11753. }
  11754. /**
  11755. * Sets this color from RGB values.
  11756. *
  11757. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11758. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11759. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11760. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11761. * @return {Color} A reference to this color.
  11762. */
  11763. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11764. this.r = r;
  11765. this.g = g;
  11766. this.b = b;
  11767. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11768. return this;
  11769. }
  11770. /**
  11771. * Sets this color from RGB values.
  11772. *
  11773. * @param {number} h - Hue value between `0.0` and `1.0`.
  11774. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11775. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11776. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11777. * @return {Color} A reference to this color.
  11778. */
  11779. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11780. // h,s,l ranges are in 0.0 - 1.0
  11781. h = euclideanModulo( h, 1 );
  11782. s = clamp( s, 0, 1 );
  11783. l = clamp( l, 0, 1 );
  11784. if ( s === 0 ) {
  11785. this.r = this.g = this.b = l;
  11786. } else {
  11787. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11788. const q = ( 2 * l ) - p;
  11789. this.r = hue2rgb( q, p, h + 1 / 3 );
  11790. this.g = hue2rgb( q, p, h );
  11791. this.b = hue2rgb( q, p, h - 1 / 3 );
  11792. }
  11793. ColorManagement.colorSpaceToWorking( this, colorSpace );
  11794. return this;
  11795. }
  11796. /**
  11797. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11798. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11799. * any [X11 color name]{@link https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart} -
  11800. * all 140 color names are supported).
  11801. *
  11802. * @param {string} style - Color as a CSS-style string.
  11803. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11804. * @return {Color} A reference to this color.
  11805. */
  11806. setStyle( style, colorSpace = SRGBColorSpace ) {
  11807. function handleAlpha( string ) {
  11808. if ( string === undefined ) return;
  11809. if ( parseFloat( string ) < 1 ) {
  11810. warn( 'Color: Alpha component of ' + style + ' will be ignored.' );
  11811. }
  11812. }
  11813. let m;
  11814. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11815. // rgb / hsl
  11816. let color;
  11817. const name = m[ 1 ];
  11818. const components = m[ 2 ];
  11819. switch ( name ) {
  11820. case 'rgb':
  11821. case 'rgba':
  11822. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11823. // rgb(255,0,0) rgba(255,0,0,0.5)
  11824. handleAlpha( color[ 4 ] );
  11825. return this.setRGB(
  11826. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11827. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11828. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11829. colorSpace
  11830. );
  11831. }
  11832. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11833. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11834. handleAlpha( color[ 4 ] );
  11835. return this.setRGB(
  11836. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11837. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11838. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11839. colorSpace
  11840. );
  11841. }
  11842. break;
  11843. case 'hsl':
  11844. case 'hsla':
  11845. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11846. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11847. handleAlpha( color[ 4 ] );
  11848. return this.setHSL(
  11849. parseFloat( color[ 1 ] ) / 360,
  11850. parseFloat( color[ 2 ] ) / 100,
  11851. parseFloat( color[ 3 ] ) / 100,
  11852. colorSpace
  11853. );
  11854. }
  11855. break;
  11856. default:
  11857. warn( 'Color: Unknown color model ' + style );
  11858. }
  11859. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11860. // hex color
  11861. const hex = m[ 1 ];
  11862. const size = hex.length;
  11863. if ( size === 3 ) {
  11864. // #ff0
  11865. return this.setRGB(
  11866. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11867. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11868. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11869. colorSpace
  11870. );
  11871. } else if ( size === 6 ) {
  11872. // #ff0000
  11873. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11874. } else {
  11875. warn( 'Color: Invalid hex color ' + style );
  11876. }
  11877. } else if ( style && style.length > 0 ) {
  11878. return this.setColorName( style, colorSpace );
  11879. }
  11880. return this;
  11881. }
  11882. /**
  11883. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11884. * you don't need the other CSS-style formats.
  11885. *
  11886. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11887. * ```js
  11888. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11889. * ```
  11890. *
  11891. * @param {string} style - The color name.
  11892. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11893. * @return {Color} A reference to this color.
  11894. */
  11895. setColorName( style, colorSpace = SRGBColorSpace ) {
  11896. // color keywords
  11897. const hex = _colorKeywords[ style.toLowerCase() ];
  11898. if ( hex !== undefined ) {
  11899. // red
  11900. this.setHex( hex, colorSpace );
  11901. } else {
  11902. // unknown color
  11903. warn( 'Color: Unknown color ' + style );
  11904. }
  11905. return this;
  11906. }
  11907. /**
  11908. * Returns a new color with copied values from this instance.
  11909. *
  11910. * @return {Color} A clone of this instance.
  11911. */
  11912. clone() {
  11913. return new this.constructor( this.r, this.g, this.b );
  11914. }
  11915. /**
  11916. * Copies the values of the given color to this instance.
  11917. *
  11918. * @param {Color} color - The color to copy.
  11919. * @return {Color} A reference to this color.
  11920. */
  11921. copy( color ) {
  11922. this.r = color.r;
  11923. this.g = color.g;
  11924. this.b = color.b;
  11925. return this;
  11926. }
  11927. /**
  11928. * Copies the given color into this color, and then converts this color from
  11929. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11930. *
  11931. * @param {Color} color - The color to copy/convert.
  11932. * @return {Color} A reference to this color.
  11933. */
  11934. copySRGBToLinear( color ) {
  11935. this.r = SRGBToLinear( color.r );
  11936. this.g = SRGBToLinear( color.g );
  11937. this.b = SRGBToLinear( color.b );
  11938. return this;
  11939. }
  11940. /**
  11941. * Copies the given color into this color, and then converts this color from
  11942. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11943. *
  11944. * @param {Color} color - The color to copy/convert.
  11945. * @return {Color} A reference to this color.
  11946. */
  11947. copyLinearToSRGB( color ) {
  11948. this.r = LinearToSRGB( color.r );
  11949. this.g = LinearToSRGB( color.g );
  11950. this.b = LinearToSRGB( color.b );
  11951. return this;
  11952. }
  11953. /**
  11954. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11955. *
  11956. * @return {Color} A reference to this color.
  11957. */
  11958. convertSRGBToLinear() {
  11959. this.copySRGBToLinear( this );
  11960. return this;
  11961. }
  11962. /**
  11963. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11964. *
  11965. * @return {Color} A reference to this color.
  11966. */
  11967. convertLinearToSRGB() {
  11968. this.copyLinearToSRGB( this );
  11969. return this;
  11970. }
  11971. /**
  11972. * Returns the hexadecimal value of this color.
  11973. *
  11974. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11975. * @return {number} The hexadecimal value.
  11976. */
  11977. getHex( colorSpace = SRGBColorSpace ) {
  11978. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  11979. 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 ) );
  11980. }
  11981. /**
  11982. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11983. *
  11984. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11985. * @return {string} The hexadecimal value as a string.
  11986. */
  11987. getHexString( colorSpace = SRGBColorSpace ) {
  11988. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11989. }
  11990. /**
  11991. * Converts the colors RGB values into the HSL format and stores them into the
  11992. * given target object.
  11993. *
  11994. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11995. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11996. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  11997. */
  11998. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  11999. // h,s,l ranges are in 0.0 - 1.0
  12000. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12001. const r = _color.r, g = _color.g, b = _color.b;
  12002. const max = Math.max( r, g, b );
  12003. const min = Math.min( r, g, b );
  12004. let hue, saturation;
  12005. const lightness = ( min + max ) / 2.0;
  12006. if ( min === max ) {
  12007. hue = 0;
  12008. saturation = 0;
  12009. } else {
  12010. const delta = max - min;
  12011. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  12012. switch ( max ) {
  12013. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  12014. case g: hue = ( b - r ) / delta + 2; break;
  12015. case b: hue = ( r - g ) / delta + 4; break;
  12016. }
  12017. hue /= 6;
  12018. }
  12019. target.h = hue;
  12020. target.s = saturation;
  12021. target.l = lightness;
  12022. return target;
  12023. }
  12024. /**
  12025. * Returns the RGB values of this color and stores them into the given target object.
  12026. *
  12027. * @param {Color} target - The target color that is used to store the method's result.
  12028. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  12029. * @return {Color} The RGB representation of this color.
  12030. */
  12031. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  12032. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12033. target.r = _color.r;
  12034. target.g = _color.g;
  12035. target.b = _color.b;
  12036. return target;
  12037. }
  12038. /**
  12039. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  12040. *
  12041. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  12042. * @return {string} The CSS representation of this color.
  12043. */
  12044. getStyle( colorSpace = SRGBColorSpace ) {
  12045. ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace );
  12046. const r = _color.r, g = _color.g, b = _color.b;
  12047. if ( colorSpace !== SRGBColorSpace ) {
  12048. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  12049. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  12050. }
  12051. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  12052. }
  12053. /**
  12054. * Adds the given HSL values to this color's values.
  12055. * Internally, this converts the color's RGB values to HSL, adds HSL
  12056. * and then converts the color back to RGB.
  12057. *
  12058. * @param {number} h - Hue value between `0.0` and `1.0`.
  12059. * @param {number} s - Saturation value between `0.0` and `1.0`.
  12060. * @param {number} l - Lightness value between `0.0` and `1.0`.
  12061. * @return {Color} A reference to this color.
  12062. */
  12063. offsetHSL( h, s, l ) {
  12064. this.getHSL( _hslA );
  12065. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  12066. }
  12067. /**
  12068. * Adds the RGB values of the given color to the RGB values of this color.
  12069. *
  12070. * @param {Color} color - The color to add.
  12071. * @return {Color} A reference to this color.
  12072. */
  12073. add( color ) {
  12074. this.r += color.r;
  12075. this.g += color.g;
  12076. this.b += color.b;
  12077. return this;
  12078. }
  12079. /**
  12080. * Adds the RGB values of the given colors and stores the result in this instance.
  12081. *
  12082. * @param {Color} color1 - The first color.
  12083. * @param {Color} color2 - The second color.
  12084. * @return {Color} A reference to this color.
  12085. */
  12086. addColors( color1, color2 ) {
  12087. this.r = color1.r + color2.r;
  12088. this.g = color1.g + color2.g;
  12089. this.b = color1.b + color2.b;
  12090. return this;
  12091. }
  12092. /**
  12093. * Adds the given scalar value to the RGB values of this color.
  12094. *
  12095. * @param {number} s - The scalar to add.
  12096. * @return {Color} A reference to this color.
  12097. */
  12098. addScalar( s ) {
  12099. this.r += s;
  12100. this.g += s;
  12101. this.b += s;
  12102. return this;
  12103. }
  12104. /**
  12105. * Subtracts the RGB values of the given color from the RGB values of this color.
  12106. *
  12107. * @param {Color} color - The color to subtract.
  12108. * @return {Color} A reference to this color.
  12109. */
  12110. sub( color ) {
  12111. this.r = Math.max( 0, this.r - color.r );
  12112. this.g = Math.max( 0, this.g - color.g );
  12113. this.b = Math.max( 0, this.b - color.b );
  12114. return this;
  12115. }
  12116. /**
  12117. * Multiplies the RGB values of the given color with the RGB values of this color.
  12118. *
  12119. * @param {Color} color - The color to multiply.
  12120. * @return {Color} A reference to this color.
  12121. */
  12122. multiply( color ) {
  12123. this.r *= color.r;
  12124. this.g *= color.g;
  12125. this.b *= color.b;
  12126. return this;
  12127. }
  12128. /**
  12129. * Multiplies the given scalar value with the RGB values of this color.
  12130. *
  12131. * @param {number} s - The scalar to multiply.
  12132. * @return {Color} A reference to this color.
  12133. */
  12134. multiplyScalar( s ) {
  12135. this.r *= s;
  12136. this.g *= s;
  12137. this.b *= s;
  12138. return this;
  12139. }
  12140. /**
  12141. * Linearly interpolates this color's RGB values toward the RGB values of the
  12142. * given color. The alpha argument can be thought of as the ratio between
  12143. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  12144. *
  12145. * @param {Color} color - The color to converge on.
  12146. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12147. * @return {Color} A reference to this color.
  12148. */
  12149. lerp( color, alpha ) {
  12150. this.r += ( color.r - this.r ) * alpha;
  12151. this.g += ( color.g - this.g ) * alpha;
  12152. this.b += ( color.b - this.b ) * alpha;
  12153. return this;
  12154. }
  12155. /**
  12156. * Linearly interpolates between the given colors and stores the result in this instance.
  12157. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  12158. * is the first and `1.0` is the second color.
  12159. *
  12160. * @param {Color} color1 - The first color.
  12161. * @param {Color} color2 - The second color.
  12162. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12163. * @return {Color} A reference to this color.
  12164. */
  12165. lerpColors( color1, color2, alpha ) {
  12166. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  12167. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  12168. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  12169. return this;
  12170. }
  12171. /**
  12172. * Linearly interpolates this color's HSL values toward the HSL values of the
  12173. * given color. It differs from {@link Color#lerp} by not interpolating straight
  12174. * from one color to the other, but instead going through all the hues in between
  12175. * those two colors. The alpha argument can be thought of as the ratio between
  12176. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  12177. *
  12178. * @param {Color} color - The color to converge on.
  12179. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  12180. * @return {Color} A reference to this color.
  12181. */
  12182. lerpHSL( color, alpha ) {
  12183. this.getHSL( _hslA );
  12184. color.getHSL( _hslB );
  12185. const h = lerp( _hslA.h, _hslB.h, alpha );
  12186. const s = lerp( _hslA.s, _hslB.s, alpha );
  12187. const l = lerp( _hslA.l, _hslB.l, alpha );
  12188. this.setHSL( h, s, l );
  12189. return this;
  12190. }
  12191. /**
  12192. * Sets the color's RGB components from the given 3D vector.
  12193. *
  12194. * @param {Vector3} v - The vector to set.
  12195. * @return {Color} A reference to this color.
  12196. */
  12197. setFromVector3( v ) {
  12198. this.r = v.x;
  12199. this.g = v.y;
  12200. this.b = v.z;
  12201. return this;
  12202. }
  12203. /**
  12204. * Transforms this color with the given 3x3 matrix.
  12205. *
  12206. * @param {Matrix3} m - The matrix.
  12207. * @return {Color} A reference to this color.
  12208. */
  12209. applyMatrix3( m ) {
  12210. const r = this.r, g = this.g, b = this.b;
  12211. const e = m.elements;
  12212. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12213. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12214. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12215. return this;
  12216. }
  12217. /**
  12218. * Returns `true` if this color is equal with the given one.
  12219. *
  12220. * @param {Color} c - The color to test for equality.
  12221. * @return {boolean} Whether this bounding color is equal with the given one.
  12222. */
  12223. equals( c ) {
  12224. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12225. }
  12226. /**
  12227. * Sets this color's RGB components from the given array.
  12228. *
  12229. * @param {Array<number>} array - An array holding the RGB values.
  12230. * @param {number} [offset=0] - The offset into the array.
  12231. * @return {Color} A reference to this color.
  12232. */
  12233. fromArray( array, offset = 0 ) {
  12234. this.r = array[ offset ];
  12235. this.g = array[ offset + 1 ];
  12236. this.b = array[ offset + 2 ];
  12237. return this;
  12238. }
  12239. /**
  12240. * Writes the RGB components of this color to the given array. If no array is provided,
  12241. * the method returns a new instance.
  12242. *
  12243. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12244. * @param {number} [offset=0] - Index of the first element in the array.
  12245. * @return {Array<number>} The color components.
  12246. */
  12247. toArray( array = [], offset = 0 ) {
  12248. array[ offset ] = this.r;
  12249. array[ offset + 1 ] = this.g;
  12250. array[ offset + 2 ] = this.b;
  12251. return array;
  12252. }
  12253. /**
  12254. * Sets the components of this color from the given buffer attribute.
  12255. *
  12256. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12257. * @param {number} index - The index into the attribute.
  12258. * @return {Color} A reference to this color.
  12259. */
  12260. fromBufferAttribute( attribute, index ) {
  12261. this.r = attribute.getX( index );
  12262. this.g = attribute.getY( index );
  12263. this.b = attribute.getZ( index );
  12264. return this;
  12265. }
  12266. /**
  12267. * This methods defines the serialization result of this class. Returns the color
  12268. * as a hexadecimal value.
  12269. *
  12270. * @return {number} The hexadecimal value.
  12271. */
  12272. toJSON() {
  12273. return this.getHex();
  12274. }
  12275. *[ Symbol.iterator ]() {
  12276. yield this.r;
  12277. yield this.g;
  12278. yield this.b;
  12279. }
  12280. }
  12281. const _color = /*@__PURE__*/ new Color();
  12282. /**
  12283. * A dictionary with X11 color names.
  12284. *
  12285. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12286. *
  12287. * @static
  12288. * @type {Object}
  12289. */
  12290. Color.NAMES = _colorKeywords;
  12291. let _materialId = 0;
  12292. /**
  12293. * Abstract base class for materials.
  12294. *
  12295. * Materials define the appearance of renderable 3D objects.
  12296. *
  12297. * @abstract
  12298. * @augments EventDispatcher
  12299. */
  12300. class Material extends EventDispatcher {
  12301. /**
  12302. * Constructs a new material.
  12303. */
  12304. constructor() {
  12305. super();
  12306. /**
  12307. * This flag can be used for type testing.
  12308. *
  12309. * @type {boolean}
  12310. * @readonly
  12311. * @default true
  12312. */
  12313. this.isMaterial = true;
  12314. /**
  12315. * The ID of the material.
  12316. *
  12317. * @name Material#id
  12318. * @type {number}
  12319. * @readonly
  12320. */
  12321. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12322. /**
  12323. * The UUID of the material.
  12324. *
  12325. * @type {string}
  12326. * @readonly
  12327. */
  12328. this.uuid = generateUUID();
  12329. /**
  12330. * The name of the material.
  12331. *
  12332. * @type {string}
  12333. */
  12334. this.name = '';
  12335. /**
  12336. * The type property is used for detecting the object type
  12337. * in context of serialization/deserialization.
  12338. *
  12339. * @type {string}
  12340. * @readonly
  12341. */
  12342. this.type = 'Material';
  12343. /**
  12344. * Defines the blending type of the material.
  12345. *
  12346. * It must be set to `CustomBlending` if custom blending properties like
  12347. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12348. * should have any effect.
  12349. *
  12350. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12351. * @default NormalBlending
  12352. */
  12353. this.blending = NormalBlending;
  12354. /**
  12355. * Defines which side of faces will be rendered - front, back or both.
  12356. *
  12357. * @type {(FrontSide|BackSide|DoubleSide)}
  12358. * @default FrontSide
  12359. */
  12360. this.side = FrontSide;
  12361. /**
  12362. * If set to `true`, vertex colors should be used.
  12363. *
  12364. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12365. * four (RGBA) component color buffer attribute is used.
  12366. *
  12367. * @type {boolean}
  12368. * @default false
  12369. */
  12370. this.vertexColors = false;
  12371. /**
  12372. * Defines how transparent the material is.
  12373. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12374. *
  12375. * If the {@link Material#transparent} is not set to `true`,
  12376. * the material will remain fully opaque and this value will only affect its color.
  12377. *
  12378. * @type {number}
  12379. * @default 1
  12380. */
  12381. this.opacity = 1;
  12382. /**
  12383. * Defines whether this material is transparent. This has an effect on
  12384. * rendering as transparent objects need special treatment and are rendered
  12385. * after non-transparent objects.
  12386. *
  12387. * When set to true, the extent to which the material is transparent is
  12388. * controlled by {@link Material#opacity}.
  12389. *
  12390. * @type {boolean}
  12391. * @default false
  12392. */
  12393. this.transparent = false;
  12394. /**
  12395. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12396. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12397. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12398. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12399. *
  12400. * @type {boolean}
  12401. * @default false
  12402. */
  12403. this.alphaHash = false;
  12404. /**
  12405. * Defines the blending source factor.
  12406. *
  12407. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12408. * @default SrcAlphaFactor
  12409. */
  12410. this.blendSrc = SrcAlphaFactor;
  12411. /**
  12412. * Defines the blending destination factor.
  12413. *
  12414. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12415. * @default OneMinusSrcAlphaFactor
  12416. */
  12417. this.blendDst = OneMinusSrcAlphaFactor;
  12418. /**
  12419. * Defines the blending equation.
  12420. *
  12421. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12422. * @default AddEquation
  12423. */
  12424. this.blendEquation = AddEquation;
  12425. /**
  12426. * Defines the blending source alpha factor.
  12427. *
  12428. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12429. * @default null
  12430. */
  12431. this.blendSrcAlpha = null;
  12432. /**
  12433. * Defines the blending destination alpha factor.
  12434. *
  12435. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12436. * @default null
  12437. */
  12438. this.blendDstAlpha = null;
  12439. /**
  12440. * Defines the blending equation of the alpha channel.
  12441. *
  12442. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12443. * @default null
  12444. */
  12445. this.blendEquationAlpha = null;
  12446. /**
  12447. * Represents the RGB values of the constant blend color.
  12448. *
  12449. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12450. *
  12451. * @type {Color}
  12452. * @default (0,0,0)
  12453. */
  12454. this.blendColor = new Color( 0, 0, 0 );
  12455. /**
  12456. * Represents the alpha value of the constant blend color.
  12457. *
  12458. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12459. *
  12460. * @type {number}
  12461. * @default 0
  12462. */
  12463. this.blendAlpha = 0;
  12464. /**
  12465. * Defines the depth function.
  12466. *
  12467. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12468. * @default LessEqualDepth
  12469. */
  12470. this.depthFunc = LessEqualDepth;
  12471. /**
  12472. * Whether to have depth test enabled when rendering this material.
  12473. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12474. *
  12475. * @type {boolean}
  12476. * @default true
  12477. */
  12478. this.depthTest = true;
  12479. /**
  12480. * Whether rendering this material has any effect on the depth buffer.
  12481. *
  12482. * When drawing 2D overlays it can be useful to disable the depth writing in
  12483. * order to layer several things together without creating z-index artifacts.
  12484. *
  12485. * @type {boolean}
  12486. * @default true
  12487. */
  12488. this.depthWrite = true;
  12489. /**
  12490. * The bit mask to use when writing to the stencil buffer.
  12491. *
  12492. * @type {number}
  12493. * @default 0xff
  12494. */
  12495. this.stencilWriteMask = 0xff;
  12496. /**
  12497. * The stencil comparison function to use.
  12498. *
  12499. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12500. * @default AlwaysStencilFunc
  12501. */
  12502. this.stencilFunc = AlwaysStencilFunc;
  12503. /**
  12504. * The value to use when performing stencil comparisons or stencil operations.
  12505. *
  12506. * @type {number}
  12507. * @default 0
  12508. */
  12509. this.stencilRef = 0;
  12510. /**
  12511. * The bit mask to use when comparing against the stencil buffer.
  12512. *
  12513. * @type {number}
  12514. * @default 0xff
  12515. */
  12516. this.stencilFuncMask = 0xff;
  12517. /**
  12518. * Which stencil operation to perform when the comparison function returns `false`.
  12519. *
  12520. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12521. * @default KeepStencilOp
  12522. */
  12523. this.stencilFail = KeepStencilOp;
  12524. /**
  12525. * Which stencil operation to perform when the comparison function returns
  12526. * `true` but the depth test fails.
  12527. *
  12528. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12529. * @default KeepStencilOp
  12530. */
  12531. this.stencilZFail = KeepStencilOp;
  12532. /**
  12533. * Which stencil operation to perform when the comparison function returns
  12534. * `true` and the depth test passes.
  12535. *
  12536. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12537. * @default KeepStencilOp
  12538. */
  12539. this.stencilZPass = KeepStencilOp;
  12540. /**
  12541. * Whether stencil operations are performed against the stencil buffer. In
  12542. * order to perform writes or comparisons against the stencil buffer this
  12543. * value must be `true`.
  12544. *
  12545. * @type {boolean}
  12546. * @default false
  12547. */
  12548. this.stencilWrite = false;
  12549. /**
  12550. * User-defined clipping planes specified as THREE.Plane objects in world
  12551. * space. These planes apply to the objects this material is attached to.
  12552. * Points in space whose signed distance to the plane is negative are clipped
  12553. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12554. * be `true`.
  12555. *
  12556. * @type {?Array<Plane>}
  12557. * @default null
  12558. */
  12559. this.clippingPlanes = null;
  12560. /**
  12561. * Changes the behavior of clipping planes so that only their intersection is
  12562. * clipped, rather than their union.
  12563. *
  12564. * @type {boolean}
  12565. * @default false
  12566. */
  12567. this.clipIntersection = false;
  12568. /**
  12569. * Defines whether to clip shadows according to the clipping planes specified
  12570. * on this material.
  12571. *
  12572. * @type {boolean}
  12573. * @default false
  12574. */
  12575. this.clipShadows = false;
  12576. /**
  12577. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12578. * is determined as follows:
  12579. *
  12580. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12581. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12582. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12583. *
  12584. * @type {?(FrontSide|BackSide|DoubleSide)}
  12585. * @default null
  12586. */
  12587. this.shadowSide = null;
  12588. /**
  12589. * Whether to render the material's color.
  12590. *
  12591. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12592. * objects that occlude other objects.
  12593. *
  12594. * @type {boolean}
  12595. * @default true
  12596. */
  12597. this.colorWrite = true;
  12598. /**
  12599. * Override the renderer's default precision for this material.
  12600. *
  12601. * @type {?('highp'|'mediump'|'lowp')}
  12602. * @default null
  12603. */
  12604. this.precision = null;
  12605. /**
  12606. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12607. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12608. * The offset is added before the depth test is performed and before the value is written
  12609. * into the depth buffer.
  12610. *
  12611. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12612. * rendering solids with highlighted edges.
  12613. *
  12614. * @type {boolean}
  12615. * @default false
  12616. */
  12617. this.polygonOffset = false;
  12618. /**
  12619. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12620. *
  12621. * @type {number}
  12622. * @default 0
  12623. */
  12624. this.polygonOffsetFactor = 0;
  12625. /**
  12626. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12627. *
  12628. * @type {number}
  12629. * @default 0
  12630. */
  12631. this.polygonOffsetUnits = 0;
  12632. /**
  12633. * Whether to apply dithering to the color to remove the appearance of banding.
  12634. *
  12635. * @type {boolean}
  12636. * @default false
  12637. */
  12638. this.dithering = false;
  12639. /**
  12640. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12641. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12642. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12643. *
  12644. * @type {boolean}
  12645. * @default false
  12646. */
  12647. this.alphaToCoverage = false;
  12648. /**
  12649. * Whether to premultiply the alpha (transparency) value.
  12650. *
  12651. * @type {boolean}
  12652. * @default false
  12653. */
  12654. this.premultipliedAlpha = false;
  12655. /**
  12656. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12657. *
  12658. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12659. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12660. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12661. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12662. * disable the two pass rendering to avoid performance issues.
  12663. *
  12664. * @type {boolean}
  12665. * @default false
  12666. */
  12667. this.forceSinglePass = false;
  12668. /**
  12669. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12670. *
  12671. * @type {boolean}
  12672. * @default true
  12673. */
  12674. this.allowOverride = true;
  12675. /**
  12676. * Defines whether 3D objects using this material are visible.
  12677. *
  12678. * @type {boolean}
  12679. * @default true
  12680. */
  12681. this.visible = true;
  12682. /**
  12683. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12684. *
  12685. * It is ignored when rendering to a render target or using post processing or when using
  12686. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12687. *
  12688. * @type {boolean}
  12689. * @default true
  12690. */
  12691. this.toneMapped = true;
  12692. /**
  12693. * An object that can be used to store custom data about the Material. It
  12694. * should not hold references to functions as these will not be cloned.
  12695. *
  12696. * @type {Object}
  12697. */
  12698. this.userData = {};
  12699. /**
  12700. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12701. *
  12702. * @type {number}
  12703. * @readonly
  12704. * @default 0
  12705. */
  12706. this.version = 0;
  12707. this._alphaTest = 0;
  12708. }
  12709. /**
  12710. * Sets the alpha value to be used when running an alpha test. The material
  12711. * will not be rendered if the opacity is lower than this value.
  12712. *
  12713. * @type {number}
  12714. * @readonly
  12715. * @default 0
  12716. */
  12717. get alphaTest() {
  12718. return this._alphaTest;
  12719. }
  12720. set alphaTest( value ) {
  12721. if ( this._alphaTest > 0 !== value > 0 ) {
  12722. this.version ++;
  12723. }
  12724. this._alphaTest = value;
  12725. }
  12726. /**
  12727. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12728. *
  12729. * This method can only be used when rendering with {@link WebGLRenderer}.
  12730. *
  12731. * @param {WebGLRenderer} renderer - The renderer.
  12732. * @param {Scene} scene - The scene.
  12733. * @param {Camera} camera - The camera that is used to render the scene.
  12734. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12735. * @param {Object3D} object - The 3D object.
  12736. * @param {Object} group - The geometry group data.
  12737. */
  12738. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12739. /**
  12740. * An optional callback that is executed immediately before the shader
  12741. * program is compiled. This function is called with the shader source code
  12742. * as a parameter. Useful for the modification of built-in materials.
  12743. *
  12744. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12745. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12746. * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
  12747. *
  12748. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12749. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12750. */
  12751. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12752. /**
  12753. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12754. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12755. * shader or recompile the shader for this material as needed.
  12756. *
  12757. * This method can only be used when rendering with {@link WebGLRenderer}.
  12758. *
  12759. * @return {string} The custom program cache key.
  12760. */
  12761. customProgramCacheKey() {
  12762. return this.onBeforeCompile.toString();
  12763. }
  12764. /**
  12765. * This method can be used to set default values from parameter objects.
  12766. * It is a generic implementation so it can be used with different types
  12767. * of materials.
  12768. *
  12769. * @param {Object} [values] - The material values to set.
  12770. */
  12771. setValues( values ) {
  12772. if ( values === undefined ) return;
  12773. for ( const key in values ) {
  12774. const newValue = values[ key ];
  12775. if ( newValue === undefined ) {
  12776. warn( `Material: parameter '${ key }' has value of undefined.` );
  12777. continue;
  12778. }
  12779. const currentValue = this[ key ];
  12780. if ( currentValue === undefined ) {
  12781. warn( `Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12782. continue;
  12783. }
  12784. if ( currentValue && currentValue.isColor ) {
  12785. currentValue.set( newValue );
  12786. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12787. currentValue.copy( newValue );
  12788. } else {
  12789. this[ key ] = newValue;
  12790. }
  12791. }
  12792. }
  12793. /**
  12794. * Serializes the material into JSON.
  12795. *
  12796. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12797. * @return {Object} A JSON object representing the serialized material.
  12798. * @see {@link ObjectLoader#parse}
  12799. */
  12800. toJSON( meta ) {
  12801. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12802. if ( isRootObject ) {
  12803. meta = {
  12804. textures: {},
  12805. images: {}
  12806. };
  12807. }
  12808. const data = {
  12809. metadata: {
  12810. version: 4.7,
  12811. type: 'Material',
  12812. generator: 'Material.toJSON'
  12813. }
  12814. };
  12815. // standard Material serialization
  12816. data.uuid = this.uuid;
  12817. data.type = this.type;
  12818. if ( this.name !== '' ) data.name = this.name;
  12819. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12820. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12821. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12822. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12823. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12824. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12825. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12826. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12827. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12828. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12829. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12830. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12831. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12832. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12833. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12834. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12835. }
  12836. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12837. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12838. }
  12839. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12840. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12841. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12842. }
  12843. if ( this.sheenColorMap && this.sheenColorMap.isTexture ) {
  12844. data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid;
  12845. }
  12846. if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) {
  12847. data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid;
  12848. }
  12849. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12850. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12851. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12852. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12853. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12854. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12855. }
  12856. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12857. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12858. }
  12859. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12860. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12861. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12862. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12863. }
  12864. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12865. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12866. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12867. if ( this.lightMap && this.lightMap.isTexture ) {
  12868. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12869. data.lightMapIntensity = this.lightMapIntensity;
  12870. }
  12871. if ( this.aoMap && this.aoMap.isTexture ) {
  12872. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12873. data.aoMapIntensity = this.aoMapIntensity;
  12874. }
  12875. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12876. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12877. data.bumpScale = this.bumpScale;
  12878. }
  12879. if ( this.normalMap && this.normalMap.isTexture ) {
  12880. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12881. data.normalMapType = this.normalMapType;
  12882. data.normalScale = this.normalScale.toArray();
  12883. }
  12884. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12885. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12886. data.displacementScale = this.displacementScale;
  12887. data.displacementBias = this.displacementBias;
  12888. }
  12889. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12890. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12891. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12892. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12893. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12894. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12895. if ( this.envMap && this.envMap.isTexture ) {
  12896. data.envMap = this.envMap.toJSON( meta ).uuid;
  12897. if ( this.combine !== undefined ) data.combine = this.combine;
  12898. }
  12899. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12900. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12901. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12902. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12903. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12904. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12905. }
  12906. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12907. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12908. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12909. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12910. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12911. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12912. if ( this.size !== undefined ) data.size = this.size;
  12913. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12914. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12915. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12916. if ( this.side !== FrontSide ) data.side = this.side;
  12917. if ( this.vertexColors === true ) data.vertexColors = true;
  12918. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12919. if ( this.transparent === true ) data.transparent = true;
  12920. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12921. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12922. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12923. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12924. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12925. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12926. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12927. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12928. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12929. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12930. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12931. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12932. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12933. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12934. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12935. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12936. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12937. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12938. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12939. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12940. // rotation (SpriteMaterial)
  12941. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12942. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12943. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12944. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12945. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12946. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12947. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12948. if ( this.scale !== undefined ) data.scale = this.scale;
  12949. if ( this.dithering === true ) data.dithering = true;
  12950. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12951. if ( this.alphaHash === true ) data.alphaHash = true;
  12952. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12953. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12954. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12955. if ( this.wireframe === true ) data.wireframe = true;
  12956. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12957. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12958. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12959. if ( this.flatShading === true ) data.flatShading = true;
  12960. if ( this.visible === false ) data.visible = false;
  12961. if ( this.toneMapped === false ) data.toneMapped = false;
  12962. if ( this.fog === false ) data.fog = false;
  12963. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12964. // TODO: Copied from Object3D.toJSON
  12965. function extractFromCache( cache ) {
  12966. const values = [];
  12967. for ( const key in cache ) {
  12968. const data = cache[ key ];
  12969. delete data.metadata;
  12970. values.push( data );
  12971. }
  12972. return values;
  12973. }
  12974. if ( isRootObject ) {
  12975. const textures = extractFromCache( meta.textures );
  12976. const images = extractFromCache( meta.images );
  12977. if ( textures.length > 0 ) data.textures = textures;
  12978. if ( images.length > 0 ) data.images = images;
  12979. }
  12980. return data;
  12981. }
  12982. /**
  12983. * Returns a new material with copied values from this instance.
  12984. *
  12985. * @return {Material} A clone of this instance.
  12986. */
  12987. clone() {
  12988. return new this.constructor().copy( this );
  12989. }
  12990. /**
  12991. * Copies the values of the given material to this instance.
  12992. *
  12993. * @param {Material} source - The material to copy.
  12994. * @return {Material} A reference to this instance.
  12995. */
  12996. copy( source ) {
  12997. this.name = source.name;
  12998. this.blending = source.blending;
  12999. this.side = source.side;
  13000. this.vertexColors = source.vertexColors;
  13001. this.opacity = source.opacity;
  13002. this.transparent = source.transparent;
  13003. this.blendSrc = source.blendSrc;
  13004. this.blendDst = source.blendDst;
  13005. this.blendEquation = source.blendEquation;
  13006. this.blendSrcAlpha = source.blendSrcAlpha;
  13007. this.blendDstAlpha = source.blendDstAlpha;
  13008. this.blendEquationAlpha = source.blendEquationAlpha;
  13009. this.blendColor.copy( source.blendColor );
  13010. this.blendAlpha = source.blendAlpha;
  13011. this.depthFunc = source.depthFunc;
  13012. this.depthTest = source.depthTest;
  13013. this.depthWrite = source.depthWrite;
  13014. this.stencilWriteMask = source.stencilWriteMask;
  13015. this.stencilFunc = source.stencilFunc;
  13016. this.stencilRef = source.stencilRef;
  13017. this.stencilFuncMask = source.stencilFuncMask;
  13018. this.stencilFail = source.stencilFail;
  13019. this.stencilZFail = source.stencilZFail;
  13020. this.stencilZPass = source.stencilZPass;
  13021. this.stencilWrite = source.stencilWrite;
  13022. const srcPlanes = source.clippingPlanes;
  13023. let dstPlanes = null;
  13024. if ( srcPlanes !== null ) {
  13025. const n = srcPlanes.length;
  13026. dstPlanes = new Array( n );
  13027. for ( let i = 0; i !== n; ++ i ) {
  13028. dstPlanes[ i ] = srcPlanes[ i ].clone();
  13029. }
  13030. }
  13031. this.clippingPlanes = dstPlanes;
  13032. this.clipIntersection = source.clipIntersection;
  13033. this.clipShadows = source.clipShadows;
  13034. this.shadowSide = source.shadowSide;
  13035. this.colorWrite = source.colorWrite;
  13036. this.precision = source.precision;
  13037. this.polygonOffset = source.polygonOffset;
  13038. this.polygonOffsetFactor = source.polygonOffsetFactor;
  13039. this.polygonOffsetUnits = source.polygonOffsetUnits;
  13040. this.dithering = source.dithering;
  13041. this.alphaTest = source.alphaTest;
  13042. this.alphaHash = source.alphaHash;
  13043. this.alphaToCoverage = source.alphaToCoverage;
  13044. this.premultipliedAlpha = source.premultipliedAlpha;
  13045. this.forceSinglePass = source.forceSinglePass;
  13046. this.visible = source.visible;
  13047. this.toneMapped = source.toneMapped;
  13048. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  13049. return this;
  13050. }
  13051. /**
  13052. * Frees the GPU-related resources allocated by this instance. Call this
  13053. * method whenever this instance is no longer used in your app.
  13054. *
  13055. * @fires Material#dispose
  13056. */
  13057. dispose() {
  13058. /**
  13059. * Fires when the material has been disposed of.
  13060. *
  13061. * @event Material#dispose
  13062. * @type {Object}
  13063. */
  13064. this.dispatchEvent( { type: 'dispose' } );
  13065. }
  13066. /**
  13067. * Setting this property to `true` indicates the engine the material
  13068. * needs to be recompiled.
  13069. *
  13070. * @type {boolean}
  13071. * @default false
  13072. * @param {boolean} value
  13073. */
  13074. set needsUpdate( value ) {
  13075. if ( value === true ) this.version ++;
  13076. }
  13077. }
  13078. /**
  13079. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  13080. *
  13081. * This material is not affected by lights.
  13082. *
  13083. * @augments Material
  13084. */
  13085. class MeshBasicMaterial extends Material {
  13086. /**
  13087. * Constructs a new mesh basic material.
  13088. *
  13089. * @param {Object} [parameters] - An object with one or more properties
  13090. * defining the material's appearance. Any property of the material
  13091. * (including any property from inherited materials) can be passed
  13092. * in here. Color values can be passed any type of value accepted
  13093. * by {@link Color#set}.
  13094. */
  13095. constructor( parameters ) {
  13096. super();
  13097. /**
  13098. * This flag can be used for type testing.
  13099. *
  13100. * @type {boolean}
  13101. * @readonly
  13102. * @default true
  13103. */
  13104. this.isMeshBasicMaterial = true;
  13105. this.type = 'MeshBasicMaterial';
  13106. /**
  13107. * Color of the material.
  13108. *
  13109. * @type {Color}
  13110. * @default (1,1,1)
  13111. */
  13112. this.color = new Color( 0xffffff ); // diffuse
  13113. /**
  13114. * The color map. May optionally include an alpha channel, typically combined
  13115. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  13116. * color is modulated by the diffuse `color`.
  13117. *
  13118. * @type {?Texture}
  13119. * @default null
  13120. */
  13121. this.map = null;
  13122. /**
  13123. * The light map. Requires a second set of UVs.
  13124. *
  13125. * @type {?Texture}
  13126. * @default null
  13127. */
  13128. this.lightMap = null;
  13129. /**
  13130. * Intensity of the baked light.
  13131. *
  13132. * @type {number}
  13133. * @default 1
  13134. */
  13135. this.lightMapIntensity = 1.0;
  13136. /**
  13137. * The red channel of this texture is used as the ambient occlusion map.
  13138. * Requires a second set of UVs.
  13139. *
  13140. * @type {?Texture}
  13141. * @default null
  13142. */
  13143. this.aoMap = null;
  13144. /**
  13145. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  13146. * disables ambient occlusion. Where intensity is `1` and the AO map's
  13147. * red channel is also `1`, ambient light is fully occluded on a surface.
  13148. *
  13149. * @type {number}
  13150. * @default 1
  13151. */
  13152. this.aoMapIntensity = 1.0;
  13153. /**
  13154. * Specular map used by the material.
  13155. *
  13156. * @type {?Texture}
  13157. * @default null
  13158. */
  13159. this.specularMap = null;
  13160. /**
  13161. * The alpha map is a grayscale texture that controls the opacity across the
  13162. * surface (black: fully transparent; white: fully opaque).
  13163. *
  13164. * Only the color of the texture is used, ignoring the alpha channel if one
  13165. * exists. For RGB and RGBA textures, the renderer will use the green channel
  13166. * when sampling this texture due to the extra bit of precision provided for
  13167. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  13168. * luminance/alpha textures will also still work as expected.
  13169. *
  13170. * @type {?Texture}
  13171. * @default null
  13172. */
  13173. this.alphaMap = null;
  13174. /**
  13175. * The environment map.
  13176. *
  13177. * @type {?Texture}
  13178. * @default null
  13179. */
  13180. this.envMap = null;
  13181. /**
  13182. * The rotation of the environment map in radians.
  13183. *
  13184. * @type {Euler}
  13185. * @default (0,0,0)
  13186. */
  13187. this.envMapRotation = new Euler();
  13188. /**
  13189. * How to combine the result of the surface's color with the environment map, if any.
  13190. *
  13191. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13192. * blend between the two colors.
  13193. *
  13194. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13195. * @default MultiplyOperation
  13196. */
  13197. this.combine = MultiplyOperation;
  13198. /**
  13199. * How much the environment map affects the surface.
  13200. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13201. *
  13202. * @type {number}
  13203. * @default 1
  13204. */
  13205. this.reflectivity = 1;
  13206. /**
  13207. * The index of refraction (IOR) of air (approximately 1) divided by the
  13208. * index of refraction of the material. It is used with environment mapping
  13209. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13210. * The refraction ratio should not exceed `1`.
  13211. *
  13212. * @type {number}
  13213. * @default 0.98
  13214. */
  13215. this.refractionRatio = 0.98;
  13216. /**
  13217. * Renders the geometry as a wireframe.
  13218. *
  13219. * @type {boolean}
  13220. * @default false
  13221. */
  13222. this.wireframe = false;
  13223. /**
  13224. * Controls the thickness of the wireframe.
  13225. *
  13226. * Can only be used with {@link SVGRenderer}.
  13227. *
  13228. * @type {number}
  13229. * @default 1
  13230. */
  13231. this.wireframeLinewidth = 1;
  13232. /**
  13233. * Defines appearance of wireframe ends.
  13234. *
  13235. * Can only be used with {@link SVGRenderer}.
  13236. *
  13237. * @type {('round'|'bevel'|'miter')}
  13238. * @default 'round'
  13239. */
  13240. this.wireframeLinecap = 'round';
  13241. /**
  13242. * Defines appearance of wireframe joints.
  13243. *
  13244. * Can only be used with {@link SVGRenderer}.
  13245. *
  13246. * @type {('round'|'bevel'|'miter')}
  13247. * @default 'round'
  13248. */
  13249. this.wireframeLinejoin = 'round';
  13250. /**
  13251. * Whether the material is affected by fog or not.
  13252. *
  13253. * @type {boolean}
  13254. * @default true
  13255. */
  13256. this.fog = true;
  13257. this.setValues( parameters );
  13258. }
  13259. copy( source ) {
  13260. super.copy( source );
  13261. this.color.copy( source.color );
  13262. this.map = source.map;
  13263. this.lightMap = source.lightMap;
  13264. this.lightMapIntensity = source.lightMapIntensity;
  13265. this.aoMap = source.aoMap;
  13266. this.aoMapIntensity = source.aoMapIntensity;
  13267. this.specularMap = source.specularMap;
  13268. this.alphaMap = source.alphaMap;
  13269. this.envMap = source.envMap;
  13270. this.envMapRotation.copy( source.envMapRotation );
  13271. this.combine = source.combine;
  13272. this.reflectivity = source.reflectivity;
  13273. this.refractionRatio = source.refractionRatio;
  13274. this.wireframe = source.wireframe;
  13275. this.wireframeLinewidth = source.wireframeLinewidth;
  13276. this.wireframeLinecap = source.wireframeLinecap;
  13277. this.wireframeLinejoin = source.wireframeLinejoin;
  13278. this.fog = source.fog;
  13279. return this;
  13280. }
  13281. }
  13282. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13283. const _tables = /*@__PURE__*/ _generateTables();
  13284. function _generateTables() {
  13285. // float32 to float16 helpers
  13286. const buffer = new ArrayBuffer( 4 );
  13287. const floatView = new Float32Array( buffer );
  13288. const uint32View = new Uint32Array( buffer );
  13289. const baseTable = new Uint32Array( 512 );
  13290. const shiftTable = new Uint32Array( 512 );
  13291. for ( let i = 0; i < 256; ++ i ) {
  13292. const e = i - 127;
  13293. // very small number (0, -0)
  13294. if ( e < -27 ) {
  13295. baseTable[ i ] = 0x0000;
  13296. baseTable[ i | 0x100 ] = 0x8000;
  13297. shiftTable[ i ] = 24;
  13298. shiftTable[ i | 0x100 ] = 24;
  13299. // small number (denorm)
  13300. } else if ( e < -14 ) {
  13301. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13302. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13303. shiftTable[ i ] = - e - 1;
  13304. shiftTable[ i | 0x100 ] = - e - 1;
  13305. // normal number
  13306. } else if ( e <= 15 ) {
  13307. baseTable[ i ] = ( e + 15 ) << 10;
  13308. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13309. shiftTable[ i ] = 13;
  13310. shiftTable[ i | 0x100 ] = 13;
  13311. // large number (Infinity, -Infinity)
  13312. } else if ( e < 128 ) {
  13313. baseTable[ i ] = 0x7c00;
  13314. baseTable[ i | 0x100 ] = 0xfc00;
  13315. shiftTable[ i ] = 24;
  13316. shiftTable[ i | 0x100 ] = 24;
  13317. // stay (NaN, Infinity, -Infinity)
  13318. } else {
  13319. baseTable[ i ] = 0x7c00;
  13320. baseTable[ i | 0x100 ] = 0xfc00;
  13321. shiftTable[ i ] = 13;
  13322. shiftTable[ i | 0x100 ] = 13;
  13323. }
  13324. }
  13325. // float16 to float32 helpers
  13326. const mantissaTable = new Uint32Array( 2048 );
  13327. const exponentTable = new Uint32Array( 64 );
  13328. const offsetTable = new Uint32Array( 64 );
  13329. for ( let i = 1; i < 1024; ++ i ) {
  13330. let m = i << 13; // zero pad mantissa bits
  13331. let e = 0; // zero exponent
  13332. // normalized
  13333. while ( ( m & 0x00800000 ) === 0 ) {
  13334. m <<= 1;
  13335. e -= 0x00800000; // decrement exponent
  13336. }
  13337. m &= -8388609; // clear leading 1 bit
  13338. e += 0x38800000; // adjust bias
  13339. mantissaTable[ i ] = m | e;
  13340. }
  13341. for ( let i = 1024; i < 2048; ++ i ) {
  13342. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13343. }
  13344. for ( let i = 1; i < 31; ++ i ) {
  13345. exponentTable[ i ] = i << 23;
  13346. }
  13347. exponentTable[ 31 ] = 0x47800000;
  13348. exponentTable[ 32 ] = 0x80000000;
  13349. for ( let i = 33; i < 63; ++ i ) {
  13350. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13351. }
  13352. exponentTable[ 63 ] = 0xc7800000;
  13353. for ( let i = 1; i < 64; ++ i ) {
  13354. if ( i !== 32 ) {
  13355. offsetTable[ i ] = 1024;
  13356. }
  13357. }
  13358. return {
  13359. floatView: floatView,
  13360. uint32View: uint32View,
  13361. baseTable: baseTable,
  13362. shiftTable: shiftTable,
  13363. mantissaTable: mantissaTable,
  13364. exponentTable: exponentTable,
  13365. offsetTable: offsetTable
  13366. };
  13367. }
  13368. /**
  13369. * Returns a half precision floating point value (FP16) from the given single
  13370. * precision floating point value (FP32).
  13371. *
  13372. * @param {number} val - A single precision floating point value.
  13373. * @return {number} The FP16 value.
  13374. */
  13375. function toHalfFloat( val ) {
  13376. if ( Math.abs( val ) > 65504 ) warn( 'DataUtils.toHalfFloat(): Value out of range.' );
  13377. val = clamp( val, -65504, 65504 );
  13378. _tables.floatView[ 0 ] = val;
  13379. const f = _tables.uint32View[ 0 ];
  13380. const e = ( f >> 23 ) & 0x1ff;
  13381. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13382. }
  13383. /**
  13384. * Returns a single precision floating point value (FP32) from the given half
  13385. * precision floating point value (FP16).
  13386. *
  13387. * @param {number} val - A half precision floating point value.
  13388. * @return {number} The FP32 value.
  13389. */
  13390. function fromHalfFloat( val ) {
  13391. const m = val >> 10;
  13392. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13393. return _tables.floatView[ 0 ];
  13394. }
  13395. /**
  13396. * A class containing utility functions for data.
  13397. *
  13398. * @hideconstructor
  13399. */
  13400. class DataUtils {
  13401. /**
  13402. * Returns a half precision floating point value (FP16) from the given single
  13403. * precision floating point value (FP32).
  13404. *
  13405. * @param {number} val - A single precision floating point value.
  13406. * @return {number} The FP16 value.
  13407. */
  13408. static toHalfFloat( val ) {
  13409. return toHalfFloat( val );
  13410. }
  13411. /**
  13412. * Returns a single precision floating point value (FP32) from the given half
  13413. * precision floating point value (FP16).
  13414. *
  13415. * @param {number} val - A half precision floating point value.
  13416. * @return {number} The FP32 value.
  13417. */
  13418. static fromHalfFloat( val ) {
  13419. return fromHalfFloat( val );
  13420. }
  13421. }
  13422. const _vector$9 = /*@__PURE__*/ new Vector3();
  13423. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13424. let _id$2 = 0;
  13425. /**
  13426. * This class stores data for an attribute (such as vertex positions, face
  13427. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13428. * a geometry, which allows for more efficient passing of data to the GPU.
  13429. *
  13430. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13431. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13432. */
  13433. class BufferAttribute {
  13434. /**
  13435. * Constructs a new buffer attribute.
  13436. *
  13437. * @param {TypedArray} array - The array holding the attribute data.
  13438. * @param {number} itemSize - The item size.
  13439. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13440. */
  13441. constructor( array, itemSize, normalized = false ) {
  13442. if ( Array.isArray( array ) ) {
  13443. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13444. }
  13445. /**
  13446. * This flag can be used for type testing.
  13447. *
  13448. * @type {boolean}
  13449. * @readonly
  13450. * @default true
  13451. */
  13452. this.isBufferAttribute = true;
  13453. /**
  13454. * The ID of the buffer attribute.
  13455. *
  13456. * @name BufferAttribute#id
  13457. * @type {number}
  13458. * @readonly
  13459. */
  13460. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13461. /**
  13462. * The name of the buffer attribute.
  13463. *
  13464. * @type {string}
  13465. */
  13466. this.name = '';
  13467. /**
  13468. * The array holding the attribute data. It should have `itemSize * numVertices`
  13469. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13470. *
  13471. * @type {TypedArray}
  13472. */
  13473. this.array = array;
  13474. /**
  13475. * The number of values of the array that should be associated with a particular vertex.
  13476. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13477. * normal, or color), then the value should be `3`.
  13478. *
  13479. * @type {number}
  13480. */
  13481. this.itemSize = itemSize;
  13482. /**
  13483. * Represents the number of items this buffer attribute stores. It is internally computed
  13484. * by dividing the `array` length by the `itemSize`.
  13485. *
  13486. * @type {number}
  13487. * @readonly
  13488. */
  13489. this.count = array !== undefined ? array.length / itemSize : 0;
  13490. /**
  13491. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13492. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13493. * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
  13494. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13495. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13496. *
  13497. * @type {boolean}
  13498. */
  13499. this.normalized = normalized;
  13500. /**
  13501. * Defines the intended usage pattern of the data store for optimization purposes.
  13502. *
  13503. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13504. * instantiate a new one and set the desired usage before the next render.
  13505. *
  13506. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13507. * @default StaticDrawUsage
  13508. */
  13509. this.usage = StaticDrawUsage;
  13510. /**
  13511. * This can be used to only update some components of stored vectors (for example, just the
  13512. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13513. *
  13514. * @type {Array<Object>}
  13515. */
  13516. this.updateRanges = [];
  13517. /**
  13518. * Configures the bound GPU type for use in shaders.
  13519. *
  13520. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13521. * For lower precision float types, use `Float16BufferAttribute`.
  13522. *
  13523. * @type {(FloatType|IntType)}
  13524. * @default FloatType
  13525. */
  13526. this.gpuType = FloatType;
  13527. /**
  13528. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13529. *
  13530. * @type {number}
  13531. */
  13532. this.version = 0;
  13533. }
  13534. /**
  13535. * A callback function that is executed after the renderer has transferred the attribute
  13536. * array data to the GPU.
  13537. */
  13538. onUploadCallback() {}
  13539. /**
  13540. * Flag to indicate that this attribute has changed and should be re-sent to
  13541. * the GPU. Set this to `true` when you modify the value of the array.
  13542. *
  13543. * @type {number}
  13544. * @default false
  13545. * @param {boolean} value
  13546. */
  13547. set needsUpdate( value ) {
  13548. if ( value === true ) this.version ++;
  13549. }
  13550. /**
  13551. * Sets the usage of this buffer attribute.
  13552. *
  13553. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13554. * @return {BufferAttribute} A reference to this buffer attribute.
  13555. */
  13556. setUsage( value ) {
  13557. this.usage = value;
  13558. return this;
  13559. }
  13560. /**
  13561. * Adds a range of data in the data array to be updated on the GPU.
  13562. *
  13563. * @param {number} start - Position at which to start update.
  13564. * @param {number} count - The number of components to update.
  13565. */
  13566. addUpdateRange( start, count ) {
  13567. this.updateRanges.push( { start, count } );
  13568. }
  13569. /**
  13570. * Clears the update ranges.
  13571. */
  13572. clearUpdateRanges() {
  13573. this.updateRanges.length = 0;
  13574. }
  13575. /**
  13576. * Copies the values of the given buffer attribute to this instance.
  13577. *
  13578. * @param {BufferAttribute} source - The buffer attribute to copy.
  13579. * @return {BufferAttribute} A reference to this instance.
  13580. */
  13581. copy( source ) {
  13582. this.name = source.name;
  13583. this.array = new source.array.constructor( source.array );
  13584. this.itemSize = source.itemSize;
  13585. this.count = source.count;
  13586. this.normalized = source.normalized;
  13587. this.usage = source.usage;
  13588. this.gpuType = source.gpuType;
  13589. return this;
  13590. }
  13591. /**
  13592. * Copies a vector from the given buffer attribute to this one. The start
  13593. * and destination position in the attribute buffers are represented by the
  13594. * given indices.
  13595. *
  13596. * @param {number} index1 - The destination index into this buffer attribute.
  13597. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13598. * @param {number} index2 - The source index into the given buffer attribute.
  13599. * @return {BufferAttribute} A reference to this instance.
  13600. */
  13601. copyAt( index1, attribute, index2 ) {
  13602. index1 *= this.itemSize;
  13603. index2 *= attribute.itemSize;
  13604. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13605. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13606. }
  13607. return this;
  13608. }
  13609. /**
  13610. * Copies the given array data into this buffer attribute.
  13611. *
  13612. * @param {(TypedArray|Array)} array - The array to copy.
  13613. * @return {BufferAttribute} A reference to this instance.
  13614. */
  13615. copyArray( array ) {
  13616. this.array.set( array );
  13617. return this;
  13618. }
  13619. /**
  13620. * Applies the given 3x3 matrix to the given attribute. Works with
  13621. * item size `2` and `3`.
  13622. *
  13623. * @param {Matrix3} m - The matrix to apply.
  13624. * @return {BufferAttribute} A reference to this instance.
  13625. */
  13626. applyMatrix3( m ) {
  13627. if ( this.itemSize === 2 ) {
  13628. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13629. _vector2$1.fromBufferAttribute( this, i );
  13630. _vector2$1.applyMatrix3( m );
  13631. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13632. }
  13633. } else if ( this.itemSize === 3 ) {
  13634. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13635. _vector$9.fromBufferAttribute( this, i );
  13636. _vector$9.applyMatrix3( m );
  13637. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13638. }
  13639. }
  13640. return this;
  13641. }
  13642. /**
  13643. * Applies the given 4x4 matrix to the given attribute. Only works with
  13644. * item size `3`.
  13645. *
  13646. * @param {Matrix4} m - The matrix to apply.
  13647. * @return {BufferAttribute} A reference to this instance.
  13648. */
  13649. applyMatrix4( m ) {
  13650. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13651. _vector$9.fromBufferAttribute( this, i );
  13652. _vector$9.applyMatrix4( m );
  13653. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13654. }
  13655. return this;
  13656. }
  13657. /**
  13658. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13659. * item size `3`.
  13660. *
  13661. * @param {Matrix3} m - The normal matrix to apply.
  13662. * @return {BufferAttribute} A reference to this instance.
  13663. */
  13664. applyNormalMatrix( m ) {
  13665. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13666. _vector$9.fromBufferAttribute( this, i );
  13667. _vector$9.applyNormalMatrix( m );
  13668. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13669. }
  13670. return this;
  13671. }
  13672. /**
  13673. * Applies the given 4x4 matrix to the given attribute. Only works with
  13674. * item size `3` and with direction vectors.
  13675. *
  13676. * @param {Matrix4} m - The matrix to apply.
  13677. * @return {BufferAttribute} A reference to this instance.
  13678. */
  13679. transformDirection( m ) {
  13680. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13681. _vector$9.fromBufferAttribute( this, i );
  13682. _vector$9.transformDirection( m );
  13683. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13684. }
  13685. return this;
  13686. }
  13687. /**
  13688. * Sets the given array data in the buffer attribute.
  13689. *
  13690. * @param {(TypedArray|Array)} value - The array data to set.
  13691. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13692. * @return {BufferAttribute} A reference to this instance.
  13693. */
  13694. set( value, offset = 0 ) {
  13695. // Matching BufferAttribute constructor, do not normalize the array.
  13696. this.array.set( value, offset );
  13697. return this;
  13698. }
  13699. /**
  13700. * Returns the given component of the vector at the given index.
  13701. *
  13702. * @param {number} index - The index into the buffer attribute.
  13703. * @param {number} component - The component index.
  13704. * @return {number} The returned value.
  13705. */
  13706. getComponent( index, component ) {
  13707. let value = this.array[ index * this.itemSize + component ];
  13708. if ( this.normalized ) value = denormalize( value, this.array );
  13709. return value;
  13710. }
  13711. /**
  13712. * Sets the given value to the given component of the vector at the given index.
  13713. *
  13714. * @param {number} index - The index into the buffer attribute.
  13715. * @param {number} component - The component index.
  13716. * @param {number} value - The value to set.
  13717. * @return {BufferAttribute} A reference to this instance.
  13718. */
  13719. setComponent( index, component, value ) {
  13720. if ( this.normalized ) value = normalize( value, this.array );
  13721. this.array[ index * this.itemSize + component ] = value;
  13722. return this;
  13723. }
  13724. /**
  13725. * Returns the x component of the vector at the given index.
  13726. *
  13727. * @param {number} index - The index into the buffer attribute.
  13728. * @return {number} The x component.
  13729. */
  13730. getX( index ) {
  13731. let x = this.array[ index * this.itemSize ];
  13732. if ( this.normalized ) x = denormalize( x, this.array );
  13733. return x;
  13734. }
  13735. /**
  13736. * Sets the x component of the vector at the given index.
  13737. *
  13738. * @param {number} index - The index into the buffer attribute.
  13739. * @param {number} x - The value to set.
  13740. * @return {BufferAttribute} A reference to this instance.
  13741. */
  13742. setX( index, x ) {
  13743. if ( this.normalized ) x = normalize( x, this.array );
  13744. this.array[ index * this.itemSize ] = x;
  13745. return this;
  13746. }
  13747. /**
  13748. * Returns the y component of the vector at the given index.
  13749. *
  13750. * @param {number} index - The index into the buffer attribute.
  13751. * @return {number} The y component.
  13752. */
  13753. getY( index ) {
  13754. let y = this.array[ index * this.itemSize + 1 ];
  13755. if ( this.normalized ) y = denormalize( y, this.array );
  13756. return y;
  13757. }
  13758. /**
  13759. * Sets the y component of the vector at the given index.
  13760. *
  13761. * @param {number} index - The index into the buffer attribute.
  13762. * @param {number} y - The value to set.
  13763. * @return {BufferAttribute} A reference to this instance.
  13764. */
  13765. setY( index, y ) {
  13766. if ( this.normalized ) y = normalize( y, this.array );
  13767. this.array[ index * this.itemSize + 1 ] = y;
  13768. return this;
  13769. }
  13770. /**
  13771. * Returns the z component of the vector at the given index.
  13772. *
  13773. * @param {number} index - The index into the buffer attribute.
  13774. * @return {number} The z component.
  13775. */
  13776. getZ( index ) {
  13777. let z = this.array[ index * this.itemSize + 2 ];
  13778. if ( this.normalized ) z = denormalize( z, this.array );
  13779. return z;
  13780. }
  13781. /**
  13782. * Sets the z component of the vector at the given index.
  13783. *
  13784. * @param {number} index - The index into the buffer attribute.
  13785. * @param {number} z - The value to set.
  13786. * @return {BufferAttribute} A reference to this instance.
  13787. */
  13788. setZ( index, z ) {
  13789. if ( this.normalized ) z = normalize( z, this.array );
  13790. this.array[ index * this.itemSize + 2 ] = z;
  13791. return this;
  13792. }
  13793. /**
  13794. * Returns the w component of the vector at the given index.
  13795. *
  13796. * @param {number} index - The index into the buffer attribute.
  13797. * @return {number} The w component.
  13798. */
  13799. getW( index ) {
  13800. let w = this.array[ index * this.itemSize + 3 ];
  13801. if ( this.normalized ) w = denormalize( w, this.array );
  13802. return w;
  13803. }
  13804. /**
  13805. * Sets the w component of the vector at the given index.
  13806. *
  13807. * @param {number} index - The index into the buffer attribute.
  13808. * @param {number} w - The value to set.
  13809. * @return {BufferAttribute} A reference to this instance.
  13810. */
  13811. setW( index, w ) {
  13812. if ( this.normalized ) w = normalize( w, this.array );
  13813. this.array[ index * this.itemSize + 3 ] = w;
  13814. return this;
  13815. }
  13816. /**
  13817. * Sets the x and y component of the vector at the given index.
  13818. *
  13819. * @param {number} index - The index into the buffer attribute.
  13820. * @param {number} x - The value for the x component to set.
  13821. * @param {number} y - The value for the y component to set.
  13822. * @return {BufferAttribute} A reference to this instance.
  13823. */
  13824. setXY( index, x, y ) {
  13825. index *= this.itemSize;
  13826. if ( this.normalized ) {
  13827. x = normalize( x, this.array );
  13828. y = normalize( y, this.array );
  13829. }
  13830. this.array[ index + 0 ] = x;
  13831. this.array[ index + 1 ] = y;
  13832. return this;
  13833. }
  13834. /**
  13835. * Sets the x, y and z component of the vector at the given index.
  13836. *
  13837. * @param {number} index - The index into the buffer attribute.
  13838. * @param {number} x - The value for the x component to set.
  13839. * @param {number} y - The value for the y component to set.
  13840. * @param {number} z - The value for the z component to set.
  13841. * @return {BufferAttribute} A reference to this instance.
  13842. */
  13843. setXYZ( index, x, y, z ) {
  13844. index *= this.itemSize;
  13845. if ( this.normalized ) {
  13846. x = normalize( x, this.array );
  13847. y = normalize( y, this.array );
  13848. z = normalize( z, this.array );
  13849. }
  13850. this.array[ index + 0 ] = x;
  13851. this.array[ index + 1 ] = y;
  13852. this.array[ index + 2 ] = z;
  13853. return this;
  13854. }
  13855. /**
  13856. * Sets the x, y, z and w component of the vector at the given index.
  13857. *
  13858. * @param {number} index - The index into the buffer attribute.
  13859. * @param {number} x - The value for the x component to set.
  13860. * @param {number} y - The value for the y component to set.
  13861. * @param {number} z - The value for the z component to set.
  13862. * @param {number} w - The value for the w component to set.
  13863. * @return {BufferAttribute} A reference to this instance.
  13864. */
  13865. setXYZW( index, x, y, z, w ) {
  13866. index *= this.itemSize;
  13867. if ( this.normalized ) {
  13868. x = normalize( x, this.array );
  13869. y = normalize( y, this.array );
  13870. z = normalize( z, this.array );
  13871. w = normalize( w, this.array );
  13872. }
  13873. this.array[ index + 0 ] = x;
  13874. this.array[ index + 1 ] = y;
  13875. this.array[ index + 2 ] = z;
  13876. this.array[ index + 3 ] = w;
  13877. return this;
  13878. }
  13879. /**
  13880. * Sets the given callback function that is executed after the Renderer has transferred
  13881. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13882. * the upload when attribute data are not needed anymore on the CPU side.
  13883. *
  13884. * @param {Function} callback - The `onUpload()` callback.
  13885. * @return {BufferAttribute} A reference to this instance.
  13886. */
  13887. onUpload( callback ) {
  13888. this.onUploadCallback = callback;
  13889. return this;
  13890. }
  13891. /**
  13892. * Returns a new buffer attribute with copied values from this instance.
  13893. *
  13894. * @return {BufferAttribute} A clone of this instance.
  13895. */
  13896. clone() {
  13897. return new this.constructor( this.array, this.itemSize ).copy( this );
  13898. }
  13899. /**
  13900. * Serializes the buffer attribute into JSON.
  13901. *
  13902. * @return {Object} A JSON object representing the serialized buffer attribute.
  13903. */
  13904. toJSON() {
  13905. const data = {
  13906. itemSize: this.itemSize,
  13907. type: this.array.constructor.name,
  13908. array: Array.from( this.array ),
  13909. normalized: this.normalized
  13910. };
  13911. if ( this.name !== '' ) data.name = this.name;
  13912. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13913. return data;
  13914. }
  13915. }
  13916. /**
  13917. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13918. * a plain `Array` instance.
  13919. *
  13920. * @augments BufferAttribute
  13921. */
  13922. class Int8BufferAttribute extends BufferAttribute {
  13923. /**
  13924. * Constructs a new buffer attribute.
  13925. *
  13926. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13927. * @param {number} itemSize - The item size.
  13928. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13929. */
  13930. constructor( array, itemSize, normalized ) {
  13931. super( new Int8Array( array ), itemSize, normalized );
  13932. }
  13933. }
  13934. /**
  13935. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13936. * a plain `Array` instance.
  13937. *
  13938. * @augments BufferAttribute
  13939. */
  13940. class Uint8BufferAttribute extends BufferAttribute {
  13941. /**
  13942. * Constructs a new buffer attribute.
  13943. *
  13944. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13945. * @param {number} itemSize - The item size.
  13946. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13947. */
  13948. constructor( array, itemSize, normalized ) {
  13949. super( new Uint8Array( array ), itemSize, normalized );
  13950. }
  13951. }
  13952. /**
  13953. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13954. * a plain `Array` instance.
  13955. *
  13956. * @augments BufferAttribute
  13957. */
  13958. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13959. /**
  13960. * Constructs a new buffer attribute.
  13961. *
  13962. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13963. * @param {number} itemSize - The item size.
  13964. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13965. */
  13966. constructor( array, itemSize, normalized ) {
  13967. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13968. }
  13969. }
  13970. /**
  13971. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13972. * a plain `Array` instance.
  13973. *
  13974. * @augments BufferAttribute
  13975. */
  13976. class Int16BufferAttribute extends BufferAttribute {
  13977. /**
  13978. * Constructs a new buffer attribute.
  13979. *
  13980. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13981. * @param {number} itemSize - The item size.
  13982. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13983. */
  13984. constructor( array, itemSize, normalized ) {
  13985. super( new Int16Array( array ), itemSize, normalized );
  13986. }
  13987. }
  13988. /**
  13989. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13990. * a plain `Array` instance.
  13991. *
  13992. * @augments BufferAttribute
  13993. */
  13994. class Uint16BufferAttribute extends BufferAttribute {
  13995. /**
  13996. * Constructs a new buffer attribute.
  13997. *
  13998. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13999. * @param {number} itemSize - The item size.
  14000. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14001. */
  14002. constructor( array, itemSize, normalized ) {
  14003. super( new Uint16Array( array ), itemSize, normalized );
  14004. }
  14005. }
  14006. /**
  14007. * Convenient class that can be used when creating a `Int32` buffer attribute with
  14008. * a plain `Array` instance.
  14009. *
  14010. * @augments BufferAttribute
  14011. */
  14012. class Int32BufferAttribute extends BufferAttribute {
  14013. /**
  14014. * Constructs a new buffer attribute.
  14015. *
  14016. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  14017. * @param {number} itemSize - The item size.
  14018. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14019. */
  14020. constructor( array, itemSize, normalized ) {
  14021. super( new Int32Array( array ), itemSize, normalized );
  14022. }
  14023. }
  14024. /**
  14025. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  14026. * a plain `Array` instance.
  14027. *
  14028. * @augments BufferAttribute
  14029. */
  14030. class Uint32BufferAttribute extends BufferAttribute {
  14031. /**
  14032. * Constructs a new buffer attribute.
  14033. *
  14034. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  14035. * @param {number} itemSize - The item size.
  14036. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14037. */
  14038. constructor( array, itemSize, normalized ) {
  14039. super( new Uint32Array( array ), itemSize, normalized );
  14040. }
  14041. }
  14042. /**
  14043. * Convenient class that can be used when creating a `Float16` buffer attribute with
  14044. * a plain `Array` instance.
  14045. *
  14046. * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array`
  14047. * browser support is still problematic.
  14048. *
  14049. * @augments BufferAttribute
  14050. */
  14051. class Float16BufferAttribute extends BufferAttribute {
  14052. /**
  14053. * Constructs a new buffer attribute.
  14054. *
  14055. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  14056. * @param {number} itemSize - The item size.
  14057. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14058. */
  14059. constructor( array, itemSize, normalized ) {
  14060. super( new Uint16Array( array ), itemSize, normalized );
  14061. this.isFloat16BufferAttribute = true;
  14062. }
  14063. getX( index ) {
  14064. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  14065. if ( this.normalized ) x = denormalize( x, this.array );
  14066. return x;
  14067. }
  14068. setX( index, x ) {
  14069. if ( this.normalized ) x = normalize( x, this.array );
  14070. this.array[ index * this.itemSize ] = toHalfFloat( x );
  14071. return this;
  14072. }
  14073. getY( index ) {
  14074. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  14075. if ( this.normalized ) y = denormalize( y, this.array );
  14076. return y;
  14077. }
  14078. setY( index, y ) {
  14079. if ( this.normalized ) y = normalize( y, this.array );
  14080. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  14081. return this;
  14082. }
  14083. getZ( index ) {
  14084. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  14085. if ( this.normalized ) z = denormalize( z, this.array );
  14086. return z;
  14087. }
  14088. setZ( index, z ) {
  14089. if ( this.normalized ) z = normalize( z, this.array );
  14090. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  14091. return this;
  14092. }
  14093. getW( index ) {
  14094. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  14095. if ( this.normalized ) w = denormalize( w, this.array );
  14096. return w;
  14097. }
  14098. setW( index, w ) {
  14099. if ( this.normalized ) w = normalize( w, this.array );
  14100. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  14101. return this;
  14102. }
  14103. setXY( index, x, y ) {
  14104. index *= this.itemSize;
  14105. if ( this.normalized ) {
  14106. x = normalize( x, this.array );
  14107. y = normalize( y, this.array );
  14108. }
  14109. this.array[ index + 0 ] = toHalfFloat( x );
  14110. this.array[ index + 1 ] = toHalfFloat( y );
  14111. return this;
  14112. }
  14113. setXYZ( index, x, y, z ) {
  14114. index *= this.itemSize;
  14115. if ( this.normalized ) {
  14116. x = normalize( x, this.array );
  14117. y = normalize( y, this.array );
  14118. z = normalize( z, this.array );
  14119. }
  14120. this.array[ index + 0 ] = toHalfFloat( x );
  14121. this.array[ index + 1 ] = toHalfFloat( y );
  14122. this.array[ index + 2 ] = toHalfFloat( z );
  14123. return this;
  14124. }
  14125. setXYZW( index, x, y, z, w ) {
  14126. index *= this.itemSize;
  14127. if ( this.normalized ) {
  14128. x = normalize( x, this.array );
  14129. y = normalize( y, this.array );
  14130. z = normalize( z, this.array );
  14131. w = normalize( w, this.array );
  14132. }
  14133. this.array[ index + 0 ] = toHalfFloat( x );
  14134. this.array[ index + 1 ] = toHalfFloat( y );
  14135. this.array[ index + 2 ] = toHalfFloat( z );
  14136. this.array[ index + 3 ] = toHalfFloat( w );
  14137. return this;
  14138. }
  14139. }
  14140. /**
  14141. * Convenient class that can be used when creating a `Float32` buffer attribute with
  14142. * a plain `Array` instance.
  14143. *
  14144. * @augments BufferAttribute
  14145. */
  14146. class Float32BufferAttribute extends BufferAttribute {
  14147. /**
  14148. * Constructs a new buffer attribute.
  14149. *
  14150. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  14151. * @param {number} itemSize - The item size.
  14152. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  14153. */
  14154. constructor( array, itemSize, normalized ) {
  14155. super( new Float32Array( array ), itemSize, normalized );
  14156. }
  14157. }
  14158. let _id$1 = 0;
  14159. const _m1 = /*@__PURE__*/ new Matrix4();
  14160. const _obj = /*@__PURE__*/ new Object3D();
  14161. const _offset = /*@__PURE__*/ new Vector3();
  14162. const _box$2 = /*@__PURE__*/ new Box3();
  14163. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  14164. const _vector$8 = /*@__PURE__*/ new Vector3();
  14165. /**
  14166. * A representation of mesh, line, or point geometry. Includes vertex
  14167. * positions, face indices, normals, colors, UVs, and custom attributes
  14168. * within buffers, reducing the cost of passing all this data to the GPU.
  14169. *
  14170. * ```js
  14171. * const geometry = new THREE.BufferGeometry();
  14172. * // create a simple square shape. We duplicate the top left and bottom right
  14173. * // vertices because each vertex needs to appear once per triangle.
  14174. * const vertices = new Float32Array( [
  14175. * -1.0, -1.0, 1.0, // v0
  14176. * 1.0, -1.0, 1.0, // v1
  14177. * 1.0, 1.0, 1.0, // v2
  14178. *
  14179. * 1.0, 1.0, 1.0, // v3
  14180. * -1.0, 1.0, 1.0, // v4
  14181. * -1.0, -1.0, 1.0 // v5
  14182. * ] );
  14183. * // itemSize = 3 because there are 3 values (components) per vertex
  14184. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  14185. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  14186. * const mesh = new THREE.Mesh( geometry, material );
  14187. * ```
  14188. *
  14189. * @augments EventDispatcher
  14190. */
  14191. class BufferGeometry extends EventDispatcher {
  14192. /**
  14193. * Constructs a new geometry.
  14194. */
  14195. constructor() {
  14196. super();
  14197. /**
  14198. * This flag can be used for type testing.
  14199. *
  14200. * @type {boolean}
  14201. * @readonly
  14202. * @default true
  14203. */
  14204. this.isBufferGeometry = true;
  14205. /**
  14206. * The ID of the geometry.
  14207. *
  14208. * @name BufferGeometry#id
  14209. * @type {number}
  14210. * @readonly
  14211. */
  14212. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14213. /**
  14214. * The UUID of the geometry.
  14215. *
  14216. * @type {string}
  14217. * @readonly
  14218. */
  14219. this.uuid = generateUUID();
  14220. /**
  14221. * The name of the geometry.
  14222. *
  14223. * @type {string}
  14224. */
  14225. this.name = '';
  14226. this.type = 'BufferGeometry';
  14227. /**
  14228. * Allows for vertices to be re-used across multiple triangles; this is
  14229. * called using "indexed triangles". Each triangle is associated with the
  14230. * indices of three vertices. This attribute therefore stores the index of
  14231. * each vertex for each triangular face. If this attribute is not set, the
  14232. * renderer assumes that each three contiguous positions represent a single triangle.
  14233. *
  14234. * @type {?BufferAttribute}
  14235. * @default null
  14236. */
  14237. this.index = null;
  14238. /**
  14239. * A (storage) buffer attribute which was generated with a compute shader and
  14240. * now defines indirect draw calls.
  14241. *
  14242. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14243. *
  14244. * @type {?BufferAttribute}
  14245. * @default null
  14246. */
  14247. this.indirect = null;
  14248. /**
  14249. * This dictionary has as id the name of the attribute to be set and as value
  14250. * the buffer attribute to set it to. Rather than accessing this property directly,
  14251. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14252. *
  14253. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14254. */
  14255. this.attributes = {};
  14256. /**
  14257. * This dictionary holds the morph targets of the geometry.
  14258. *
  14259. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14260. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14261. *
  14262. * @type {Object}
  14263. */
  14264. this.morphAttributes = {};
  14265. /**
  14266. * Used to control the morph target behavior; when set to `true`, the morph
  14267. * target data is treated as relative offsets, rather than as absolute
  14268. * positions/normals.
  14269. *
  14270. * @type {boolean}
  14271. * @default false
  14272. */
  14273. this.morphTargetsRelative = false;
  14274. /**
  14275. * Split the geometry into groups, each of which will be rendered in a
  14276. * separate draw call. This allows an array of materials to be used with the geometry.
  14277. *
  14278. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14279. *
  14280. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14281. * indices, and must not leave vertices or indices unused.
  14282. *
  14283. * @type {Array<Object>}
  14284. */
  14285. this.groups = [];
  14286. /**
  14287. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14288. *
  14289. * @type {?Box3}
  14290. * @default null
  14291. */
  14292. this.boundingBox = null;
  14293. /**
  14294. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14295. *
  14296. * @type {?Sphere}
  14297. * @default null
  14298. */
  14299. this.boundingSphere = null;
  14300. /**
  14301. * Determines the part of the geometry to render. This should not be set directly,
  14302. * instead use `setDrawRange()`.
  14303. *
  14304. * @type {{start:number,count:number}}
  14305. */
  14306. this.drawRange = { start: 0, count: Infinity };
  14307. /**
  14308. * An object that can be used to store custom data about the geometry.
  14309. * It should not hold references to functions as these will not be cloned.
  14310. *
  14311. * @type {Object}
  14312. */
  14313. this.userData = {};
  14314. }
  14315. /**
  14316. * Returns the index of this geometry.
  14317. *
  14318. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14319. */
  14320. getIndex() {
  14321. return this.index;
  14322. }
  14323. /**
  14324. * Sets the given index to this geometry.
  14325. *
  14326. * @param {Array<number>|BufferAttribute} index - The index to set.
  14327. * @return {BufferGeometry} A reference to this instance.
  14328. */
  14329. setIndex( index ) {
  14330. if ( Array.isArray( index ) ) {
  14331. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14332. } else {
  14333. this.index = index;
  14334. }
  14335. return this;
  14336. }
  14337. /**
  14338. * Sets the given indirect attribute to this geometry.
  14339. *
  14340. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14341. * @return {BufferGeometry} A reference to this instance.
  14342. */
  14343. setIndirect( indirect ) {
  14344. this.indirect = indirect;
  14345. return this;
  14346. }
  14347. /**
  14348. * Returns the indirect attribute of this geometry.
  14349. *
  14350. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14351. */
  14352. getIndirect() {
  14353. return this.indirect;
  14354. }
  14355. /**
  14356. * Returns the buffer attribute for the given name.
  14357. *
  14358. * @param {string} name - The attribute name.
  14359. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14360. * Returns `undefined` if not attribute has been found.
  14361. */
  14362. getAttribute( name ) {
  14363. return this.attributes[ name ];
  14364. }
  14365. /**
  14366. * Sets the given attribute for the given name.
  14367. *
  14368. * @param {string} name - The attribute name.
  14369. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14370. * @return {BufferGeometry} A reference to this instance.
  14371. */
  14372. setAttribute( name, attribute ) {
  14373. this.attributes[ name ] = attribute;
  14374. return this;
  14375. }
  14376. /**
  14377. * Deletes the attribute for the given name.
  14378. *
  14379. * @param {string} name - The attribute name to delete.
  14380. * @return {BufferGeometry} A reference to this instance.
  14381. */
  14382. deleteAttribute( name ) {
  14383. delete this.attributes[ name ];
  14384. return this;
  14385. }
  14386. /**
  14387. * Returns `true` if this geometry has an attribute for the given name.
  14388. *
  14389. * @param {string} name - The attribute name.
  14390. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14391. */
  14392. hasAttribute( name ) {
  14393. return this.attributes[ name ] !== undefined;
  14394. }
  14395. /**
  14396. * Adds a group to this geometry.
  14397. *
  14398. * @param {number} start - The first element in this draw call. That is the first
  14399. * vertex for non-indexed geometry, otherwise the first triangle index.
  14400. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14401. * @param {number} [materialIndex=0] - The material array index to use.
  14402. */
  14403. addGroup( start, count, materialIndex = 0 ) {
  14404. this.groups.push( {
  14405. start: start,
  14406. count: count,
  14407. materialIndex: materialIndex
  14408. } );
  14409. }
  14410. /**
  14411. * Clears all groups.
  14412. */
  14413. clearGroups() {
  14414. this.groups = [];
  14415. }
  14416. /**
  14417. * Sets the draw range for this geometry.
  14418. *
  14419. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14420. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14421. * For indexed BufferGeometry, `count` is the number of indices to render.
  14422. */
  14423. setDrawRange( start, count ) {
  14424. this.drawRange.start = start;
  14425. this.drawRange.count = count;
  14426. }
  14427. /**
  14428. * Applies the given 4x4 transformation matrix to the geometry.
  14429. *
  14430. * @param {Matrix4} matrix - The matrix to apply.
  14431. * @return {BufferGeometry} A reference to this instance.
  14432. */
  14433. applyMatrix4( matrix ) {
  14434. const position = this.attributes.position;
  14435. if ( position !== undefined ) {
  14436. position.applyMatrix4( matrix );
  14437. position.needsUpdate = true;
  14438. }
  14439. const normal = this.attributes.normal;
  14440. if ( normal !== undefined ) {
  14441. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14442. normal.applyNormalMatrix( normalMatrix );
  14443. normal.needsUpdate = true;
  14444. }
  14445. const tangent = this.attributes.tangent;
  14446. if ( tangent !== undefined ) {
  14447. tangent.transformDirection( matrix );
  14448. tangent.needsUpdate = true;
  14449. }
  14450. if ( this.boundingBox !== null ) {
  14451. this.computeBoundingBox();
  14452. }
  14453. if ( this.boundingSphere !== null ) {
  14454. this.computeBoundingSphere();
  14455. }
  14456. return this;
  14457. }
  14458. /**
  14459. * Applies the rotation represented by the Quaternion to the geometry.
  14460. *
  14461. * @param {Quaternion} q - The Quaternion to apply.
  14462. * @return {BufferGeometry} A reference to this instance.
  14463. */
  14464. applyQuaternion( q ) {
  14465. _m1.makeRotationFromQuaternion( q );
  14466. this.applyMatrix4( _m1 );
  14467. return this;
  14468. }
  14469. /**
  14470. * Rotates the geometry about the X axis. This is typically done as a one time
  14471. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14472. * real-time mesh rotation.
  14473. *
  14474. * @param {number} angle - The angle in radians.
  14475. * @return {BufferGeometry} A reference to this instance.
  14476. */
  14477. rotateX( angle ) {
  14478. // rotate geometry around world x-axis
  14479. _m1.makeRotationX( angle );
  14480. this.applyMatrix4( _m1 );
  14481. return this;
  14482. }
  14483. /**
  14484. * Rotates the geometry about the Y axis. This is typically done as a one time
  14485. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14486. * real-time mesh rotation.
  14487. *
  14488. * @param {number} angle - The angle in radians.
  14489. * @return {BufferGeometry} A reference to this instance.
  14490. */
  14491. rotateY( angle ) {
  14492. // rotate geometry around world y-axis
  14493. _m1.makeRotationY( angle );
  14494. this.applyMatrix4( _m1 );
  14495. return this;
  14496. }
  14497. /**
  14498. * Rotates the geometry about the Z axis. This is typically done as a one time
  14499. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14500. * real-time mesh rotation.
  14501. *
  14502. * @param {number} angle - The angle in radians.
  14503. * @return {BufferGeometry} A reference to this instance.
  14504. */
  14505. rotateZ( angle ) {
  14506. // rotate geometry around world z-axis
  14507. _m1.makeRotationZ( angle );
  14508. this.applyMatrix4( _m1 );
  14509. return this;
  14510. }
  14511. /**
  14512. * Translates the geometry. This is typically done as a one time
  14513. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14514. * real-time mesh rotation.
  14515. *
  14516. * @param {number} x - The x offset.
  14517. * @param {number} y - The y offset.
  14518. * @param {number} z - The z offset.
  14519. * @return {BufferGeometry} A reference to this instance.
  14520. */
  14521. translate( x, y, z ) {
  14522. // translate geometry
  14523. _m1.makeTranslation( x, y, z );
  14524. this.applyMatrix4( _m1 );
  14525. return this;
  14526. }
  14527. /**
  14528. * Scales the geometry. This is typically done as a one time
  14529. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14530. * real-time mesh rotation.
  14531. *
  14532. * @param {number} x - The x scale.
  14533. * @param {number} y - The y scale.
  14534. * @param {number} z - The z scale.
  14535. * @return {BufferGeometry} A reference to this instance.
  14536. */
  14537. scale( x, y, z ) {
  14538. // scale geometry
  14539. _m1.makeScale( x, y, z );
  14540. this.applyMatrix4( _m1 );
  14541. return this;
  14542. }
  14543. /**
  14544. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14545. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14546. * real-time mesh rotation.
  14547. *
  14548. * @param {Vector3} vector - The target point.
  14549. * @return {BufferGeometry} A reference to this instance.
  14550. */
  14551. lookAt( vector ) {
  14552. _obj.lookAt( vector );
  14553. _obj.updateMatrix();
  14554. this.applyMatrix4( _obj.matrix );
  14555. return this;
  14556. }
  14557. /**
  14558. * Center the geometry based on its bounding box.
  14559. *
  14560. * @return {BufferGeometry} A reference to this instance.
  14561. */
  14562. center() {
  14563. this.computeBoundingBox();
  14564. this.boundingBox.getCenter( _offset ).negate();
  14565. this.translate( _offset.x, _offset.y, _offset.z );
  14566. return this;
  14567. }
  14568. /**
  14569. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14570. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14571. * set to `0`.
  14572. *
  14573. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14574. * data from the array. The length of the array must match the vertex count.
  14575. *
  14576. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14577. * @return {BufferGeometry} A reference to this instance.
  14578. */
  14579. setFromPoints( points ) {
  14580. const positionAttribute = this.getAttribute( 'position' );
  14581. if ( positionAttribute === undefined ) {
  14582. const position = [];
  14583. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14584. const point = points[ i ];
  14585. position.push( point.x, point.y, point.z || 0 );
  14586. }
  14587. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14588. } else {
  14589. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14590. for ( let i = 0; i < l; i ++ ) {
  14591. const point = points[ i ];
  14592. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14593. }
  14594. if ( points.length > positionAttribute.count ) {
  14595. warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14596. }
  14597. positionAttribute.needsUpdate = true;
  14598. }
  14599. return this;
  14600. }
  14601. /**
  14602. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14603. * The bounding box is not computed by the engine; it must be computed by your app.
  14604. * You may need to recompute the bounding box if the geometry vertices are modified.
  14605. */
  14606. computeBoundingBox() {
  14607. if ( this.boundingBox === null ) {
  14608. this.boundingBox = new Box3();
  14609. }
  14610. const position = this.attributes.position;
  14611. const morphAttributesPosition = this.morphAttributes.position;
  14612. if ( position && position.isGLBufferAttribute ) {
  14613. error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14614. this.boundingBox.set(
  14615. new Vector3( - Infinity, - Infinity, - Infinity ),
  14616. new Vector3( + Infinity, + Infinity, + Infinity )
  14617. );
  14618. return;
  14619. }
  14620. if ( position !== undefined ) {
  14621. this.boundingBox.setFromBufferAttribute( position );
  14622. // process morph attributes if present
  14623. if ( morphAttributesPosition ) {
  14624. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14625. const morphAttribute = morphAttributesPosition[ i ];
  14626. _box$2.setFromBufferAttribute( morphAttribute );
  14627. if ( this.morphTargetsRelative ) {
  14628. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14629. this.boundingBox.expandByPoint( _vector$8 );
  14630. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14631. this.boundingBox.expandByPoint( _vector$8 );
  14632. } else {
  14633. this.boundingBox.expandByPoint( _box$2.min );
  14634. this.boundingBox.expandByPoint( _box$2.max );
  14635. }
  14636. }
  14637. }
  14638. } else {
  14639. this.boundingBox.makeEmpty();
  14640. }
  14641. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14642. error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14643. }
  14644. }
  14645. /**
  14646. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14647. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14648. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14649. */
  14650. computeBoundingSphere() {
  14651. if ( this.boundingSphere === null ) {
  14652. this.boundingSphere = new Sphere();
  14653. }
  14654. const position = this.attributes.position;
  14655. const morphAttributesPosition = this.morphAttributes.position;
  14656. if ( position && position.isGLBufferAttribute ) {
  14657. error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14658. this.boundingSphere.set( new Vector3(), Infinity );
  14659. return;
  14660. }
  14661. if ( position ) {
  14662. // first, find the center of the bounding sphere
  14663. const center = this.boundingSphere.center;
  14664. _box$2.setFromBufferAttribute( position );
  14665. // process morph attributes if present
  14666. if ( morphAttributesPosition ) {
  14667. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14668. const morphAttribute = morphAttributesPosition[ i ];
  14669. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14670. if ( this.morphTargetsRelative ) {
  14671. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14672. _box$2.expandByPoint( _vector$8 );
  14673. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14674. _box$2.expandByPoint( _vector$8 );
  14675. } else {
  14676. _box$2.expandByPoint( _boxMorphTargets.min );
  14677. _box$2.expandByPoint( _boxMorphTargets.max );
  14678. }
  14679. }
  14680. }
  14681. _box$2.getCenter( center );
  14682. // second, try to find a boundingSphere with a radius smaller than the
  14683. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14684. let maxRadiusSq = 0;
  14685. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14686. _vector$8.fromBufferAttribute( position, i );
  14687. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14688. }
  14689. // process morph attributes if present
  14690. if ( morphAttributesPosition ) {
  14691. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14692. const morphAttribute = morphAttributesPosition[ i ];
  14693. const morphTargetsRelative = this.morphTargetsRelative;
  14694. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14695. _vector$8.fromBufferAttribute( morphAttribute, j );
  14696. if ( morphTargetsRelative ) {
  14697. _offset.fromBufferAttribute( position, j );
  14698. _vector$8.add( _offset );
  14699. }
  14700. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14701. }
  14702. }
  14703. }
  14704. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14705. if ( isNaN( this.boundingSphere.radius ) ) {
  14706. error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14707. }
  14708. }
  14709. }
  14710. /**
  14711. * Calculates and adds a tangent attribute to this geometry.
  14712. *
  14713. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14714. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14715. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14716. */
  14717. computeTangents() {
  14718. const index = this.index;
  14719. const attributes = this.attributes;
  14720. // based on http://www.terathon.com/code/tangent.html
  14721. // (per vertex tangents)
  14722. if ( index === null ||
  14723. attributes.position === undefined ||
  14724. attributes.normal === undefined ||
  14725. attributes.uv === undefined ) {
  14726. error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14727. return;
  14728. }
  14729. const positionAttribute = attributes.position;
  14730. const normalAttribute = attributes.normal;
  14731. const uvAttribute = attributes.uv;
  14732. if ( this.hasAttribute( 'tangent' ) === false ) {
  14733. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14734. }
  14735. const tangentAttribute = this.getAttribute( 'tangent' );
  14736. const tan1 = [], tan2 = [];
  14737. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14738. tan1[ i ] = new Vector3();
  14739. tan2[ i ] = new Vector3();
  14740. }
  14741. const vA = new Vector3(),
  14742. vB = new Vector3(),
  14743. vC = new Vector3(),
  14744. uvA = new Vector2(),
  14745. uvB = new Vector2(),
  14746. uvC = new Vector2(),
  14747. sdir = new Vector3(),
  14748. tdir = new Vector3();
  14749. function handleTriangle( a, b, c ) {
  14750. vA.fromBufferAttribute( positionAttribute, a );
  14751. vB.fromBufferAttribute( positionAttribute, b );
  14752. vC.fromBufferAttribute( positionAttribute, c );
  14753. uvA.fromBufferAttribute( uvAttribute, a );
  14754. uvB.fromBufferAttribute( uvAttribute, b );
  14755. uvC.fromBufferAttribute( uvAttribute, c );
  14756. vB.sub( vA );
  14757. vC.sub( vA );
  14758. uvB.sub( uvA );
  14759. uvC.sub( uvA );
  14760. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14761. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14762. if ( ! isFinite( r ) ) return;
  14763. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14764. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14765. tan1[ a ].add( sdir );
  14766. tan1[ b ].add( sdir );
  14767. tan1[ c ].add( sdir );
  14768. tan2[ a ].add( tdir );
  14769. tan2[ b ].add( tdir );
  14770. tan2[ c ].add( tdir );
  14771. }
  14772. let groups = this.groups;
  14773. if ( groups.length === 0 ) {
  14774. groups = [ {
  14775. start: 0,
  14776. count: index.count
  14777. } ];
  14778. }
  14779. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14780. const group = groups[ i ];
  14781. const start = group.start;
  14782. const count = group.count;
  14783. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14784. handleTriangle(
  14785. index.getX( j + 0 ),
  14786. index.getX( j + 1 ),
  14787. index.getX( j + 2 )
  14788. );
  14789. }
  14790. }
  14791. const tmp = new Vector3(), tmp2 = new Vector3();
  14792. const n = new Vector3(), n2 = new Vector3();
  14793. function handleVertex( v ) {
  14794. n.fromBufferAttribute( normalAttribute, v );
  14795. n2.copy( n );
  14796. const t = tan1[ v ];
  14797. // Gram-Schmidt orthogonalize
  14798. tmp.copy( t );
  14799. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14800. // Calculate handedness
  14801. tmp2.crossVectors( n2, t );
  14802. const test = tmp2.dot( tan2[ v ] );
  14803. const w = ( test < 0.0 ) ? -1 : 1.0;
  14804. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14805. }
  14806. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14807. const group = groups[ i ];
  14808. const start = group.start;
  14809. const count = group.count;
  14810. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14811. handleVertex( index.getX( j + 0 ) );
  14812. handleVertex( index.getX( j + 1 ) );
  14813. handleVertex( index.getX( j + 2 ) );
  14814. }
  14815. }
  14816. }
  14817. /**
  14818. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14819. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14820. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14821. * to be the same as the face normal.
  14822. */
  14823. computeVertexNormals() {
  14824. const index = this.index;
  14825. const positionAttribute = this.getAttribute( 'position' );
  14826. if ( positionAttribute !== undefined ) {
  14827. let normalAttribute = this.getAttribute( 'normal' );
  14828. if ( normalAttribute === undefined ) {
  14829. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14830. this.setAttribute( 'normal', normalAttribute );
  14831. } else {
  14832. // reset existing normals to zero
  14833. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14834. normalAttribute.setXYZ( i, 0, 0, 0 );
  14835. }
  14836. }
  14837. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14838. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14839. const cb = new Vector3(), ab = new Vector3();
  14840. // indexed elements
  14841. if ( index ) {
  14842. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14843. const vA = index.getX( i + 0 );
  14844. const vB = index.getX( i + 1 );
  14845. const vC = index.getX( i + 2 );
  14846. pA.fromBufferAttribute( positionAttribute, vA );
  14847. pB.fromBufferAttribute( positionAttribute, vB );
  14848. pC.fromBufferAttribute( positionAttribute, vC );
  14849. cb.subVectors( pC, pB );
  14850. ab.subVectors( pA, pB );
  14851. cb.cross( ab );
  14852. nA.fromBufferAttribute( normalAttribute, vA );
  14853. nB.fromBufferAttribute( normalAttribute, vB );
  14854. nC.fromBufferAttribute( normalAttribute, vC );
  14855. nA.add( cb );
  14856. nB.add( cb );
  14857. nC.add( cb );
  14858. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14859. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14860. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14861. }
  14862. } else {
  14863. // non-indexed elements (unconnected triangle soup)
  14864. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14865. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14866. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14867. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14868. cb.subVectors( pC, pB );
  14869. ab.subVectors( pA, pB );
  14870. cb.cross( ab );
  14871. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14872. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14873. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14874. }
  14875. }
  14876. this.normalizeNormals();
  14877. normalAttribute.needsUpdate = true;
  14878. }
  14879. }
  14880. /**
  14881. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14882. * correct lighting on the geometry surfaces.
  14883. */
  14884. normalizeNormals() {
  14885. const normals = this.attributes.normal;
  14886. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14887. _vector$8.fromBufferAttribute( normals, i );
  14888. _vector$8.normalize();
  14889. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14890. }
  14891. }
  14892. /**
  14893. * Return a new non-index version of this indexed geometry. If the geometry
  14894. * is already non-indexed, the method is a NOOP.
  14895. *
  14896. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14897. */
  14898. toNonIndexed() {
  14899. function convertBufferAttribute( attribute, indices ) {
  14900. const array = attribute.array;
  14901. const itemSize = attribute.itemSize;
  14902. const normalized = attribute.normalized;
  14903. const array2 = new array.constructor( indices.length * itemSize );
  14904. let index = 0, index2 = 0;
  14905. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14906. if ( attribute.isInterleavedBufferAttribute ) {
  14907. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14908. } else {
  14909. index = indices[ i ] * itemSize;
  14910. }
  14911. for ( let j = 0; j < itemSize; j ++ ) {
  14912. array2[ index2 ++ ] = array[ index ++ ];
  14913. }
  14914. }
  14915. return new BufferAttribute( array2, itemSize, normalized );
  14916. }
  14917. //
  14918. if ( this.index === null ) {
  14919. warn( 'BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14920. return this;
  14921. }
  14922. const geometry2 = new BufferGeometry();
  14923. const indices = this.index.array;
  14924. const attributes = this.attributes;
  14925. // attributes
  14926. for ( const name in attributes ) {
  14927. const attribute = attributes[ name ];
  14928. const newAttribute = convertBufferAttribute( attribute, indices );
  14929. geometry2.setAttribute( name, newAttribute );
  14930. }
  14931. // morph attributes
  14932. const morphAttributes = this.morphAttributes;
  14933. for ( const name in morphAttributes ) {
  14934. const morphArray = [];
  14935. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14936. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14937. const attribute = morphAttribute[ i ];
  14938. const newAttribute = convertBufferAttribute( attribute, indices );
  14939. morphArray.push( newAttribute );
  14940. }
  14941. geometry2.morphAttributes[ name ] = morphArray;
  14942. }
  14943. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14944. // groups
  14945. const groups = this.groups;
  14946. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14947. const group = groups[ i ];
  14948. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14949. }
  14950. return geometry2;
  14951. }
  14952. /**
  14953. * Serializes the geometry into JSON.
  14954. *
  14955. * @return {Object} A JSON object representing the serialized geometry.
  14956. */
  14957. toJSON() {
  14958. const data = {
  14959. metadata: {
  14960. version: 4.7,
  14961. type: 'BufferGeometry',
  14962. generator: 'BufferGeometry.toJSON'
  14963. }
  14964. };
  14965. // standard BufferGeometry serialization
  14966. data.uuid = this.uuid;
  14967. data.type = this.type;
  14968. if ( this.name !== '' ) data.name = this.name;
  14969. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14970. if ( this.parameters !== undefined ) {
  14971. const parameters = this.parameters;
  14972. for ( const key in parameters ) {
  14973. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14974. }
  14975. return data;
  14976. }
  14977. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14978. data.data = { attributes: {} };
  14979. const index = this.index;
  14980. if ( index !== null ) {
  14981. data.data.index = {
  14982. type: index.array.constructor.name,
  14983. array: Array.prototype.slice.call( index.array )
  14984. };
  14985. }
  14986. const attributes = this.attributes;
  14987. for ( const key in attributes ) {
  14988. const attribute = attributes[ key ];
  14989. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14990. }
  14991. const morphAttributes = {};
  14992. let hasMorphAttributes = false;
  14993. for ( const key in this.morphAttributes ) {
  14994. const attributeArray = this.morphAttributes[ key ];
  14995. const array = [];
  14996. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14997. const attribute = attributeArray[ i ];
  14998. array.push( attribute.toJSON( data.data ) );
  14999. }
  15000. if ( array.length > 0 ) {
  15001. morphAttributes[ key ] = array;
  15002. hasMorphAttributes = true;
  15003. }
  15004. }
  15005. if ( hasMorphAttributes ) {
  15006. data.data.morphAttributes = morphAttributes;
  15007. data.data.morphTargetsRelative = this.morphTargetsRelative;
  15008. }
  15009. const groups = this.groups;
  15010. if ( groups.length > 0 ) {
  15011. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  15012. }
  15013. const boundingSphere = this.boundingSphere;
  15014. if ( boundingSphere !== null ) {
  15015. data.data.boundingSphere = boundingSphere.toJSON();
  15016. }
  15017. return data;
  15018. }
  15019. /**
  15020. * Returns a new geometry with copied values from this instance.
  15021. *
  15022. * @return {BufferGeometry} A clone of this instance.
  15023. */
  15024. clone() {
  15025. return new this.constructor().copy( this );
  15026. }
  15027. /**
  15028. * Copies the values of the given geometry to this instance.
  15029. *
  15030. * @param {BufferGeometry} source - The geometry to copy.
  15031. * @return {BufferGeometry} A reference to this instance.
  15032. */
  15033. copy( source ) {
  15034. // reset
  15035. this.index = null;
  15036. this.attributes = {};
  15037. this.morphAttributes = {};
  15038. this.groups = [];
  15039. this.boundingBox = null;
  15040. this.boundingSphere = null;
  15041. // used for storing cloned, shared data
  15042. const data = {};
  15043. // name
  15044. this.name = source.name;
  15045. // index
  15046. const index = source.index;
  15047. if ( index !== null ) {
  15048. this.setIndex( index.clone() );
  15049. }
  15050. // attributes
  15051. const attributes = source.attributes;
  15052. for ( const name in attributes ) {
  15053. const attribute = attributes[ name ];
  15054. this.setAttribute( name, attribute.clone( data ) );
  15055. }
  15056. // morph attributes
  15057. const morphAttributes = source.morphAttributes;
  15058. for ( const name in morphAttributes ) {
  15059. const array = [];
  15060. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  15061. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  15062. array.push( morphAttribute[ i ].clone( data ) );
  15063. }
  15064. this.morphAttributes[ name ] = array;
  15065. }
  15066. this.morphTargetsRelative = source.morphTargetsRelative;
  15067. // groups
  15068. const groups = source.groups;
  15069. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  15070. const group = groups[ i ];
  15071. this.addGroup( group.start, group.count, group.materialIndex );
  15072. }
  15073. // bounding box
  15074. const boundingBox = source.boundingBox;
  15075. if ( boundingBox !== null ) {
  15076. this.boundingBox = boundingBox.clone();
  15077. }
  15078. // bounding sphere
  15079. const boundingSphere = source.boundingSphere;
  15080. if ( boundingSphere !== null ) {
  15081. this.boundingSphere = boundingSphere.clone();
  15082. }
  15083. // draw range
  15084. this.drawRange.start = source.drawRange.start;
  15085. this.drawRange.count = source.drawRange.count;
  15086. // user data
  15087. this.userData = source.userData;
  15088. return this;
  15089. }
  15090. /**
  15091. * Frees the GPU-related resources allocated by this instance. Call this
  15092. * method whenever this instance is no longer used in your app.
  15093. *
  15094. * @fires BufferGeometry#dispose
  15095. */
  15096. dispose() {
  15097. this.dispatchEvent( { type: 'dispose' } );
  15098. }
  15099. }
  15100. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  15101. const _ray$3 = /*@__PURE__*/ new Ray();
  15102. const _sphere$6 = /*@__PURE__*/ new Sphere();
  15103. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  15104. const _vA$1 = /*@__PURE__*/ new Vector3();
  15105. const _vB$1 = /*@__PURE__*/ new Vector3();
  15106. const _vC$1 = /*@__PURE__*/ new Vector3();
  15107. const _tempA = /*@__PURE__*/ new Vector3();
  15108. const _morphA = /*@__PURE__*/ new Vector3();
  15109. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  15110. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  15111. /**
  15112. * Class representing triangular polygon mesh based objects.
  15113. *
  15114. * ```js
  15115. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15116. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  15117. * const mesh = new THREE.Mesh( geometry, material );
  15118. * scene.add( mesh );
  15119. * ```
  15120. *
  15121. * @augments Object3D
  15122. */
  15123. class Mesh extends Object3D {
  15124. /**
  15125. * Constructs a new mesh.
  15126. *
  15127. * @param {BufferGeometry} [geometry] - The mesh geometry.
  15128. * @param {Material|Array<Material>} [material] - The mesh material.
  15129. */
  15130. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  15131. super();
  15132. /**
  15133. * This flag can be used for type testing.
  15134. *
  15135. * @type {boolean}
  15136. * @readonly
  15137. * @default true
  15138. */
  15139. this.isMesh = true;
  15140. this.type = 'Mesh';
  15141. /**
  15142. * The mesh geometry.
  15143. *
  15144. * @type {BufferGeometry}
  15145. */
  15146. this.geometry = geometry;
  15147. /**
  15148. * The mesh material.
  15149. *
  15150. * @type {Material|Array<Material>}
  15151. * @default MeshBasicMaterial
  15152. */
  15153. this.material = material;
  15154. /**
  15155. * A dictionary representing the morph targets in the geometry. The key is the
  15156. * morph targets name, the value its attribute index. This member is `undefined`
  15157. * by default and only set when morph targets are detected in the geometry.
  15158. *
  15159. * @type {Object<String,number>|undefined}
  15160. * @default undefined
  15161. */
  15162. this.morphTargetDictionary = undefined;
  15163. /**
  15164. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  15165. * is applied. This member is `undefined` by default and only set when morph targets are
  15166. * detected in the geometry.
  15167. *
  15168. * @type {Array<number>|undefined}
  15169. * @default undefined
  15170. */
  15171. this.morphTargetInfluences = undefined;
  15172. /**
  15173. * The number of instances of this mesh.
  15174. * Can only be used with {@link WebGPURenderer}.
  15175. *
  15176. * @type {number}
  15177. * @default 1
  15178. */
  15179. this.count = 1;
  15180. this.updateMorphTargets();
  15181. }
  15182. copy( source, recursive ) {
  15183. super.copy( source, recursive );
  15184. if ( source.morphTargetInfluences !== undefined ) {
  15185. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  15186. }
  15187. if ( source.morphTargetDictionary !== undefined ) {
  15188. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  15189. }
  15190. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  15191. this.geometry = source.geometry;
  15192. return this;
  15193. }
  15194. /**
  15195. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15196. * to make sure existing morph targets can influence this 3D object.
  15197. */
  15198. updateMorphTargets() {
  15199. const geometry = this.geometry;
  15200. const morphAttributes = geometry.morphAttributes;
  15201. const keys = Object.keys( morphAttributes );
  15202. if ( keys.length > 0 ) {
  15203. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15204. if ( morphAttribute !== undefined ) {
  15205. this.morphTargetInfluences = [];
  15206. this.morphTargetDictionary = {};
  15207. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15208. const name = morphAttribute[ m ].name || String( m );
  15209. this.morphTargetInfluences.push( 0 );
  15210. this.morphTargetDictionary[ name ] = m;
  15211. }
  15212. }
  15213. }
  15214. }
  15215. /**
  15216. * Returns the local-space position of the vertex at the given index, taking into
  15217. * account the current animation state of both morph targets and skinning.
  15218. *
  15219. * @param {number} index - The vertex index.
  15220. * @param {Vector3} target - The target object that is used to store the method's result.
  15221. * @return {Vector3} The vertex position in local space.
  15222. */
  15223. getVertexPosition( index, target ) {
  15224. const geometry = this.geometry;
  15225. const position = geometry.attributes.position;
  15226. const morphPosition = geometry.morphAttributes.position;
  15227. const morphTargetsRelative = geometry.morphTargetsRelative;
  15228. target.fromBufferAttribute( position, index );
  15229. const morphInfluences = this.morphTargetInfluences;
  15230. if ( morphPosition && morphInfluences ) {
  15231. _morphA.set( 0, 0, 0 );
  15232. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15233. const influence = morphInfluences[ i ];
  15234. const morphAttribute = morphPosition[ i ];
  15235. if ( influence === 0 ) continue;
  15236. _tempA.fromBufferAttribute( morphAttribute, index );
  15237. if ( morphTargetsRelative ) {
  15238. _morphA.addScaledVector( _tempA, influence );
  15239. } else {
  15240. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15241. }
  15242. }
  15243. target.add( _morphA );
  15244. }
  15245. return target;
  15246. }
  15247. /**
  15248. * Computes intersection points between a casted ray and this line.
  15249. *
  15250. * @param {Raycaster} raycaster - The raycaster.
  15251. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15252. */
  15253. raycast( raycaster, intersects ) {
  15254. const geometry = this.geometry;
  15255. const material = this.material;
  15256. const matrixWorld = this.matrixWorld;
  15257. if ( material === undefined ) return;
  15258. // test with bounding sphere in world space
  15259. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15260. _sphere$6.copy( geometry.boundingSphere );
  15261. _sphere$6.applyMatrix4( matrixWorld );
  15262. // check distance from ray origin to bounding sphere
  15263. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15264. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15265. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15266. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15267. }
  15268. // convert ray to local space of mesh
  15269. _inverseMatrix$3.copy( matrixWorld ).invert();
  15270. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15271. // test with bounding box in local space
  15272. if ( geometry.boundingBox !== null ) {
  15273. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15274. }
  15275. // test for intersections with geometry
  15276. this._computeIntersections( raycaster, intersects, _ray$3 );
  15277. }
  15278. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15279. let intersection;
  15280. const geometry = this.geometry;
  15281. const material = this.material;
  15282. const index = geometry.index;
  15283. const position = geometry.attributes.position;
  15284. const uv = geometry.attributes.uv;
  15285. const uv1 = geometry.attributes.uv1;
  15286. const normal = geometry.attributes.normal;
  15287. const groups = geometry.groups;
  15288. const drawRange = geometry.drawRange;
  15289. if ( index !== null ) {
  15290. // indexed buffer geometry
  15291. if ( Array.isArray( material ) ) {
  15292. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15293. const group = groups[ i ];
  15294. const groupMaterial = material[ group.materialIndex ];
  15295. const start = Math.max( group.start, drawRange.start );
  15296. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15297. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15298. const a = index.getX( j );
  15299. const b = index.getX( j + 1 );
  15300. const c = index.getX( j + 2 );
  15301. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15302. if ( intersection ) {
  15303. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15304. intersection.face.materialIndex = group.materialIndex;
  15305. intersects.push( intersection );
  15306. }
  15307. }
  15308. }
  15309. } else {
  15310. const start = Math.max( 0, drawRange.start );
  15311. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15312. for ( let i = start, il = end; i < il; i += 3 ) {
  15313. const a = index.getX( i );
  15314. const b = index.getX( i + 1 );
  15315. const c = index.getX( i + 2 );
  15316. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15317. if ( intersection ) {
  15318. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15319. intersects.push( intersection );
  15320. }
  15321. }
  15322. }
  15323. } else if ( position !== undefined ) {
  15324. // non-indexed buffer geometry
  15325. if ( Array.isArray( material ) ) {
  15326. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15327. const group = groups[ i ];
  15328. const groupMaterial = material[ group.materialIndex ];
  15329. const start = Math.max( group.start, drawRange.start );
  15330. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15331. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15332. const a = j;
  15333. const b = j + 1;
  15334. const c = j + 2;
  15335. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15336. if ( intersection ) {
  15337. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15338. intersection.face.materialIndex = group.materialIndex;
  15339. intersects.push( intersection );
  15340. }
  15341. }
  15342. }
  15343. } else {
  15344. const start = Math.max( 0, drawRange.start );
  15345. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15346. for ( let i = start, il = end; i < il; i += 3 ) {
  15347. const a = i;
  15348. const b = i + 1;
  15349. const c = i + 2;
  15350. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15351. if ( intersection ) {
  15352. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15353. intersects.push( intersection );
  15354. }
  15355. }
  15356. }
  15357. }
  15358. }
  15359. }
  15360. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15361. let intersect;
  15362. if ( material.side === BackSide ) {
  15363. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15364. } else {
  15365. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15366. }
  15367. if ( intersect === null ) return null;
  15368. _intersectionPointWorld.copy( point );
  15369. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15370. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15371. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15372. return {
  15373. distance: distance,
  15374. point: _intersectionPointWorld.clone(),
  15375. object: object
  15376. };
  15377. }
  15378. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15379. object.getVertexPosition( a, _vA$1 );
  15380. object.getVertexPosition( b, _vB$1 );
  15381. object.getVertexPosition( c, _vC$1 );
  15382. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15383. if ( intersection ) {
  15384. const barycoord = new Vector3();
  15385. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15386. if ( uv ) {
  15387. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15388. }
  15389. if ( uv1 ) {
  15390. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15391. }
  15392. if ( normal ) {
  15393. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15394. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15395. intersection.normal.multiplyScalar( -1 );
  15396. }
  15397. }
  15398. const face = {
  15399. a: a,
  15400. b: b,
  15401. c: c,
  15402. normal: new Vector3(),
  15403. materialIndex: 0
  15404. };
  15405. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15406. intersection.face = face;
  15407. intersection.barycoord = barycoord;
  15408. }
  15409. return intersection;
  15410. }
  15411. /**
  15412. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15413. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15414. * of the axes.
  15415. *
  15416. * ```js
  15417. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15418. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15419. * const cube = new THREE.Mesh( geometry, material );
  15420. * scene.add( cube );
  15421. * ```
  15422. *
  15423. * @augments BufferGeometry
  15424. */
  15425. class BoxGeometry extends BufferGeometry {
  15426. /**
  15427. * Constructs a new box geometry.
  15428. *
  15429. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15430. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15431. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15432. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15433. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15434. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15435. */
  15436. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15437. super();
  15438. this.type = 'BoxGeometry';
  15439. /**
  15440. * Holds the constructor parameters that have been
  15441. * used to generate the geometry. Any modification
  15442. * after instantiation does not change the geometry.
  15443. *
  15444. * @type {Object}
  15445. */
  15446. this.parameters = {
  15447. width: width,
  15448. height: height,
  15449. depth: depth,
  15450. widthSegments: widthSegments,
  15451. heightSegments: heightSegments,
  15452. depthSegments: depthSegments
  15453. };
  15454. const scope = this;
  15455. // segments
  15456. widthSegments = Math.floor( widthSegments );
  15457. heightSegments = Math.floor( heightSegments );
  15458. depthSegments = Math.floor( depthSegments );
  15459. // buffers
  15460. const indices = [];
  15461. const vertices = [];
  15462. const normals = [];
  15463. const uvs = [];
  15464. // helper variables
  15465. let numberOfVertices = 0;
  15466. let groupStart = 0;
  15467. // build each side of the box geometry
  15468. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15469. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15470. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15471. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15472. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15473. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15474. // build geometry
  15475. this.setIndex( indices );
  15476. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15477. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15478. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15479. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15480. const segmentWidth = width / gridX;
  15481. const segmentHeight = height / gridY;
  15482. const widthHalf = width / 2;
  15483. const heightHalf = height / 2;
  15484. const depthHalf = depth / 2;
  15485. const gridX1 = gridX + 1;
  15486. const gridY1 = gridY + 1;
  15487. let vertexCounter = 0;
  15488. let groupCount = 0;
  15489. const vector = new Vector3();
  15490. // generate vertices, normals and uvs
  15491. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15492. const y = iy * segmentHeight - heightHalf;
  15493. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15494. const x = ix * segmentWidth - widthHalf;
  15495. // set values to correct vector component
  15496. vector[ u ] = x * udir;
  15497. vector[ v ] = y * vdir;
  15498. vector[ w ] = depthHalf;
  15499. // now apply vector to vertex buffer
  15500. vertices.push( vector.x, vector.y, vector.z );
  15501. // set values to correct vector component
  15502. vector[ u ] = 0;
  15503. vector[ v ] = 0;
  15504. vector[ w ] = depth > 0 ? 1 : -1;
  15505. // now apply vector to normal buffer
  15506. normals.push( vector.x, vector.y, vector.z );
  15507. // uvs
  15508. uvs.push( ix / gridX );
  15509. uvs.push( 1 - ( iy / gridY ) );
  15510. // counters
  15511. vertexCounter += 1;
  15512. }
  15513. }
  15514. // indices
  15515. // 1. you need three indices to draw a single face
  15516. // 2. a single segment consists of two faces
  15517. // 3. so we need to generate six (2*3) indices per segment
  15518. for ( let iy = 0; iy < gridY; iy ++ ) {
  15519. for ( let ix = 0; ix < gridX; ix ++ ) {
  15520. const a = numberOfVertices + ix + gridX1 * iy;
  15521. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15522. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15523. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15524. // faces
  15525. indices.push( a, b, d );
  15526. indices.push( b, c, d );
  15527. // increase counter
  15528. groupCount += 6;
  15529. }
  15530. }
  15531. // add a group to the geometry. this will ensure multi material support
  15532. scope.addGroup( groupStart, groupCount, materialIndex );
  15533. // calculate new start value for groups
  15534. groupStart += groupCount;
  15535. // update total number of vertices
  15536. numberOfVertices += vertexCounter;
  15537. }
  15538. }
  15539. copy( source ) {
  15540. super.copy( source );
  15541. this.parameters = Object.assign( {}, source.parameters );
  15542. return this;
  15543. }
  15544. /**
  15545. * Factory method for creating an instance of this class from the given
  15546. * JSON object.
  15547. *
  15548. * @param {Object} data - A JSON object representing the serialized geometry.
  15549. * @return {BoxGeometry} A new instance.
  15550. */
  15551. static fromJSON( data ) {
  15552. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15553. }
  15554. }
  15555. /**
  15556. * Provides utility functions for managing uniforms.
  15557. *
  15558. * @module UniformsUtils
  15559. */
  15560. /**
  15561. * Clones the given uniform definitions by performing a deep-copy. That means
  15562. * if the value of a uniform refers to an object like a Vector3 or Texture,
  15563. * the cloned uniform will refer to a new object reference.
  15564. *
  15565. * @param {Object} src - An object representing uniform definitions.
  15566. * @return {Object} The cloned uniforms.
  15567. */
  15568. function cloneUniforms( src ) {
  15569. const dst = {};
  15570. for ( const u in src ) {
  15571. dst[ u ] = {};
  15572. for ( const p in src[ u ] ) {
  15573. const property = src[ u ][ p ];
  15574. if ( property && ( property.isColor ||
  15575. property.isMatrix3 || property.isMatrix4 ||
  15576. property.isVector2 || property.isVector3 || property.isVector4 ||
  15577. property.isTexture || property.isQuaternion ) ) {
  15578. if ( property.isRenderTargetTexture ) {
  15579. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15580. dst[ u ][ p ] = null;
  15581. } else {
  15582. dst[ u ][ p ] = property.clone();
  15583. }
  15584. } else if ( Array.isArray( property ) ) {
  15585. dst[ u ][ p ] = property.slice();
  15586. } else {
  15587. dst[ u ][ p ] = property;
  15588. }
  15589. }
  15590. }
  15591. return dst;
  15592. }
  15593. /**
  15594. * Merges the given uniform definitions into a single object. Since the
  15595. * method internally uses cloneUniforms(), it performs a deep-copy when
  15596. * producing the merged uniform definitions.
  15597. *
  15598. * @param {Array} uniforms - An array of objects containing uniform definitions.
  15599. * @return {Object} The merged uniforms.
  15600. */
  15601. function mergeUniforms( uniforms ) {
  15602. const merged = {};
  15603. for ( let u = 0; u < uniforms.length; u ++ ) {
  15604. const tmp = cloneUniforms( uniforms[ u ] );
  15605. for ( const p in tmp ) {
  15606. merged[ p ] = tmp[ p ];
  15607. }
  15608. }
  15609. return merged;
  15610. }
  15611. function cloneUniformsGroups( src ) {
  15612. const dst = [];
  15613. for ( let u = 0; u < src.length; u ++ ) {
  15614. dst.push( src[ u ].clone() );
  15615. }
  15616. return dst;
  15617. }
  15618. function getUnlitUniformColorSpace( renderer ) {
  15619. const currentRenderTarget = renderer.getRenderTarget();
  15620. if ( currentRenderTarget === null ) {
  15621. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15622. return renderer.outputColorSpace;
  15623. }
  15624. // https://github.com/mrdoob/three.js/issues/27868
  15625. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15626. return currentRenderTarget.texture.colorSpace;
  15627. }
  15628. return ColorManagement.workingColorSpace;
  15629. }
  15630. // Legacy
  15631. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15632. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15633. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15634. /**
  15635. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15636. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15637. * effect not included with any of the built-in materials.
  15638. *
  15639. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15640. *
  15641. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15642. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15643. * you don't want that, use {@link RawShaderMaterial} instead.
  15644. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15645. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15646. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15647. * - The loop has to be [normalized]{@link https://en.wikipedia.org/wiki/Normalized_loop}.
  15648. * - The loop variable has to be *i*.
  15649. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15650. * value of *i* for the given iteration and can be used in preprocessor
  15651. * statements.
  15652. *
  15653. * ```js
  15654. * const material = new THREE.ShaderMaterial( {
  15655. * uniforms: {
  15656. * time: { value: 1.0 },
  15657. * resolution: { value: new THREE.Vector2() }
  15658. * },
  15659. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15660. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15661. * } );
  15662. * ```
  15663. *
  15664. * @augments Material
  15665. */
  15666. class ShaderMaterial extends Material {
  15667. /**
  15668. * Constructs a new shader material.
  15669. *
  15670. * @param {Object} [parameters] - An object with one or more properties
  15671. * defining the material's appearance. Any property of the material
  15672. * (including any property from inherited materials) can be passed
  15673. * in here. Color values can be passed any type of value accepted
  15674. * by {@link Color#set}.
  15675. */
  15676. constructor( parameters ) {
  15677. super();
  15678. /**
  15679. * This flag can be used for type testing.
  15680. *
  15681. * @type {boolean}
  15682. * @readonly
  15683. * @default true
  15684. */
  15685. this.isShaderMaterial = true;
  15686. this.type = 'ShaderMaterial';
  15687. /**
  15688. * Defines custom constants using `#define` directives within the GLSL code
  15689. * for both the vertex shader and the fragment shader; each key/value pair
  15690. * yields another directive.
  15691. * ```js
  15692. * defines: {
  15693. * FOO: 15,
  15694. * BAR: true
  15695. * }
  15696. * ```
  15697. * Yields the lines:
  15698. * ```
  15699. * #define FOO 15
  15700. * #define BAR true
  15701. * ```
  15702. *
  15703. * @type {Object}
  15704. */
  15705. this.defines = {};
  15706. /**
  15707. * An object of the form:
  15708. * ```js
  15709. * {
  15710. * "uniform1": { value: 1.0 },
  15711. * "uniform2": { value: 2 }
  15712. * }
  15713. * ```
  15714. * specifying the uniforms to be passed to the shader code; keys are uniform
  15715. * names, values are definitions of the form
  15716. * ```
  15717. * {
  15718. * value: 1.0
  15719. * }
  15720. * ```
  15721. * where `value` is the value of the uniform. Names must match the name of
  15722. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15723. * on every frame, so updating the value of the uniform will immediately
  15724. * update the value available to the GLSL code.
  15725. *
  15726. * @type {Object}
  15727. */
  15728. this.uniforms = {};
  15729. /**
  15730. * An array holding uniforms groups for configuring UBOs.
  15731. *
  15732. * @type {Array<UniformsGroup>}
  15733. */
  15734. this.uniformsGroups = [];
  15735. /**
  15736. * Vertex shader GLSL code. This is the actual code for the shader.
  15737. *
  15738. * @type {string}
  15739. */
  15740. this.vertexShader = default_vertex;
  15741. /**
  15742. * Fragment shader GLSL code. This is the actual code for the shader.
  15743. *
  15744. * @type {string}
  15745. */
  15746. this.fragmentShader = default_fragment;
  15747. /**
  15748. * Controls line thickness or lines.
  15749. *
  15750. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15751. * width of one pixel.
  15752. *
  15753. * @type {number}
  15754. * @default 1
  15755. */
  15756. this.linewidth = 1;
  15757. /**
  15758. * Renders the geometry as a wireframe.
  15759. *
  15760. * @type {boolean}
  15761. * @default false
  15762. */
  15763. this.wireframe = false;
  15764. /**
  15765. * Controls the thickness of the wireframe.
  15766. *
  15767. * WebGL and WebGPU ignore this property and always render
  15768. * 1 pixel wide lines.
  15769. *
  15770. * @type {number}
  15771. * @default 1
  15772. */
  15773. this.wireframeLinewidth = 1;
  15774. /**
  15775. * Define whether the material color is affected by global fog settings; `true`
  15776. * to pass fog uniforms to the shader.
  15777. *
  15778. * @type {boolean}
  15779. * @default false
  15780. */
  15781. this.fog = false;
  15782. /**
  15783. * Defines whether this material uses lighting; `true` to pass uniform data
  15784. * related to lighting to this shader.
  15785. *
  15786. * @type {boolean}
  15787. * @default false
  15788. */
  15789. this.lights = false;
  15790. /**
  15791. * Defines whether this material supports clipping; `true` to let the renderer
  15792. * pass the clippingPlanes uniform.
  15793. *
  15794. * @type {boolean}
  15795. * @default false
  15796. */
  15797. this.clipping = false;
  15798. /**
  15799. * Overwritten and set to `true` by default.
  15800. *
  15801. * @type {boolean}
  15802. * @default true
  15803. */
  15804. this.forceSinglePass = true;
  15805. /**
  15806. * This object allows to enable certain WebGL 2 extensions.
  15807. *
  15808. * - clipCullDistance: set to `true` to use vertex shader clipping
  15809. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15810. *
  15811. * @type {{clipCullDistance:false,multiDraw:false}}
  15812. */
  15813. this.extensions = {
  15814. clipCullDistance: false, // set to use vertex shader clipping
  15815. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15816. };
  15817. /**
  15818. * When the rendered geometry doesn't include these attributes but the
  15819. * material does, these default values will be passed to the shaders. This
  15820. * avoids errors when buffer data is missing.
  15821. *
  15822. * - color: [ 1, 1, 1 ]
  15823. * - uv: [ 0, 0 ]
  15824. * - uv1: [ 0, 0 ]
  15825. *
  15826. * @type {Object}
  15827. */
  15828. this.defaultAttributeValues = {
  15829. 'color': [ 1, 1, 1 ],
  15830. 'uv': [ 0, 0 ],
  15831. 'uv1': [ 0, 0 ]
  15832. };
  15833. /**
  15834. * If set, this calls [gl.bindAttribLocation]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation}
  15835. * to bind a generic vertex index to an attribute variable.
  15836. *
  15837. * @type {string|undefined}
  15838. * @default undefined
  15839. */
  15840. this.index0AttributeName = undefined;
  15841. /**
  15842. * Can be used to force a uniform update while changing uniforms in
  15843. * {@link Object3D#onBeforeRender}.
  15844. *
  15845. * @type {boolean}
  15846. * @default false
  15847. */
  15848. this.uniformsNeedUpdate = false;
  15849. /**
  15850. * Defines the GLSL version of custom shader code.
  15851. *
  15852. * @type {?(GLSL1|GLSL3)}
  15853. * @default null
  15854. */
  15855. this.glslVersion = null;
  15856. if ( parameters !== undefined ) {
  15857. this.setValues( parameters );
  15858. }
  15859. }
  15860. copy( source ) {
  15861. super.copy( source );
  15862. this.fragmentShader = source.fragmentShader;
  15863. this.vertexShader = source.vertexShader;
  15864. this.uniforms = cloneUniforms( source.uniforms );
  15865. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15866. this.defines = Object.assign( {}, source.defines );
  15867. this.wireframe = source.wireframe;
  15868. this.wireframeLinewidth = source.wireframeLinewidth;
  15869. this.fog = source.fog;
  15870. this.lights = source.lights;
  15871. this.clipping = source.clipping;
  15872. this.extensions = Object.assign( {}, source.extensions );
  15873. this.glslVersion = source.glslVersion;
  15874. return this;
  15875. }
  15876. toJSON( meta ) {
  15877. const data = super.toJSON( meta );
  15878. data.glslVersion = this.glslVersion;
  15879. data.uniforms = {};
  15880. for ( const name in this.uniforms ) {
  15881. const uniform = this.uniforms[ name ];
  15882. const value = uniform.value;
  15883. if ( value && value.isTexture ) {
  15884. data.uniforms[ name ] = {
  15885. type: 't',
  15886. value: value.toJSON( meta ).uuid
  15887. };
  15888. } else if ( value && value.isColor ) {
  15889. data.uniforms[ name ] = {
  15890. type: 'c',
  15891. value: value.getHex()
  15892. };
  15893. } else if ( value && value.isVector2 ) {
  15894. data.uniforms[ name ] = {
  15895. type: 'v2',
  15896. value: value.toArray()
  15897. };
  15898. } else if ( value && value.isVector3 ) {
  15899. data.uniforms[ name ] = {
  15900. type: 'v3',
  15901. value: value.toArray()
  15902. };
  15903. } else if ( value && value.isVector4 ) {
  15904. data.uniforms[ name ] = {
  15905. type: 'v4',
  15906. value: value.toArray()
  15907. };
  15908. } else if ( value && value.isMatrix3 ) {
  15909. data.uniforms[ name ] = {
  15910. type: 'm3',
  15911. value: value.toArray()
  15912. };
  15913. } else if ( value && value.isMatrix4 ) {
  15914. data.uniforms[ name ] = {
  15915. type: 'm4',
  15916. value: value.toArray()
  15917. };
  15918. } else {
  15919. data.uniforms[ name ] = {
  15920. value: value
  15921. };
  15922. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15923. }
  15924. }
  15925. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15926. data.vertexShader = this.vertexShader;
  15927. data.fragmentShader = this.fragmentShader;
  15928. data.lights = this.lights;
  15929. data.clipping = this.clipping;
  15930. const extensions = {};
  15931. for ( const key in this.extensions ) {
  15932. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15933. }
  15934. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15935. return data;
  15936. }
  15937. }
  15938. /**
  15939. * Abstract base class for cameras. This class should always be inherited
  15940. * when you build a new camera.
  15941. *
  15942. * @abstract
  15943. * @augments Object3D
  15944. */
  15945. class Camera extends Object3D {
  15946. /**
  15947. * Constructs a new camera.
  15948. */
  15949. constructor() {
  15950. super();
  15951. /**
  15952. * This flag can be used for type testing.
  15953. *
  15954. * @type {boolean}
  15955. * @readonly
  15956. * @default true
  15957. */
  15958. this.isCamera = true;
  15959. this.type = 'Camera';
  15960. /**
  15961. * The inverse of the camera's world matrix.
  15962. *
  15963. * @type {Matrix4}
  15964. */
  15965. this.matrixWorldInverse = new Matrix4();
  15966. /**
  15967. * The camera's projection matrix.
  15968. *
  15969. * @type {Matrix4}
  15970. */
  15971. this.projectionMatrix = new Matrix4();
  15972. /**
  15973. * The inverse of the camera's projection matrix.
  15974. *
  15975. * @type {Matrix4}
  15976. */
  15977. this.projectionMatrixInverse = new Matrix4();
  15978. /**
  15979. * The coordinate system in which the camera is used.
  15980. *
  15981. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15982. */
  15983. this.coordinateSystem = WebGLCoordinateSystem;
  15984. this._reversedDepth = false;
  15985. }
  15986. /**
  15987. * The flag that indicates whether the camera uses a reversed depth buffer.
  15988. *
  15989. * @type {boolean}
  15990. * @default false
  15991. */
  15992. get reversedDepth() {
  15993. return this._reversedDepth;
  15994. }
  15995. copy( source, recursive ) {
  15996. super.copy( source, recursive );
  15997. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  15998. this.projectionMatrix.copy( source.projectionMatrix );
  15999. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  16000. this.coordinateSystem = source.coordinateSystem;
  16001. return this;
  16002. }
  16003. /**
  16004. * Returns a vector representing the ("look") direction of the 3D object in world space.
  16005. *
  16006. * This method is overwritten since cameras have a different forward vector compared to other
  16007. * 3D objects. A camera looks down its local, negative z-axis by default.
  16008. *
  16009. * @param {Vector3} target - The target vector the result is stored to.
  16010. * @return {Vector3} The 3D object's direction in world space.
  16011. */
  16012. getWorldDirection( target ) {
  16013. return super.getWorldDirection( target ).negate();
  16014. }
  16015. updateMatrixWorld( force ) {
  16016. super.updateMatrixWorld( force );
  16017. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16018. }
  16019. updateWorldMatrix( updateParents, updateChildren ) {
  16020. super.updateWorldMatrix( updateParents, updateChildren );
  16021. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16022. }
  16023. clone() {
  16024. return new this.constructor().copy( this );
  16025. }
  16026. }
  16027. const _v3$1 = /*@__PURE__*/ new Vector3();
  16028. const _minTarget = /*@__PURE__*/ new Vector2();
  16029. const _maxTarget = /*@__PURE__*/ new Vector2();
  16030. /**
  16031. * Camera that uses [perspective projection]{@link https://en.wikipedia.org/wiki/Perspective_(graphical)}.
  16032. *
  16033. * This projection mode is designed to mimic the way the human eye sees. It
  16034. * is the most common projection mode used for rendering a 3D scene.
  16035. *
  16036. * ```js
  16037. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16038. * scene.add( camera );
  16039. * ```
  16040. *
  16041. * @augments Camera
  16042. */
  16043. class PerspectiveCamera extends Camera {
  16044. /**
  16045. * Constructs a new perspective camera.
  16046. *
  16047. * @param {number} [fov=50] - The vertical field of view.
  16048. * @param {number} [aspect=1] - The aspect ratio.
  16049. * @param {number} [near=0.1] - The camera's near plane.
  16050. * @param {number} [far=2000] - The camera's far plane.
  16051. */
  16052. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16053. super();
  16054. /**
  16055. * This flag can be used for type testing.
  16056. *
  16057. * @type {boolean}
  16058. * @readonly
  16059. * @default true
  16060. */
  16061. this.isPerspectiveCamera = true;
  16062. this.type = 'PerspectiveCamera';
  16063. /**
  16064. * The vertical field of view, from bottom to top of view,
  16065. * in degrees.
  16066. *
  16067. * @type {number}
  16068. * @default 50
  16069. */
  16070. this.fov = fov;
  16071. /**
  16072. * The zoom factor of the camera.
  16073. *
  16074. * @type {number}
  16075. * @default 1
  16076. */
  16077. this.zoom = 1;
  16078. /**
  16079. * The camera's near plane. The valid range is greater than `0`
  16080. * and less than the current value of {@link PerspectiveCamera#far}.
  16081. *
  16082. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16083. * valid value for a perspective camera's near plane.
  16084. *
  16085. * @type {number}
  16086. * @default 0.1
  16087. */
  16088. this.near = near;
  16089. /**
  16090. * The camera's far plane. Must be greater than the
  16091. * current value of {@link PerspectiveCamera#near}.
  16092. *
  16093. * @type {number}
  16094. * @default 2000
  16095. */
  16096. this.far = far;
  16097. /**
  16098. * Object distance used for stereoscopy and depth-of-field effects. This
  16099. * parameter does not influence the projection matrix unless a
  16100. * {@link StereoCamera} is being used.
  16101. *
  16102. * @type {number}
  16103. * @default 10
  16104. */
  16105. this.focus = 10;
  16106. /**
  16107. * The aspect ratio, usually the canvas width / canvas height.
  16108. *
  16109. * @type {number}
  16110. * @default 1
  16111. */
  16112. this.aspect = aspect;
  16113. /**
  16114. * Represents the frustum window specification. This property should not be edited
  16115. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16116. *
  16117. * @type {?Object}
  16118. * @default null
  16119. */
  16120. this.view = null;
  16121. /**
  16122. * Film size used for the larger axis. Default is `35` (millimeters). This
  16123. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16124. * is set to a nonzero value.
  16125. *
  16126. * @type {number}
  16127. * @default 35
  16128. */
  16129. this.filmGauge = 35;
  16130. /**
  16131. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16132. *
  16133. * @type {number}
  16134. * @default 0
  16135. */
  16136. this.filmOffset = 0;
  16137. this.updateProjectionMatrix();
  16138. }
  16139. copy( source, recursive ) {
  16140. super.copy( source, recursive );
  16141. this.fov = source.fov;
  16142. this.zoom = source.zoom;
  16143. this.near = source.near;
  16144. this.far = source.far;
  16145. this.focus = source.focus;
  16146. this.aspect = source.aspect;
  16147. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16148. this.filmGauge = source.filmGauge;
  16149. this.filmOffset = source.filmOffset;
  16150. return this;
  16151. }
  16152. /**
  16153. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16154. *
  16155. * The default film gauge is 35, so that the focal length can be specified for
  16156. * a 35mm (full frame) camera.
  16157. *
  16158. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16159. */
  16160. setFocalLength( focalLength ) {
  16161. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16162. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16163. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16164. this.updateProjectionMatrix();
  16165. }
  16166. /**
  16167. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16168. * {@link PerspectiveCamera#filmGauge}.
  16169. *
  16170. * @return {number} The computed focal length.
  16171. */
  16172. getFocalLength() {
  16173. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16174. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16175. }
  16176. /**
  16177. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16178. *
  16179. * @return {number} The effective FOV.
  16180. */
  16181. getEffectiveFOV() {
  16182. return RAD2DEG * 2 * Math.atan(
  16183. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16184. }
  16185. /**
  16186. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16187. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16188. *
  16189. * @return {number} The film width.
  16190. */
  16191. getFilmWidth() {
  16192. // film not completely covered in portrait format (aspect < 1)
  16193. return this.filmGauge * Math.min( this.aspect, 1 );
  16194. }
  16195. /**
  16196. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16197. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16198. *
  16199. * @return {number} The film width.
  16200. */
  16201. getFilmHeight() {
  16202. // film not completely covered in landscape format (aspect > 1)
  16203. return this.filmGauge / Math.max( this.aspect, 1 );
  16204. }
  16205. /**
  16206. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16207. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16208. *
  16209. * @param {number} distance - The viewing distance.
  16210. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16211. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16212. */
  16213. getViewBounds( distance, minTarget, maxTarget ) {
  16214. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16215. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16216. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16217. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16218. }
  16219. /**
  16220. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16221. *
  16222. * @param {number} distance - The viewing distance.
  16223. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16224. * @returns {Vector2} The view size.
  16225. */
  16226. getViewSize( distance, target ) {
  16227. this.getViewBounds( distance, _minTarget, _maxTarget );
  16228. return target.subVectors( _maxTarget, _minTarget );
  16229. }
  16230. /**
  16231. * Sets an offset in a larger frustum. This is useful for multi-window or
  16232. * multi-monitor/multi-machine setups.
  16233. *
  16234. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16235. * the monitors are in grid like this
  16236. *```
  16237. * +---+---+---+
  16238. * | A | B | C |
  16239. * +---+---+---+
  16240. * | D | E | F |
  16241. * +---+---+---+
  16242. *```
  16243. * then for each monitor you would call it like this:
  16244. *```js
  16245. * const w = 1920;
  16246. * const h = 1080;
  16247. * const fullWidth = w * 3;
  16248. * const fullHeight = h * 2;
  16249. *
  16250. * // --A--
  16251. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16252. * // --B--
  16253. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16254. * // --C--
  16255. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16256. * // --D--
  16257. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16258. * // --E--
  16259. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16260. * // --F--
  16261. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16262. * ```
  16263. *
  16264. * Note there is no reason monitors have to be the same size or in a grid.
  16265. *
  16266. * @param {number} fullWidth - The full width of multiview setup.
  16267. * @param {number} fullHeight - The full height of multiview setup.
  16268. * @param {number} x - The horizontal offset of the subcamera.
  16269. * @param {number} y - The vertical offset of the subcamera.
  16270. * @param {number} width - The width of subcamera.
  16271. * @param {number} height - The height of subcamera.
  16272. */
  16273. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16274. this.aspect = fullWidth / fullHeight;
  16275. if ( this.view === null ) {
  16276. this.view = {
  16277. enabled: true,
  16278. fullWidth: 1,
  16279. fullHeight: 1,
  16280. offsetX: 0,
  16281. offsetY: 0,
  16282. width: 1,
  16283. height: 1
  16284. };
  16285. }
  16286. this.view.enabled = true;
  16287. this.view.fullWidth = fullWidth;
  16288. this.view.fullHeight = fullHeight;
  16289. this.view.offsetX = x;
  16290. this.view.offsetY = y;
  16291. this.view.width = width;
  16292. this.view.height = height;
  16293. this.updateProjectionMatrix();
  16294. }
  16295. /**
  16296. * Removes the view offset from the projection matrix.
  16297. */
  16298. clearViewOffset() {
  16299. if ( this.view !== null ) {
  16300. this.view.enabled = false;
  16301. }
  16302. this.updateProjectionMatrix();
  16303. }
  16304. /**
  16305. * Updates the camera's projection matrix. Must be called after any change of
  16306. * camera properties.
  16307. */
  16308. updateProjectionMatrix() {
  16309. const near = this.near;
  16310. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16311. let height = 2 * top;
  16312. let width = this.aspect * height;
  16313. let left = -0.5 * width;
  16314. const view = this.view;
  16315. if ( this.view !== null && this.view.enabled ) {
  16316. const fullWidth = view.fullWidth,
  16317. fullHeight = view.fullHeight;
  16318. left += view.offsetX * width / fullWidth;
  16319. top -= view.offsetY * height / fullHeight;
  16320. width *= view.width / fullWidth;
  16321. height *= view.height / fullHeight;
  16322. }
  16323. const skew = this.filmOffset;
  16324. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16325. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16326. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16327. }
  16328. toJSON( meta ) {
  16329. const data = super.toJSON( meta );
  16330. data.object.fov = this.fov;
  16331. data.object.zoom = this.zoom;
  16332. data.object.near = this.near;
  16333. data.object.far = this.far;
  16334. data.object.focus = this.focus;
  16335. data.object.aspect = this.aspect;
  16336. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16337. data.object.filmGauge = this.filmGauge;
  16338. data.object.filmOffset = this.filmOffset;
  16339. return data;
  16340. }
  16341. }
  16342. const fov = -90; // negative fov is not an error
  16343. const aspect = 1;
  16344. /**
  16345. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16346. * cube render target. The render target can then be used as an environment map for rendering
  16347. * realtime reflections in your scene.
  16348. *
  16349. * ```js
  16350. * // Create cube render target
  16351. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16352. *
  16353. * // Create cube camera
  16354. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16355. * scene.add( cubeCamera );
  16356. *
  16357. * // Create car
  16358. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16359. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16360. * scene.add( car );
  16361. *
  16362. * // Update the render target cube
  16363. * car.visible = false;
  16364. * cubeCamera.position.copy( car.position );
  16365. * cubeCamera.update( renderer, scene );
  16366. *
  16367. * // Render the scene
  16368. * car.visible = true;
  16369. * renderer.render( scene, camera );
  16370. * ```
  16371. *
  16372. * @augments Object3D
  16373. */
  16374. class CubeCamera extends Object3D {
  16375. /**
  16376. * Constructs a new cube camera.
  16377. *
  16378. * @param {number} near - The camera's near plane.
  16379. * @param {number} far - The camera's far plane.
  16380. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16381. */
  16382. constructor( near, far, renderTarget ) {
  16383. super();
  16384. this.type = 'CubeCamera';
  16385. /**
  16386. * A reference to the cube render target.
  16387. *
  16388. * @type {WebGLCubeRenderTarget}
  16389. */
  16390. this.renderTarget = renderTarget;
  16391. /**
  16392. * The current active coordinate system.
  16393. *
  16394. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16395. * @default null
  16396. */
  16397. this.coordinateSystem = null;
  16398. /**
  16399. * The current active mipmap level
  16400. *
  16401. * @type {number}
  16402. * @default 0
  16403. */
  16404. this.activeMipmapLevel = 0;
  16405. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16406. cameraPX.layers = this.layers;
  16407. this.add( cameraPX );
  16408. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16409. cameraNX.layers = this.layers;
  16410. this.add( cameraNX );
  16411. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16412. cameraPY.layers = this.layers;
  16413. this.add( cameraPY );
  16414. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16415. cameraNY.layers = this.layers;
  16416. this.add( cameraNY );
  16417. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16418. cameraPZ.layers = this.layers;
  16419. this.add( cameraPZ );
  16420. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16421. cameraNZ.layers = this.layers;
  16422. this.add( cameraNZ );
  16423. }
  16424. /**
  16425. * Must be called when the coordinate system of the cube camera is changed.
  16426. */
  16427. updateCoordinateSystem() {
  16428. const coordinateSystem = this.coordinateSystem;
  16429. const cameras = this.children.concat();
  16430. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16431. for ( const camera of cameras ) this.remove( camera );
  16432. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16433. cameraPX.up.set( 0, 1, 0 );
  16434. cameraPX.lookAt( 1, 0, 0 );
  16435. cameraNX.up.set( 0, 1, 0 );
  16436. cameraNX.lookAt( -1, 0, 0 );
  16437. cameraPY.up.set( 0, 0, -1 );
  16438. cameraPY.lookAt( 0, 1, 0 );
  16439. cameraNY.up.set( 0, 0, 1 );
  16440. cameraNY.lookAt( 0, -1, 0 );
  16441. cameraPZ.up.set( 0, 1, 0 );
  16442. cameraPZ.lookAt( 0, 0, 1 );
  16443. cameraNZ.up.set( 0, 1, 0 );
  16444. cameraNZ.lookAt( 0, 0, -1 );
  16445. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16446. cameraPX.up.set( 0, -1, 0 );
  16447. cameraPX.lookAt( -1, 0, 0 );
  16448. cameraNX.up.set( 0, -1, 0 );
  16449. cameraNX.lookAt( 1, 0, 0 );
  16450. cameraPY.up.set( 0, 0, 1 );
  16451. cameraPY.lookAt( 0, 1, 0 );
  16452. cameraNY.up.set( 0, 0, -1 );
  16453. cameraNY.lookAt( 0, -1, 0 );
  16454. cameraPZ.up.set( 0, -1, 0 );
  16455. cameraPZ.lookAt( 0, 0, 1 );
  16456. cameraNZ.up.set( 0, -1, 0 );
  16457. cameraNZ.lookAt( 0, 0, -1 );
  16458. } else {
  16459. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16460. }
  16461. for ( const camera of cameras ) {
  16462. this.add( camera );
  16463. camera.updateMatrixWorld();
  16464. }
  16465. }
  16466. /**
  16467. * Calling this method will render the given scene with the given renderer
  16468. * into the cube render target of the camera.
  16469. *
  16470. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16471. * @param {Scene} scene - The scene to render.
  16472. */
  16473. update( renderer, scene ) {
  16474. if ( this.parent === null ) this.updateMatrixWorld();
  16475. const { renderTarget, activeMipmapLevel } = this;
  16476. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16477. this.coordinateSystem = renderer.coordinateSystem;
  16478. this.updateCoordinateSystem();
  16479. }
  16480. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16481. const currentRenderTarget = renderer.getRenderTarget();
  16482. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16483. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16484. const currentXrEnabled = renderer.xr.enabled;
  16485. renderer.xr.enabled = false;
  16486. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16487. renderTarget.texture.generateMipmaps = false;
  16488. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16489. renderer.render( scene, cameraPX );
  16490. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16491. renderer.render( scene, cameraNX );
  16492. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16493. renderer.render( scene, cameraPY );
  16494. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16495. renderer.render( scene, cameraNY );
  16496. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16497. renderer.render( scene, cameraPZ );
  16498. // mipmaps are generated during the last call of render()
  16499. // at this point, all sides of the cube render target are defined
  16500. renderTarget.texture.generateMipmaps = generateMipmaps;
  16501. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16502. renderer.render( scene, cameraNZ );
  16503. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16504. renderer.xr.enabled = currentXrEnabled;
  16505. renderTarget.texture.needsPMREMUpdate = true;
  16506. }
  16507. }
  16508. /**
  16509. * Creates a cube texture made up of six images.
  16510. *
  16511. * ```js
  16512. * const loader = new THREE.CubeTextureLoader();
  16513. * loader.setPath( 'textures/cube/pisa/' );
  16514. *
  16515. * const textureCube = loader.load( [
  16516. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16517. * ] );
  16518. *
  16519. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16520. * ```
  16521. *
  16522. * @augments Texture
  16523. */
  16524. class CubeTexture extends Texture {
  16525. /**
  16526. * Constructs a new cube texture.
  16527. *
  16528. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16529. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16530. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16531. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16532. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16533. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16534. * @param {number} [format=RGBAFormat] - The texture format.
  16535. * @param {number} [type=UnsignedByteType] - The texture type.
  16536. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16537. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16538. */
  16539. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16540. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16541. /**
  16542. * This flag can be used for type testing.
  16543. *
  16544. * @type {boolean}
  16545. * @readonly
  16546. * @default true
  16547. */
  16548. this.isCubeTexture = true;
  16549. /**
  16550. * If set to `true`, the texture is flipped along the vertical axis when
  16551. * uploaded to the GPU.
  16552. *
  16553. * Overwritten and set to `false` by default.
  16554. *
  16555. * @type {boolean}
  16556. * @default false
  16557. */
  16558. this.flipY = false;
  16559. }
  16560. /**
  16561. * Alias for {@link CubeTexture#image}.
  16562. *
  16563. * @type {Array<Image>}
  16564. */
  16565. get images() {
  16566. return this.image;
  16567. }
  16568. set images( value ) {
  16569. this.image = value;
  16570. }
  16571. }
  16572. /**
  16573. * A cube render target used in context of {@link WebGLRenderer}.
  16574. *
  16575. * @augments WebGLRenderTarget
  16576. */
  16577. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16578. /**
  16579. * Constructs a new cube render target.
  16580. *
  16581. * @param {number} [size=1] - The size of the render target.
  16582. * @param {RenderTarget~Options} [options] - The configuration object.
  16583. */
  16584. constructor( size = 1, options = {} ) {
  16585. super( size, size, options );
  16586. /**
  16587. * This flag can be used for type testing.
  16588. *
  16589. * @type {boolean}
  16590. * @readonly
  16591. * @default true
  16592. */
  16593. this.isWebGLCubeRenderTarget = true;
  16594. const image = { width: size, height: size, depth: 1 };
  16595. const images = [ image, image, image, image, image, image ];
  16596. /**
  16597. * Overwritten with a different texture type.
  16598. *
  16599. * @type {DataArrayTexture}
  16600. */
  16601. this.texture = new CubeTexture( images );
  16602. this._setTextureOptions( options );
  16603. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16604. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16605. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16606. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16607. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16608. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16609. this.texture.isRenderTargetTexture = true;
  16610. }
  16611. /**
  16612. * Converts the given equirectangular texture to a cube map.
  16613. *
  16614. * @param {WebGLRenderer} renderer - The renderer.
  16615. * @param {Texture} texture - The equirectangular texture.
  16616. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16617. */
  16618. fromEquirectangularTexture( renderer, texture ) {
  16619. this.texture.type = texture.type;
  16620. this.texture.colorSpace = texture.colorSpace;
  16621. this.texture.generateMipmaps = texture.generateMipmaps;
  16622. this.texture.minFilter = texture.minFilter;
  16623. this.texture.magFilter = texture.magFilter;
  16624. const shader = {
  16625. uniforms: {
  16626. tEquirect: { value: null },
  16627. },
  16628. vertexShader: /* glsl */`
  16629. varying vec3 vWorldDirection;
  16630. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16631. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16632. }
  16633. void main() {
  16634. vWorldDirection = transformDirection( position, modelMatrix );
  16635. #include <begin_vertex>
  16636. #include <project_vertex>
  16637. }
  16638. `,
  16639. fragmentShader: /* glsl */`
  16640. uniform sampler2D tEquirect;
  16641. varying vec3 vWorldDirection;
  16642. #include <common>
  16643. void main() {
  16644. vec3 direction = normalize( vWorldDirection );
  16645. vec2 sampleUV = equirectUv( direction );
  16646. gl_FragColor = texture2D( tEquirect, sampleUV );
  16647. }
  16648. `
  16649. };
  16650. const geometry = new BoxGeometry( 5, 5, 5 );
  16651. const material = new ShaderMaterial( {
  16652. name: 'CubemapFromEquirect',
  16653. uniforms: cloneUniforms( shader.uniforms ),
  16654. vertexShader: shader.vertexShader,
  16655. fragmentShader: shader.fragmentShader,
  16656. side: BackSide,
  16657. blending: NoBlending
  16658. } );
  16659. material.uniforms.tEquirect.value = texture;
  16660. const mesh = new Mesh( geometry, material );
  16661. const currentMinFilter = texture.minFilter;
  16662. // Avoid blurred poles
  16663. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16664. const camera = new CubeCamera( 1, 10, this );
  16665. camera.update( renderer, mesh );
  16666. texture.minFilter = currentMinFilter;
  16667. mesh.geometry.dispose();
  16668. mesh.material.dispose();
  16669. return this;
  16670. }
  16671. /**
  16672. * Clears this cube render target.
  16673. *
  16674. * @param {WebGLRenderer} renderer - The renderer.
  16675. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16676. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16677. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16678. */
  16679. clear( renderer, color = true, depth = true, stencil = true ) {
  16680. const currentRenderTarget = renderer.getRenderTarget();
  16681. for ( let i = 0; i < 6; i ++ ) {
  16682. renderer.setRenderTarget( this, i );
  16683. renderer.clear( color, depth, stencil );
  16684. }
  16685. renderer.setRenderTarget( currentRenderTarget );
  16686. }
  16687. }
  16688. /**
  16689. * This is almost identical to an {@link Object3D}. Its purpose is to
  16690. * make working with groups of objects syntactically clearer.
  16691. *
  16692. * ```js
  16693. * // Create a group and add the two cubes.
  16694. * // These cubes can now be rotated / scaled etc as a group.
  16695. * const group = new THREE.Group();
  16696. *
  16697. * group.add( meshA );
  16698. * group.add( meshB );
  16699. *
  16700. * scene.add( group );
  16701. * ```
  16702. *
  16703. * @augments Object3D
  16704. */
  16705. class Group extends Object3D {
  16706. constructor() {
  16707. super();
  16708. /**
  16709. * This flag can be used for type testing.
  16710. *
  16711. * @type {boolean}
  16712. * @readonly
  16713. * @default true
  16714. */
  16715. this.isGroup = true;
  16716. this.type = 'Group';
  16717. }
  16718. }
  16719. const _moveEvent = { type: 'move' };
  16720. /**
  16721. * Class for representing a XR controller with its
  16722. * different coordinate systems.
  16723. *
  16724. * @private
  16725. */
  16726. class WebXRController {
  16727. /**
  16728. * Constructs a new XR controller.
  16729. */
  16730. constructor() {
  16731. /**
  16732. * A group representing the target ray space
  16733. * of the XR controller.
  16734. *
  16735. * @private
  16736. * @type {?Group}
  16737. * @default null
  16738. */
  16739. this._targetRay = null;
  16740. /**
  16741. * A group representing the grip space
  16742. * of the XR controller.
  16743. *
  16744. * @private
  16745. * @type {?Group}
  16746. * @default null
  16747. */
  16748. this._grip = null;
  16749. /**
  16750. * A group representing the hand space
  16751. * of the XR controller.
  16752. *
  16753. * @private
  16754. * @type {?Group}
  16755. * @default null
  16756. */
  16757. this._hand = null;
  16758. }
  16759. /**
  16760. * Returns a group representing the hand space of the XR controller.
  16761. *
  16762. * @return {Group} A group representing the hand space of the XR controller.
  16763. */
  16764. getHandSpace() {
  16765. if ( this._hand === null ) {
  16766. this._hand = new Group();
  16767. this._hand.matrixAutoUpdate = false;
  16768. this._hand.visible = false;
  16769. this._hand.joints = {};
  16770. this._hand.inputState = { pinching: false };
  16771. }
  16772. return this._hand;
  16773. }
  16774. /**
  16775. * Returns a group representing the target ray space of the XR controller.
  16776. *
  16777. * @return {Group} A group representing the target ray space of the XR controller.
  16778. */
  16779. getTargetRaySpace() {
  16780. if ( this._targetRay === null ) {
  16781. this._targetRay = new Group();
  16782. this._targetRay.matrixAutoUpdate = false;
  16783. this._targetRay.visible = false;
  16784. this._targetRay.hasLinearVelocity = false;
  16785. this._targetRay.linearVelocity = new Vector3();
  16786. this._targetRay.hasAngularVelocity = false;
  16787. this._targetRay.angularVelocity = new Vector3();
  16788. }
  16789. return this._targetRay;
  16790. }
  16791. /**
  16792. * Returns a group representing the grip space of the XR controller.
  16793. *
  16794. * @return {Group} A group representing the grip space of the XR controller.
  16795. */
  16796. getGripSpace() {
  16797. if ( this._grip === null ) {
  16798. this._grip = new Group();
  16799. this._grip.matrixAutoUpdate = false;
  16800. this._grip.visible = false;
  16801. this._grip.hasLinearVelocity = false;
  16802. this._grip.linearVelocity = new Vector3();
  16803. this._grip.hasAngularVelocity = false;
  16804. this._grip.angularVelocity = new Vector3();
  16805. }
  16806. return this._grip;
  16807. }
  16808. /**
  16809. * Dispatches the given event to the groups representing
  16810. * the different coordinate spaces of the XR controller.
  16811. *
  16812. * @param {Object} event - The event to dispatch.
  16813. * @return {WebXRController} A reference to this instance.
  16814. */
  16815. dispatchEvent( event ) {
  16816. if ( this._targetRay !== null ) {
  16817. this._targetRay.dispatchEvent( event );
  16818. }
  16819. if ( this._grip !== null ) {
  16820. this._grip.dispatchEvent( event );
  16821. }
  16822. if ( this._hand !== null ) {
  16823. this._hand.dispatchEvent( event );
  16824. }
  16825. return this;
  16826. }
  16827. /**
  16828. * Connects the controller with the given XR input source.
  16829. *
  16830. * @param {XRInputSource} inputSource - The input source.
  16831. * @return {WebXRController} A reference to this instance.
  16832. */
  16833. connect( inputSource ) {
  16834. if ( inputSource && inputSource.hand ) {
  16835. const hand = this._hand;
  16836. if ( hand ) {
  16837. for ( const inputjoint of inputSource.hand.values() ) {
  16838. // Initialize hand with joints when connected
  16839. this._getHandJoint( hand, inputjoint );
  16840. }
  16841. }
  16842. }
  16843. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16844. return this;
  16845. }
  16846. /**
  16847. * Disconnects the controller from the given XR input source.
  16848. *
  16849. * @param {XRInputSource} inputSource - The input source.
  16850. * @return {WebXRController} A reference to this instance.
  16851. */
  16852. disconnect( inputSource ) {
  16853. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16854. if ( this._targetRay !== null ) {
  16855. this._targetRay.visible = false;
  16856. }
  16857. if ( this._grip !== null ) {
  16858. this._grip.visible = false;
  16859. }
  16860. if ( this._hand !== null ) {
  16861. this._hand.visible = false;
  16862. }
  16863. return this;
  16864. }
  16865. /**
  16866. * Updates the controller with the given input source, XR frame and reference space.
  16867. * This updates the transformations of the groups that represent the different
  16868. * coordinate systems of the controller.
  16869. *
  16870. * @param {XRInputSource} inputSource - The input source.
  16871. * @param {XRFrame} frame - The XR frame.
  16872. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16873. * @return {WebXRController} A reference to this instance.
  16874. */
  16875. update( inputSource, frame, referenceSpace ) {
  16876. let inputPose = null;
  16877. let gripPose = null;
  16878. let handPose = null;
  16879. const targetRay = this._targetRay;
  16880. const grip = this._grip;
  16881. const hand = this._hand;
  16882. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16883. if ( hand && inputSource.hand ) {
  16884. handPose = true;
  16885. for ( const inputjoint of inputSource.hand.values() ) {
  16886. // Update the joints groups with the XRJoint poses
  16887. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16888. // The transform of this joint will be updated with the joint pose on each frame
  16889. const joint = this._getHandJoint( hand, inputjoint );
  16890. if ( jointPose !== null ) {
  16891. joint.matrix.fromArray( jointPose.transform.matrix );
  16892. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16893. joint.matrixWorldNeedsUpdate = true;
  16894. joint.jointRadius = jointPose.radius;
  16895. }
  16896. joint.visible = jointPose !== null;
  16897. }
  16898. // Custom events
  16899. // Check pinchz
  16900. const indexTip = hand.joints[ 'index-finger-tip' ];
  16901. const thumbTip = hand.joints[ 'thumb-tip' ];
  16902. const distance = indexTip.position.distanceTo( thumbTip.position );
  16903. const distanceToPinch = 0.02;
  16904. const threshold = 0.005;
  16905. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16906. hand.inputState.pinching = false;
  16907. this.dispatchEvent( {
  16908. type: 'pinchend',
  16909. handedness: inputSource.handedness,
  16910. target: this
  16911. } );
  16912. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16913. hand.inputState.pinching = true;
  16914. this.dispatchEvent( {
  16915. type: 'pinchstart',
  16916. handedness: inputSource.handedness,
  16917. target: this
  16918. } );
  16919. }
  16920. } else {
  16921. if ( grip !== null && inputSource.gripSpace ) {
  16922. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16923. if ( gripPose !== null ) {
  16924. grip.matrix.fromArray( gripPose.transform.matrix );
  16925. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16926. grip.matrixWorldNeedsUpdate = true;
  16927. if ( gripPose.linearVelocity ) {
  16928. grip.hasLinearVelocity = true;
  16929. grip.linearVelocity.copy( gripPose.linearVelocity );
  16930. } else {
  16931. grip.hasLinearVelocity = false;
  16932. }
  16933. if ( gripPose.angularVelocity ) {
  16934. grip.hasAngularVelocity = true;
  16935. grip.angularVelocity.copy( gripPose.angularVelocity );
  16936. } else {
  16937. grip.hasAngularVelocity = false;
  16938. }
  16939. }
  16940. }
  16941. }
  16942. if ( targetRay !== null ) {
  16943. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16944. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16945. if ( inputPose === null && gripPose !== null ) {
  16946. inputPose = gripPose;
  16947. }
  16948. if ( inputPose !== null ) {
  16949. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16950. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16951. targetRay.matrixWorldNeedsUpdate = true;
  16952. if ( inputPose.linearVelocity ) {
  16953. targetRay.hasLinearVelocity = true;
  16954. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16955. } else {
  16956. targetRay.hasLinearVelocity = false;
  16957. }
  16958. if ( inputPose.angularVelocity ) {
  16959. targetRay.hasAngularVelocity = true;
  16960. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16961. } else {
  16962. targetRay.hasAngularVelocity = false;
  16963. }
  16964. this.dispatchEvent( _moveEvent );
  16965. }
  16966. }
  16967. }
  16968. if ( targetRay !== null ) {
  16969. targetRay.visible = ( inputPose !== null );
  16970. }
  16971. if ( grip !== null ) {
  16972. grip.visible = ( gripPose !== null );
  16973. }
  16974. if ( hand !== null ) {
  16975. hand.visible = ( handPose !== null );
  16976. }
  16977. return this;
  16978. }
  16979. /**
  16980. * Returns a group representing the hand joint for the given input joint.
  16981. *
  16982. * @private
  16983. * @param {Group} hand - The group representing the hand space.
  16984. * @param {XRJointSpace} inputjoint - The hand joint data.
  16985. * @return {Group} A group representing the hand joint for the given input joint.
  16986. */
  16987. _getHandJoint( hand, inputjoint ) {
  16988. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16989. const joint = new Group();
  16990. joint.matrixAutoUpdate = false;
  16991. joint.visible = false;
  16992. hand.joints[ inputjoint.jointName ] = joint;
  16993. hand.add( joint );
  16994. }
  16995. return hand.joints[ inputjoint.jointName ];
  16996. }
  16997. }
  16998. /**
  16999. * This class can be used to define an exponential squared fog,
  17000. * which gives a clear view near the camera and a faster than exponentially
  17001. * densening fog farther from the camera.
  17002. *
  17003. * ```js
  17004. * const scene = new THREE.Scene();
  17005. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  17006. * ```
  17007. */
  17008. class FogExp2 {
  17009. /**
  17010. * Constructs a new fog.
  17011. *
  17012. * @param {number|Color} color - The fog's color.
  17013. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  17014. */
  17015. constructor( color, density = 0.00025 ) {
  17016. /**
  17017. * This flag can be used for type testing.
  17018. *
  17019. * @type {boolean}
  17020. * @readonly
  17021. * @default true
  17022. */
  17023. this.isFogExp2 = true;
  17024. /**
  17025. * The name of the fog.
  17026. *
  17027. * @type {string}
  17028. */
  17029. this.name = '';
  17030. /**
  17031. * The fog's color.
  17032. *
  17033. * @type {Color}
  17034. */
  17035. this.color = new Color( color );
  17036. /**
  17037. * Defines how fast the fog will grow dense.
  17038. *
  17039. * @type {number}
  17040. * @default 0.00025
  17041. */
  17042. this.density = density;
  17043. }
  17044. /**
  17045. * Returns a new fog with copied values from this instance.
  17046. *
  17047. * @return {FogExp2} A clone of this instance.
  17048. */
  17049. clone() {
  17050. return new FogExp2( this.color, this.density );
  17051. }
  17052. /**
  17053. * Serializes the fog into JSON.
  17054. *
  17055. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17056. * @return {Object} A JSON object representing the serialized fog
  17057. */
  17058. toJSON( /* meta */ ) {
  17059. return {
  17060. type: 'FogExp2',
  17061. name: this.name,
  17062. color: this.color.getHex(),
  17063. density: this.density
  17064. };
  17065. }
  17066. }
  17067. /**
  17068. * This class can be used to define a linear fog that grows linearly denser
  17069. * with the distance.
  17070. *
  17071. * ```js
  17072. * const scene = new THREE.Scene();
  17073. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17074. * ```
  17075. */
  17076. class Fog {
  17077. /**
  17078. * Constructs a new fog.
  17079. *
  17080. * @param {number|Color} color - The fog's color.
  17081. * @param {number} [near=1] - The minimum distance to start applying fog.
  17082. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17083. */
  17084. constructor( color, near = 1, far = 1000 ) {
  17085. /**
  17086. * This flag can be used for type testing.
  17087. *
  17088. * @type {boolean}
  17089. * @readonly
  17090. * @default true
  17091. */
  17092. this.isFog = true;
  17093. /**
  17094. * The name of the fog.
  17095. *
  17096. * @type {string}
  17097. */
  17098. this.name = '';
  17099. /**
  17100. * The fog's color.
  17101. *
  17102. * @type {Color}
  17103. */
  17104. this.color = new Color( color );
  17105. /**
  17106. * The minimum distance to start applying fog. Objects that are less than
  17107. * `near` units from the active camera won't be affected by fog.
  17108. *
  17109. * @type {number}
  17110. * @default 1
  17111. */
  17112. this.near = near;
  17113. /**
  17114. * The maximum distance at which fog stops being calculated and applied.
  17115. * Objects that are more than `far` units away from the active camera won't
  17116. * be affected by fog.
  17117. *
  17118. * @type {number}
  17119. * @default 1000
  17120. */
  17121. this.far = far;
  17122. }
  17123. /**
  17124. * Returns a new fog with copied values from this instance.
  17125. *
  17126. * @return {Fog} A clone of this instance.
  17127. */
  17128. clone() {
  17129. return new Fog( this.color, this.near, this.far );
  17130. }
  17131. /**
  17132. * Serializes the fog into JSON.
  17133. *
  17134. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17135. * @return {Object} A JSON object representing the serialized fog
  17136. */
  17137. toJSON( /* meta */ ) {
  17138. return {
  17139. type: 'Fog',
  17140. name: this.name,
  17141. color: this.color.getHex(),
  17142. near: this.near,
  17143. far: this.far
  17144. };
  17145. }
  17146. }
  17147. /**
  17148. * Scenes allow you to set up what is to be rendered and where by three.js.
  17149. * This is where you place 3D objects like meshes, lines or lights.
  17150. *
  17151. * @augments Object3D
  17152. */
  17153. class Scene extends Object3D {
  17154. /**
  17155. * Constructs a new scene.
  17156. */
  17157. constructor() {
  17158. super();
  17159. /**
  17160. * This flag can be used for type testing.
  17161. *
  17162. * @type {boolean}
  17163. * @readonly
  17164. * @default true
  17165. */
  17166. this.isScene = true;
  17167. this.type = 'Scene';
  17168. /**
  17169. * Defines the background of the scene. Valid inputs are:
  17170. *
  17171. * - A color for defining a uniform colored background.
  17172. * - A texture for defining a (flat) textured background.
  17173. * - Cube textures or equirectangular textures for defining a skybox.
  17174. *
  17175. * @type {?(Color|Texture)}
  17176. * @default null
  17177. */
  17178. this.background = null;
  17179. /**
  17180. * Sets the environment map for all physical materials in the scene. However,
  17181. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17182. * material property.
  17183. *
  17184. * @type {?Texture}
  17185. * @default null
  17186. */
  17187. this.environment = null;
  17188. /**
  17189. * A fog instance defining the type of fog that affects everything
  17190. * rendered in the scene.
  17191. *
  17192. * @type {?(Fog|FogExp2)}
  17193. * @default null
  17194. */
  17195. this.fog = null;
  17196. /**
  17197. * Sets the blurriness of the background. Only influences environment maps
  17198. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17199. * and `1`.
  17200. *
  17201. * @type {number}
  17202. * @default 0
  17203. */
  17204. this.backgroundBlurriness = 0;
  17205. /**
  17206. * Attenuates the color of the background. Only applies to background textures.
  17207. *
  17208. * @type {number}
  17209. * @default 1
  17210. */
  17211. this.backgroundIntensity = 1;
  17212. /**
  17213. * The rotation of the background in radians. Only influences environment maps
  17214. * assigned to {@link Scene#background}.
  17215. *
  17216. * @type {Euler}
  17217. * @default (0,0,0)
  17218. */
  17219. this.backgroundRotation = new Euler();
  17220. /**
  17221. * Attenuates the color of the environment. Only influences environment maps
  17222. * assigned to {@link Scene#environment}.
  17223. *
  17224. * @type {number}
  17225. * @default 1
  17226. */
  17227. this.environmentIntensity = 1;
  17228. /**
  17229. * The rotation of the environment map in radians. Only influences physical materials
  17230. * in the scene when {@link Scene#environment} is used.
  17231. *
  17232. * @type {Euler}
  17233. * @default (0,0,0)
  17234. */
  17235. this.environmentRotation = new Euler();
  17236. /**
  17237. * Forces everything in the scene to be rendered with the defined material. It is possible
  17238. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17239. *
  17240. * @type {?Material}
  17241. * @default null
  17242. */
  17243. this.overrideMaterial = null;
  17244. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17245. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17246. }
  17247. }
  17248. copy( source, recursive ) {
  17249. super.copy( source, recursive );
  17250. if ( source.background !== null ) this.background = source.background.clone();
  17251. if ( source.environment !== null ) this.environment = source.environment.clone();
  17252. if ( source.fog !== null ) this.fog = source.fog.clone();
  17253. this.backgroundBlurriness = source.backgroundBlurriness;
  17254. this.backgroundIntensity = source.backgroundIntensity;
  17255. this.backgroundRotation.copy( source.backgroundRotation );
  17256. this.environmentIntensity = source.environmentIntensity;
  17257. this.environmentRotation.copy( source.environmentRotation );
  17258. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17259. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17260. return this;
  17261. }
  17262. toJSON( meta ) {
  17263. const data = super.toJSON( meta );
  17264. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17265. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17266. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17267. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17268. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17269. data.object.environmentRotation = this.environmentRotation.toArray();
  17270. return data;
  17271. }
  17272. }
  17273. /**
  17274. * "Interleaved" means that multiple attributes, possibly of different types,
  17275. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17276. *
  17277. * An introduction into interleaved arrays can be found here: [Interleaved array basics]{@link https://blog.tojicode.com/2011/05/interleaved-array-basics.html}
  17278. */
  17279. class InterleavedBuffer {
  17280. /**
  17281. * Constructs a new interleaved buffer.
  17282. *
  17283. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17284. * @param {number} stride - The number of typed-array elements per vertex.
  17285. */
  17286. constructor( array, stride ) {
  17287. /**
  17288. * This flag can be used for type testing.
  17289. *
  17290. * @type {boolean}
  17291. * @readonly
  17292. * @default true
  17293. */
  17294. this.isInterleavedBuffer = true;
  17295. /**
  17296. * A typed array with a shared buffer storing attribute data.
  17297. *
  17298. * @type {TypedArray}
  17299. */
  17300. this.array = array;
  17301. /**
  17302. * The number of typed-array elements per vertex.
  17303. *
  17304. * @type {number}
  17305. */
  17306. this.stride = stride;
  17307. /**
  17308. * The total number of elements in the array
  17309. *
  17310. * @type {number}
  17311. * @readonly
  17312. */
  17313. this.count = array !== undefined ? array.length / stride : 0;
  17314. /**
  17315. * Defines the intended usage pattern of the data store for optimization purposes.
  17316. *
  17317. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17318. * instantiate a new one and set the desired usage before the next render.
  17319. *
  17320. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17321. * @default StaticDrawUsage
  17322. */
  17323. this.usage = StaticDrawUsage;
  17324. /**
  17325. * This can be used to only update some components of stored vectors (for example, just the
  17326. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17327. *
  17328. * @type {Array<Object>}
  17329. */
  17330. this.updateRanges = [];
  17331. /**
  17332. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17333. *
  17334. * @type {number}
  17335. */
  17336. this.version = 0;
  17337. /**
  17338. * The UUID of the interleaved buffer.
  17339. *
  17340. * @type {string}
  17341. * @readonly
  17342. */
  17343. this.uuid = generateUUID();
  17344. }
  17345. /**
  17346. * A callback function that is executed after the renderer has transferred the attribute array
  17347. * data to the GPU.
  17348. */
  17349. onUploadCallback() {}
  17350. /**
  17351. * Flag to indicate that this attribute has changed and should be re-sent to
  17352. * the GPU. Set this to `true` when you modify the value of the array.
  17353. *
  17354. * @type {number}
  17355. * @default false
  17356. * @param {boolean} value
  17357. */
  17358. set needsUpdate( value ) {
  17359. if ( value === true ) this.version ++;
  17360. }
  17361. /**
  17362. * Sets the usage of this interleaved buffer.
  17363. *
  17364. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17365. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17366. */
  17367. setUsage( value ) {
  17368. this.usage = value;
  17369. return this;
  17370. }
  17371. /**
  17372. * Adds a range of data in the data array to be updated on the GPU.
  17373. *
  17374. * @param {number} start - Position at which to start update.
  17375. * @param {number} count - The number of components to update.
  17376. */
  17377. addUpdateRange( start, count ) {
  17378. this.updateRanges.push( { start, count } );
  17379. }
  17380. /**
  17381. * Clears the update ranges.
  17382. */
  17383. clearUpdateRanges() {
  17384. this.updateRanges.length = 0;
  17385. }
  17386. /**
  17387. * Copies the values of the given interleaved buffer to this instance.
  17388. *
  17389. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17390. * @return {InterleavedBuffer} A reference to this instance.
  17391. */
  17392. copy( source ) {
  17393. this.array = new source.array.constructor( source.array );
  17394. this.count = source.count;
  17395. this.stride = source.stride;
  17396. this.usage = source.usage;
  17397. return this;
  17398. }
  17399. /**
  17400. * Copies a vector from the given interleaved buffer to this one. The start
  17401. * and destination position in the attribute buffers are represented by the
  17402. * given indices.
  17403. *
  17404. * @param {number} index1 - The destination index into this interleaved buffer.
  17405. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17406. * @param {number} index2 - The source index into the given interleaved buffer.
  17407. * @return {InterleavedBuffer} A reference to this instance.
  17408. */
  17409. copyAt( index1, interleavedBuffer, index2 ) {
  17410. index1 *= this.stride;
  17411. index2 *= interleavedBuffer.stride;
  17412. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17413. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17414. }
  17415. return this;
  17416. }
  17417. /**
  17418. * Sets the given array data in the interleaved buffer.
  17419. *
  17420. * @param {(TypedArray|Array)} value - The array data to set.
  17421. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17422. * @return {InterleavedBuffer} A reference to this instance.
  17423. */
  17424. set( value, offset = 0 ) {
  17425. this.array.set( value, offset );
  17426. return this;
  17427. }
  17428. /**
  17429. * Returns a new interleaved buffer with copied values from this instance.
  17430. *
  17431. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17432. * @return {InterleavedBuffer} A clone of this instance.
  17433. */
  17434. clone( data ) {
  17435. if ( data.arrayBuffers === undefined ) {
  17436. data.arrayBuffers = {};
  17437. }
  17438. if ( this.array.buffer._uuid === undefined ) {
  17439. this.array.buffer._uuid = generateUUID();
  17440. }
  17441. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17442. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17443. }
  17444. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17445. const ib = new this.constructor( array, this.stride );
  17446. ib.setUsage( this.usage );
  17447. return ib;
  17448. }
  17449. /**
  17450. * Sets the given callback function that is executed after the Renderer has transferred
  17451. * the array data to the GPU. Can be used to perform clean-up operations after
  17452. * the upload when data are not needed anymore on the CPU side.
  17453. *
  17454. * @param {Function} callback - The `onUpload()` callback.
  17455. * @return {InterleavedBuffer} A reference to this instance.
  17456. */
  17457. onUpload( callback ) {
  17458. this.onUploadCallback = callback;
  17459. return this;
  17460. }
  17461. /**
  17462. * Serializes the interleaved buffer into JSON.
  17463. *
  17464. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17465. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17466. */
  17467. toJSON( data ) {
  17468. if ( data.arrayBuffers === undefined ) {
  17469. data.arrayBuffers = {};
  17470. }
  17471. // generate UUID for array buffer if necessary
  17472. if ( this.array.buffer._uuid === undefined ) {
  17473. this.array.buffer._uuid = generateUUID();
  17474. }
  17475. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17476. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17477. }
  17478. //
  17479. return {
  17480. uuid: this.uuid,
  17481. buffer: this.array.buffer._uuid,
  17482. type: this.array.constructor.name,
  17483. stride: this.stride
  17484. };
  17485. }
  17486. }
  17487. const _vector$7 = /*@__PURE__*/ new Vector3();
  17488. /**
  17489. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17490. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17491. * different offsets into the buffer.
  17492. */
  17493. class InterleavedBufferAttribute {
  17494. /**
  17495. * Constructs a new interleaved buffer attribute.
  17496. *
  17497. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17498. * @param {number} itemSize - The item size.
  17499. * @param {number} offset - The attribute offset into the buffer.
  17500. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17501. */
  17502. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17503. /**
  17504. * This flag can be used for type testing.
  17505. *
  17506. * @type {boolean}
  17507. * @readonly
  17508. * @default true
  17509. */
  17510. this.isInterleavedBufferAttribute = true;
  17511. /**
  17512. * The name of the buffer attribute.
  17513. *
  17514. * @type {string}
  17515. */
  17516. this.name = '';
  17517. /**
  17518. * The buffer holding the interleaved data.
  17519. *
  17520. * @type {InterleavedBuffer}
  17521. */
  17522. this.data = interleavedBuffer;
  17523. /**
  17524. * The item size, see {@link BufferAttribute#itemSize}.
  17525. *
  17526. * @type {number}
  17527. */
  17528. this.itemSize = itemSize;
  17529. /**
  17530. * The attribute offset into the buffer.
  17531. *
  17532. * @type {number}
  17533. */
  17534. this.offset = offset;
  17535. /**
  17536. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17537. *
  17538. * @type {InterleavedBuffer}
  17539. */
  17540. this.normalized = normalized;
  17541. }
  17542. /**
  17543. * The item count of this buffer attribute.
  17544. *
  17545. * @type {number}
  17546. * @readonly
  17547. */
  17548. get count() {
  17549. return this.data.count;
  17550. }
  17551. /**
  17552. * The array holding the interleaved buffer attribute data.
  17553. *
  17554. * @type {TypedArray}
  17555. */
  17556. get array() {
  17557. return this.data.array;
  17558. }
  17559. /**
  17560. * Flag to indicate that this attribute has changed and should be re-sent to
  17561. * the GPU. Set this to `true` when you modify the value of the array.
  17562. *
  17563. * @type {number}
  17564. * @default false
  17565. * @param {boolean} value
  17566. */
  17567. set needsUpdate( value ) {
  17568. this.data.needsUpdate = value;
  17569. }
  17570. /**
  17571. * Applies the given 4x4 matrix to the given attribute. Only works with
  17572. * item size `3`.
  17573. *
  17574. * @param {Matrix4} m - The matrix to apply.
  17575. * @return {InterleavedBufferAttribute} A reference to this instance.
  17576. */
  17577. applyMatrix4( m ) {
  17578. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17579. _vector$7.fromBufferAttribute( this, i );
  17580. _vector$7.applyMatrix4( m );
  17581. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17582. }
  17583. return this;
  17584. }
  17585. /**
  17586. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17587. * item size `3`.
  17588. *
  17589. * @param {Matrix3} m - The normal matrix to apply.
  17590. * @return {InterleavedBufferAttribute} A reference to this instance.
  17591. */
  17592. applyNormalMatrix( m ) {
  17593. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17594. _vector$7.fromBufferAttribute( this, i );
  17595. _vector$7.applyNormalMatrix( m );
  17596. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17597. }
  17598. return this;
  17599. }
  17600. /**
  17601. * Applies the given 4x4 matrix to the given attribute. Only works with
  17602. * item size `3` and with direction vectors.
  17603. *
  17604. * @param {Matrix4} m - The matrix to apply.
  17605. * @return {InterleavedBufferAttribute} A reference to this instance.
  17606. */
  17607. transformDirection( m ) {
  17608. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17609. _vector$7.fromBufferAttribute( this, i );
  17610. _vector$7.transformDirection( m );
  17611. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17612. }
  17613. return this;
  17614. }
  17615. /**
  17616. * Returns the given component of the vector at the given index.
  17617. *
  17618. * @param {number} index - The index into the buffer attribute.
  17619. * @param {number} component - The component index.
  17620. * @return {number} The returned value.
  17621. */
  17622. getComponent( index, component ) {
  17623. let value = this.array[ index * this.data.stride + this.offset + component ];
  17624. if ( this.normalized ) value = denormalize( value, this.array );
  17625. return value;
  17626. }
  17627. /**
  17628. * Sets the given value to the given component of the vector at the given index.
  17629. *
  17630. * @param {number} index - The index into the buffer attribute.
  17631. * @param {number} component - The component index.
  17632. * @param {number} value - The value to set.
  17633. * @return {InterleavedBufferAttribute} A reference to this instance.
  17634. */
  17635. setComponent( index, component, value ) {
  17636. if ( this.normalized ) value = normalize( value, this.array );
  17637. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17638. return this;
  17639. }
  17640. /**
  17641. * Sets the x component of the vector at the given index.
  17642. *
  17643. * @param {number} index - The index into the buffer attribute.
  17644. * @param {number} x - The value to set.
  17645. * @return {InterleavedBufferAttribute} A reference to this instance.
  17646. */
  17647. setX( index, x ) {
  17648. if ( this.normalized ) x = normalize( x, this.array );
  17649. this.data.array[ index * this.data.stride + this.offset ] = x;
  17650. return this;
  17651. }
  17652. /**
  17653. * Sets the y component of the vector at the given index.
  17654. *
  17655. * @param {number} index - The index into the buffer attribute.
  17656. * @param {number} y - The value to set.
  17657. * @return {InterleavedBufferAttribute} A reference to this instance.
  17658. */
  17659. setY( index, y ) {
  17660. if ( this.normalized ) y = normalize( y, this.array );
  17661. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17662. return this;
  17663. }
  17664. /**
  17665. * Sets the z component of the vector at the given index.
  17666. *
  17667. * @param {number} index - The index into the buffer attribute.
  17668. * @param {number} z - The value to set.
  17669. * @return {InterleavedBufferAttribute} A reference to this instance.
  17670. */
  17671. setZ( index, z ) {
  17672. if ( this.normalized ) z = normalize( z, this.array );
  17673. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17674. return this;
  17675. }
  17676. /**
  17677. * Sets the w component of the vector at the given index.
  17678. *
  17679. * @param {number} index - The index into the buffer attribute.
  17680. * @param {number} w - The value to set.
  17681. * @return {InterleavedBufferAttribute} A reference to this instance.
  17682. */
  17683. setW( index, w ) {
  17684. if ( this.normalized ) w = normalize( w, this.array );
  17685. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17686. return this;
  17687. }
  17688. /**
  17689. * Returns the x component of the vector at the given index.
  17690. *
  17691. * @param {number} index - The index into the buffer attribute.
  17692. * @return {number} The x component.
  17693. */
  17694. getX( index ) {
  17695. let x = this.data.array[ index * this.data.stride + this.offset ];
  17696. if ( this.normalized ) x = denormalize( x, this.array );
  17697. return x;
  17698. }
  17699. /**
  17700. * Returns the y component of the vector at the given index.
  17701. *
  17702. * @param {number} index - The index into the buffer attribute.
  17703. * @return {number} The y component.
  17704. */
  17705. getY( index ) {
  17706. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17707. if ( this.normalized ) y = denormalize( y, this.array );
  17708. return y;
  17709. }
  17710. /**
  17711. * Returns the z component of the vector at the given index.
  17712. *
  17713. * @param {number} index - The index into the buffer attribute.
  17714. * @return {number} The z component.
  17715. */
  17716. getZ( index ) {
  17717. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17718. if ( this.normalized ) z = denormalize( z, this.array );
  17719. return z;
  17720. }
  17721. /**
  17722. * Returns the w component of the vector at the given index.
  17723. *
  17724. * @param {number} index - The index into the buffer attribute.
  17725. * @return {number} The w component.
  17726. */
  17727. getW( index ) {
  17728. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17729. if ( this.normalized ) w = denormalize( w, this.array );
  17730. return w;
  17731. }
  17732. /**
  17733. * Sets the x and y component of the vector at the given index.
  17734. *
  17735. * @param {number} index - The index into the buffer attribute.
  17736. * @param {number} x - The value for the x component to set.
  17737. * @param {number} y - The value for the y component to set.
  17738. * @return {InterleavedBufferAttribute} A reference to this instance.
  17739. */
  17740. setXY( index, x, y ) {
  17741. index = index * this.data.stride + this.offset;
  17742. if ( this.normalized ) {
  17743. x = normalize( x, this.array );
  17744. y = normalize( y, this.array );
  17745. }
  17746. this.data.array[ index + 0 ] = x;
  17747. this.data.array[ index + 1 ] = y;
  17748. return this;
  17749. }
  17750. /**
  17751. * Sets the x, y and z component of the vector at the given index.
  17752. *
  17753. * @param {number} index - The index into the buffer attribute.
  17754. * @param {number} x - The value for the x component to set.
  17755. * @param {number} y - The value for the y component to set.
  17756. * @param {number} z - The value for the z component to set.
  17757. * @return {InterleavedBufferAttribute} A reference to this instance.
  17758. */
  17759. setXYZ( index, x, y, z ) {
  17760. index = index * this.data.stride + this.offset;
  17761. if ( this.normalized ) {
  17762. x = normalize( x, this.array );
  17763. y = normalize( y, this.array );
  17764. z = normalize( z, this.array );
  17765. }
  17766. this.data.array[ index + 0 ] = x;
  17767. this.data.array[ index + 1 ] = y;
  17768. this.data.array[ index + 2 ] = z;
  17769. return this;
  17770. }
  17771. /**
  17772. * Sets the x, y, z and w component of the vector at the given index.
  17773. *
  17774. * @param {number} index - The index into the buffer attribute.
  17775. * @param {number} x - The value for the x component to set.
  17776. * @param {number} y - The value for the y component to set.
  17777. * @param {number} z - The value for the z component to set.
  17778. * @param {number} w - The value for the w component to set.
  17779. * @return {InterleavedBufferAttribute} A reference to this instance.
  17780. */
  17781. setXYZW( index, x, y, z, w ) {
  17782. index = index * this.data.stride + this.offset;
  17783. if ( this.normalized ) {
  17784. x = normalize( x, this.array );
  17785. y = normalize( y, this.array );
  17786. z = normalize( z, this.array );
  17787. w = normalize( w, this.array );
  17788. }
  17789. this.data.array[ index + 0 ] = x;
  17790. this.data.array[ index + 1 ] = y;
  17791. this.data.array[ index + 2 ] = z;
  17792. this.data.array[ index + 3 ] = w;
  17793. return this;
  17794. }
  17795. /**
  17796. * Returns a new buffer attribute with copied values from this instance.
  17797. *
  17798. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17799. *
  17800. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17801. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17802. */
  17803. clone( data ) {
  17804. if ( data === undefined ) {
  17805. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17806. const array = [];
  17807. for ( let i = 0; i < this.count; i ++ ) {
  17808. const index = i * this.data.stride + this.offset;
  17809. for ( let j = 0; j < this.itemSize; j ++ ) {
  17810. array.push( this.data.array[ index + j ] );
  17811. }
  17812. }
  17813. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17814. } else {
  17815. if ( data.interleavedBuffers === undefined ) {
  17816. data.interleavedBuffers = {};
  17817. }
  17818. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17819. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17820. }
  17821. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17822. }
  17823. }
  17824. /**
  17825. * Serializes the buffer attribute into JSON.
  17826. *
  17827. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17828. *
  17829. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17830. * @return {Object} A JSON object representing the serialized buffer attribute.
  17831. */
  17832. toJSON( data ) {
  17833. if ( data === undefined ) {
  17834. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17835. const array = [];
  17836. for ( let i = 0; i < this.count; i ++ ) {
  17837. const index = i * this.data.stride + this.offset;
  17838. for ( let j = 0; j < this.itemSize; j ++ ) {
  17839. array.push( this.data.array[ index + j ] );
  17840. }
  17841. }
  17842. // de-interleave data and save it as an ordinary buffer attribute for now
  17843. return {
  17844. itemSize: this.itemSize,
  17845. type: this.array.constructor.name,
  17846. array: array,
  17847. normalized: this.normalized
  17848. };
  17849. } else {
  17850. // save as true interleaved attribute
  17851. if ( data.interleavedBuffers === undefined ) {
  17852. data.interleavedBuffers = {};
  17853. }
  17854. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17855. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17856. }
  17857. return {
  17858. isInterleavedBufferAttribute: true,
  17859. itemSize: this.itemSize,
  17860. data: this.data.uuid,
  17861. offset: this.offset,
  17862. normalized: this.normalized
  17863. };
  17864. }
  17865. }
  17866. }
  17867. /**
  17868. * A material for rendering instances of {@link Sprite}.
  17869. *
  17870. * ```js
  17871. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17872. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17873. *
  17874. * const sprite = new THREE.Sprite( material );
  17875. * sprite.scale.set(200, 200, 1)
  17876. * scene.add( sprite );
  17877. * ```
  17878. *
  17879. * @augments Material
  17880. */
  17881. class SpriteMaterial extends Material {
  17882. /**
  17883. * Constructs a new sprite material.
  17884. *
  17885. * @param {Object} [parameters] - An object with one or more properties
  17886. * defining the material's appearance. Any property of the material
  17887. * (including any property from inherited materials) can be passed
  17888. * in here. Color values can be passed any type of value accepted
  17889. * by {@link Color#set}.
  17890. */
  17891. constructor( parameters ) {
  17892. super();
  17893. /**
  17894. * This flag can be used for type testing.
  17895. *
  17896. * @type {boolean}
  17897. * @readonly
  17898. * @default true
  17899. */
  17900. this.isSpriteMaterial = true;
  17901. this.type = 'SpriteMaterial';
  17902. /**
  17903. * Color of the material.
  17904. *
  17905. * @type {Color}
  17906. * @default (1,1,1)
  17907. */
  17908. this.color = new Color( 0xffffff );
  17909. /**
  17910. * The color map. May optionally include an alpha channel, typically combined
  17911. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17912. * color is modulated by the diffuse `color`.
  17913. *
  17914. * @type {?Texture}
  17915. * @default null
  17916. */
  17917. this.map = null;
  17918. /**
  17919. * The alpha map is a grayscale texture that controls the opacity across the
  17920. * surface (black: fully transparent; white: fully opaque).
  17921. *
  17922. * Only the color of the texture is used, ignoring the alpha channel if one
  17923. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17924. * when sampling this texture due to the extra bit of precision provided for
  17925. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17926. * luminance/alpha textures will also still work as expected.
  17927. *
  17928. * @type {?Texture}
  17929. * @default null
  17930. */
  17931. this.alphaMap = null;
  17932. /**
  17933. * The rotation of the sprite in radians.
  17934. *
  17935. * @type {number}
  17936. * @default 0
  17937. */
  17938. this.rotation = 0;
  17939. /**
  17940. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17941. *
  17942. * @type {boolean}
  17943. * @default true
  17944. */
  17945. this.sizeAttenuation = true;
  17946. /**
  17947. * Overwritten since sprite materials are transparent
  17948. * by default.
  17949. *
  17950. * @type {boolean}
  17951. * @default true
  17952. */
  17953. this.transparent = true;
  17954. /**
  17955. * Whether the material is affected by fog or not.
  17956. *
  17957. * @type {boolean}
  17958. * @default true
  17959. */
  17960. this.fog = true;
  17961. this.setValues( parameters );
  17962. }
  17963. copy( source ) {
  17964. super.copy( source );
  17965. this.color.copy( source.color );
  17966. this.map = source.map;
  17967. this.alphaMap = source.alphaMap;
  17968. this.rotation = source.rotation;
  17969. this.sizeAttenuation = source.sizeAttenuation;
  17970. this.fog = source.fog;
  17971. return this;
  17972. }
  17973. }
  17974. let _geometry;
  17975. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17976. const _worldScale = /*@__PURE__*/ new Vector3();
  17977. const _mvPosition = /*@__PURE__*/ new Vector3();
  17978. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17979. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17980. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17981. const _vA = /*@__PURE__*/ new Vector3();
  17982. const _vB = /*@__PURE__*/ new Vector3();
  17983. const _vC = /*@__PURE__*/ new Vector3();
  17984. const _uvA = /*@__PURE__*/ new Vector2();
  17985. const _uvB = /*@__PURE__*/ new Vector2();
  17986. const _uvC = /*@__PURE__*/ new Vector2();
  17987. /**
  17988. * A sprite is a plane that always faces towards the camera, generally with a
  17989. * partially transparent texture applied.
  17990. *
  17991. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17992. * have no effect.
  17993. *
  17994. * ```js
  17995. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17996. * const material = new THREE.SpriteMaterial( { map: map } );
  17997. *
  17998. * const sprite = new THREE.Sprite( material );
  17999. * scene.add( sprite );
  18000. * ```
  18001. *
  18002. * @augments Object3D
  18003. */
  18004. class Sprite extends Object3D {
  18005. /**
  18006. * Constructs a new sprite.
  18007. *
  18008. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  18009. */
  18010. constructor( material = new SpriteMaterial() ) {
  18011. super();
  18012. /**
  18013. * This flag can be used for type testing.
  18014. *
  18015. * @type {boolean}
  18016. * @readonly
  18017. * @default true
  18018. */
  18019. this.isSprite = true;
  18020. this.type = 'Sprite';
  18021. if ( _geometry === undefined ) {
  18022. _geometry = new BufferGeometry();
  18023. const float32Array = new Float32Array( [
  18024. -0.5, -0.5, 0, 0, 0,
  18025. 0.5, -0.5, 0, 1, 0,
  18026. 0.5, 0.5, 0, 1, 1,
  18027. -0.5, 0.5, 0, 0, 1
  18028. ] );
  18029. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18030. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18031. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18032. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18033. }
  18034. /**
  18035. * The sprite geometry.
  18036. *
  18037. * @type {BufferGeometry}
  18038. */
  18039. this.geometry = _geometry;
  18040. /**
  18041. * The sprite material.
  18042. *
  18043. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18044. */
  18045. this.material = material;
  18046. /**
  18047. * The sprite's anchor point, and the point around which the sprite rotates.
  18048. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18049. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18050. *
  18051. * @type {Vector2}
  18052. * @default (0.5,0.5)
  18053. */
  18054. this.center = new Vector2( 0.5, 0.5 );
  18055. /**
  18056. * The number of instances of this sprite.
  18057. * Can only be used with {@link WebGPURenderer}.
  18058. *
  18059. * @type {number}
  18060. * @default 1
  18061. */
  18062. this.count = 1;
  18063. }
  18064. /**
  18065. * Computes intersection points between a casted ray and this sprite.
  18066. *
  18067. * @param {Raycaster} raycaster - The raycaster.
  18068. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18069. */
  18070. raycast( raycaster, intersects ) {
  18071. if ( raycaster.camera === null ) {
  18072. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18073. }
  18074. _worldScale.setFromMatrixScale( this.matrixWorld );
  18075. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18076. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18077. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18078. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18079. _worldScale.multiplyScalar( - _mvPosition.z );
  18080. }
  18081. const rotation = this.material.rotation;
  18082. let sin, cos;
  18083. if ( rotation !== 0 ) {
  18084. cos = Math.cos( rotation );
  18085. sin = Math.sin( rotation );
  18086. }
  18087. const center = this.center;
  18088. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18089. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18090. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18091. _uvA.set( 0, 0 );
  18092. _uvB.set( 1, 0 );
  18093. _uvC.set( 1, 1 );
  18094. // check first triangle
  18095. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18096. if ( intersect === null ) {
  18097. // check second triangle
  18098. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18099. _uvB.set( 0, 1 );
  18100. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18101. if ( intersect === null ) {
  18102. return;
  18103. }
  18104. }
  18105. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18106. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18107. intersects.push( {
  18108. distance: distance,
  18109. point: _intersectPoint.clone(),
  18110. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18111. face: null,
  18112. object: this
  18113. } );
  18114. }
  18115. copy( source, recursive ) {
  18116. super.copy( source, recursive );
  18117. if ( source.center !== undefined ) this.center.copy( source.center );
  18118. this.material = source.material;
  18119. return this;
  18120. }
  18121. }
  18122. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18123. // compute position in camera space
  18124. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18125. // to check if rotation is not zero
  18126. if ( sin !== undefined ) {
  18127. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18128. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18129. } else {
  18130. _rotatedPosition.copy( _alignedPosition );
  18131. }
  18132. vertexPosition.copy( mvPosition );
  18133. vertexPosition.x += _rotatedPosition.x;
  18134. vertexPosition.y += _rotatedPosition.y;
  18135. // transform to world space
  18136. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18137. }
  18138. const _v1$2 = /*@__PURE__*/ new Vector3();
  18139. const _v2$1 = /*@__PURE__*/ new Vector3();
  18140. /**
  18141. * A component for providing a basic Level of Detail (LOD) mechanism.
  18142. *
  18143. * Every LOD level is associated with an object, and rendering can be switched
  18144. * between them at the distances specified. Typically you would create, say,
  18145. * three meshes, one for far away (low detail), one for mid range (medium
  18146. * detail) and one for close up (high detail).
  18147. *
  18148. * ```js
  18149. * const lod = new THREE.LOD();
  18150. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18151. *
  18152. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18153. * for( let i = 0; i < 3; i++ ) {
  18154. *
  18155. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18156. * const mesh = new THREE.Mesh( geometry, material );
  18157. * lod.addLevel( mesh, i * 75 );
  18158. *
  18159. * }
  18160. *
  18161. * scene.add( lod );
  18162. * ```
  18163. *
  18164. * @augments Object3D
  18165. */
  18166. class LOD extends Object3D {
  18167. /**
  18168. * Constructs a new LOD.
  18169. */
  18170. constructor() {
  18171. super();
  18172. /**
  18173. * This flag can be used for type testing.
  18174. *
  18175. * @type {boolean}
  18176. * @readonly
  18177. * @default true
  18178. */
  18179. this.isLOD = true;
  18180. /**
  18181. * The current LOD index.
  18182. *
  18183. * @private
  18184. * @type {number}
  18185. * @default 0
  18186. */
  18187. this._currentLevel = 0;
  18188. this.type = 'LOD';
  18189. Object.defineProperties( this, {
  18190. /**
  18191. * This array holds the LOD levels.
  18192. *
  18193. * @name LOD#levels
  18194. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18195. */
  18196. levels: {
  18197. enumerable: true,
  18198. value: []
  18199. }
  18200. } );
  18201. /**
  18202. * Whether the LOD object is updated automatically by the renderer per frame
  18203. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18204. * render loop by yourself.
  18205. *
  18206. * @type {boolean}
  18207. * @default true
  18208. */
  18209. this.autoUpdate = true;
  18210. }
  18211. copy( source ) {
  18212. super.copy( source, false );
  18213. const levels = source.levels;
  18214. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18215. const level = levels[ i ];
  18216. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18217. }
  18218. this.autoUpdate = source.autoUpdate;
  18219. return this;
  18220. }
  18221. /**
  18222. * Adds a mesh that will display at a certain distance and greater. Typically
  18223. * the further away the distance, the lower the detail on the mesh.
  18224. *
  18225. * @param {Object3D} object - The 3D object to display at this level.
  18226. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18227. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18228. * @return {LOD} A reference to this instance.
  18229. */
  18230. addLevel( object, distance = 0, hysteresis = 0 ) {
  18231. distance = Math.abs( distance );
  18232. const levels = this.levels;
  18233. let l;
  18234. for ( l = 0; l < levels.length; l ++ ) {
  18235. if ( distance < levels[ l ].distance ) {
  18236. break;
  18237. }
  18238. }
  18239. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18240. this.add( object );
  18241. return this;
  18242. }
  18243. /**
  18244. * Removes an existing level, based on the distance from the camera.
  18245. * Returns `true` when the level has been removed. Otherwise `false`.
  18246. *
  18247. * @param {number} distance - Distance of the level to remove.
  18248. * @return {boolean} Whether the level has been removed or not.
  18249. */
  18250. removeLevel( distance ) {
  18251. const levels = this.levels;
  18252. for ( let i = 0; i < levels.length; i ++ ) {
  18253. if ( levels[ i ].distance === distance ) {
  18254. const removedElements = levels.splice( i, 1 );
  18255. this.remove( removedElements[ 0 ].object );
  18256. return true;
  18257. }
  18258. }
  18259. return false;
  18260. }
  18261. /**
  18262. * Returns the currently active LOD level index.
  18263. *
  18264. * @return {number} The current active LOD level index.
  18265. */
  18266. getCurrentLevel() {
  18267. return this._currentLevel;
  18268. }
  18269. /**
  18270. * Returns a reference to the first 3D object that is greater than
  18271. * the given distance.
  18272. *
  18273. * @param {number} distance - The LOD distance.
  18274. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18275. */
  18276. getObjectForDistance( distance ) {
  18277. const levels = this.levels;
  18278. if ( levels.length > 0 ) {
  18279. let i, l;
  18280. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18281. let levelDistance = levels[ i ].distance;
  18282. if ( levels[ i ].object.visible ) {
  18283. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18284. }
  18285. if ( distance < levelDistance ) {
  18286. break;
  18287. }
  18288. }
  18289. return levels[ i - 1 ].object;
  18290. }
  18291. return null;
  18292. }
  18293. /**
  18294. * Computes intersection points between a casted ray and this LOD.
  18295. *
  18296. * @param {Raycaster} raycaster - The raycaster.
  18297. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18298. */
  18299. raycast( raycaster, intersects ) {
  18300. const levels = this.levels;
  18301. if ( levels.length > 0 ) {
  18302. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18303. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18304. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18305. }
  18306. }
  18307. /**
  18308. * Updates the LOD by computing which LOD level should be visible according
  18309. * to the current distance of the given camera.
  18310. *
  18311. * @param {Camera} camera - The camera the scene is rendered with.
  18312. */
  18313. update( camera ) {
  18314. const levels = this.levels;
  18315. if ( levels.length > 1 ) {
  18316. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18317. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18318. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18319. levels[ 0 ].object.visible = true;
  18320. let i, l;
  18321. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18322. let levelDistance = levels[ i ].distance;
  18323. if ( levels[ i ].object.visible ) {
  18324. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18325. }
  18326. if ( distance >= levelDistance ) {
  18327. levels[ i - 1 ].object.visible = false;
  18328. levels[ i ].object.visible = true;
  18329. } else {
  18330. break;
  18331. }
  18332. }
  18333. this._currentLevel = i - 1;
  18334. for ( ; i < l; i ++ ) {
  18335. levels[ i ].object.visible = false;
  18336. }
  18337. }
  18338. }
  18339. toJSON( meta ) {
  18340. const data = super.toJSON( meta );
  18341. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18342. data.object.levels = [];
  18343. const levels = this.levels;
  18344. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18345. const level = levels[ i ];
  18346. data.object.levels.push( {
  18347. object: level.object.uuid,
  18348. distance: level.distance,
  18349. hysteresis: level.hysteresis
  18350. } );
  18351. }
  18352. return data;
  18353. }
  18354. }
  18355. const _basePosition = /*@__PURE__*/ new Vector3();
  18356. const _skinIndex = /*@__PURE__*/ new Vector4();
  18357. const _skinWeight = /*@__PURE__*/ new Vector4();
  18358. const _vector3 = /*@__PURE__*/ new Vector3();
  18359. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18360. const _vertex = /*@__PURE__*/ new Vector3();
  18361. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18362. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18363. const _ray$2 = /*@__PURE__*/ new Ray();
  18364. /**
  18365. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18366. * vertices of the geometry with skinning/skeleton animation.
  18367. *
  18368. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18369. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18370. * vertex to a certain extend.
  18371. *
  18372. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18373. * or {@link FBXLoader } import respective models.
  18374. *
  18375. * @augments Mesh
  18376. */
  18377. class SkinnedMesh extends Mesh {
  18378. /**
  18379. * Constructs a new skinned mesh.
  18380. *
  18381. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18382. * @param {Material|Array<Material>} [material] - The mesh material.
  18383. */
  18384. constructor( geometry, material ) {
  18385. super( geometry, material );
  18386. /**
  18387. * This flag can be used for type testing.
  18388. *
  18389. * @type {boolean}
  18390. * @readonly
  18391. * @default true
  18392. */
  18393. this.isSkinnedMesh = true;
  18394. this.type = 'SkinnedMesh';
  18395. /**
  18396. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18397. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18398. * across multiple skinned meshes.
  18399. *
  18400. * @type {(AttachedBindMode|DetachedBindMode)}
  18401. * @default AttachedBindMode
  18402. */
  18403. this.bindMode = AttachedBindMode;
  18404. /**
  18405. * The base matrix that is used for the bound bone transforms.
  18406. *
  18407. * @type {Matrix4}
  18408. */
  18409. this.bindMatrix = new Matrix4();
  18410. /**
  18411. * The base matrix that is used for resetting the bound bone transforms.
  18412. *
  18413. * @type {Matrix4}
  18414. */
  18415. this.bindMatrixInverse = new Matrix4();
  18416. /**
  18417. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18418. *
  18419. * @type {?Box3}
  18420. * @default null
  18421. */
  18422. this.boundingBox = null;
  18423. /**
  18424. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18425. *
  18426. * @type {?Sphere}
  18427. * @default null
  18428. */
  18429. this.boundingSphere = null;
  18430. }
  18431. /**
  18432. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18433. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18434. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18435. * the current animation state.
  18436. */
  18437. computeBoundingBox() {
  18438. const geometry = this.geometry;
  18439. if ( this.boundingBox === null ) {
  18440. this.boundingBox = new Box3();
  18441. }
  18442. this.boundingBox.makeEmpty();
  18443. const positionAttribute = geometry.getAttribute( 'position' );
  18444. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18445. this.getVertexPosition( i, _vertex );
  18446. this.boundingBox.expandByPoint( _vertex );
  18447. }
  18448. }
  18449. /**
  18450. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18451. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18452. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18453. * per frame in order to reflect the current animation state.
  18454. */
  18455. computeBoundingSphere() {
  18456. const geometry = this.geometry;
  18457. if ( this.boundingSphere === null ) {
  18458. this.boundingSphere = new Sphere();
  18459. }
  18460. this.boundingSphere.makeEmpty();
  18461. const positionAttribute = geometry.getAttribute( 'position' );
  18462. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18463. this.getVertexPosition( i, _vertex );
  18464. this.boundingSphere.expandByPoint( _vertex );
  18465. }
  18466. }
  18467. copy( source, recursive ) {
  18468. super.copy( source, recursive );
  18469. this.bindMode = source.bindMode;
  18470. this.bindMatrix.copy( source.bindMatrix );
  18471. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18472. this.skeleton = source.skeleton;
  18473. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18474. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18475. return this;
  18476. }
  18477. raycast( raycaster, intersects ) {
  18478. const material = this.material;
  18479. const matrixWorld = this.matrixWorld;
  18480. if ( material === undefined ) return;
  18481. // test with bounding sphere in world space
  18482. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18483. _sphere$5.copy( this.boundingSphere );
  18484. _sphere$5.applyMatrix4( matrixWorld );
  18485. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18486. // convert ray to local space of skinned mesh
  18487. _inverseMatrix$2.copy( matrixWorld ).invert();
  18488. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18489. // test with bounding box in local space
  18490. if ( this.boundingBox !== null ) {
  18491. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18492. }
  18493. // test for intersections with geometry
  18494. this._computeIntersections( raycaster, intersects, _ray$2 );
  18495. }
  18496. getVertexPosition( index, target ) {
  18497. super.getVertexPosition( index, target );
  18498. this.applyBoneTransform( index, target );
  18499. return target;
  18500. }
  18501. /**
  18502. * Binds the given skeleton to the skinned mesh.
  18503. *
  18504. * @param {Skeleton} skeleton - The skeleton to bind.
  18505. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18506. * the skinned mesh's world matrix will be used instead.
  18507. */
  18508. bind( skeleton, bindMatrix ) {
  18509. this.skeleton = skeleton;
  18510. if ( bindMatrix === undefined ) {
  18511. this.updateMatrixWorld( true );
  18512. this.skeleton.calculateInverses();
  18513. bindMatrix = this.matrixWorld;
  18514. }
  18515. this.bindMatrix.copy( bindMatrix );
  18516. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18517. }
  18518. /**
  18519. * This method sets the skinned mesh in the rest pose).
  18520. */
  18521. pose() {
  18522. this.skeleton.pose();
  18523. }
  18524. /**
  18525. * Normalizes the skin weights which are defined as a buffer attribute
  18526. * in the skinned mesh's geometry.
  18527. */
  18528. normalizeSkinWeights() {
  18529. const vector = new Vector4();
  18530. const skinWeight = this.geometry.attributes.skinWeight;
  18531. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18532. vector.fromBufferAttribute( skinWeight, i );
  18533. const scale = 1.0 / vector.manhattanLength();
  18534. if ( scale !== Infinity ) {
  18535. vector.multiplyScalar( scale );
  18536. } else {
  18537. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18538. }
  18539. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18540. }
  18541. }
  18542. updateMatrixWorld( force ) {
  18543. super.updateMatrixWorld( force );
  18544. if ( this.bindMode === AttachedBindMode ) {
  18545. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18546. } else if ( this.bindMode === DetachedBindMode ) {
  18547. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18548. } else {
  18549. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18550. }
  18551. }
  18552. /**
  18553. * Applies the bone transform associated with the given index to the given
  18554. * vertex position. Returns the updated vector.
  18555. *
  18556. * @param {number} index - The vertex index.
  18557. * @param {Vector3} target - The target object that is used to store the method's result.
  18558. * the skinned mesh's world matrix will be used instead.
  18559. * @return {Vector3} The updated vertex position.
  18560. */
  18561. applyBoneTransform( index, target ) {
  18562. const skeleton = this.skeleton;
  18563. const geometry = this.geometry;
  18564. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18565. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18566. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18567. target.set( 0, 0, 0 );
  18568. for ( let i = 0; i < 4; i ++ ) {
  18569. const weight = _skinWeight.getComponent( i );
  18570. if ( weight !== 0 ) {
  18571. const boneIndex = _skinIndex.getComponent( i );
  18572. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18573. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18574. }
  18575. }
  18576. return target.applyMatrix4( this.bindMatrixInverse );
  18577. }
  18578. }
  18579. /**
  18580. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18581. * the {@link SkinnedMesh}.
  18582. *
  18583. * ```js
  18584. * const root = new THREE.Bone();
  18585. * const child = new THREE.Bone();
  18586. *
  18587. * root.add( child );
  18588. * child.position.y = 5;
  18589. * ```
  18590. *
  18591. * @augments Object3D
  18592. */
  18593. class Bone extends Object3D {
  18594. /**
  18595. * Constructs a new bone.
  18596. */
  18597. constructor() {
  18598. super();
  18599. /**
  18600. * This flag can be used for type testing.
  18601. *
  18602. * @type {boolean}
  18603. * @readonly
  18604. * @default true
  18605. */
  18606. this.isBone = true;
  18607. this.type = 'Bone';
  18608. }
  18609. }
  18610. /**
  18611. * Creates a texture directly from raw buffer data.
  18612. *
  18613. * The interpretation of the data depends on type and format: If the type is
  18614. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18615. * texel data. If the format is `RGBAFormat`, data needs four values for
  18616. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18617. *
  18618. * @augments Texture
  18619. */
  18620. class DataTexture extends Texture {
  18621. /**
  18622. * Constructs a new data texture.
  18623. *
  18624. * @param {?TypedArray} [data=null] - The buffer data.
  18625. * @param {number} [width=1] - The width of the texture.
  18626. * @param {number} [height=1] - The height of the texture.
  18627. * @param {number} [format=RGBAFormat] - The texture format.
  18628. * @param {number} [type=UnsignedByteType] - The texture type.
  18629. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18630. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18631. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18632. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18633. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18634. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18635. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18636. */
  18637. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18638. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18639. /**
  18640. * This flag can be used for type testing.
  18641. *
  18642. * @type {boolean}
  18643. * @readonly
  18644. * @default true
  18645. */
  18646. this.isDataTexture = true;
  18647. /**
  18648. * The image definition of a data texture.
  18649. *
  18650. * @type {{data:TypedArray,width:number,height:number}}
  18651. */
  18652. this.image = { data: data, width: width, height: height };
  18653. /**
  18654. * Whether to generate mipmaps (if possible) for a texture.
  18655. *
  18656. * Overwritten and set to `false` by default.
  18657. *
  18658. * @type {boolean}
  18659. * @default false
  18660. */
  18661. this.generateMipmaps = false;
  18662. /**
  18663. * If set to `true`, the texture is flipped along the vertical axis when
  18664. * uploaded to the GPU.
  18665. *
  18666. * Overwritten and set to `false` by default.
  18667. *
  18668. * @type {boolean}
  18669. * @default false
  18670. */
  18671. this.flipY = false;
  18672. /**
  18673. * Specifies the alignment requirements for the start of each pixel row in memory.
  18674. *
  18675. * Overwritten and set to `1` by default.
  18676. *
  18677. * @type {boolean}
  18678. * @default 1
  18679. */
  18680. this.unpackAlignment = 1;
  18681. }
  18682. }
  18683. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18684. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18685. /**
  18686. * Class for representing the armatures in `three.js`. The skeleton
  18687. * is defined by a hierarchy of bones.
  18688. *
  18689. * ```js
  18690. * const bones = [];
  18691. *
  18692. * const shoulder = new THREE.Bone();
  18693. * const elbow = new THREE.Bone();
  18694. * const hand = new THREE.Bone();
  18695. *
  18696. * shoulder.add( elbow );
  18697. * elbow.add( hand );
  18698. *
  18699. * bones.push( shoulder , elbow, hand);
  18700. *
  18701. * shoulder.position.y = -5;
  18702. * elbow.position.y = 0;
  18703. * hand.position.y = 5;
  18704. *
  18705. * const armSkeleton = new THREE.Skeleton( bones );
  18706. * ```
  18707. */
  18708. class Skeleton {
  18709. /**
  18710. * Constructs a new skeleton.
  18711. *
  18712. * @param {Array<Bone>} [bones] - An array of bones.
  18713. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18714. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18715. */
  18716. constructor( bones = [], boneInverses = [] ) {
  18717. this.uuid = generateUUID();
  18718. /**
  18719. * An array of bones defining the skeleton.
  18720. *
  18721. * @type {Array<Bone>}
  18722. */
  18723. this.bones = bones.slice( 0 );
  18724. /**
  18725. * An array of bone inverse matrices.
  18726. *
  18727. * @type {Array<Matrix4>}
  18728. */
  18729. this.boneInverses = boneInverses;
  18730. /**
  18731. * An array buffer holding the bone data.
  18732. * Input data for {@link Skeleton#boneTexture}.
  18733. *
  18734. * @type {?Float32Array}
  18735. * @default null
  18736. */
  18737. this.boneMatrices = null;
  18738. /**
  18739. * A texture holding the bone data for use
  18740. * in the vertex shader.
  18741. *
  18742. * @type {?DataTexture}
  18743. * @default null
  18744. */
  18745. this.boneTexture = null;
  18746. this.init();
  18747. }
  18748. /**
  18749. * Initializes the skeleton. This method gets automatically called by the constructor
  18750. * but depending on how the skeleton is created it might be necessary to call this method
  18751. * manually.
  18752. */
  18753. init() {
  18754. const bones = this.bones;
  18755. const boneInverses = this.boneInverses;
  18756. this.boneMatrices = new Float32Array( bones.length * 16 );
  18757. // calculate inverse bone matrices if necessary
  18758. if ( boneInverses.length === 0 ) {
  18759. this.calculateInverses();
  18760. } else {
  18761. // handle special case
  18762. if ( bones.length !== boneInverses.length ) {
  18763. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18764. this.boneInverses = [];
  18765. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18766. this.boneInverses.push( new Matrix4() );
  18767. }
  18768. }
  18769. }
  18770. }
  18771. /**
  18772. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18773. * and fills it with new matrices.
  18774. */
  18775. calculateInverses() {
  18776. this.boneInverses.length = 0;
  18777. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18778. const inverse = new Matrix4();
  18779. if ( this.bones[ i ] ) {
  18780. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18781. }
  18782. this.boneInverses.push( inverse );
  18783. }
  18784. }
  18785. /**
  18786. * Resets the skeleton to the base pose.
  18787. */
  18788. pose() {
  18789. // recover the bind-time world matrices
  18790. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18791. const bone = this.bones[ i ];
  18792. if ( bone ) {
  18793. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18794. }
  18795. }
  18796. // compute the local matrices, positions, rotations and scales
  18797. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18798. const bone = this.bones[ i ];
  18799. if ( bone ) {
  18800. if ( bone.parent && bone.parent.isBone ) {
  18801. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18802. bone.matrix.multiply( bone.matrixWorld );
  18803. } else {
  18804. bone.matrix.copy( bone.matrixWorld );
  18805. }
  18806. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18807. }
  18808. }
  18809. }
  18810. /**
  18811. * Resets the skeleton to the base pose.
  18812. */
  18813. update() {
  18814. const bones = this.bones;
  18815. const boneInverses = this.boneInverses;
  18816. const boneMatrices = this.boneMatrices;
  18817. const boneTexture = this.boneTexture;
  18818. // flatten bone matrices to array
  18819. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18820. // compute the offset between the current and the original transform
  18821. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18822. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18823. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18824. }
  18825. if ( boneTexture !== null ) {
  18826. boneTexture.needsUpdate = true;
  18827. }
  18828. }
  18829. /**
  18830. * Returns a new skeleton with copied values from this instance.
  18831. *
  18832. * @return {Skeleton} A clone of this instance.
  18833. */
  18834. clone() {
  18835. return new Skeleton( this.bones, this.boneInverses );
  18836. }
  18837. /**
  18838. * Computes a data texture for passing bone data to the vertex shader.
  18839. *
  18840. * @return {Skeleton} A reference of this instance.
  18841. */
  18842. computeBoneTexture() {
  18843. // layout (1 matrix = 4 pixels)
  18844. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18845. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18846. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18847. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18848. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18849. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18850. size = Math.ceil( size / 4 ) * 4;
  18851. size = Math.max( size, 4 );
  18852. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18853. boneMatrices.set( this.boneMatrices ); // copy current values
  18854. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18855. boneTexture.needsUpdate = true;
  18856. this.boneMatrices = boneMatrices;
  18857. this.boneTexture = boneTexture;
  18858. return this;
  18859. }
  18860. /**
  18861. * Searches through the skeleton's bone array and returns the first with a
  18862. * matching name.
  18863. *
  18864. * @param {string} name - The name of the bone.
  18865. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18866. */
  18867. getBoneByName( name ) {
  18868. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18869. const bone = this.bones[ i ];
  18870. if ( bone.name === name ) {
  18871. return bone;
  18872. }
  18873. }
  18874. return undefined;
  18875. }
  18876. /**
  18877. * Frees the GPU-related resources allocated by this instance. Call this
  18878. * method whenever this instance is no longer used in your app.
  18879. */
  18880. dispose( ) {
  18881. if ( this.boneTexture !== null ) {
  18882. this.boneTexture.dispose();
  18883. this.boneTexture = null;
  18884. }
  18885. }
  18886. /**
  18887. * Setups the skeleton by the given JSON and bones.
  18888. *
  18889. * @param {Object} json - The skeleton as serialized JSON.
  18890. * @param {Object<string, Bone>} bones - An array of bones.
  18891. * @return {Skeleton} A reference of this instance.
  18892. */
  18893. fromJSON( json, bones ) {
  18894. this.uuid = json.uuid;
  18895. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18896. const uuid = json.bones[ i ];
  18897. let bone = bones[ uuid ];
  18898. if ( bone === undefined ) {
  18899. warn( 'Skeleton: No bone found with UUID:', uuid );
  18900. bone = new Bone();
  18901. }
  18902. this.bones.push( bone );
  18903. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18904. }
  18905. this.init();
  18906. return this;
  18907. }
  18908. /**
  18909. * Serializes the skeleton into JSON.
  18910. *
  18911. * @return {Object} A JSON object representing the serialized skeleton.
  18912. * @see {@link ObjectLoader#parse}
  18913. */
  18914. toJSON() {
  18915. const data = {
  18916. metadata: {
  18917. version: 4.7,
  18918. type: 'Skeleton',
  18919. generator: 'Skeleton.toJSON'
  18920. },
  18921. bones: [],
  18922. boneInverses: []
  18923. };
  18924. data.uuid = this.uuid;
  18925. const bones = this.bones;
  18926. const boneInverses = this.boneInverses;
  18927. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18928. const bone = bones[ i ];
  18929. data.bones.push( bone.uuid );
  18930. const boneInverse = boneInverses[ i ];
  18931. data.boneInverses.push( boneInverse.toArray() );
  18932. }
  18933. return data;
  18934. }
  18935. }
  18936. /**
  18937. * An instanced version of a buffer attribute.
  18938. *
  18939. * @augments BufferAttribute
  18940. */
  18941. class InstancedBufferAttribute extends BufferAttribute {
  18942. /**
  18943. * Constructs a new instanced buffer attribute.
  18944. *
  18945. * @param {TypedArray} array - The array holding the attribute data.
  18946. * @param {number} itemSize - The item size.
  18947. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18948. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18949. */
  18950. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18951. super( array, itemSize, normalized );
  18952. /**
  18953. * This flag can be used for type testing.
  18954. *
  18955. * @type {boolean}
  18956. * @readonly
  18957. * @default true
  18958. */
  18959. this.isInstancedBufferAttribute = true;
  18960. /**
  18961. * Defines how often a value of this buffer attribute should be repeated. A
  18962. * value of one means that each value of the instanced attribute is used for
  18963. * a single instance. A value of two means that each value is used for two
  18964. * consecutive instances (and so on).
  18965. *
  18966. * @type {number}
  18967. * @default 1
  18968. */
  18969. this.meshPerAttribute = meshPerAttribute;
  18970. }
  18971. copy( source ) {
  18972. super.copy( source );
  18973. this.meshPerAttribute = source.meshPerAttribute;
  18974. return this;
  18975. }
  18976. toJSON() {
  18977. const data = super.toJSON();
  18978. data.meshPerAttribute = this.meshPerAttribute;
  18979. data.isInstancedBufferAttribute = true;
  18980. return data;
  18981. }
  18982. }
  18983. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18984. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18985. const _instanceIntersects = [];
  18986. const _box3 = /*@__PURE__*/ new Box3();
  18987. const _identity = /*@__PURE__*/ new Matrix4();
  18988. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18989. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18990. /**
  18991. * A special version of a mesh with instanced rendering support. Use
  18992. * this class if you have to render a large number of objects with the same
  18993. * geometry and material(s) but with different world transformations. The usage
  18994. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18995. * improve the overall rendering performance in your application.
  18996. *
  18997. * @augments Mesh
  18998. */
  18999. class InstancedMesh extends Mesh {
  19000. /**
  19001. * Constructs a new instanced mesh.
  19002. *
  19003. * @param {BufferGeometry} [geometry] - The mesh geometry.
  19004. * @param {Material|Array<Material>} [material] - The mesh material.
  19005. * @param {number} count - The number of instances.
  19006. */
  19007. constructor( geometry, material, count ) {
  19008. super( geometry, material );
  19009. /**
  19010. * This flag can be used for type testing.
  19011. *
  19012. * @type {boolean}
  19013. * @readonly
  19014. * @default true
  19015. */
  19016. this.isInstancedMesh = true;
  19017. /**
  19018. * Represents the local transformation of all instances. You have to set its
  19019. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19020. * via {@link InstancedMesh#setMatrixAt}.
  19021. *
  19022. * @type {InstancedBufferAttribute}
  19023. */
  19024. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19025. /**
  19026. * Represents the color of all instances. You have to set its
  19027. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19028. * via {@link InstancedMesh#setColorAt}.
  19029. *
  19030. * @type {?InstancedBufferAttribute}
  19031. * @default null
  19032. */
  19033. this.instanceColor = null;
  19034. /**
  19035. * Represents the morph target weights of all instances. You have to set its
  19036. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19037. * via {@link InstancedMesh#setMorphAt}.
  19038. *
  19039. * @type {?DataTexture}
  19040. * @default null
  19041. */
  19042. this.morphTexture = null;
  19043. /**
  19044. * The number of instances.
  19045. *
  19046. * @type {number}
  19047. */
  19048. this.count = count;
  19049. /**
  19050. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19051. *
  19052. * @type {?Box3}
  19053. * @default null
  19054. */
  19055. this.boundingBox = null;
  19056. /**
  19057. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19058. *
  19059. * @type {?Sphere}
  19060. * @default null
  19061. */
  19062. this.boundingSphere = null;
  19063. for ( let i = 0; i < count; i ++ ) {
  19064. this.setMatrixAt( i, _identity );
  19065. }
  19066. }
  19067. /**
  19068. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19069. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19070. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19071. */
  19072. computeBoundingBox() {
  19073. const geometry = this.geometry;
  19074. const count = this.count;
  19075. if ( this.boundingBox === null ) {
  19076. this.boundingBox = new Box3();
  19077. }
  19078. if ( geometry.boundingBox === null ) {
  19079. geometry.computeBoundingBox();
  19080. }
  19081. this.boundingBox.makeEmpty();
  19082. for ( let i = 0; i < count; i ++ ) {
  19083. this.getMatrixAt( i, _instanceLocalMatrix );
  19084. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19085. this.boundingBox.union( _box3 );
  19086. }
  19087. }
  19088. /**
  19089. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19090. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19091. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19092. */
  19093. computeBoundingSphere() {
  19094. const geometry = this.geometry;
  19095. const count = this.count;
  19096. if ( this.boundingSphere === null ) {
  19097. this.boundingSphere = new Sphere();
  19098. }
  19099. if ( geometry.boundingSphere === null ) {
  19100. geometry.computeBoundingSphere();
  19101. }
  19102. this.boundingSphere.makeEmpty();
  19103. for ( let i = 0; i < count; i ++ ) {
  19104. this.getMatrixAt( i, _instanceLocalMatrix );
  19105. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19106. this.boundingSphere.union( _sphere$4 );
  19107. }
  19108. }
  19109. copy( source, recursive ) {
  19110. super.copy( source, recursive );
  19111. this.instanceMatrix.copy( source.instanceMatrix );
  19112. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19113. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19114. this.count = source.count;
  19115. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19116. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19117. return this;
  19118. }
  19119. /**
  19120. * Gets the color of the defined instance.
  19121. *
  19122. * @param {number} index - The instance index.
  19123. * @param {Color} color - The target object that is used to store the method's result.
  19124. */
  19125. getColorAt( index, color ) {
  19126. color.fromArray( this.instanceColor.array, index * 3 );
  19127. }
  19128. /**
  19129. * Gets the local transformation matrix of the defined instance.
  19130. *
  19131. * @param {number} index - The instance index.
  19132. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19133. */
  19134. getMatrixAt( index, matrix ) {
  19135. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19136. }
  19137. /**
  19138. * Gets the morph target weights of the defined instance.
  19139. *
  19140. * @param {number} index - The instance index.
  19141. * @param {Mesh} object - The target object that is used to store the method's result.
  19142. */
  19143. getMorphAt( index, object ) {
  19144. const objectInfluences = object.morphTargetInfluences;
  19145. const array = this.morphTexture.source.data.data;
  19146. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19147. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19148. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19149. objectInfluences[ i ] = array[ dataIndex + i ];
  19150. }
  19151. }
  19152. raycast( raycaster, intersects ) {
  19153. const matrixWorld = this.matrixWorld;
  19154. const raycastTimes = this.count;
  19155. _mesh$1.geometry = this.geometry;
  19156. _mesh$1.material = this.material;
  19157. if ( _mesh$1.material === undefined ) return;
  19158. // test with bounding sphere first
  19159. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19160. _sphere$4.copy( this.boundingSphere );
  19161. _sphere$4.applyMatrix4( matrixWorld );
  19162. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19163. // now test each instance
  19164. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19165. // calculate the world matrix for each instance
  19166. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19167. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19168. // the mesh represents this single instance
  19169. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19170. _mesh$1.raycast( raycaster, _instanceIntersects );
  19171. // process the result of raycast
  19172. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19173. const intersect = _instanceIntersects[ i ];
  19174. intersect.instanceId = instanceId;
  19175. intersect.object = this;
  19176. intersects.push( intersect );
  19177. }
  19178. _instanceIntersects.length = 0;
  19179. }
  19180. }
  19181. /**
  19182. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19183. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19184. *
  19185. * @param {number} index - The instance index.
  19186. * @param {Color} color - The instance color.
  19187. */
  19188. setColorAt( index, color ) {
  19189. if ( this.instanceColor === null ) {
  19190. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19191. }
  19192. color.toArray( this.instanceColor.array, index * 3 );
  19193. }
  19194. /**
  19195. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19196. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19197. *
  19198. * @param {number} index - The instance index.
  19199. * @param {Matrix4} matrix - The local transformation.
  19200. */
  19201. setMatrixAt( index, matrix ) {
  19202. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19203. }
  19204. /**
  19205. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19206. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19207. *
  19208. * @param {number} index - The instance index.
  19209. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19210. * of a single instance.
  19211. */
  19212. setMorphAt( index, object ) {
  19213. const objectInfluences = object.morphTargetInfluences;
  19214. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19215. if ( this.morphTexture === null ) {
  19216. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19217. }
  19218. const array = this.morphTexture.source.data.data;
  19219. let morphInfluencesSum = 0;
  19220. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19221. morphInfluencesSum += objectInfluences[ i ];
  19222. }
  19223. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19224. const dataIndex = len * index;
  19225. array[ dataIndex ] = morphBaseInfluence;
  19226. array.set( objectInfluences, dataIndex + 1 );
  19227. }
  19228. updateMorphTargets() {
  19229. }
  19230. /**
  19231. * Frees the GPU-related resources allocated by this instance. Call this
  19232. * method whenever this instance is no longer used in your app.
  19233. */
  19234. dispose() {
  19235. this.dispatchEvent( { type: 'dispose' } );
  19236. if ( this.morphTexture !== null ) {
  19237. this.morphTexture.dispose();
  19238. this.morphTexture = null;
  19239. }
  19240. }
  19241. }
  19242. const _vector1 = /*@__PURE__*/ new Vector3();
  19243. const _vector2 = /*@__PURE__*/ new Vector3();
  19244. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19245. /**
  19246. * A two dimensional surface that extends infinitely in 3D space, represented
  19247. * in [Hessian normal form]{@link http://mathworld.wolfram.com/HessianNormalForm.html}
  19248. * by a unit length normal vector and a constant.
  19249. */
  19250. class Plane {
  19251. /**
  19252. * Constructs a new plane.
  19253. *
  19254. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19255. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19256. */
  19257. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19258. /**
  19259. * This flag can be used for type testing.
  19260. *
  19261. * @type {boolean}
  19262. * @readonly
  19263. * @default true
  19264. */
  19265. this.isPlane = true;
  19266. /**
  19267. * A unit length vector defining the normal of the plane.
  19268. *
  19269. * @type {Vector3}
  19270. */
  19271. this.normal = normal;
  19272. /**
  19273. * The signed distance from the origin to the plane.
  19274. *
  19275. * @type {number}
  19276. * @default 0
  19277. */
  19278. this.constant = constant;
  19279. }
  19280. /**
  19281. * Sets the plane components by copying the given values.
  19282. *
  19283. * @param {Vector3} normal - The normal.
  19284. * @param {number} constant - The constant.
  19285. * @return {Plane} A reference to this plane.
  19286. */
  19287. set( normal, constant ) {
  19288. this.normal.copy( normal );
  19289. this.constant = constant;
  19290. return this;
  19291. }
  19292. /**
  19293. * Sets the plane components by defining `x`, `y`, `z` as the
  19294. * plane normal and `w` as the constant.
  19295. *
  19296. * @param {number} x - The value for the normal's x component.
  19297. * @param {number} y - The value for the normal's y component.
  19298. * @param {number} z - The value for the normal's z component.
  19299. * @param {number} w - The constant value.
  19300. * @return {Plane} A reference to this plane.
  19301. */
  19302. setComponents( x, y, z, w ) {
  19303. this.normal.set( x, y, z );
  19304. this.constant = w;
  19305. return this;
  19306. }
  19307. /**
  19308. * Sets the plane from the given normal and coplanar point (that is a point
  19309. * that lies onto the plane).
  19310. *
  19311. * @param {Vector3} normal - The normal.
  19312. * @param {Vector3} point - A coplanar point.
  19313. * @return {Plane} A reference to this plane.
  19314. */
  19315. setFromNormalAndCoplanarPoint( normal, point ) {
  19316. this.normal.copy( normal );
  19317. this.constant = - point.dot( this.normal );
  19318. return this;
  19319. }
  19320. /**
  19321. * Sets the plane from three coplanar points. The winding order is
  19322. * assumed to be counter-clockwise, and determines the direction of
  19323. * the plane normal.
  19324. *
  19325. * @param {Vector3} a - The first coplanar point.
  19326. * @param {Vector3} b - The second coplanar point.
  19327. * @param {Vector3} c - The third coplanar point.
  19328. * @return {Plane} A reference to this plane.
  19329. */
  19330. setFromCoplanarPoints( a, b, c ) {
  19331. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19332. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19333. this.setFromNormalAndCoplanarPoint( normal, a );
  19334. return this;
  19335. }
  19336. /**
  19337. * Copies the values of the given plane to this instance.
  19338. *
  19339. * @param {Plane} plane - The plane to copy.
  19340. * @return {Plane} A reference to this plane.
  19341. */
  19342. copy( plane ) {
  19343. this.normal.copy( plane.normal );
  19344. this.constant = plane.constant;
  19345. return this;
  19346. }
  19347. /**
  19348. * Normalizes the plane normal and adjusts the constant accordingly.
  19349. *
  19350. * @return {Plane} A reference to this plane.
  19351. */
  19352. normalize() {
  19353. // Note: will lead to a divide by zero if the plane is invalid.
  19354. const inverseNormalLength = 1.0 / this.normal.length();
  19355. this.normal.multiplyScalar( inverseNormalLength );
  19356. this.constant *= inverseNormalLength;
  19357. return this;
  19358. }
  19359. /**
  19360. * Negates both the plane normal and the constant.
  19361. *
  19362. * @return {Plane} A reference to this plane.
  19363. */
  19364. negate() {
  19365. this.constant *= -1;
  19366. this.normal.negate();
  19367. return this;
  19368. }
  19369. /**
  19370. * Returns the signed distance from the given point to this plane.
  19371. *
  19372. * @param {Vector3} point - The point to compute the distance for.
  19373. * @return {number} The signed distance.
  19374. */
  19375. distanceToPoint( point ) {
  19376. return this.normal.dot( point ) + this.constant;
  19377. }
  19378. /**
  19379. * Returns the signed distance from the given sphere to this plane.
  19380. *
  19381. * @param {Sphere} sphere - The sphere to compute the distance for.
  19382. * @return {number} The signed distance.
  19383. */
  19384. distanceToSphere( sphere ) {
  19385. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19386. }
  19387. /**
  19388. * Projects a the given point onto the plane.
  19389. *
  19390. * @param {Vector3} point - The point to project.
  19391. * @param {Vector3} target - The target vector that is used to store the method's result.
  19392. * @return {Vector3} The projected point on the plane.
  19393. */
  19394. projectPoint( point, target ) {
  19395. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19396. }
  19397. /**
  19398. * Returns the intersection point of the passed line and the plane. Returns
  19399. * `null` if the line does not intersect. Returns the line's starting point if
  19400. * the line is coplanar with the plane.
  19401. *
  19402. * @param {Line3} line - The line to compute the intersection for.
  19403. * @param {Vector3} target - The target vector that is used to store the method's result.
  19404. * @return {?Vector3} The intersection point.
  19405. */
  19406. intersectLine( line, target ) {
  19407. const direction = line.delta( _vector1 );
  19408. const denominator = this.normal.dot( direction );
  19409. if ( denominator === 0 ) {
  19410. // line is coplanar, return origin
  19411. if ( this.distanceToPoint( line.start ) === 0 ) {
  19412. return target.copy( line.start );
  19413. }
  19414. // Unsure if this is the correct method to handle this case.
  19415. return null;
  19416. }
  19417. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19418. if ( t < 0 || t > 1 ) {
  19419. return null;
  19420. }
  19421. return target.copy( line.start ).addScaledVector( direction, t );
  19422. }
  19423. /**
  19424. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19425. *
  19426. * @param {Line3} line - The line to test.
  19427. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19428. */
  19429. intersectsLine( line ) {
  19430. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19431. const startSign = this.distanceToPoint( line.start );
  19432. const endSign = this.distanceToPoint( line.end );
  19433. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19434. }
  19435. /**
  19436. * Returns `true` if the given bounding box intersects with the plane.
  19437. *
  19438. * @param {Box3} box - The bounding box to test.
  19439. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19440. */
  19441. intersectsBox( box ) {
  19442. return box.intersectsPlane( this );
  19443. }
  19444. /**
  19445. * Returns `true` if the given bounding sphere intersects with the plane.
  19446. *
  19447. * @param {Sphere} sphere - The bounding sphere to test.
  19448. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19449. */
  19450. intersectsSphere( sphere ) {
  19451. return sphere.intersectsPlane( this );
  19452. }
  19453. /**
  19454. * Returns a coplanar vector to the plane, by calculating the
  19455. * projection of the normal at the origin onto the plane.
  19456. *
  19457. * @param {Vector3} target - The target vector that is used to store the method's result.
  19458. * @return {Vector3} The coplanar point.
  19459. */
  19460. coplanarPoint( target ) {
  19461. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19462. }
  19463. /**
  19464. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19465. *
  19466. * The optional normal matrix can be pre-computed like so:
  19467. * ```js
  19468. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19469. * ```
  19470. *
  19471. * @param {Matrix4} matrix - The transformation matrix.
  19472. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19473. * @return {Plane} A reference to this plane.
  19474. */
  19475. applyMatrix4( matrix, optionalNormalMatrix ) {
  19476. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19477. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19478. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19479. this.constant = - referencePoint.dot( normal );
  19480. return this;
  19481. }
  19482. /**
  19483. * Translates the plane by the distance defined by the given offset vector.
  19484. * Note that this only affects the plane constant and will not affect the normal vector.
  19485. *
  19486. * @param {Vector3} offset - The offset vector.
  19487. * @return {Plane} A reference to this plane.
  19488. */
  19489. translate( offset ) {
  19490. this.constant -= offset.dot( this.normal );
  19491. return this;
  19492. }
  19493. /**
  19494. * Returns `true` if this plane is equal with the given one.
  19495. *
  19496. * @param {Plane} plane - The plane to test for equality.
  19497. * @return {boolean} Whether this plane is equal with the given one.
  19498. */
  19499. equals( plane ) {
  19500. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19501. }
  19502. /**
  19503. * Returns a new plane with copied values from this instance.
  19504. *
  19505. * @return {Plane} A clone of this instance.
  19506. */
  19507. clone() {
  19508. return new this.constructor().copy( this );
  19509. }
  19510. }
  19511. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19512. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19513. const _vector$6 = /*@__PURE__*/ new Vector3();
  19514. /**
  19515. * Frustums are used to determine what is inside the camera's field of view.
  19516. * They help speed up the rendering process - objects which lie outside a camera's
  19517. * frustum can safely be excluded from rendering.
  19518. *
  19519. * This class is mainly intended for use internally by a renderer.
  19520. */
  19521. class Frustum {
  19522. /**
  19523. * Constructs a new frustum.
  19524. *
  19525. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19526. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19527. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19528. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19529. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19530. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19531. */
  19532. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19533. /**
  19534. * This array holds the planes that enclose the frustum.
  19535. *
  19536. * @type {Array<Plane>}
  19537. */
  19538. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19539. }
  19540. /**
  19541. * Sets the frustum planes by copying the given planes.
  19542. *
  19543. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19544. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19545. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19546. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19547. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19548. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19549. * @return {Frustum} A reference to this frustum.
  19550. */
  19551. set( p0, p1, p2, p3, p4, p5 ) {
  19552. const planes = this.planes;
  19553. planes[ 0 ].copy( p0 );
  19554. planes[ 1 ].copy( p1 );
  19555. planes[ 2 ].copy( p2 );
  19556. planes[ 3 ].copy( p3 );
  19557. planes[ 4 ].copy( p4 );
  19558. planes[ 5 ].copy( p5 );
  19559. return this;
  19560. }
  19561. /**
  19562. * Copies the values of the given frustum to this instance.
  19563. *
  19564. * @param {Frustum} frustum - The frustum to copy.
  19565. * @return {Frustum} A reference to this frustum.
  19566. */
  19567. copy( frustum ) {
  19568. const planes = this.planes;
  19569. for ( let i = 0; i < 6; i ++ ) {
  19570. planes[ i ].copy( frustum.planes[ i ] );
  19571. }
  19572. return this;
  19573. }
  19574. /**
  19575. * Sets the frustum planes from the given projection matrix.
  19576. *
  19577. * @param {Matrix4} m - The projection matrix.
  19578. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19579. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19580. * @return {Frustum} A reference to this frustum.
  19581. */
  19582. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19583. const planes = this.planes;
  19584. const me = m.elements;
  19585. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19586. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19587. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19588. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19589. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19590. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19591. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19592. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19593. if ( reversedDepth ) {
  19594. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19595. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19596. } else {
  19597. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19598. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19599. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19600. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19601. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19602. } else {
  19603. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19604. }
  19605. }
  19606. return this;
  19607. }
  19608. /**
  19609. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19610. *
  19611. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19612. *
  19613. * @param {Object3D} object - The 3D object to test.
  19614. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19615. */
  19616. intersectsObject( object ) {
  19617. if ( object.boundingSphere !== undefined ) {
  19618. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19619. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19620. } else {
  19621. const geometry = object.geometry;
  19622. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19623. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19624. }
  19625. return this.intersectsSphere( _sphere$3 );
  19626. }
  19627. /**
  19628. * Returns `true` if the given sprite is intersecting this frustum.
  19629. *
  19630. * @param {Sprite} sprite - The sprite to test.
  19631. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19632. */
  19633. intersectsSprite( sprite ) {
  19634. _sphere$3.center.set( 0, 0, 0 );
  19635. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19636. _sphere$3.radius = 0.7071067811865476 + offset;
  19637. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19638. return this.intersectsSphere( _sphere$3 );
  19639. }
  19640. /**
  19641. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19642. *
  19643. * @param {Sphere} sphere - The bounding sphere to test.
  19644. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19645. */
  19646. intersectsSphere( sphere ) {
  19647. const planes = this.planes;
  19648. const center = sphere.center;
  19649. const negRadius = - sphere.radius;
  19650. for ( let i = 0; i < 6; i ++ ) {
  19651. const distance = planes[ i ].distanceToPoint( center );
  19652. if ( distance < negRadius ) {
  19653. return false;
  19654. }
  19655. }
  19656. return true;
  19657. }
  19658. /**
  19659. * Returns `true` if the given bounding box is intersecting this frustum.
  19660. *
  19661. * @param {Box3} box - The bounding box to test.
  19662. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19663. */
  19664. intersectsBox( box ) {
  19665. const planes = this.planes;
  19666. for ( let i = 0; i < 6; i ++ ) {
  19667. const plane = planes[ i ];
  19668. // corner at max distance
  19669. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19670. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19671. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19672. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19673. return false;
  19674. }
  19675. }
  19676. return true;
  19677. }
  19678. /**
  19679. * Returns `true` if the given point lies within the frustum.
  19680. *
  19681. * @param {Vector3} point - The point to test.
  19682. * @return {boolean} Whether the point lies within this frustum or not.
  19683. */
  19684. containsPoint( point ) {
  19685. const planes = this.planes;
  19686. for ( let i = 0; i < 6; i ++ ) {
  19687. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19688. return false;
  19689. }
  19690. }
  19691. return true;
  19692. }
  19693. /**
  19694. * Returns a new frustum with copied values from this instance.
  19695. *
  19696. * @return {Frustum} A clone of this instance.
  19697. */
  19698. clone() {
  19699. return new this.constructor().copy( this );
  19700. }
  19701. }
  19702. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19703. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19704. /**
  19705. * FrustumArray is used to determine if an object is visible in at least one camera
  19706. * from an array of cameras. This is particularly useful for multi-view renderers.
  19707. */
  19708. class FrustumArray {
  19709. /**
  19710. * Constructs a new frustum array.
  19711. *
  19712. */
  19713. constructor() {
  19714. /**
  19715. * The coordinate system to use.
  19716. *
  19717. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19718. * @default WebGLCoordinateSystem
  19719. */
  19720. this.coordinateSystem = WebGLCoordinateSystem;
  19721. }
  19722. /**
  19723. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19724. * from the camera array.
  19725. *
  19726. * @param {Object3D} object - The 3D object to test.
  19727. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19728. * @return {boolean} Whether the 3D object is visible in any camera.
  19729. */
  19730. intersectsObject( object, cameraArray ) {
  19731. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19732. return false;
  19733. }
  19734. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19735. const camera = cameraArray.cameras[ i ];
  19736. _projScreenMatrix$2.multiplyMatrices(
  19737. camera.projectionMatrix,
  19738. camera.matrixWorldInverse
  19739. );
  19740. _frustum$1.setFromProjectionMatrix(
  19741. _projScreenMatrix$2,
  19742. camera.coordinateSystem,
  19743. camera.reversedDepth
  19744. );
  19745. if ( _frustum$1.intersectsObject( object ) ) {
  19746. return true; // Object is visible in at least one camera
  19747. }
  19748. }
  19749. return false; // Not visible in any camera
  19750. }
  19751. /**
  19752. * Returns `true` if the given sprite is intersecting any frustum
  19753. * from the camera array.
  19754. *
  19755. * @param {Sprite} sprite - The sprite to test.
  19756. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19757. * @return {boolean} Whether the sprite is visible in any camera.
  19758. */
  19759. intersectsSprite( sprite, cameraArray ) {
  19760. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19761. return false;
  19762. }
  19763. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19764. const camera = cameraArray.cameras[ i ];
  19765. _projScreenMatrix$2.multiplyMatrices(
  19766. camera.projectionMatrix,
  19767. camera.matrixWorldInverse
  19768. );
  19769. _frustum$1.setFromProjectionMatrix(
  19770. _projScreenMatrix$2,
  19771. camera.coordinateSystem,
  19772. camera.reversedDepth
  19773. );
  19774. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19775. return true; // Sprite is visible in at least one camera
  19776. }
  19777. }
  19778. return false; // Not visible in any camera
  19779. }
  19780. /**
  19781. * Returns `true` if the given bounding sphere is intersecting any frustum
  19782. * from the camera array.
  19783. *
  19784. * @param {Sphere} sphere - The bounding sphere to test.
  19785. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19786. * @return {boolean} Whether the sphere is visible in any camera.
  19787. */
  19788. intersectsSphere( sphere, cameraArray ) {
  19789. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19790. return false;
  19791. }
  19792. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19793. const camera = cameraArray.cameras[ i ];
  19794. _projScreenMatrix$2.multiplyMatrices(
  19795. camera.projectionMatrix,
  19796. camera.matrixWorldInverse
  19797. );
  19798. _frustum$1.setFromProjectionMatrix(
  19799. _projScreenMatrix$2,
  19800. camera.coordinateSystem,
  19801. camera.reversedDepth
  19802. );
  19803. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19804. return true; // Sphere is visible in at least one camera
  19805. }
  19806. }
  19807. return false; // Not visible in any camera
  19808. }
  19809. /**
  19810. * Returns `true` if the given bounding box is intersecting any frustum
  19811. * from the camera array.
  19812. *
  19813. * @param {Box3} box - The bounding box to test.
  19814. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19815. * @return {boolean} Whether the box is visible in any camera.
  19816. */
  19817. intersectsBox( box, cameraArray ) {
  19818. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19819. return false;
  19820. }
  19821. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19822. const camera = cameraArray.cameras[ i ];
  19823. _projScreenMatrix$2.multiplyMatrices(
  19824. camera.projectionMatrix,
  19825. camera.matrixWorldInverse
  19826. );
  19827. _frustum$1.setFromProjectionMatrix(
  19828. _projScreenMatrix$2,
  19829. camera.coordinateSystem,
  19830. camera.reversedDepth
  19831. );
  19832. if ( _frustum$1.intersectsBox( box ) ) {
  19833. return true; // Box is visible in at least one camera
  19834. }
  19835. }
  19836. return false; // Not visible in any camera
  19837. }
  19838. /**
  19839. * Returns `true` if the given point lies within any frustum
  19840. * from the camera array.
  19841. *
  19842. * @param {Vector3} point - The point to test.
  19843. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19844. * @return {boolean} Whether the point is visible in any camera.
  19845. */
  19846. containsPoint( point, cameraArray ) {
  19847. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19848. return false;
  19849. }
  19850. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19851. const camera = cameraArray.cameras[ i ];
  19852. _projScreenMatrix$2.multiplyMatrices(
  19853. camera.projectionMatrix,
  19854. camera.matrixWorldInverse
  19855. );
  19856. _frustum$1.setFromProjectionMatrix(
  19857. _projScreenMatrix$2,
  19858. camera.coordinateSystem,
  19859. camera.reversedDepth
  19860. );
  19861. if ( _frustum$1.containsPoint( point ) ) {
  19862. return true; // Point is visible in at least one camera
  19863. }
  19864. }
  19865. return false; // Not visible in any camera
  19866. }
  19867. /**
  19868. * Returns a new frustum array with copied values from this instance.
  19869. *
  19870. * @return {FrustumArray} A clone of this instance.
  19871. */
  19872. clone() {
  19873. return new FrustumArray();
  19874. }
  19875. }
  19876. function ascIdSort( a, b ) {
  19877. return a - b;
  19878. }
  19879. function sortOpaque( a, b ) {
  19880. return a.z - b.z;
  19881. }
  19882. function sortTransparent( a, b ) {
  19883. return b.z - a.z;
  19884. }
  19885. class MultiDrawRenderList {
  19886. constructor() {
  19887. this.index = 0;
  19888. this.pool = [];
  19889. this.list = [];
  19890. }
  19891. push( start, count, z, index ) {
  19892. const pool = this.pool;
  19893. const list = this.list;
  19894. if ( this.index >= pool.length ) {
  19895. pool.push( {
  19896. start: -1,
  19897. count: -1,
  19898. z: -1,
  19899. index: -1,
  19900. } );
  19901. }
  19902. const item = pool[ this.index ];
  19903. list.push( item );
  19904. this.index ++;
  19905. item.start = start;
  19906. item.count = count;
  19907. item.z = z;
  19908. item.index = index;
  19909. }
  19910. reset() {
  19911. this.list.length = 0;
  19912. this.index = 0;
  19913. }
  19914. }
  19915. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19916. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19917. const _frustum = /*@__PURE__*/ new Frustum();
  19918. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19919. const _box$1 = /*@__PURE__*/ new Box3();
  19920. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19921. const _vector$5 = /*@__PURE__*/ new Vector3();
  19922. const _forward$1 = /*@__PURE__*/ new Vector3();
  19923. const _temp = /*@__PURE__*/ new Vector3();
  19924. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19925. const _mesh = /*@__PURE__*/ new Mesh();
  19926. const _batchIntersects = [];
  19927. // copies data from attribute "src" into "target" starting at "targetOffset"
  19928. function copyAttributeData( src, target, targetOffset = 0 ) {
  19929. const itemSize = target.itemSize;
  19930. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19931. // use the component getters and setters if the array data cannot
  19932. // be copied directly
  19933. const vertexCount = src.count;
  19934. for ( let i = 0; i < vertexCount; i ++ ) {
  19935. for ( let c = 0; c < itemSize; c ++ ) {
  19936. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19937. }
  19938. }
  19939. } else {
  19940. // faster copy approach using typed array set function
  19941. target.array.set( src.array, targetOffset * itemSize );
  19942. }
  19943. target.needsUpdate = true;
  19944. }
  19945. // safely copies array contents to a potentially smaller array
  19946. function copyArrayContents( src, target ) {
  19947. if ( src.constructor !== target.constructor ) {
  19948. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19949. const len = Math.min( src.length, target.length );
  19950. for ( let i = 0; i < len; i ++ ) {
  19951. target[ i ] = src[ i ];
  19952. }
  19953. } else {
  19954. // if the arrays use the same data layout we can use a fast block copy
  19955. const len = Math.min( src.length, target.length );
  19956. target.set( new src.constructor( src.buffer, 0, len ) );
  19957. }
  19958. }
  19959. /**
  19960. * A special version of a mesh with multi draw batch rendering support. Use
  19961. * this class if you have to render a large number of objects with the same
  19962. * material but with different geometries or world transformations. The usage of
  19963. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19964. * rendering performance in your application.
  19965. *
  19966. * ```js
  19967. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19968. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19969. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19970. *
  19971. * // initialize and add geometries into the batched mesh
  19972. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19973. * const boxGeometryId = batchedMesh.addGeometry( box );
  19974. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19975. *
  19976. * // create instances of those geometries
  19977. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19978. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19979. *
  19980. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19981. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19982. *
  19983. * // position the geometries
  19984. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19985. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19986. *
  19987. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19988. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19989. *
  19990. * scene.add( batchedMesh );
  19991. * ```
  19992. *
  19993. * @augments Mesh
  19994. */
  19995. class BatchedMesh extends Mesh {
  19996. /**
  19997. * Constructs a new batched mesh.
  19998. *
  19999. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  20000. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  20001. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  20002. * @param {Material|Array<Material>} [material] - The mesh material.
  20003. */
  20004. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  20005. super( new BufferGeometry(), material );
  20006. /**
  20007. * This flag can be used for type testing.
  20008. *
  20009. * @type {boolean}
  20010. * @readonly
  20011. * @default true
  20012. */
  20013. this.isBatchedMesh = true;
  20014. /**
  20015. * When set ot `true`, the individual objects of a batch are frustum culled.
  20016. *
  20017. * @type {boolean}
  20018. * @default true
  20019. */
  20020. this.perObjectFrustumCulled = true;
  20021. /**
  20022. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20023. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20024. * rendered front to back.
  20025. *
  20026. * @type {boolean}
  20027. * @default true
  20028. */
  20029. this.sortObjects = true;
  20030. /**
  20031. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20032. *
  20033. * @type {?Box3}
  20034. * @default null
  20035. */
  20036. this.boundingBox = null;
  20037. /**
  20038. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20039. *
  20040. * @type {?Sphere}
  20041. * @default null
  20042. */
  20043. this.boundingSphere = null;
  20044. /**
  20045. * Takes a sort a function that is run before render. The function takes a list of instances to
  20046. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20047. * sort with.
  20048. *
  20049. * @type {?Function}
  20050. * @default null
  20051. */
  20052. this.customSort = null;
  20053. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20054. this._instanceInfo = [];
  20055. this._geometryInfo = [];
  20056. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20057. this._availableInstanceIds = [];
  20058. this._availableGeometryIds = [];
  20059. // used to track where the next point is that geometry should be inserted
  20060. this._nextIndexStart = 0;
  20061. this._nextVertexStart = 0;
  20062. this._geometryCount = 0;
  20063. // flags
  20064. this._visibilityChanged = true;
  20065. this._geometryInitialized = false;
  20066. // cached user options
  20067. this._maxInstanceCount = maxInstanceCount;
  20068. this._maxVertexCount = maxVertexCount;
  20069. this._maxIndexCount = maxIndexCount;
  20070. // buffers for multi draw
  20071. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20072. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20073. this._multiDrawCount = 0;
  20074. this._multiDrawInstances = null;
  20075. // Local matrix per geometry by using data texture
  20076. this._matricesTexture = null;
  20077. this._indirectTexture = null;
  20078. this._colorsTexture = null;
  20079. this._initMatricesTexture();
  20080. this._initIndirectTexture();
  20081. }
  20082. /**
  20083. * The maximum number of individual instances that can be stored in the batch.
  20084. *
  20085. * @type {number}
  20086. * @readonly
  20087. */
  20088. get maxInstanceCount() {
  20089. return this._maxInstanceCount;
  20090. }
  20091. /**
  20092. * The instance count.
  20093. *
  20094. * @type {number}
  20095. * @readonly
  20096. */
  20097. get instanceCount() {
  20098. return this._instanceInfo.length - this._availableInstanceIds.length;
  20099. }
  20100. /**
  20101. * The number of unused vertices.
  20102. *
  20103. * @type {number}
  20104. * @readonly
  20105. */
  20106. get unusedVertexCount() {
  20107. return this._maxVertexCount - this._nextVertexStart;
  20108. }
  20109. /**
  20110. * The number of unused indices.
  20111. *
  20112. * @type {number}
  20113. * @readonly
  20114. */
  20115. get unusedIndexCount() {
  20116. return this._maxIndexCount - this._nextIndexStart;
  20117. }
  20118. _initMatricesTexture() {
  20119. // layout (1 matrix = 4 pixels)
  20120. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20121. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20122. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20123. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20124. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20125. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20126. size = Math.ceil( size / 4 ) * 4;
  20127. size = Math.max( size, 4 );
  20128. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20129. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20130. this._matricesTexture = matricesTexture;
  20131. }
  20132. _initIndirectTexture() {
  20133. let size = Math.sqrt( this._maxInstanceCount );
  20134. size = Math.ceil( size );
  20135. const indirectArray = new Uint32Array( size * size );
  20136. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20137. this._indirectTexture = indirectTexture;
  20138. }
  20139. _initColorsTexture() {
  20140. let size = Math.sqrt( this._maxInstanceCount );
  20141. size = Math.ceil( size );
  20142. // 4 floats per RGBA pixel initialized to white
  20143. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20144. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20145. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20146. this._colorsTexture = colorsTexture;
  20147. }
  20148. _initializeGeometry( reference ) {
  20149. const geometry = this.geometry;
  20150. const maxVertexCount = this._maxVertexCount;
  20151. const maxIndexCount = this._maxIndexCount;
  20152. if ( this._geometryInitialized === false ) {
  20153. for ( const attributeName in reference.attributes ) {
  20154. const srcAttribute = reference.getAttribute( attributeName );
  20155. const { array, itemSize, normalized } = srcAttribute;
  20156. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20157. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20158. geometry.setAttribute( attributeName, dstAttribute );
  20159. }
  20160. if ( reference.getIndex() !== null ) {
  20161. // Reserve last u16 index for primitive restart.
  20162. const indexArray = maxVertexCount > 65535
  20163. ? new Uint32Array( maxIndexCount )
  20164. : new Uint16Array( maxIndexCount );
  20165. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20166. }
  20167. this._geometryInitialized = true;
  20168. }
  20169. }
  20170. // Make sure the geometry is compatible with the existing combined geometry attributes
  20171. _validateGeometry( geometry ) {
  20172. // check to ensure the geometries are using consistent attributes and indices
  20173. const batchGeometry = this.geometry;
  20174. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20175. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20176. }
  20177. for ( const attributeName in batchGeometry.attributes ) {
  20178. if ( ! geometry.hasAttribute( attributeName ) ) {
  20179. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20180. }
  20181. const srcAttribute = geometry.getAttribute( attributeName );
  20182. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20183. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20184. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20185. }
  20186. }
  20187. }
  20188. /**
  20189. * Validates the instance defined by the given ID.
  20190. *
  20191. * @param {number} instanceId - The instance to validate.
  20192. */
  20193. validateInstanceId( instanceId ) {
  20194. const instanceInfo = this._instanceInfo;
  20195. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20196. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20197. }
  20198. }
  20199. /**
  20200. * Validates the geometry defined by the given ID.
  20201. *
  20202. * @param {number} geometryId - The geometry to validate.
  20203. */
  20204. validateGeometryId( geometryId ) {
  20205. const geometryInfoList = this._geometryInfo;
  20206. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20207. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20208. }
  20209. }
  20210. /**
  20211. * Takes a sort a function that is run before render. The function takes a list of instances to
  20212. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20213. *
  20214. * @param {Function} func - The custom sort function.
  20215. * @return {BatchedMesh} A reference to this batched mesh.
  20216. */
  20217. setCustomSort( func ) {
  20218. this.customSort = func;
  20219. return this;
  20220. }
  20221. /**
  20222. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20223. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20224. * otherwise they are `null`.
  20225. */
  20226. computeBoundingBox() {
  20227. if ( this.boundingBox === null ) {
  20228. this.boundingBox = new Box3();
  20229. }
  20230. const boundingBox = this.boundingBox;
  20231. const instanceInfo = this._instanceInfo;
  20232. boundingBox.makeEmpty();
  20233. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20234. if ( instanceInfo[ i ].active === false ) continue;
  20235. const geometryId = instanceInfo[ i ].geometryIndex;
  20236. this.getMatrixAt( i, _matrix$1 );
  20237. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20238. boundingBox.union( _box$1 );
  20239. }
  20240. }
  20241. /**
  20242. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20243. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20244. * otherwise they are `null`.
  20245. */
  20246. computeBoundingSphere() {
  20247. if ( this.boundingSphere === null ) {
  20248. this.boundingSphere = new Sphere();
  20249. }
  20250. const boundingSphere = this.boundingSphere;
  20251. const instanceInfo = this._instanceInfo;
  20252. boundingSphere.makeEmpty();
  20253. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20254. if ( instanceInfo[ i ].active === false ) continue;
  20255. const geometryId = instanceInfo[ i ].geometryIndex;
  20256. this.getMatrixAt( i, _matrix$1 );
  20257. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20258. boundingSphere.union( _sphere$2 );
  20259. }
  20260. }
  20261. /**
  20262. * Adds a new instance to the batch using the geometry of the given ID and returns
  20263. * a new id referring to the new instance to be used by other functions.
  20264. *
  20265. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20266. * @return {number} The instance ID.
  20267. */
  20268. addInstance( geometryId ) {
  20269. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20270. // ensure we're not over geometry
  20271. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20272. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20273. }
  20274. const instanceInfo = {
  20275. visible: true,
  20276. active: true,
  20277. geometryIndex: geometryId,
  20278. };
  20279. let drawId = null;
  20280. // Prioritize using previously freed instance ids
  20281. if ( this._availableInstanceIds.length > 0 ) {
  20282. this._availableInstanceIds.sort( ascIdSort );
  20283. drawId = this._availableInstanceIds.shift();
  20284. this._instanceInfo[ drawId ] = instanceInfo;
  20285. } else {
  20286. drawId = this._instanceInfo.length;
  20287. this._instanceInfo.push( instanceInfo );
  20288. }
  20289. const matricesTexture = this._matricesTexture;
  20290. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20291. matricesTexture.needsUpdate = true;
  20292. const colorsTexture = this._colorsTexture;
  20293. if ( colorsTexture ) {
  20294. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20295. colorsTexture.needsUpdate = true;
  20296. }
  20297. this._visibilityChanged = true;
  20298. return drawId;
  20299. }
  20300. /**
  20301. * Adds the given geometry to the batch and returns the associated
  20302. * geometry id referring to it to be used in other functions.
  20303. *
  20304. * @param {BufferGeometry} geometry - The geometry to add.
  20305. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20306. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20307. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20308. * Defaults to the length of the given geometry vertex buffer.
  20309. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20310. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20311. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20312. * the length of the given geometry index buffer.
  20313. * @return {number} The geometry ID.
  20314. */
  20315. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20316. this._initializeGeometry( geometry );
  20317. this._validateGeometry( geometry );
  20318. const geometryInfo = {
  20319. // geometry information
  20320. vertexStart: -1,
  20321. vertexCount: -1,
  20322. reservedVertexCount: -1,
  20323. indexStart: -1,
  20324. indexCount: -1,
  20325. reservedIndexCount: -1,
  20326. // draw range information
  20327. start: -1,
  20328. count: -1,
  20329. // state
  20330. boundingBox: null,
  20331. boundingSphere: null,
  20332. active: true,
  20333. };
  20334. const geometryInfoList = this._geometryInfo;
  20335. geometryInfo.vertexStart = this._nextVertexStart;
  20336. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20337. const index = geometry.getIndex();
  20338. const hasIndex = index !== null;
  20339. if ( hasIndex ) {
  20340. geometryInfo.indexStart = this._nextIndexStart;
  20341. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20342. }
  20343. if (
  20344. geometryInfo.indexStart !== -1 &&
  20345. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20346. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20347. ) {
  20348. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20349. }
  20350. // update id
  20351. let geometryId;
  20352. if ( this._availableGeometryIds.length > 0 ) {
  20353. this._availableGeometryIds.sort( ascIdSort );
  20354. geometryId = this._availableGeometryIds.shift();
  20355. geometryInfoList[ geometryId ] = geometryInfo;
  20356. } else {
  20357. geometryId = this._geometryCount;
  20358. this._geometryCount ++;
  20359. geometryInfoList.push( geometryInfo );
  20360. }
  20361. // update the geometry
  20362. this.setGeometryAt( geometryId, geometry );
  20363. // increment the next geometry position
  20364. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20365. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20366. return geometryId;
  20367. }
  20368. /**
  20369. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20370. * is not enough space reserved for geometry. Calling this will change all instances that are
  20371. * rendering that geometry.
  20372. *
  20373. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20374. * @param {BufferGeometry} geometry - The new geometry.
  20375. * @return {number} The geometry ID.
  20376. */
  20377. setGeometryAt( geometryId, geometry ) {
  20378. if ( geometryId >= this._geometryCount ) {
  20379. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20380. }
  20381. this._validateGeometry( geometry );
  20382. const batchGeometry = this.geometry;
  20383. const hasIndex = batchGeometry.getIndex() !== null;
  20384. const dstIndex = batchGeometry.getIndex();
  20385. const srcIndex = geometry.getIndex();
  20386. const geometryInfo = this._geometryInfo[ geometryId ];
  20387. if (
  20388. hasIndex &&
  20389. srcIndex.count > geometryInfo.reservedIndexCount ||
  20390. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20391. ) {
  20392. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20393. }
  20394. // copy geometry buffer data over
  20395. const vertexStart = geometryInfo.vertexStart;
  20396. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20397. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20398. for ( const attributeName in batchGeometry.attributes ) {
  20399. // copy attribute data
  20400. const srcAttribute = geometry.getAttribute( attributeName );
  20401. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20402. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20403. // fill the rest in with zeroes
  20404. const itemSize = srcAttribute.itemSize;
  20405. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20406. const index = vertexStart + i;
  20407. for ( let c = 0; c < itemSize; c ++ ) {
  20408. dstAttribute.setComponent( index, c, 0 );
  20409. }
  20410. }
  20411. dstAttribute.needsUpdate = true;
  20412. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20413. }
  20414. // copy index
  20415. if ( hasIndex ) {
  20416. const indexStart = geometryInfo.indexStart;
  20417. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20418. geometryInfo.indexCount = geometry.getIndex().count;
  20419. // copy index data over
  20420. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20421. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20422. }
  20423. // fill the rest in with zeroes
  20424. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20425. dstIndex.setX( indexStart + i, vertexStart );
  20426. }
  20427. dstIndex.needsUpdate = true;
  20428. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20429. }
  20430. // update the draw range
  20431. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20432. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20433. // store the bounding boxes
  20434. geometryInfo.boundingBox = null;
  20435. if ( geometry.boundingBox !== null ) {
  20436. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20437. }
  20438. geometryInfo.boundingSphere = null;
  20439. if ( geometry.boundingSphere !== null ) {
  20440. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20441. }
  20442. this._visibilityChanged = true;
  20443. return geometryId;
  20444. }
  20445. /**
  20446. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20447. * this geometry will also be removed as a side effect.
  20448. *
  20449. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20450. * @return {BatchedMesh} A reference to this batched mesh.
  20451. */
  20452. deleteGeometry( geometryId ) {
  20453. const geometryInfoList = this._geometryInfo;
  20454. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20455. return this;
  20456. }
  20457. // delete any instances associated with this geometry
  20458. const instanceInfo = this._instanceInfo;
  20459. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20460. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20461. this.deleteInstance( i );
  20462. }
  20463. }
  20464. geometryInfoList[ geometryId ].active = false;
  20465. this._availableGeometryIds.push( geometryId );
  20466. this._visibilityChanged = true;
  20467. return this;
  20468. }
  20469. /**
  20470. * Deletes an existing instance from the batch using the given ID.
  20471. *
  20472. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20473. * @return {BatchedMesh} A reference to this batched mesh.
  20474. */
  20475. deleteInstance( instanceId ) {
  20476. this.validateInstanceId( instanceId );
  20477. this._instanceInfo[ instanceId ].active = false;
  20478. this._availableInstanceIds.push( instanceId );
  20479. this._visibilityChanged = true;
  20480. return this;
  20481. }
  20482. /**
  20483. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20484. * previously deleted geometry, freeing up space to add new geometry.
  20485. *
  20486. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20487. * @return {BatchedMesh} A reference to this batched mesh.
  20488. */
  20489. optimize() {
  20490. // track the next indices to copy data to
  20491. let nextVertexStart = 0;
  20492. let nextIndexStart = 0;
  20493. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20494. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20495. const geometryInfoList = this._geometryInfo;
  20496. const indices = geometryInfoList
  20497. .map( ( e, i ) => i )
  20498. .sort( ( a, b ) => {
  20499. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20500. } );
  20501. const geometry = this.geometry;
  20502. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20503. // if a geometry range is inactive then don't copy anything
  20504. const index = indices[ i ];
  20505. const geometryInfo = geometryInfoList[ index ];
  20506. if ( geometryInfo.active === false ) {
  20507. continue;
  20508. }
  20509. // if a geometry contains an index buffer then shift it, as well
  20510. if ( geometry.index !== null ) {
  20511. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20512. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20513. const index = geometry.index;
  20514. const array = index.array;
  20515. // shift the index pointers based on how the vertex data will shift
  20516. // adjusting the index must happen first so the original vertex start value is available
  20517. const elementDelta = nextVertexStart - vertexStart;
  20518. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20519. array[ j ] = array[ j ] + elementDelta;
  20520. }
  20521. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20522. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20523. geometryInfo.indexStart = nextIndexStart;
  20524. }
  20525. nextIndexStart += geometryInfo.reservedIndexCount;
  20526. }
  20527. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20528. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20529. const { vertexStart, reservedVertexCount } = geometryInfo;
  20530. const attributes = geometry.attributes;
  20531. for ( const key in attributes ) {
  20532. const attribute = attributes[ key ];
  20533. const { array, itemSize } = attribute;
  20534. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20535. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20536. }
  20537. geometryInfo.vertexStart = nextVertexStart;
  20538. }
  20539. nextVertexStart += geometryInfo.reservedVertexCount;
  20540. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20541. // step the next geometry points to the shifted position
  20542. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20543. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20544. }
  20545. return this;
  20546. }
  20547. /**
  20548. * Returns the bounding box for the given geometry.
  20549. *
  20550. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20551. * @param {Box3} target - The target object that is used to store the method's result.
  20552. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20553. */
  20554. getBoundingBoxAt( geometryId, target ) {
  20555. if ( geometryId >= this._geometryCount ) {
  20556. return null;
  20557. }
  20558. // compute bounding box
  20559. const geometry = this.geometry;
  20560. const geometryInfo = this._geometryInfo[ geometryId ];
  20561. if ( geometryInfo.boundingBox === null ) {
  20562. const box = new Box3();
  20563. const index = geometry.index;
  20564. const position = geometry.attributes.position;
  20565. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20566. let iv = i;
  20567. if ( index ) {
  20568. iv = index.getX( iv );
  20569. }
  20570. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20571. }
  20572. geometryInfo.boundingBox = box;
  20573. }
  20574. target.copy( geometryInfo.boundingBox );
  20575. return target;
  20576. }
  20577. /**
  20578. * Returns the bounding sphere for the given geometry.
  20579. *
  20580. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20581. * @param {Sphere} target - The target object that is used to store the method's result.
  20582. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20583. */
  20584. getBoundingSphereAt( geometryId, target ) {
  20585. if ( geometryId >= this._geometryCount ) {
  20586. return null;
  20587. }
  20588. // compute bounding sphere
  20589. const geometry = this.geometry;
  20590. const geometryInfo = this._geometryInfo[ geometryId ];
  20591. if ( geometryInfo.boundingSphere === null ) {
  20592. const sphere = new Sphere();
  20593. this.getBoundingBoxAt( geometryId, _box$1 );
  20594. _box$1.getCenter( sphere.center );
  20595. const index = geometry.index;
  20596. const position = geometry.attributes.position;
  20597. let maxRadiusSq = 0;
  20598. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20599. let iv = i;
  20600. if ( index ) {
  20601. iv = index.getX( iv );
  20602. }
  20603. _vector$5.fromBufferAttribute( position, iv );
  20604. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20605. }
  20606. sphere.radius = Math.sqrt( maxRadiusSq );
  20607. geometryInfo.boundingSphere = sphere;
  20608. }
  20609. target.copy( geometryInfo.boundingSphere );
  20610. return target;
  20611. }
  20612. /**
  20613. * Sets the given local transformation matrix to the defined instance.
  20614. * Negatively scaled matrices are not supported.
  20615. *
  20616. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20617. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20618. * @return {BatchedMesh} A reference to this batched mesh.
  20619. */
  20620. setMatrixAt( instanceId, matrix ) {
  20621. this.validateInstanceId( instanceId );
  20622. const matricesTexture = this._matricesTexture;
  20623. const matricesArray = this._matricesTexture.image.data;
  20624. matrix.toArray( matricesArray, instanceId * 16 );
  20625. matricesTexture.needsUpdate = true;
  20626. return this;
  20627. }
  20628. /**
  20629. * Returns the local transformation matrix of the defined instance.
  20630. *
  20631. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20632. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20633. * @return {Matrix4} The instance's local transformation matrix.
  20634. */
  20635. getMatrixAt( instanceId, matrix ) {
  20636. this.validateInstanceId( instanceId );
  20637. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20638. }
  20639. /**
  20640. * Sets the given color to the defined instance.
  20641. *
  20642. * @param {number} instanceId - The ID of an instance to set the color of.
  20643. * @param {Color} color - The color to set the instance to.
  20644. * @return {BatchedMesh} A reference to this batched mesh.
  20645. */
  20646. setColorAt( instanceId, color ) {
  20647. this.validateInstanceId( instanceId );
  20648. if ( this._colorsTexture === null ) {
  20649. this._initColorsTexture();
  20650. }
  20651. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20652. this._colorsTexture.needsUpdate = true;
  20653. return this;
  20654. }
  20655. /**
  20656. * Returns the color of the defined instance.
  20657. *
  20658. * @param {number} instanceId - The ID of an instance to get the color of.
  20659. * @param {Color} color - The target object that is used to store the method's result.
  20660. * @return {Color} The instance's color.
  20661. */
  20662. getColorAt( instanceId, color ) {
  20663. this.validateInstanceId( instanceId );
  20664. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20665. }
  20666. /**
  20667. * Sets the visibility of the instance.
  20668. *
  20669. * @param {number} instanceId - The id of the instance to set the visibility of.
  20670. * @param {boolean} visible - Whether the instance is visible or not.
  20671. * @return {BatchedMesh} A reference to this batched mesh.
  20672. */
  20673. setVisibleAt( instanceId, visible ) {
  20674. this.validateInstanceId( instanceId );
  20675. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20676. return this;
  20677. }
  20678. this._instanceInfo[ instanceId ].visible = visible;
  20679. this._visibilityChanged = true;
  20680. return this;
  20681. }
  20682. /**
  20683. * Returns the visibility state of the defined instance.
  20684. *
  20685. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20686. * @return {boolean} Whether the instance is visible or not.
  20687. */
  20688. getVisibleAt( instanceId ) {
  20689. this.validateInstanceId( instanceId );
  20690. return this._instanceInfo[ instanceId ].visible;
  20691. }
  20692. /**
  20693. * Sets the geometry ID of the instance at the given index.
  20694. *
  20695. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20696. * @param {number} geometryId - The geometry ID to be use by the instance.
  20697. * @return {BatchedMesh} A reference to this batched mesh.
  20698. */
  20699. setGeometryIdAt( instanceId, geometryId ) {
  20700. this.validateInstanceId( instanceId );
  20701. this.validateGeometryId( geometryId );
  20702. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20703. return this;
  20704. }
  20705. /**
  20706. * Returns the geometry ID of the defined instance.
  20707. *
  20708. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20709. * @return {number} The instance's geometry ID.
  20710. */
  20711. getGeometryIdAt( instanceId ) {
  20712. this.validateInstanceId( instanceId );
  20713. return this._instanceInfo[ instanceId ].geometryIndex;
  20714. }
  20715. /**
  20716. * Get the range representing the subset of triangles related to the attached geometry,
  20717. * indicating the starting offset and count, or `null` if invalid.
  20718. *
  20719. * @param {number} geometryId - The id of the geometry to get the range of.
  20720. * @param {Object} [target] - The target object that is used to store the method's result.
  20721. * @return {{
  20722. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20723. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20724. * start:number,count:number
  20725. * }} The result object with range data.
  20726. */
  20727. getGeometryRangeAt( geometryId, target = {} ) {
  20728. this.validateGeometryId( geometryId );
  20729. const geometryInfo = this._geometryInfo[ geometryId ];
  20730. target.vertexStart = geometryInfo.vertexStart;
  20731. target.vertexCount = geometryInfo.vertexCount;
  20732. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20733. target.indexStart = geometryInfo.indexStart;
  20734. target.indexCount = geometryInfo.indexCount;
  20735. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20736. target.start = geometryInfo.start;
  20737. target.count = geometryInfo.count;
  20738. return target;
  20739. }
  20740. /**
  20741. * Resizes the necessary buffers to support the provided number of instances.
  20742. * If the provided arguments shrink the number of instances but there are not enough
  20743. * unused Ids at the end of the list then an error is thrown.
  20744. *
  20745. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20746. */
  20747. setInstanceCount( maxInstanceCount ) {
  20748. // shrink the available instances as much as possible
  20749. const availableInstanceIds = this._availableInstanceIds;
  20750. const instanceInfo = this._instanceInfo;
  20751. availableInstanceIds.sort( ascIdSort );
  20752. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20753. instanceInfo.pop();
  20754. availableInstanceIds.pop();
  20755. }
  20756. // throw an error if it can't be shrunk to the desired size
  20757. if ( maxInstanceCount < instanceInfo.length ) {
  20758. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20759. }
  20760. // copy the multi draw counts
  20761. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20762. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20763. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20764. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20765. this._multiDrawCounts = multiDrawCounts;
  20766. this._multiDrawStarts = multiDrawStarts;
  20767. this._maxInstanceCount = maxInstanceCount;
  20768. // update texture data for instance sampling
  20769. const indirectTexture = this._indirectTexture;
  20770. const matricesTexture = this._matricesTexture;
  20771. const colorsTexture = this._colorsTexture;
  20772. indirectTexture.dispose();
  20773. this._initIndirectTexture();
  20774. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20775. matricesTexture.dispose();
  20776. this._initMatricesTexture();
  20777. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20778. if ( colorsTexture ) {
  20779. colorsTexture.dispose();
  20780. this._initColorsTexture();
  20781. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20782. }
  20783. }
  20784. /**
  20785. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20786. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20787. * end of the geometry attributes then an error is thrown.
  20788. *
  20789. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20790. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20791. */
  20792. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20793. // Check if we can shrink to the requested vertex attribute size
  20794. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20795. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20796. if ( requiredVertexLength > maxVertexCount ) {
  20797. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20798. }
  20799. // Check if we can shrink to the requested index attribute size
  20800. if ( this.geometry.index ) {
  20801. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20802. if ( requiredIndexLength > maxIndexCount ) {
  20803. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20804. }
  20805. }
  20806. //
  20807. // dispose of the previous geometry
  20808. const oldGeometry = this.geometry;
  20809. oldGeometry.dispose();
  20810. // recreate the geometry needed based on the previous variant
  20811. this._maxVertexCount = maxVertexCount;
  20812. this._maxIndexCount = maxIndexCount;
  20813. if ( this._geometryInitialized ) {
  20814. this._geometryInitialized = false;
  20815. this.geometry = new BufferGeometry();
  20816. this._initializeGeometry( oldGeometry );
  20817. }
  20818. // copy data from the previous geometry
  20819. const geometry = this.geometry;
  20820. if ( oldGeometry.index ) {
  20821. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20822. }
  20823. for ( const key in oldGeometry.attributes ) {
  20824. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20825. }
  20826. }
  20827. raycast( raycaster, intersects ) {
  20828. const instanceInfo = this._instanceInfo;
  20829. const geometryInfoList = this._geometryInfo;
  20830. const matrixWorld = this.matrixWorld;
  20831. const batchGeometry = this.geometry;
  20832. // iterate over each geometry
  20833. _mesh.material = this.material;
  20834. _mesh.geometry.index = batchGeometry.index;
  20835. _mesh.geometry.attributes = batchGeometry.attributes;
  20836. if ( _mesh.geometry.boundingBox === null ) {
  20837. _mesh.geometry.boundingBox = new Box3();
  20838. }
  20839. if ( _mesh.geometry.boundingSphere === null ) {
  20840. _mesh.geometry.boundingSphere = new Sphere();
  20841. }
  20842. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20843. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20844. continue;
  20845. }
  20846. const geometryId = instanceInfo[ i ].geometryIndex;
  20847. const geometryInfo = geometryInfoList[ geometryId ];
  20848. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20849. // get the intersects
  20850. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20851. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20852. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20853. _mesh.raycast( raycaster, _batchIntersects );
  20854. // add batch id to the intersects
  20855. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20856. const intersect = _batchIntersects[ j ];
  20857. intersect.object = this;
  20858. intersect.batchId = i;
  20859. intersects.push( intersect );
  20860. }
  20861. _batchIntersects.length = 0;
  20862. }
  20863. _mesh.material = null;
  20864. _mesh.geometry.index = null;
  20865. _mesh.geometry.attributes = {};
  20866. _mesh.geometry.setDrawRange( 0, Infinity );
  20867. }
  20868. copy( source ) {
  20869. super.copy( source );
  20870. this.geometry = source.geometry.clone();
  20871. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20872. this.sortObjects = source.sortObjects;
  20873. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20874. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20875. this._geometryInfo = source._geometryInfo.map( info => ( {
  20876. ...info,
  20877. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20878. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20879. } ) );
  20880. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20881. this._availableInstanceIds = source._availableInstanceIds.slice();
  20882. this._availableGeometryIds = source._availableGeometryIds.slice();
  20883. this._nextIndexStart = source._nextIndexStart;
  20884. this._nextVertexStart = source._nextVertexStart;
  20885. this._geometryCount = source._geometryCount;
  20886. this._maxInstanceCount = source._maxInstanceCount;
  20887. this._maxVertexCount = source._maxVertexCount;
  20888. this._maxIndexCount = source._maxIndexCount;
  20889. this._geometryInitialized = source._geometryInitialized;
  20890. this._multiDrawCounts = source._multiDrawCounts.slice();
  20891. this._multiDrawStarts = source._multiDrawStarts.slice();
  20892. this._indirectTexture = source._indirectTexture.clone();
  20893. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20894. this._matricesTexture = source._matricesTexture.clone();
  20895. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20896. if ( this._colorsTexture !== null ) {
  20897. this._colorsTexture = source._colorsTexture.clone();
  20898. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20899. }
  20900. return this;
  20901. }
  20902. /**
  20903. * Frees the GPU-related resources allocated by this instance. Call this
  20904. * method whenever this instance is no longer used in your app.
  20905. */
  20906. dispose() {
  20907. // Assuming the geometry is not shared with other meshes
  20908. this.geometry.dispose();
  20909. this._matricesTexture.dispose();
  20910. this._matricesTexture = null;
  20911. this._indirectTexture.dispose();
  20912. this._indirectTexture = null;
  20913. if ( this._colorsTexture !== null ) {
  20914. this._colorsTexture.dispose();
  20915. this._colorsTexture = null;
  20916. }
  20917. }
  20918. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20919. // if visibility has not changed and frustum culling and object sorting is not required
  20920. // then skip iterating over all items
  20921. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20922. return;
  20923. }
  20924. // the indexed version of the multi draw function requires specifying the start
  20925. // offset in bytes.
  20926. const index = geometry.getIndex();
  20927. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20928. const instanceInfo = this._instanceInfo;
  20929. const multiDrawStarts = this._multiDrawStarts;
  20930. const multiDrawCounts = this._multiDrawCounts;
  20931. const geometryInfoList = this._geometryInfo;
  20932. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20933. const indirectTexture = this._indirectTexture;
  20934. const indirectArray = indirectTexture.image.data;
  20935. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20936. // prepare the frustum in the local frame
  20937. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20938. _matrix$1
  20939. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20940. .multiply( this.matrixWorld );
  20941. _frustum.setFromProjectionMatrix(
  20942. _matrix$1,
  20943. camera.coordinateSystem,
  20944. camera.reversedDepth
  20945. );
  20946. }
  20947. let multiDrawCount = 0;
  20948. if ( this.sortObjects ) {
  20949. // get the camera position in the local frame
  20950. _matrix$1.copy( this.matrixWorld ).invert();
  20951. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20952. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20953. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20954. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20955. const geometryId = instanceInfo[ i ].geometryIndex;
  20956. // get the bounds in world space
  20957. this.getMatrixAt( i, _matrix$1 );
  20958. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20959. // determine whether the batched geometry is within the frustum
  20960. let culled = false;
  20961. if ( perObjectFrustumCulled ) {
  20962. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20963. }
  20964. if ( ! culled ) {
  20965. // get the distance from camera used for sorting
  20966. const geometryInfo = geometryInfoList[ geometryId ];
  20967. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20968. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20969. }
  20970. }
  20971. }
  20972. // Sort the draw ranges and prep for rendering
  20973. const list = _renderList.list;
  20974. const customSort = this.customSort;
  20975. if ( customSort === null ) {
  20976. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20977. } else {
  20978. customSort.call( this, list, camera );
  20979. }
  20980. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20981. const item = list[ i ];
  20982. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20983. multiDrawCounts[ multiDrawCount ] = item.count;
  20984. indirectArray[ multiDrawCount ] = item.index;
  20985. multiDrawCount ++;
  20986. }
  20987. _renderList.reset();
  20988. } else {
  20989. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20990. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20991. const geometryId = instanceInfo[ i ].geometryIndex;
  20992. // determine whether the batched geometry is within the frustum
  20993. let culled = false;
  20994. if ( perObjectFrustumCulled ) {
  20995. // get the bounds in world space
  20996. this.getMatrixAt( i, _matrix$1 );
  20997. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20998. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20999. }
  21000. if ( ! culled ) {
  21001. const geometryInfo = geometryInfoList[ geometryId ];
  21002. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  21003. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  21004. indirectArray[ multiDrawCount ] = i;
  21005. multiDrawCount ++;
  21006. }
  21007. }
  21008. }
  21009. }
  21010. indirectTexture.needsUpdate = true;
  21011. this._multiDrawCount = multiDrawCount;
  21012. this._visibilityChanged = false;
  21013. }
  21014. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  21015. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  21016. }
  21017. }
  21018. /**
  21019. * A material for rendering line primitives.
  21020. *
  21021. * Materials define the appearance of renderable 3D objects.
  21022. *
  21023. * ```js
  21024. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21025. * ```
  21026. *
  21027. * @augments Material
  21028. */
  21029. class LineBasicMaterial extends Material {
  21030. /**
  21031. * Constructs a new line basic material.
  21032. *
  21033. * @param {Object} [parameters] - An object with one or more properties
  21034. * defining the material's appearance. Any property of the material
  21035. * (including any property from inherited materials) can be passed
  21036. * in here. Color values can be passed any type of value accepted
  21037. * by {@link Color#set}.
  21038. */
  21039. constructor( parameters ) {
  21040. super();
  21041. /**
  21042. * This flag can be used for type testing.
  21043. *
  21044. * @type {boolean}
  21045. * @readonly
  21046. * @default true
  21047. */
  21048. this.isLineBasicMaterial = true;
  21049. this.type = 'LineBasicMaterial';
  21050. /**
  21051. * Color of the material.
  21052. *
  21053. * @type {Color}
  21054. * @default (1,1,1)
  21055. */
  21056. this.color = new Color( 0xffffff );
  21057. /**
  21058. * Sets the color of the lines using data from a texture. The texture map
  21059. * color is modulated by the diffuse `color`.
  21060. *
  21061. * @type {?Texture}
  21062. * @default null
  21063. */
  21064. this.map = null;
  21065. /**
  21066. * Controls line thickness or lines.
  21067. *
  21068. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21069. * ignore this setting and always render line primitives with a
  21070. * width of one pixel.
  21071. *
  21072. * @type {number}
  21073. * @default 1
  21074. */
  21075. this.linewidth = 1;
  21076. /**
  21077. * Defines appearance of line ends.
  21078. *
  21079. * Can only be used with {@link SVGRenderer}.
  21080. *
  21081. * @type {('butt'|'round'|'square')}
  21082. * @default 'round'
  21083. */
  21084. this.linecap = 'round';
  21085. /**
  21086. * Defines appearance of line joints.
  21087. *
  21088. * Can only be used with {@link SVGRenderer}.
  21089. *
  21090. * @type {('round'|'bevel'|'miter')}
  21091. * @default 'round'
  21092. */
  21093. this.linejoin = 'round';
  21094. /**
  21095. * Whether the material is affected by fog or not.
  21096. *
  21097. * @type {boolean}
  21098. * @default true
  21099. */
  21100. this.fog = true;
  21101. this.setValues( parameters );
  21102. }
  21103. copy( source ) {
  21104. super.copy( source );
  21105. this.color.copy( source.color );
  21106. this.map = source.map;
  21107. this.linewidth = source.linewidth;
  21108. this.linecap = source.linecap;
  21109. this.linejoin = source.linejoin;
  21110. this.fog = source.fog;
  21111. return this;
  21112. }
  21113. }
  21114. const _vStart = /*@__PURE__*/ new Vector3();
  21115. const _vEnd = /*@__PURE__*/ new Vector3();
  21116. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21117. const _ray$1 = /*@__PURE__*/ new Ray();
  21118. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21119. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21120. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21121. /**
  21122. * A continuous line. The line are rendered by connecting consecutive
  21123. * vertices with straight lines.
  21124. *
  21125. * ```js
  21126. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21127. *
  21128. * const points = [];
  21129. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21130. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21131. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21132. *
  21133. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21134. *
  21135. * const line = new THREE.Line( geometry, material );
  21136. * scene.add( line );
  21137. * ```
  21138. *
  21139. * @augments Object3D
  21140. */
  21141. class Line extends Object3D {
  21142. /**
  21143. * Constructs a new line.
  21144. *
  21145. * @param {BufferGeometry} [geometry] - The line geometry.
  21146. * @param {Material|Array<Material>} [material] - The line material.
  21147. */
  21148. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21149. super();
  21150. /**
  21151. * This flag can be used for type testing.
  21152. *
  21153. * @type {boolean}
  21154. * @readonly
  21155. * @default true
  21156. */
  21157. this.isLine = true;
  21158. this.type = 'Line';
  21159. /**
  21160. * The line geometry.
  21161. *
  21162. * @type {BufferGeometry}
  21163. */
  21164. this.geometry = geometry;
  21165. /**
  21166. * The line material.
  21167. *
  21168. * @type {Material|Array<Material>}
  21169. * @default LineBasicMaterial
  21170. */
  21171. this.material = material;
  21172. /**
  21173. * A dictionary representing the morph targets in the geometry. The key is the
  21174. * morph targets name, the value its attribute index. This member is `undefined`
  21175. * by default and only set when morph targets are detected in the geometry.
  21176. *
  21177. * @type {Object<String,number>|undefined}
  21178. * @default undefined
  21179. */
  21180. this.morphTargetDictionary = undefined;
  21181. /**
  21182. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21183. * is applied. This member is `undefined` by default and only set when morph targets are
  21184. * detected in the geometry.
  21185. *
  21186. * @type {Array<number>|undefined}
  21187. * @default undefined
  21188. */
  21189. this.morphTargetInfluences = undefined;
  21190. this.updateMorphTargets();
  21191. }
  21192. copy( source, recursive ) {
  21193. super.copy( source, recursive );
  21194. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21195. this.geometry = source.geometry;
  21196. return this;
  21197. }
  21198. /**
  21199. * Computes an array of distance values which are necessary for rendering dashed lines.
  21200. * For each vertex in the geometry, the method calculates the cumulative length from the
  21201. * current point to the very beginning of the line.
  21202. *
  21203. * @return {Line} A reference to this line.
  21204. */
  21205. computeLineDistances() {
  21206. const geometry = this.geometry;
  21207. // we assume non-indexed geometry
  21208. if ( geometry.index === null ) {
  21209. const positionAttribute = geometry.attributes.position;
  21210. const lineDistances = [ 0 ];
  21211. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21212. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21213. _vEnd.fromBufferAttribute( positionAttribute, i );
  21214. lineDistances[ i ] = lineDistances[ i - 1 ];
  21215. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21216. }
  21217. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21218. } else {
  21219. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21220. }
  21221. return this;
  21222. }
  21223. /**
  21224. * Computes intersection points between a casted ray and this line.
  21225. *
  21226. * @param {Raycaster} raycaster - The raycaster.
  21227. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21228. */
  21229. raycast( raycaster, intersects ) {
  21230. const geometry = this.geometry;
  21231. const matrixWorld = this.matrixWorld;
  21232. const threshold = raycaster.params.Line.threshold;
  21233. const drawRange = geometry.drawRange;
  21234. // Checking boundingSphere distance to ray
  21235. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21236. _sphere$1.copy( geometry.boundingSphere );
  21237. _sphere$1.applyMatrix4( matrixWorld );
  21238. _sphere$1.radius += threshold;
  21239. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21240. //
  21241. _inverseMatrix$1.copy( matrixWorld ).invert();
  21242. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21243. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21244. const localThresholdSq = localThreshold * localThreshold;
  21245. const step = this.isLineSegments ? 2 : 1;
  21246. const index = geometry.index;
  21247. const attributes = geometry.attributes;
  21248. const positionAttribute = attributes.position;
  21249. if ( index !== null ) {
  21250. const start = Math.max( 0, drawRange.start );
  21251. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21252. for ( let i = start, l = end - 1; i < l; i += step ) {
  21253. const a = index.getX( i );
  21254. const b = index.getX( i + 1 );
  21255. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21256. if ( intersect ) {
  21257. intersects.push( intersect );
  21258. }
  21259. }
  21260. if ( this.isLineLoop ) {
  21261. const a = index.getX( end - 1 );
  21262. const b = index.getX( start );
  21263. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21264. if ( intersect ) {
  21265. intersects.push( intersect );
  21266. }
  21267. }
  21268. } else {
  21269. const start = Math.max( 0, drawRange.start );
  21270. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21271. for ( let i = start, l = end - 1; i < l; i += step ) {
  21272. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21273. if ( intersect ) {
  21274. intersects.push( intersect );
  21275. }
  21276. }
  21277. if ( this.isLineLoop ) {
  21278. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21279. if ( intersect ) {
  21280. intersects.push( intersect );
  21281. }
  21282. }
  21283. }
  21284. }
  21285. /**
  21286. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21287. * to make sure existing morph targets can influence this 3D object.
  21288. */
  21289. updateMorphTargets() {
  21290. const geometry = this.geometry;
  21291. const morphAttributes = geometry.morphAttributes;
  21292. const keys = Object.keys( morphAttributes );
  21293. if ( keys.length > 0 ) {
  21294. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21295. if ( morphAttribute !== undefined ) {
  21296. this.morphTargetInfluences = [];
  21297. this.morphTargetDictionary = {};
  21298. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21299. const name = morphAttribute[ m ].name || String( m );
  21300. this.morphTargetInfluences.push( 0 );
  21301. this.morphTargetDictionary[ name ] = m;
  21302. }
  21303. }
  21304. }
  21305. }
  21306. }
  21307. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21308. const positionAttribute = object.geometry.attributes.position;
  21309. _vStart.fromBufferAttribute( positionAttribute, a );
  21310. _vEnd.fromBufferAttribute( positionAttribute, b );
  21311. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21312. if ( distSq > thresholdSq ) return;
  21313. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21314. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21315. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21316. return {
  21317. distance: distance,
  21318. // What do we want? intersection point on the ray or on the segment??
  21319. // point: raycaster.ray.at( distance ),
  21320. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21321. index: i,
  21322. face: null,
  21323. faceIndex: null,
  21324. barycoord: null,
  21325. object: object
  21326. };
  21327. }
  21328. const _start = /*@__PURE__*/ new Vector3();
  21329. const _end = /*@__PURE__*/ new Vector3();
  21330. /**
  21331. * A series of lines drawn between pairs of vertices.
  21332. *
  21333. * @augments Line
  21334. */
  21335. class LineSegments extends Line {
  21336. /**
  21337. * Constructs a new line segments.
  21338. *
  21339. * @param {BufferGeometry} [geometry] - The line geometry.
  21340. * @param {Material|Array<Material>} [material] - The line material.
  21341. */
  21342. constructor( geometry, material ) {
  21343. super( geometry, material );
  21344. /**
  21345. * This flag can be used for type testing.
  21346. *
  21347. * @type {boolean}
  21348. * @readonly
  21349. * @default true
  21350. */
  21351. this.isLineSegments = true;
  21352. this.type = 'LineSegments';
  21353. }
  21354. computeLineDistances() {
  21355. const geometry = this.geometry;
  21356. // we assume non-indexed geometry
  21357. if ( geometry.index === null ) {
  21358. const positionAttribute = geometry.attributes.position;
  21359. const lineDistances = [];
  21360. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21361. _start.fromBufferAttribute( positionAttribute, i );
  21362. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21363. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21364. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21365. }
  21366. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21367. } else {
  21368. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21369. }
  21370. return this;
  21371. }
  21372. }
  21373. /**
  21374. * A continuous line. This is nearly the same as {@link Line} the only difference
  21375. * is that the last vertex is connected with the first vertex in order to close
  21376. * the line to form a loop.
  21377. *
  21378. * @augments Line
  21379. */
  21380. class LineLoop extends Line {
  21381. /**
  21382. * Constructs a new line loop.
  21383. *
  21384. * @param {BufferGeometry} [geometry] - The line geometry.
  21385. * @param {Material|Array<Material>} [material] - The line material.
  21386. */
  21387. constructor( geometry, material ) {
  21388. super( geometry, material );
  21389. /**
  21390. * This flag can be used for type testing.
  21391. *
  21392. * @type {boolean}
  21393. * @readonly
  21394. * @default true
  21395. */
  21396. this.isLineLoop = true;
  21397. this.type = 'LineLoop';
  21398. }
  21399. }
  21400. /**
  21401. * A material for rendering point primitives.
  21402. *
  21403. * Materials define the appearance of renderable 3D objects.
  21404. *
  21405. * ```js
  21406. * const vertices = [];
  21407. *
  21408. * for ( let i = 0; i < 10000; i ++ ) {
  21409. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21410. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21411. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21412. *
  21413. * vertices.push( x, y, z );
  21414. * }
  21415. *
  21416. * const geometry = new THREE.BufferGeometry();
  21417. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21418. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21419. * const points = new THREE.Points( geometry, material );
  21420. * scene.add( points );
  21421. * ```
  21422. *
  21423. * @augments Material
  21424. */
  21425. class PointsMaterial extends Material {
  21426. /**
  21427. * Constructs a new points material.
  21428. *
  21429. * @param {Object} [parameters] - An object with one or more properties
  21430. * defining the material's appearance. Any property of the material
  21431. * (including any property from inherited materials) can be passed
  21432. * in here. Color values can be passed any type of value accepted
  21433. * by {@link Color#set}.
  21434. */
  21435. constructor( parameters ) {
  21436. super();
  21437. /**
  21438. * This flag can be used for type testing.
  21439. *
  21440. * @type {boolean}
  21441. * @readonly
  21442. * @default true
  21443. */
  21444. this.isPointsMaterial = true;
  21445. this.type = 'PointsMaterial';
  21446. /**
  21447. * Color of the material.
  21448. *
  21449. * @type {Color}
  21450. * @default (1,1,1)
  21451. */
  21452. this.color = new Color( 0xffffff );
  21453. /**
  21454. * The color map. May optionally include an alpha channel, typically combined
  21455. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21456. * color is modulated by the diffuse `color`.
  21457. *
  21458. * @type {?Texture}
  21459. * @default null
  21460. */
  21461. this.map = null;
  21462. /**
  21463. * The alpha map is a grayscale texture that controls the opacity across the
  21464. * surface (black: fully transparent; white: fully opaque).
  21465. *
  21466. * Only the color of the texture is used, ignoring the alpha channel if one
  21467. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21468. * when sampling this texture due to the extra bit of precision provided for
  21469. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21470. * luminance/alpha textures will also still work as expected.
  21471. *
  21472. * @type {?Texture}
  21473. * @default null
  21474. */
  21475. this.alphaMap = null;
  21476. /**
  21477. * Defines the size of the points in pixels.
  21478. *
  21479. * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete}.
  21480. *
  21481. * @type {number}
  21482. * @default 1
  21483. */
  21484. this.size = 1;
  21485. /**
  21486. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21487. *
  21488. * @type {boolean}
  21489. * @default true
  21490. */
  21491. this.sizeAttenuation = true;
  21492. /**
  21493. * Whether the material is affected by fog or not.
  21494. *
  21495. * @type {boolean}
  21496. * @default true
  21497. */
  21498. this.fog = true;
  21499. this.setValues( parameters );
  21500. }
  21501. copy( source ) {
  21502. super.copy( source );
  21503. this.color.copy( source.color );
  21504. this.map = source.map;
  21505. this.alphaMap = source.alphaMap;
  21506. this.size = source.size;
  21507. this.sizeAttenuation = source.sizeAttenuation;
  21508. this.fog = source.fog;
  21509. return this;
  21510. }
  21511. }
  21512. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21513. const _ray = /*@__PURE__*/ new Ray();
  21514. const _sphere = /*@__PURE__*/ new Sphere();
  21515. const _position$2 = /*@__PURE__*/ new Vector3();
  21516. /**
  21517. * A class for displaying points or point clouds.
  21518. *
  21519. * @augments Object3D
  21520. */
  21521. class Points extends Object3D {
  21522. /**
  21523. * Constructs a new point cloud.
  21524. *
  21525. * @param {BufferGeometry} [geometry] - The points geometry.
  21526. * @param {Material|Array<Material>} [material] - The points material.
  21527. */
  21528. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21529. super();
  21530. /**
  21531. * This flag can be used for type testing.
  21532. *
  21533. * @type {boolean}
  21534. * @readonly
  21535. * @default true
  21536. */
  21537. this.isPoints = true;
  21538. this.type = 'Points';
  21539. /**
  21540. * The points geometry.
  21541. *
  21542. * @type {BufferGeometry}
  21543. */
  21544. this.geometry = geometry;
  21545. /**
  21546. * The line material.
  21547. *
  21548. * @type {Material|Array<Material>}
  21549. * @default PointsMaterial
  21550. */
  21551. this.material = material;
  21552. /**
  21553. * A dictionary representing the morph targets in the geometry. The key is the
  21554. * morph targets name, the value its attribute index. This member is `undefined`
  21555. * by default and only set when morph targets are detected in the geometry.
  21556. *
  21557. * @type {Object<String,number>|undefined}
  21558. * @default undefined
  21559. */
  21560. this.morphTargetDictionary = undefined;
  21561. /**
  21562. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21563. * is applied. This member is `undefined` by default and only set when morph targets are
  21564. * detected in the geometry.
  21565. *
  21566. * @type {Array<number>|undefined}
  21567. * @default undefined
  21568. */
  21569. this.morphTargetInfluences = undefined;
  21570. this.updateMorphTargets();
  21571. }
  21572. copy( source, recursive ) {
  21573. super.copy( source, recursive );
  21574. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21575. this.geometry = source.geometry;
  21576. return this;
  21577. }
  21578. /**
  21579. * Computes intersection points between a casted ray and this point cloud.
  21580. *
  21581. * @param {Raycaster} raycaster - The raycaster.
  21582. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21583. */
  21584. raycast( raycaster, intersects ) {
  21585. const geometry = this.geometry;
  21586. const matrixWorld = this.matrixWorld;
  21587. const threshold = raycaster.params.Points.threshold;
  21588. const drawRange = geometry.drawRange;
  21589. // Checking boundingSphere distance to ray
  21590. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21591. _sphere.copy( geometry.boundingSphere );
  21592. _sphere.applyMatrix4( matrixWorld );
  21593. _sphere.radius += threshold;
  21594. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21595. //
  21596. _inverseMatrix.copy( matrixWorld ).invert();
  21597. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21598. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21599. const localThresholdSq = localThreshold * localThreshold;
  21600. const index = geometry.index;
  21601. const attributes = geometry.attributes;
  21602. const positionAttribute = attributes.position;
  21603. if ( index !== null ) {
  21604. const start = Math.max( 0, drawRange.start );
  21605. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21606. for ( let i = start, il = end; i < il; i ++ ) {
  21607. const a = index.getX( i );
  21608. _position$2.fromBufferAttribute( positionAttribute, a );
  21609. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21610. }
  21611. } else {
  21612. const start = Math.max( 0, drawRange.start );
  21613. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21614. for ( let i = start, l = end; i < l; i ++ ) {
  21615. _position$2.fromBufferAttribute( positionAttribute, i );
  21616. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21617. }
  21618. }
  21619. }
  21620. /**
  21621. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21622. * to make sure existing morph targets can influence this 3D object.
  21623. */
  21624. updateMorphTargets() {
  21625. const geometry = this.geometry;
  21626. const morphAttributes = geometry.morphAttributes;
  21627. const keys = Object.keys( morphAttributes );
  21628. if ( keys.length > 0 ) {
  21629. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21630. if ( morphAttribute !== undefined ) {
  21631. this.morphTargetInfluences = [];
  21632. this.morphTargetDictionary = {};
  21633. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21634. const name = morphAttribute[ m ].name || String( m );
  21635. this.morphTargetInfluences.push( 0 );
  21636. this.morphTargetDictionary[ name ] = m;
  21637. }
  21638. }
  21639. }
  21640. }
  21641. }
  21642. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21643. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21644. if ( rayPointDistanceSq < localThresholdSq ) {
  21645. const intersectPoint = new Vector3();
  21646. _ray.closestPointToPoint( point, intersectPoint );
  21647. intersectPoint.applyMatrix4( matrixWorld );
  21648. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21649. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21650. intersects.push( {
  21651. distance: distance,
  21652. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21653. point: intersectPoint,
  21654. index: index,
  21655. face: null,
  21656. faceIndex: null,
  21657. barycoord: null,
  21658. object: object
  21659. } );
  21660. }
  21661. }
  21662. /**
  21663. * A texture for use with a video.
  21664. *
  21665. * ```js
  21666. * // assuming you have created a HTML video element with id="video"
  21667. * const video = document.getElementById( 'video' );
  21668. * const texture = new THREE.VideoTexture( video );
  21669. * ```
  21670. *
  21671. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21672. * set to THREE.SRGBColorSpace.
  21673. *
  21674. * Note: After the initial use of a texture, its dimensions, format, and type
  21675. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21676. *
  21677. * @augments Texture
  21678. */
  21679. class VideoTexture extends Texture {
  21680. /**
  21681. * Constructs a new video texture.
  21682. *
  21683. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21684. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21685. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21686. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21687. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21688. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21689. * @param {number} [format=RGBAFormat] - The texture format.
  21690. * @param {number} [type=UnsignedByteType] - The texture type.
  21691. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21692. */
  21693. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21694. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21695. /**
  21696. * This flag can be used for type testing.
  21697. *
  21698. * @type {boolean}
  21699. * @readonly
  21700. * @default true
  21701. */
  21702. this.isVideoTexture = true;
  21703. /**
  21704. * Whether to generate mipmaps (if possible) for a texture.
  21705. *
  21706. * Overwritten and set to `false` by default.
  21707. *
  21708. * @type {boolean}
  21709. * @default false
  21710. */
  21711. this.generateMipmaps = false;
  21712. /**
  21713. * The video frame request callback identifier, which is a positive integer.
  21714. *
  21715. * Value of 0 represents no scheduled rVFC.
  21716. *
  21717. * @private
  21718. * @type {number}
  21719. */
  21720. this._requestVideoFrameCallbackId = 0;
  21721. const scope = this;
  21722. function updateVideo() {
  21723. scope.needsUpdate = true;
  21724. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21725. }
  21726. if ( 'requestVideoFrameCallback' in video ) {
  21727. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21728. }
  21729. }
  21730. clone() {
  21731. return new this.constructor( this.image ).copy( this );
  21732. }
  21733. /**
  21734. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21735. * to `true` every time a new frame is available.
  21736. *
  21737. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21738. */
  21739. update() {
  21740. const video = this.image;
  21741. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21742. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21743. this.needsUpdate = true;
  21744. }
  21745. }
  21746. dispose() {
  21747. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21748. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21749. }
  21750. super.dispose();
  21751. }
  21752. }
  21753. /**
  21754. * This class can be used as an alternative way to define video data. Instead of using
  21755. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21756. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21757. * video frames are decoded with the WebCodecs API.
  21758. *
  21759. * ```js
  21760. * const texture = new THREE.VideoFrameTexture();
  21761. * texture.setFrame( frame );
  21762. * ```
  21763. *
  21764. * @augments VideoTexture
  21765. */
  21766. class VideoFrameTexture extends VideoTexture {
  21767. /**
  21768. * Constructs a new video frame texture.
  21769. *
  21770. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21771. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21772. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21773. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21774. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21775. * @param {number} [format=RGBAFormat] - The texture format.
  21776. * @param {number} [type=UnsignedByteType] - The texture type.
  21777. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21778. */
  21779. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21780. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21781. /**
  21782. * This flag can be used for type testing.
  21783. *
  21784. * @type {boolean}
  21785. * @readonly
  21786. * @default true
  21787. */
  21788. this.isVideoFrameTexture = true;
  21789. }
  21790. /**
  21791. * This method overwritten with an empty implementation since
  21792. * this type of texture is updated via `setFrame()`.
  21793. */
  21794. update() {}
  21795. clone() {
  21796. return new this.constructor().copy( this ); // restoring Texture.clone()
  21797. }
  21798. /**
  21799. * Sets the current frame of the video. This will automatically update the texture
  21800. * so the data can be used for rendering.
  21801. *
  21802. * @param {VideoFrame} frame - The video frame.
  21803. */
  21804. setFrame( frame ) {
  21805. this.image = frame;
  21806. this.needsUpdate = true;
  21807. }
  21808. }
  21809. /**
  21810. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21811. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21812. * as a texture for further usage.
  21813. *
  21814. * ```js
  21815. * const pixelRatio = window.devicePixelRatio;
  21816. * const textureSize = 128 * pixelRatio;
  21817. *
  21818. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21819. *
  21820. * // calculate start position for copying part of the frame data
  21821. * const vector = new Vector2();
  21822. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21823. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21824. *
  21825. * renderer.render( scene, camera );
  21826. *
  21827. * // copy part of the rendered frame into the framebuffer texture
  21828. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21829. * ```
  21830. *
  21831. * @augments Texture
  21832. */
  21833. class FramebufferTexture extends Texture {
  21834. /**
  21835. * Constructs a new framebuffer texture.
  21836. *
  21837. * @param {number} [width] - The width of the texture.
  21838. * @param {number} [height] - The height of the texture.
  21839. */
  21840. constructor( width, height ) {
  21841. super( { width, height } );
  21842. /**
  21843. * This flag can be used for type testing.
  21844. *
  21845. * @type {boolean}
  21846. * @readonly
  21847. * @default true
  21848. */
  21849. this.isFramebufferTexture = true;
  21850. /**
  21851. * How the texture is sampled when a texel covers more than one pixel.
  21852. *
  21853. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21854. *
  21855. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21856. * @default NearestFilter
  21857. */
  21858. this.magFilter = NearestFilter;
  21859. /**
  21860. * How the texture is sampled when a texel covers less than one pixel.
  21861. *
  21862. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21863. *
  21864. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21865. * @default NearestFilter
  21866. */
  21867. this.minFilter = NearestFilter;
  21868. /**
  21869. * Whether to generate mipmaps (if possible) for a texture.
  21870. *
  21871. * Overwritten and set to `false` by default.
  21872. *
  21873. * @type {boolean}
  21874. * @default false
  21875. */
  21876. this.generateMipmaps = false;
  21877. this.needsUpdate = true;
  21878. }
  21879. }
  21880. /**
  21881. * Creates a texture based on data in compressed form.
  21882. *
  21883. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21884. *
  21885. * @augments Texture
  21886. */
  21887. class CompressedTexture extends Texture {
  21888. /**
  21889. * Constructs a new compressed texture.
  21890. *
  21891. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21892. * the data and dimensions.
  21893. * @param {number} width - The width of the texture.
  21894. * @param {number} height - The height of the texture.
  21895. * @param {number} [format=RGBAFormat] - The texture format.
  21896. * @param {number} [type=UnsignedByteType] - The texture type.
  21897. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21898. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21899. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21900. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21901. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21902. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21903. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21904. */
  21905. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21906. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21907. /**
  21908. * This flag can be used for type testing.
  21909. *
  21910. * @type {boolean}
  21911. * @readonly
  21912. * @default true
  21913. */
  21914. this.isCompressedTexture = true;
  21915. /**
  21916. * The image property of a compressed texture just defines its dimensions.
  21917. *
  21918. * @type {{width:number,height:number}}
  21919. */
  21920. this.image = { width: width, height: height };
  21921. /**
  21922. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21923. *
  21924. * @type {Array<Object>}
  21925. */
  21926. this.mipmaps = mipmaps;
  21927. /**
  21928. * If set to `true`, the texture is flipped along the vertical axis when
  21929. * uploaded to the GPU.
  21930. *
  21931. * Overwritten and set to `false` by default since it is not possible to
  21932. * flip compressed textures.
  21933. *
  21934. * @type {boolean}
  21935. * @default false
  21936. * @readonly
  21937. */
  21938. this.flipY = false;
  21939. /**
  21940. * Whether to generate mipmaps (if possible) for a texture.
  21941. *
  21942. * Overwritten and set to `false` by default since it is not
  21943. * possible to generate mipmaps for compressed data. Mipmaps
  21944. * must be embedded in the compressed texture file.
  21945. *
  21946. * @type {boolean}
  21947. * @default false
  21948. * @readonly
  21949. */
  21950. this.generateMipmaps = false;
  21951. }
  21952. }
  21953. /**
  21954. * Creates a texture 2D array based on data in compressed form.
  21955. *
  21956. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21957. *
  21958. * @augments CompressedTexture
  21959. */
  21960. class CompressedArrayTexture extends CompressedTexture {
  21961. /**
  21962. * Constructs a new compressed array texture.
  21963. *
  21964. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21965. * the data and dimensions.
  21966. * @param {number} width - The width of the texture.
  21967. * @param {number} height - The height of the texture.
  21968. * @param {number} depth - The depth of the texture.
  21969. * @param {number} [format=RGBAFormat] - The min filter value.
  21970. * @param {number} [type=UnsignedByteType] - The min filter value.
  21971. */
  21972. constructor( mipmaps, width, height, depth, format, type ) {
  21973. super( mipmaps, width, height, format, type );
  21974. /**
  21975. * This flag can be used for type testing.
  21976. *
  21977. * @type {boolean}
  21978. * @readonly
  21979. * @default true
  21980. */
  21981. this.isCompressedArrayTexture = true;
  21982. /**
  21983. * The image property of a compressed texture just defines its dimensions.
  21984. *
  21985. * @name CompressedArrayTexture#image
  21986. * @type {{width:number,height:number,depth:number}}
  21987. */
  21988. this.image.depth = depth;
  21989. /**
  21990. * This defines how the texture is wrapped in the depth and corresponds to
  21991. * *W* in UVW mapping.
  21992. *
  21993. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21994. * @default ClampToEdgeWrapping
  21995. */
  21996. this.wrapR = ClampToEdgeWrapping;
  21997. /**
  21998. * A set of all layers which need to be updated in the texture.
  21999. *
  22000. * @type {Set<number>}
  22001. */
  22002. this.layerUpdates = new Set();
  22003. }
  22004. /**
  22005. * Describes that a specific layer of the texture needs to be updated.
  22006. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  22007. * entire compressed texture array is sent to the GPU. Marking specific
  22008. * layers will only transmit subsets of all mipmaps associated with a
  22009. * specific depth in the array which is often much more performant.
  22010. *
  22011. * @param {number} layerIndex - The layer index that should be updated.
  22012. */
  22013. addLayerUpdate( layerIndex ) {
  22014. this.layerUpdates.add( layerIndex );
  22015. }
  22016. /**
  22017. * Resets the layer updates registry.
  22018. */
  22019. clearLayerUpdates() {
  22020. this.layerUpdates.clear();
  22021. }
  22022. }
  22023. /**
  22024. * Creates a cube texture based on data in compressed form.
  22025. *
  22026. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22027. *
  22028. * @augments CompressedTexture
  22029. */
  22030. class CompressedCubeTexture extends CompressedTexture {
  22031. /**
  22032. * Constructs a new compressed texture.
  22033. *
  22034. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22035. * @param {number} [format=RGBAFormat] - The texture format.
  22036. * @param {number} [type=UnsignedByteType] - The texture type.
  22037. */
  22038. constructor( images, format, type ) {
  22039. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22040. /**
  22041. * This flag can be used for type testing.
  22042. *
  22043. * @type {boolean}
  22044. * @readonly
  22045. * @default true
  22046. */
  22047. this.isCompressedCubeTexture = true;
  22048. /**
  22049. * This flag can be used for type testing.
  22050. *
  22051. * @type {boolean}
  22052. * @readonly
  22053. * @default true
  22054. */
  22055. this.isCubeTexture = true;
  22056. this.image = images;
  22057. }
  22058. }
  22059. /**
  22060. * Creates a texture from a canvas element.
  22061. *
  22062. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22063. * to `true` immediately since a canvas can directly be used for rendering.
  22064. *
  22065. * @augments Texture
  22066. */
  22067. class CanvasTexture extends Texture {
  22068. /**
  22069. * Constructs a new texture.
  22070. *
  22071. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22072. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22073. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22074. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22075. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22076. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22077. * @param {number} [format=RGBAFormat] - The texture format.
  22078. * @param {number} [type=UnsignedByteType] - The texture type.
  22079. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22080. */
  22081. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22082. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22083. /**
  22084. * This flag can be used for type testing.
  22085. *
  22086. * @type {boolean}
  22087. * @readonly
  22088. * @default true
  22089. */
  22090. this.isCanvasTexture = true;
  22091. this.needsUpdate = true;
  22092. }
  22093. }
  22094. /**
  22095. * This class can be used to automatically save the depth information of a
  22096. * rendering into a texture.
  22097. *
  22098. * @augments Texture
  22099. */
  22100. class DepthTexture extends Texture {
  22101. /**
  22102. * Constructs a new depth texture.
  22103. *
  22104. * @param {number} width - The width of the texture.
  22105. * @param {number} height - The height of the texture.
  22106. * @param {number} [type=UnsignedIntType] - The texture type.
  22107. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22108. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22109. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22110. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22111. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22112. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22113. * @param {number} [format=DepthFormat] - The texture format.
  22114. * @param {number} [depth=1] - The depth of the texture.
  22115. */
  22116. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22117. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22118. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22119. }
  22120. const image = { width: width, height: height, depth: depth };
  22121. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22122. /**
  22123. * This flag can be used for type testing.
  22124. *
  22125. * @type {boolean}
  22126. * @readonly
  22127. * @default true
  22128. */
  22129. this.isDepthTexture = true;
  22130. /**
  22131. * If set to `true`, the texture is flipped along the vertical axis when
  22132. * uploaded to the GPU.
  22133. *
  22134. * Overwritten and set to `false` by default.
  22135. *
  22136. * @type {boolean}
  22137. * @default false
  22138. */
  22139. this.flipY = false;
  22140. /**
  22141. * Whether to generate mipmaps (if possible) for a texture.
  22142. *
  22143. * Overwritten and set to `false` by default.
  22144. *
  22145. * @type {boolean}
  22146. * @default false
  22147. */
  22148. this.generateMipmaps = false;
  22149. /**
  22150. * Code corresponding to the depth compare function.
  22151. *
  22152. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22153. * @default null
  22154. */
  22155. this.compareFunction = null;
  22156. }
  22157. copy( source ) {
  22158. super.copy( source );
  22159. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22160. this.compareFunction = source.compareFunction;
  22161. return this;
  22162. }
  22163. toJSON( meta ) {
  22164. const data = super.toJSON( meta );
  22165. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22166. return data;
  22167. }
  22168. }
  22169. /**
  22170. * Represents a texture created externally with the same renderer context.
  22171. *
  22172. * This may be a texture from a protected media stream, device camera feed,
  22173. * or other data feeds like a depth sensor.
  22174. *
  22175. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22176. * the {@link WebGPURenderer} WebGPU backend.
  22177. *
  22178. * @augments Texture
  22179. */
  22180. class ExternalTexture extends Texture {
  22181. /**
  22182. * Creates a new raw texture.
  22183. *
  22184. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22185. */
  22186. constructor( sourceTexture = null ) {
  22187. super();
  22188. /**
  22189. * The external source texture.
  22190. *
  22191. * @type {?(WebGLTexture|GPUTexture)}
  22192. * @default null
  22193. */
  22194. this.sourceTexture = sourceTexture;
  22195. /**
  22196. * This flag can be used for type testing.
  22197. *
  22198. * @type {boolean}
  22199. * @readonly
  22200. * @default true
  22201. */
  22202. this.isExternalTexture = true;
  22203. }
  22204. copy( source ) {
  22205. super.copy( source );
  22206. this.sourceTexture = source.sourceTexture;
  22207. return this;
  22208. }
  22209. }
  22210. /**
  22211. * A geometry class for representing a capsule.
  22212. *
  22213. * ```js
  22214. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22215. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22216. * const capsule = new THREE.Mesh( geometry, material );
  22217. * scene.add( capsule );
  22218. * ```
  22219. *
  22220. * @augments BufferGeometry
  22221. */
  22222. class CapsuleGeometry extends BufferGeometry {
  22223. /**
  22224. * Constructs a new capsule geometry.
  22225. *
  22226. * @param {number} [radius=1] - Radius of the capsule.
  22227. * @param {number} [height=1] - Height of the middle section.
  22228. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22229. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22230. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22231. */
  22232. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22233. super();
  22234. this.type = 'CapsuleGeometry';
  22235. /**
  22236. * Holds the constructor parameters that have been
  22237. * used to generate the geometry. Any modification
  22238. * after instantiation does not change the geometry.
  22239. *
  22240. * @type {Object}
  22241. */
  22242. this.parameters = {
  22243. radius: radius,
  22244. height: height,
  22245. capSegments: capSegments,
  22246. radialSegments: radialSegments,
  22247. heightSegments: heightSegments,
  22248. };
  22249. height = Math.max( 0, height );
  22250. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22251. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22252. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22253. // buffers
  22254. const indices = [];
  22255. const vertices = [];
  22256. const normals = [];
  22257. const uvs = [];
  22258. // helper variables
  22259. const halfHeight = height / 2;
  22260. const capArcLength = ( Math.PI / 2 ) * radius;
  22261. const cylinderPartLength = height;
  22262. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22263. const numVerticalSegments = capSegments * 2 + heightSegments;
  22264. const verticesPerRow = radialSegments + 1;
  22265. const normal = new Vector3();
  22266. const vertex = new Vector3();
  22267. // generate vertices, normals, and uvs
  22268. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22269. let currentArcLength = 0;
  22270. let profileY = 0;
  22271. let profileRadius = 0;
  22272. let normalYComponent = 0;
  22273. if ( iy <= capSegments ) {
  22274. // bottom cap
  22275. const segmentProgress = iy / capSegments;
  22276. const angle = ( segmentProgress * Math.PI ) / 2;
  22277. profileY = - halfHeight - radius * Math.cos( angle );
  22278. profileRadius = radius * Math.sin( angle );
  22279. normalYComponent = - radius * Math.cos( angle );
  22280. currentArcLength = segmentProgress * capArcLength;
  22281. } else if ( iy <= capSegments + heightSegments ) {
  22282. // middle section
  22283. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22284. profileY = - halfHeight + segmentProgress * height;
  22285. profileRadius = radius;
  22286. normalYComponent = 0;
  22287. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22288. } else {
  22289. // top cap
  22290. const segmentProgress =
  22291. ( iy - capSegments - heightSegments ) / capSegments;
  22292. const angle = ( segmentProgress * Math.PI ) / 2;
  22293. profileY = halfHeight + radius * Math.sin( angle );
  22294. profileRadius = radius * Math.cos( angle );
  22295. normalYComponent = radius * Math.sin( angle );
  22296. currentArcLength =
  22297. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22298. }
  22299. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22300. // special case for the poles
  22301. let uOffset = 0;
  22302. if ( iy === 0 ) {
  22303. uOffset = 0.5 / radialSegments;
  22304. } else if ( iy === numVerticalSegments ) {
  22305. uOffset = -0.5 / radialSegments;
  22306. }
  22307. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22308. const u = ix / radialSegments;
  22309. const theta = u * Math.PI * 2;
  22310. const sinTheta = Math.sin( theta );
  22311. const cosTheta = Math.cos( theta );
  22312. // vertex
  22313. vertex.x = - profileRadius * cosTheta;
  22314. vertex.y = profileY;
  22315. vertex.z = profileRadius * sinTheta;
  22316. vertices.push( vertex.x, vertex.y, vertex.z );
  22317. // normal
  22318. normal.set(
  22319. - profileRadius * cosTheta,
  22320. normalYComponent,
  22321. profileRadius * sinTheta
  22322. );
  22323. normal.normalize();
  22324. normals.push( normal.x, normal.y, normal.z );
  22325. // uv
  22326. uvs.push( u + uOffset, v );
  22327. }
  22328. if ( iy > 0 ) {
  22329. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22330. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22331. const i1 = prevIndexRow + ix;
  22332. const i2 = prevIndexRow + ix + 1;
  22333. const i3 = iy * verticesPerRow + ix;
  22334. const i4 = iy * verticesPerRow + ix + 1;
  22335. indices.push( i1, i2, i3 );
  22336. indices.push( i2, i4, i3 );
  22337. }
  22338. }
  22339. }
  22340. // build geometry
  22341. this.setIndex( indices );
  22342. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22343. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22344. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22345. }
  22346. copy( source ) {
  22347. super.copy( source );
  22348. this.parameters = Object.assign( {}, source.parameters );
  22349. return this;
  22350. }
  22351. /**
  22352. * Factory method for creating an instance of this class from the given
  22353. * JSON object.
  22354. *
  22355. * @param {Object} data - A JSON object representing the serialized geometry.
  22356. * @return {CapsuleGeometry} A new instance.
  22357. */
  22358. static fromJSON( data ) {
  22359. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22360. }
  22361. }
  22362. /**
  22363. * A simple shape of Euclidean geometry. It is constructed from a
  22364. * number of triangular segments that are oriented around a central point and
  22365. * extend as far out as a given radius. It is built counter-clockwise from a
  22366. * start angle and a given central angle. It can also be used to create
  22367. * regular polygons, where the number of segments determines the number of
  22368. * sides.
  22369. *
  22370. * ```js
  22371. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22372. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22373. * const circle = new THREE.Mesh( geometry, material );
  22374. * scene.add( circle )
  22375. * ```
  22376. *
  22377. * @augments BufferGeometry
  22378. */
  22379. class CircleGeometry extends BufferGeometry {
  22380. /**
  22381. * Constructs a new circle geometry.
  22382. *
  22383. * @param {number} [radius=1] - Radius of the circle.
  22384. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22385. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22386. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22387. * of the circular sector in radians. The default value results in a complete circle.
  22388. */
  22389. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22390. super();
  22391. this.type = 'CircleGeometry';
  22392. /**
  22393. * Holds the constructor parameters that have been
  22394. * used to generate the geometry. Any modification
  22395. * after instantiation does not change the geometry.
  22396. *
  22397. * @type {Object}
  22398. */
  22399. this.parameters = {
  22400. radius: radius,
  22401. segments: segments,
  22402. thetaStart: thetaStart,
  22403. thetaLength: thetaLength
  22404. };
  22405. segments = Math.max( 3, segments );
  22406. // buffers
  22407. const indices = [];
  22408. const vertices = [];
  22409. const normals = [];
  22410. const uvs = [];
  22411. // helper variables
  22412. const vertex = new Vector3();
  22413. const uv = new Vector2();
  22414. // center point
  22415. vertices.push( 0, 0, 0 );
  22416. normals.push( 0, 0, 1 );
  22417. uvs.push( 0.5, 0.5 );
  22418. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22419. const segment = thetaStart + s / segments * thetaLength;
  22420. // vertex
  22421. vertex.x = radius * Math.cos( segment );
  22422. vertex.y = radius * Math.sin( segment );
  22423. vertices.push( vertex.x, vertex.y, vertex.z );
  22424. // normal
  22425. normals.push( 0, 0, 1 );
  22426. // uvs
  22427. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22428. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22429. uvs.push( uv.x, uv.y );
  22430. }
  22431. // indices
  22432. for ( let i = 1; i <= segments; i ++ ) {
  22433. indices.push( i, i + 1, 0 );
  22434. }
  22435. // build geometry
  22436. this.setIndex( indices );
  22437. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22438. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22439. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22440. }
  22441. copy( source ) {
  22442. super.copy( source );
  22443. this.parameters = Object.assign( {}, source.parameters );
  22444. return this;
  22445. }
  22446. /**
  22447. * Factory method for creating an instance of this class from the given
  22448. * JSON object.
  22449. *
  22450. * @param {Object} data - A JSON object representing the serialized geometry.
  22451. * @return {CircleGeometry} A new instance.
  22452. */
  22453. static fromJSON( data ) {
  22454. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22455. }
  22456. }
  22457. /**
  22458. * A geometry class for representing a cylinder.
  22459. *
  22460. * ```js
  22461. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22462. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22463. * const cylinder = new THREE.Mesh( geometry, material );
  22464. * scene.add( cylinder );
  22465. * ```
  22466. *
  22467. * @augments BufferGeometry
  22468. */
  22469. class CylinderGeometry extends BufferGeometry {
  22470. /**
  22471. * Constructs a new cylinder geometry.
  22472. *
  22473. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22474. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22475. * @param {number} [height=1] - Height of the cylinder.
  22476. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22477. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22478. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22479. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22480. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22481. * The default value results in a complete cylinder.
  22482. */
  22483. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22484. super();
  22485. this.type = 'CylinderGeometry';
  22486. /**
  22487. * Holds the constructor parameters that have been
  22488. * used to generate the geometry. Any modification
  22489. * after instantiation does not change the geometry.
  22490. *
  22491. * @type {Object}
  22492. */
  22493. this.parameters = {
  22494. radiusTop: radiusTop,
  22495. radiusBottom: radiusBottom,
  22496. height: height,
  22497. radialSegments: radialSegments,
  22498. heightSegments: heightSegments,
  22499. openEnded: openEnded,
  22500. thetaStart: thetaStart,
  22501. thetaLength: thetaLength
  22502. };
  22503. const scope = this;
  22504. radialSegments = Math.floor( radialSegments );
  22505. heightSegments = Math.floor( heightSegments );
  22506. // buffers
  22507. const indices = [];
  22508. const vertices = [];
  22509. const normals = [];
  22510. const uvs = [];
  22511. // helper variables
  22512. let index = 0;
  22513. const indexArray = [];
  22514. const halfHeight = height / 2;
  22515. let groupStart = 0;
  22516. // generate geometry
  22517. generateTorso();
  22518. if ( openEnded === false ) {
  22519. if ( radiusTop > 0 ) generateCap( true );
  22520. if ( radiusBottom > 0 ) generateCap( false );
  22521. }
  22522. // build geometry
  22523. this.setIndex( indices );
  22524. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22525. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22526. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22527. function generateTorso() {
  22528. const normal = new Vector3();
  22529. const vertex = new Vector3();
  22530. let groupCount = 0;
  22531. // this will be used to calculate the normal
  22532. const slope = ( radiusBottom - radiusTop ) / height;
  22533. // generate vertices, normals and uvs
  22534. for ( let y = 0; y <= heightSegments; y ++ ) {
  22535. const indexRow = [];
  22536. const v = y / heightSegments;
  22537. // calculate the radius of the current row
  22538. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22539. for ( let x = 0; x <= radialSegments; x ++ ) {
  22540. const u = x / radialSegments;
  22541. const theta = u * thetaLength + thetaStart;
  22542. const sinTheta = Math.sin( theta );
  22543. const cosTheta = Math.cos( theta );
  22544. // vertex
  22545. vertex.x = radius * sinTheta;
  22546. vertex.y = - v * height + halfHeight;
  22547. vertex.z = radius * cosTheta;
  22548. vertices.push( vertex.x, vertex.y, vertex.z );
  22549. // normal
  22550. normal.set( sinTheta, slope, cosTheta ).normalize();
  22551. normals.push( normal.x, normal.y, normal.z );
  22552. // uv
  22553. uvs.push( u, 1 - v );
  22554. // save index of vertex in respective row
  22555. indexRow.push( index ++ );
  22556. }
  22557. // now save vertices of the row in our index array
  22558. indexArray.push( indexRow );
  22559. }
  22560. // generate indices
  22561. for ( let x = 0; x < radialSegments; x ++ ) {
  22562. for ( let y = 0; y < heightSegments; y ++ ) {
  22563. // we use the index array to access the correct indices
  22564. const a = indexArray[ y ][ x ];
  22565. const b = indexArray[ y + 1 ][ x ];
  22566. const c = indexArray[ y + 1 ][ x + 1 ];
  22567. const d = indexArray[ y ][ x + 1 ];
  22568. // faces
  22569. if ( radiusTop > 0 || y !== 0 ) {
  22570. indices.push( a, b, d );
  22571. groupCount += 3;
  22572. }
  22573. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22574. indices.push( b, c, d );
  22575. groupCount += 3;
  22576. }
  22577. }
  22578. }
  22579. // add a group to the geometry. this will ensure multi material support
  22580. scope.addGroup( groupStart, groupCount, 0 );
  22581. // calculate new start value for groups
  22582. groupStart += groupCount;
  22583. }
  22584. function generateCap( top ) {
  22585. // save the index of the first center vertex
  22586. const centerIndexStart = index;
  22587. const uv = new Vector2();
  22588. const vertex = new Vector3();
  22589. let groupCount = 0;
  22590. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22591. const sign = ( top === true ) ? 1 : -1;
  22592. // first we generate the center vertex data of the cap.
  22593. // because the geometry needs one set of uvs per face,
  22594. // we must generate a center vertex per face/segment
  22595. for ( let x = 1; x <= radialSegments; x ++ ) {
  22596. // vertex
  22597. vertices.push( 0, halfHeight * sign, 0 );
  22598. // normal
  22599. normals.push( 0, sign, 0 );
  22600. // uv
  22601. uvs.push( 0.5, 0.5 );
  22602. // increase index
  22603. index ++;
  22604. }
  22605. // save the index of the last center vertex
  22606. const centerIndexEnd = index;
  22607. // now we generate the surrounding vertices, normals and uvs
  22608. for ( let x = 0; x <= radialSegments; x ++ ) {
  22609. const u = x / radialSegments;
  22610. const theta = u * thetaLength + thetaStart;
  22611. const cosTheta = Math.cos( theta );
  22612. const sinTheta = Math.sin( theta );
  22613. // vertex
  22614. vertex.x = radius * sinTheta;
  22615. vertex.y = halfHeight * sign;
  22616. vertex.z = radius * cosTheta;
  22617. vertices.push( vertex.x, vertex.y, vertex.z );
  22618. // normal
  22619. normals.push( 0, sign, 0 );
  22620. // uv
  22621. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22622. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22623. uvs.push( uv.x, uv.y );
  22624. // increase index
  22625. index ++;
  22626. }
  22627. // generate indices
  22628. for ( let x = 0; x < radialSegments; x ++ ) {
  22629. const c = centerIndexStart + x;
  22630. const i = centerIndexEnd + x;
  22631. if ( top === true ) {
  22632. // face top
  22633. indices.push( i, i + 1, c );
  22634. } else {
  22635. // face bottom
  22636. indices.push( i + 1, i, c );
  22637. }
  22638. groupCount += 3;
  22639. }
  22640. // add a group to the geometry. this will ensure multi material support
  22641. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22642. // calculate new start value for groups
  22643. groupStart += groupCount;
  22644. }
  22645. }
  22646. copy( source ) {
  22647. super.copy( source );
  22648. this.parameters = Object.assign( {}, source.parameters );
  22649. return this;
  22650. }
  22651. /**
  22652. * Factory method for creating an instance of this class from the given
  22653. * JSON object.
  22654. *
  22655. * @param {Object} data - A JSON object representing the serialized geometry.
  22656. * @return {CylinderGeometry} A new instance.
  22657. */
  22658. static fromJSON( data ) {
  22659. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22660. }
  22661. }
  22662. /**
  22663. * A geometry class for representing a cone.
  22664. *
  22665. * ```js
  22666. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22667. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22668. * const cone = new THREE.Mesh(geometry, material );
  22669. * scene.add( cone );
  22670. * ```
  22671. *
  22672. * @augments CylinderGeometry
  22673. */
  22674. class ConeGeometry extends CylinderGeometry {
  22675. /**
  22676. * Constructs a new cone geometry.
  22677. *
  22678. * @param {number} [radius=1] - Radius of the cone base.
  22679. * @param {number} [height=1] - Height of the cone.
  22680. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22681. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22682. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22683. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22684. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22685. * The default value results in a complete cone.
  22686. */
  22687. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22688. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22689. this.type = 'ConeGeometry';
  22690. /**
  22691. * Holds the constructor parameters that have been
  22692. * used to generate the geometry. Any modification
  22693. * after instantiation does not change the geometry.
  22694. *
  22695. * @type {Object}
  22696. */
  22697. this.parameters = {
  22698. radius: radius,
  22699. height: height,
  22700. radialSegments: radialSegments,
  22701. heightSegments: heightSegments,
  22702. openEnded: openEnded,
  22703. thetaStart: thetaStart,
  22704. thetaLength: thetaLength
  22705. };
  22706. }
  22707. /**
  22708. * Factory method for creating an instance of this class from the given
  22709. * JSON object.
  22710. *
  22711. * @param {Object} data - A JSON object representing the serialized geometry.
  22712. * @return {ConeGeometry} A new instance.
  22713. */
  22714. static fromJSON( data ) {
  22715. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22716. }
  22717. }
  22718. /**
  22719. * A polyhedron is a solid in three dimensions with flat faces. This class
  22720. * will take an array of vertices, project them onto a sphere, and then
  22721. * divide them up to the desired level of detail.
  22722. *
  22723. * @augments BufferGeometry
  22724. */
  22725. class PolyhedronGeometry extends BufferGeometry {
  22726. /**
  22727. * Constructs a new polyhedron geometry.
  22728. *
  22729. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22730. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22731. * @param {number} [radius=1] - The radius of the shape.
  22732. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22733. */
  22734. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22735. super();
  22736. this.type = 'PolyhedronGeometry';
  22737. /**
  22738. * Holds the constructor parameters that have been
  22739. * used to generate the geometry. Any modification
  22740. * after instantiation does not change the geometry.
  22741. *
  22742. * @type {Object}
  22743. */
  22744. this.parameters = {
  22745. vertices: vertices,
  22746. indices: indices,
  22747. radius: radius,
  22748. detail: detail
  22749. };
  22750. // default buffer data
  22751. const vertexBuffer = [];
  22752. const uvBuffer = [];
  22753. // the subdivision creates the vertex buffer data
  22754. subdivide( detail );
  22755. // all vertices should lie on a conceptual sphere with a given radius
  22756. applyRadius( radius );
  22757. // finally, create the uv data
  22758. generateUVs();
  22759. // build non-indexed geometry
  22760. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22761. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22762. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22763. if ( detail === 0 ) {
  22764. this.computeVertexNormals(); // flat normals
  22765. } else {
  22766. this.normalizeNormals(); // smooth normals
  22767. }
  22768. // helper functions
  22769. function subdivide( detail ) {
  22770. const a = new Vector3();
  22771. const b = new Vector3();
  22772. const c = new Vector3();
  22773. // iterate over all faces and apply a subdivision with the given detail value
  22774. for ( let i = 0; i < indices.length; i += 3 ) {
  22775. // get the vertices of the face
  22776. getVertexByIndex( indices[ i + 0 ], a );
  22777. getVertexByIndex( indices[ i + 1 ], b );
  22778. getVertexByIndex( indices[ i + 2 ], c );
  22779. // perform subdivision
  22780. subdivideFace( a, b, c, detail );
  22781. }
  22782. }
  22783. function subdivideFace( a, b, c, detail ) {
  22784. const cols = detail + 1;
  22785. // we use this multidimensional array as a data structure for creating the subdivision
  22786. const v = [];
  22787. // construct all of the vertices for this subdivision
  22788. for ( let i = 0; i <= cols; i ++ ) {
  22789. v[ i ] = [];
  22790. const aj = a.clone().lerp( c, i / cols );
  22791. const bj = b.clone().lerp( c, i / cols );
  22792. const rows = cols - i;
  22793. for ( let j = 0; j <= rows; j ++ ) {
  22794. if ( j === 0 && i === cols ) {
  22795. v[ i ][ j ] = aj;
  22796. } else {
  22797. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22798. }
  22799. }
  22800. }
  22801. // construct all of the faces
  22802. for ( let i = 0; i < cols; i ++ ) {
  22803. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22804. const k = Math.floor( j / 2 );
  22805. if ( j % 2 === 0 ) {
  22806. pushVertex( v[ i ][ k + 1 ] );
  22807. pushVertex( v[ i + 1 ][ k ] );
  22808. pushVertex( v[ i ][ k ] );
  22809. } else {
  22810. pushVertex( v[ i ][ k + 1 ] );
  22811. pushVertex( v[ i + 1 ][ k + 1 ] );
  22812. pushVertex( v[ i + 1 ][ k ] );
  22813. }
  22814. }
  22815. }
  22816. }
  22817. function applyRadius( radius ) {
  22818. const vertex = new Vector3();
  22819. // iterate over the entire buffer and apply the radius to each vertex
  22820. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22821. vertex.x = vertexBuffer[ i + 0 ];
  22822. vertex.y = vertexBuffer[ i + 1 ];
  22823. vertex.z = vertexBuffer[ i + 2 ];
  22824. vertex.normalize().multiplyScalar( radius );
  22825. vertexBuffer[ i + 0 ] = vertex.x;
  22826. vertexBuffer[ i + 1 ] = vertex.y;
  22827. vertexBuffer[ i + 2 ] = vertex.z;
  22828. }
  22829. }
  22830. function generateUVs() {
  22831. const vertex = new Vector3();
  22832. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22833. vertex.x = vertexBuffer[ i + 0 ];
  22834. vertex.y = vertexBuffer[ i + 1 ];
  22835. vertex.z = vertexBuffer[ i + 2 ];
  22836. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22837. const v = inclination( vertex ) / Math.PI + 0.5;
  22838. uvBuffer.push( u, 1 - v );
  22839. }
  22840. correctUVs();
  22841. correctSeam();
  22842. }
  22843. function correctSeam() {
  22844. // handle case when face straddles the seam, see #3269
  22845. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22846. // uv data of a single face
  22847. const x0 = uvBuffer[ i + 0 ];
  22848. const x1 = uvBuffer[ i + 2 ];
  22849. const x2 = uvBuffer[ i + 4 ];
  22850. const max = Math.max( x0, x1, x2 );
  22851. const min = Math.min( x0, x1, x2 );
  22852. // 0.9 is somewhat arbitrary
  22853. if ( max > 0.9 && min < 0.1 ) {
  22854. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22855. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22856. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22857. }
  22858. }
  22859. }
  22860. function pushVertex( vertex ) {
  22861. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22862. }
  22863. function getVertexByIndex( index, vertex ) {
  22864. const stride = index * 3;
  22865. vertex.x = vertices[ stride + 0 ];
  22866. vertex.y = vertices[ stride + 1 ];
  22867. vertex.z = vertices[ stride + 2 ];
  22868. }
  22869. function correctUVs() {
  22870. const a = new Vector3();
  22871. const b = new Vector3();
  22872. const c = new Vector3();
  22873. const centroid = new Vector3();
  22874. const uvA = new Vector2();
  22875. const uvB = new Vector2();
  22876. const uvC = new Vector2();
  22877. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22878. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22879. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22880. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22881. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22882. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22883. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22884. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22885. const azi = azimuth( centroid );
  22886. correctUV( uvA, j + 0, a, azi );
  22887. correctUV( uvB, j + 2, b, azi );
  22888. correctUV( uvC, j + 4, c, azi );
  22889. }
  22890. }
  22891. function correctUV( uv, stride, vector, azimuth ) {
  22892. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22893. uvBuffer[ stride ] = uv.x - 1;
  22894. }
  22895. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22896. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22897. }
  22898. }
  22899. // Angle around the Y axis, counter-clockwise when looking from above.
  22900. function azimuth( vector ) {
  22901. return Math.atan2( vector.z, - vector.x );
  22902. }
  22903. // Angle above the XZ plane.
  22904. function inclination( vector ) {
  22905. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22906. }
  22907. }
  22908. copy( source ) {
  22909. super.copy( source );
  22910. this.parameters = Object.assign( {}, source.parameters );
  22911. return this;
  22912. }
  22913. /**
  22914. * Factory method for creating an instance of this class from the given
  22915. * JSON object.
  22916. *
  22917. * @param {Object} data - A JSON object representing the serialized geometry.
  22918. * @return {PolyhedronGeometry} A new instance.
  22919. */
  22920. static fromJSON( data ) {
  22921. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22922. }
  22923. }
  22924. /**
  22925. * A geometry class for representing a dodecahedron.
  22926. *
  22927. * ```js
  22928. * const geometry = new THREE.DodecahedronGeometry();
  22929. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22930. * const dodecahedron = new THREE.Mesh( geometry, material );
  22931. * scene.add( dodecahedron );
  22932. * ```
  22933. *
  22934. * @augments PolyhedronGeometry
  22935. */
  22936. class DodecahedronGeometry extends PolyhedronGeometry {
  22937. /**
  22938. * Constructs a new dodecahedron geometry.
  22939. *
  22940. * @param {number} [radius=1] - Radius of the dodecahedron.
  22941. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22942. */
  22943. constructor( radius = 1, detail = 0 ) {
  22944. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22945. const r = 1 / t;
  22946. const vertices = [
  22947. // (±1, ±1, ±1)
  22948. -1, -1, -1, -1, -1, 1,
  22949. -1, 1, -1, -1, 1, 1,
  22950. 1, -1, -1, 1, -1, 1,
  22951. 1, 1, -1, 1, 1, 1,
  22952. // (0, ±1/φ, ±φ)
  22953. 0, - r, - t, 0, - r, t,
  22954. 0, r, - t, 0, r, t,
  22955. // (±1/φ, ±φ, 0)
  22956. - r, - t, 0, - r, t, 0,
  22957. r, - t, 0, r, t, 0,
  22958. // (±φ, 0, ±1/φ)
  22959. - t, 0, - r, t, 0, - r,
  22960. - t, 0, r, t, 0, r
  22961. ];
  22962. const indices = [
  22963. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22964. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22965. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22966. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22967. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22968. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22969. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22970. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22971. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22972. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22973. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22974. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22975. ];
  22976. super( vertices, indices, radius, detail );
  22977. this.type = 'DodecahedronGeometry';
  22978. /**
  22979. * Holds the constructor parameters that have been
  22980. * used to generate the geometry. Any modification
  22981. * after instantiation does not change the geometry.
  22982. *
  22983. * @type {Object}
  22984. */
  22985. this.parameters = {
  22986. radius: radius,
  22987. detail: detail
  22988. };
  22989. }
  22990. /**
  22991. * Factory method for creating an instance of this class from the given
  22992. * JSON object.
  22993. *
  22994. * @param {Object} data - A JSON object representing the serialized geometry.
  22995. * @return {DodecahedronGeometry} A new instance.
  22996. */
  22997. static fromJSON( data ) {
  22998. return new DodecahedronGeometry( data.radius, data.detail );
  22999. }
  23000. }
  23001. const _v0 = /*@__PURE__*/ new Vector3();
  23002. const _v1$1 = /*@__PURE__*/ new Vector3();
  23003. const _normal = /*@__PURE__*/ new Vector3();
  23004. const _triangle = /*@__PURE__*/ new Triangle();
  23005. /**
  23006. * Can be used as a helper object to view the edges of a geometry.
  23007. *
  23008. * ```js
  23009. * const geometry = new THREE.BoxGeometry();
  23010. * const edges = new THREE.EdgesGeometry( geometry );
  23011. * const line = new THREE.LineSegments( edges );
  23012. * scene.add( line );
  23013. * ```
  23014. *
  23015. * Note: It is not yet possible to serialize/deserialize instances of this class.
  23016. *
  23017. * @augments BufferGeometry
  23018. */
  23019. class EdgesGeometry extends BufferGeometry {
  23020. /**
  23021. * Constructs a new edges geometry.
  23022. *
  23023. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23024. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23025. * between the face normals of the adjoining faces exceeds this value.
  23026. */
  23027. constructor( geometry = null, thresholdAngle = 1 ) {
  23028. super();
  23029. this.type = 'EdgesGeometry';
  23030. /**
  23031. * Holds the constructor parameters that have been
  23032. * used to generate the geometry. Any modification
  23033. * after instantiation does not change the geometry.
  23034. *
  23035. * @type {Object}
  23036. */
  23037. this.parameters = {
  23038. geometry: geometry,
  23039. thresholdAngle: thresholdAngle
  23040. };
  23041. if ( geometry !== null ) {
  23042. const precisionPoints = 4;
  23043. const precision = Math.pow( 10, precisionPoints );
  23044. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23045. const indexAttr = geometry.getIndex();
  23046. const positionAttr = geometry.getAttribute( 'position' );
  23047. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23048. const indexArr = [ 0, 0, 0 ];
  23049. const vertKeys = [ 'a', 'b', 'c' ];
  23050. const hashes = new Array( 3 );
  23051. const edgeData = {};
  23052. const vertices = [];
  23053. for ( let i = 0; i < indexCount; i += 3 ) {
  23054. if ( indexAttr ) {
  23055. indexArr[ 0 ] = indexAttr.getX( i );
  23056. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23057. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23058. } else {
  23059. indexArr[ 0 ] = i;
  23060. indexArr[ 1 ] = i + 1;
  23061. indexArr[ 2 ] = i + 2;
  23062. }
  23063. const { a, b, c } = _triangle;
  23064. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23065. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23066. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23067. _triangle.getNormal( _normal );
  23068. // create hashes for the edge from the vertices
  23069. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23070. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23071. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23072. // skip degenerate triangles
  23073. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23074. continue;
  23075. }
  23076. // iterate over every edge
  23077. for ( let j = 0; j < 3; j ++ ) {
  23078. // get the first and next vertex making up the edge
  23079. const jNext = ( j + 1 ) % 3;
  23080. const vecHash0 = hashes[ j ];
  23081. const vecHash1 = hashes[ jNext ];
  23082. const v0 = _triangle[ vertKeys[ j ] ];
  23083. const v1 = _triangle[ vertKeys[ jNext ] ];
  23084. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23085. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23086. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23087. // if we found a sibling edge add it into the vertex array if
  23088. // it meets the angle threshold and delete the edge from the map.
  23089. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23090. vertices.push( v0.x, v0.y, v0.z );
  23091. vertices.push( v1.x, v1.y, v1.z );
  23092. }
  23093. edgeData[ reverseHash ] = null;
  23094. } else if ( ! ( hash in edgeData ) ) {
  23095. // if we've already got an edge here then skip adding a new one
  23096. edgeData[ hash ] = {
  23097. index0: indexArr[ j ],
  23098. index1: indexArr[ jNext ],
  23099. normal: _normal.clone(),
  23100. };
  23101. }
  23102. }
  23103. }
  23104. // iterate over all remaining, unmatched edges and add them to the vertex array
  23105. for ( const key in edgeData ) {
  23106. if ( edgeData[ key ] ) {
  23107. const { index0, index1 } = edgeData[ key ];
  23108. _v0.fromBufferAttribute( positionAttr, index0 );
  23109. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23110. vertices.push( _v0.x, _v0.y, _v0.z );
  23111. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23112. }
  23113. }
  23114. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23115. }
  23116. }
  23117. copy( source ) {
  23118. super.copy( source );
  23119. this.parameters = Object.assign( {}, source.parameters );
  23120. return this;
  23121. }
  23122. }
  23123. /**
  23124. * An abstract base class for creating an analytic curve object that contains methods
  23125. * for interpolation.
  23126. *
  23127. * @abstract
  23128. */
  23129. class Curve {
  23130. /**
  23131. * Constructs a new curve.
  23132. */
  23133. constructor() {
  23134. /**
  23135. * The type property is used for detecting the object type
  23136. * in context of serialization/deserialization.
  23137. *
  23138. * @type {string}
  23139. * @readonly
  23140. */
  23141. this.type = 'Curve';
  23142. /**
  23143. * This value determines the amount of divisions when calculating the
  23144. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23145. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23146. * recommended to increase the value of this property if the curve is very large.
  23147. *
  23148. * @type {number}
  23149. * @default 200
  23150. */
  23151. this.arcLengthDivisions = 200;
  23152. /**
  23153. * Must be set to `true` if the curve parameters have changed.
  23154. *
  23155. * @type {boolean}
  23156. * @default false
  23157. */
  23158. this.needsUpdate = false;
  23159. /**
  23160. * An internal cache that holds precomputed curve length values.
  23161. *
  23162. * @private
  23163. * @type {?Array<number>}
  23164. * @default null
  23165. */
  23166. this.cacheArcLengths = null;
  23167. }
  23168. /**
  23169. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23170. * for the given interpolation factor.
  23171. *
  23172. * @abstract
  23173. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23174. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23175. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23176. */
  23177. getPoint( /* t, optionalTarget */ ) {
  23178. warn( 'Curve: .getPoint() not implemented.' );
  23179. }
  23180. /**
  23181. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23182. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23183. * of the curve which equidistant samples.
  23184. *
  23185. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23186. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23187. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23188. */
  23189. getPointAt( u, optionalTarget ) {
  23190. const t = this.getUtoTmapping( u );
  23191. return this.getPoint( t, optionalTarget );
  23192. }
  23193. /**
  23194. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23195. * the curve shape.
  23196. *
  23197. * @param {number} [divisions=5] - The number of divisions.
  23198. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23199. */
  23200. getPoints( divisions = 5 ) {
  23201. const points = [];
  23202. for ( let d = 0; d <= divisions; d ++ ) {
  23203. points.push( this.getPoint( d / divisions ) );
  23204. }
  23205. return points;
  23206. }
  23207. // Get sequence of points using getPointAt( u )
  23208. /**
  23209. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23210. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23211. * curve.
  23212. *
  23213. * @param {number} [divisions=5] - The number of divisions.
  23214. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23215. */
  23216. getSpacedPoints( divisions = 5 ) {
  23217. const points = [];
  23218. for ( let d = 0; d <= divisions; d ++ ) {
  23219. points.push( this.getPointAt( d / divisions ) );
  23220. }
  23221. return points;
  23222. }
  23223. /**
  23224. * Returns the total arc length of the curve.
  23225. *
  23226. * @return {number} The length of the curve.
  23227. */
  23228. getLength() {
  23229. const lengths = this.getLengths();
  23230. return lengths[ lengths.length - 1 ];
  23231. }
  23232. /**
  23233. * Returns an array of cumulative segment lengths of the curve.
  23234. *
  23235. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23236. * @return {Array<number>} An array holding the cumulative segment lengths.
  23237. */
  23238. getLengths( divisions = this.arcLengthDivisions ) {
  23239. if ( this.cacheArcLengths &&
  23240. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23241. ! this.needsUpdate ) {
  23242. return this.cacheArcLengths;
  23243. }
  23244. this.needsUpdate = false;
  23245. const cache = [];
  23246. let current, last = this.getPoint( 0 );
  23247. let sum = 0;
  23248. cache.push( 0 );
  23249. for ( let p = 1; p <= divisions; p ++ ) {
  23250. current = this.getPoint( p / divisions );
  23251. sum += current.distanceTo( last );
  23252. cache.push( sum );
  23253. last = current;
  23254. }
  23255. this.cacheArcLengths = cache;
  23256. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23257. }
  23258. /**
  23259. * Update the cumulative segment distance cache. The method must be called
  23260. * every time curve parameters are changed. If an updated curve is part of a
  23261. * composed curve like {@link CurvePath}, this method must be called on the
  23262. * composed curve, too.
  23263. */
  23264. updateArcLengths() {
  23265. this.needsUpdate = true;
  23266. this.getLengths();
  23267. }
  23268. /**
  23269. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23270. * interpolation factor in the same range that can be ued to sample equidistant points
  23271. * from a curve.
  23272. *
  23273. * @param {number} u - The interpolation factor.
  23274. * @param {?number} distance - An optional distance on the curve.
  23275. * @return {number} The updated interpolation factor.
  23276. */
  23277. getUtoTmapping( u, distance = null ) {
  23278. const arcLengths = this.getLengths();
  23279. let i = 0;
  23280. const il = arcLengths.length;
  23281. let targetArcLength; // The targeted u distance value to get
  23282. if ( distance ) {
  23283. targetArcLength = distance;
  23284. } else {
  23285. targetArcLength = u * arcLengths[ il - 1 ];
  23286. }
  23287. // binary search for the index with largest value smaller than target u distance
  23288. let low = 0, high = il - 1, comparison;
  23289. while ( low <= high ) {
  23290. 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
  23291. comparison = arcLengths[ i ] - targetArcLength;
  23292. if ( comparison < 0 ) {
  23293. low = i + 1;
  23294. } else if ( comparison > 0 ) {
  23295. high = i - 1;
  23296. } else {
  23297. high = i;
  23298. break;
  23299. // DONE
  23300. }
  23301. }
  23302. i = high;
  23303. if ( arcLengths[ i ] === targetArcLength ) {
  23304. return i / ( il - 1 );
  23305. }
  23306. // we could get finer grain at lengths, or use simple interpolation between two points
  23307. const lengthBefore = arcLengths[ i ];
  23308. const lengthAfter = arcLengths[ i + 1 ];
  23309. const segmentLength = lengthAfter - lengthBefore;
  23310. // determine where we are between the 'before' and 'after' points
  23311. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23312. // add that fractional amount to t
  23313. const t = ( i + segmentFraction ) / ( il - 1 );
  23314. return t;
  23315. }
  23316. /**
  23317. * Returns a unit vector tangent for the given interpolation factor.
  23318. * If the derived curve does not implement its tangent derivation,
  23319. * two points a small delta apart will be used to find its gradient
  23320. * which seems to give a reasonable approximation.
  23321. *
  23322. * @param {number} t - The interpolation factor.
  23323. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23324. * @return {(Vector2|Vector3)} The tangent vector.
  23325. */
  23326. getTangent( t, optionalTarget ) {
  23327. const delta = 0.0001;
  23328. let t1 = t - delta;
  23329. let t2 = t + delta;
  23330. // Capping in case of danger
  23331. if ( t1 < 0 ) t1 = 0;
  23332. if ( t2 > 1 ) t2 = 1;
  23333. const pt1 = this.getPoint( t1 );
  23334. const pt2 = this.getPoint( t2 );
  23335. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23336. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23337. return tangent;
  23338. }
  23339. /**
  23340. * Same as {@link Curve#getTangent} but with equidistant samples.
  23341. *
  23342. * @param {number} u - The interpolation factor.
  23343. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23344. * @return {(Vector2|Vector3)} The tangent vector.
  23345. * @see {@link Curve#getPointAt}
  23346. */
  23347. getTangentAt( u, optionalTarget ) {
  23348. const t = this.getUtoTmapping( u );
  23349. return this.getTangent( t, optionalTarget );
  23350. }
  23351. /**
  23352. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23353. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23354. *
  23355. * @param {number} segments - The number of segments.
  23356. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23357. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23358. */
  23359. computeFrenetFrames( segments, closed = false ) {
  23360. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23361. const normal = new Vector3();
  23362. const tangents = [];
  23363. const normals = [];
  23364. const binormals = [];
  23365. const vec = new Vector3();
  23366. const mat = new Matrix4();
  23367. // compute the tangent vectors for each segment on the curve
  23368. for ( let i = 0; i <= segments; i ++ ) {
  23369. const u = i / segments;
  23370. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23371. }
  23372. // select an initial normal vector perpendicular to the first tangent vector,
  23373. // and in the direction of the minimum tangent xyz component
  23374. normals[ 0 ] = new Vector3();
  23375. binormals[ 0 ] = new Vector3();
  23376. let min = Number.MAX_VALUE;
  23377. const tx = Math.abs( tangents[ 0 ].x );
  23378. const ty = Math.abs( tangents[ 0 ].y );
  23379. const tz = Math.abs( tangents[ 0 ].z );
  23380. if ( tx <= min ) {
  23381. min = tx;
  23382. normal.set( 1, 0, 0 );
  23383. }
  23384. if ( ty <= min ) {
  23385. min = ty;
  23386. normal.set( 0, 1, 0 );
  23387. }
  23388. if ( tz <= min ) {
  23389. normal.set( 0, 0, 1 );
  23390. }
  23391. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23392. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23393. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23394. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23395. for ( let i = 1; i <= segments; i ++ ) {
  23396. normals[ i ] = normals[ i - 1 ].clone();
  23397. binormals[ i ] = binormals[ i - 1 ].clone();
  23398. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23399. if ( vec.length() > Number.EPSILON ) {
  23400. vec.normalize();
  23401. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23402. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23403. }
  23404. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23405. }
  23406. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23407. if ( closed === true ) {
  23408. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23409. theta /= segments;
  23410. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23411. theta = - theta;
  23412. }
  23413. for ( let i = 1; i <= segments; i ++ ) {
  23414. // twist a little...
  23415. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23416. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23417. }
  23418. }
  23419. return {
  23420. tangents: tangents,
  23421. normals: normals,
  23422. binormals: binormals
  23423. };
  23424. }
  23425. /**
  23426. * Returns a new curve with copied values from this instance.
  23427. *
  23428. * @return {Curve} A clone of this instance.
  23429. */
  23430. clone() {
  23431. return new this.constructor().copy( this );
  23432. }
  23433. /**
  23434. * Copies the values of the given curve to this instance.
  23435. *
  23436. * @param {Curve} source - The curve to copy.
  23437. * @return {Curve} A reference to this curve.
  23438. */
  23439. copy( source ) {
  23440. this.arcLengthDivisions = source.arcLengthDivisions;
  23441. return this;
  23442. }
  23443. /**
  23444. * Serializes the curve into JSON.
  23445. *
  23446. * @return {Object} A JSON object representing the serialized curve.
  23447. * @see {@link ObjectLoader#parse}
  23448. */
  23449. toJSON() {
  23450. const data = {
  23451. metadata: {
  23452. version: 4.7,
  23453. type: 'Curve',
  23454. generator: 'Curve.toJSON'
  23455. }
  23456. };
  23457. data.arcLengthDivisions = this.arcLengthDivisions;
  23458. data.type = this.type;
  23459. return data;
  23460. }
  23461. /**
  23462. * Deserializes the curve from the given JSON.
  23463. *
  23464. * @param {Object} json - The JSON holding the serialized curve.
  23465. * @return {Curve} A reference to this curve.
  23466. */
  23467. fromJSON( json ) {
  23468. this.arcLengthDivisions = json.arcLengthDivisions;
  23469. return this;
  23470. }
  23471. }
  23472. /**
  23473. * A curve representing an ellipse.
  23474. *
  23475. * ```js
  23476. * const curve = new THREE.EllipseCurve(
  23477. * 0, 0,
  23478. * 10, 10,
  23479. * 0, 2 * Math.PI,
  23480. * false,
  23481. * 0
  23482. * );
  23483. *
  23484. * const points = curve.getPoints( 50 );
  23485. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23486. *
  23487. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23488. *
  23489. * // Create the final object to add to the scene
  23490. * const ellipse = new THREE.Line( geometry, material );
  23491. * ```
  23492. *
  23493. * @augments Curve
  23494. */
  23495. class EllipseCurve extends Curve {
  23496. /**
  23497. * Constructs a new ellipse curve.
  23498. *
  23499. * @param {number} [aX=0] - The X center of the ellipse.
  23500. * @param {number} [aY=0] - The Y center of the ellipse.
  23501. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23502. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23503. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23504. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23505. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23506. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23507. */
  23508. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23509. super();
  23510. /**
  23511. * This flag can be used for type testing.
  23512. *
  23513. * @type {boolean}
  23514. * @readonly
  23515. * @default true
  23516. */
  23517. this.isEllipseCurve = true;
  23518. this.type = 'EllipseCurve';
  23519. /**
  23520. * The X center of the ellipse.
  23521. *
  23522. * @type {number}
  23523. * @default 0
  23524. */
  23525. this.aX = aX;
  23526. /**
  23527. * The Y center of the ellipse.
  23528. *
  23529. * @type {number}
  23530. * @default 0
  23531. */
  23532. this.aY = aY;
  23533. /**
  23534. * The radius of the ellipse in the x direction.
  23535. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23536. *
  23537. * @type {number}
  23538. * @default 1
  23539. */
  23540. this.xRadius = xRadius;
  23541. /**
  23542. * The radius of the ellipse in the y direction.
  23543. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23544. *
  23545. * @type {number}
  23546. * @default 1
  23547. */
  23548. this.yRadius = yRadius;
  23549. /**
  23550. * The start angle of the curve in radians starting from the positive X axis.
  23551. *
  23552. * @type {number}
  23553. * @default 0
  23554. */
  23555. this.aStartAngle = aStartAngle;
  23556. /**
  23557. * The end angle of the curve in radians starting from the positive X axis.
  23558. *
  23559. * @type {number}
  23560. * @default Math.PI*2
  23561. */
  23562. this.aEndAngle = aEndAngle;
  23563. /**
  23564. * Whether the ellipse is drawn clockwise or not.
  23565. *
  23566. * @type {boolean}
  23567. * @default false
  23568. */
  23569. this.aClockwise = aClockwise;
  23570. /**
  23571. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23572. *
  23573. * @type {number}
  23574. * @default 0
  23575. */
  23576. this.aRotation = aRotation;
  23577. }
  23578. /**
  23579. * Returns a point on the curve.
  23580. *
  23581. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23582. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23583. * @return {Vector2} The position on the curve.
  23584. */
  23585. getPoint( t, optionalTarget = new Vector2() ) {
  23586. const point = optionalTarget;
  23587. const twoPi = Math.PI * 2;
  23588. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23589. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23590. // ensures that deltaAngle is 0 .. 2 PI
  23591. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23592. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23593. if ( deltaAngle < Number.EPSILON ) {
  23594. if ( samePoints ) {
  23595. deltaAngle = 0;
  23596. } else {
  23597. deltaAngle = twoPi;
  23598. }
  23599. }
  23600. if ( this.aClockwise === true && ! samePoints ) {
  23601. if ( deltaAngle === twoPi ) {
  23602. deltaAngle = - twoPi;
  23603. } else {
  23604. deltaAngle = deltaAngle - twoPi;
  23605. }
  23606. }
  23607. const angle = this.aStartAngle + t * deltaAngle;
  23608. let x = this.aX + this.xRadius * Math.cos( angle );
  23609. let y = this.aY + this.yRadius * Math.sin( angle );
  23610. if ( this.aRotation !== 0 ) {
  23611. const cos = Math.cos( this.aRotation );
  23612. const sin = Math.sin( this.aRotation );
  23613. const tx = x - this.aX;
  23614. const ty = y - this.aY;
  23615. // Rotate the point about the center of the ellipse.
  23616. x = tx * cos - ty * sin + this.aX;
  23617. y = tx * sin + ty * cos + this.aY;
  23618. }
  23619. return point.set( x, y );
  23620. }
  23621. copy( source ) {
  23622. super.copy( source );
  23623. this.aX = source.aX;
  23624. this.aY = source.aY;
  23625. this.xRadius = source.xRadius;
  23626. this.yRadius = source.yRadius;
  23627. this.aStartAngle = source.aStartAngle;
  23628. this.aEndAngle = source.aEndAngle;
  23629. this.aClockwise = source.aClockwise;
  23630. this.aRotation = source.aRotation;
  23631. return this;
  23632. }
  23633. toJSON() {
  23634. const data = super.toJSON();
  23635. data.aX = this.aX;
  23636. data.aY = this.aY;
  23637. data.xRadius = this.xRadius;
  23638. data.yRadius = this.yRadius;
  23639. data.aStartAngle = this.aStartAngle;
  23640. data.aEndAngle = this.aEndAngle;
  23641. data.aClockwise = this.aClockwise;
  23642. data.aRotation = this.aRotation;
  23643. return data;
  23644. }
  23645. fromJSON( json ) {
  23646. super.fromJSON( json );
  23647. this.aX = json.aX;
  23648. this.aY = json.aY;
  23649. this.xRadius = json.xRadius;
  23650. this.yRadius = json.yRadius;
  23651. this.aStartAngle = json.aStartAngle;
  23652. this.aEndAngle = json.aEndAngle;
  23653. this.aClockwise = json.aClockwise;
  23654. this.aRotation = json.aRotation;
  23655. return this;
  23656. }
  23657. }
  23658. /**
  23659. * A curve representing an arc.
  23660. *
  23661. * @augments EllipseCurve
  23662. */
  23663. class ArcCurve extends EllipseCurve {
  23664. /**
  23665. * Constructs a new arc curve.
  23666. *
  23667. * @param {number} [aX=0] - The X center of the ellipse.
  23668. * @param {number} [aY=0] - The Y center of the ellipse.
  23669. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23670. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23671. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23672. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23673. */
  23674. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23675. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23676. /**
  23677. * This flag can be used for type testing.
  23678. *
  23679. * @type {boolean}
  23680. * @readonly
  23681. * @default true
  23682. */
  23683. this.isArcCurve = true;
  23684. this.type = 'ArcCurve';
  23685. }
  23686. }
  23687. function CubicPoly() {
  23688. /**
  23689. * Centripetal CatmullRom Curve - which is useful for avoiding
  23690. * cusps and self-intersections in non-uniform catmull rom curves.
  23691. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23692. *
  23693. * curve.type accepts centripetal(default), chordal and catmullrom
  23694. * curve.tension is used for catmullrom which defaults to 0.5
  23695. */
  23696. /*
  23697. Based on an optimized c++ solution in
  23698. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23699. - http://ideone.com/NoEbVM
  23700. This CubicPoly class could be used for reusing some variables and calculations,
  23701. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23702. which can be placed in CurveUtils.
  23703. */
  23704. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23705. /*
  23706. * Compute coefficients for a cubic polynomial
  23707. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23708. * such that
  23709. * p(0) = x0, p(1) = x1
  23710. * and
  23711. * p'(0) = t0, p'(1) = t1.
  23712. */
  23713. function init( x0, x1, t0, t1 ) {
  23714. c0 = x0;
  23715. c1 = t0;
  23716. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23717. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23718. }
  23719. return {
  23720. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23721. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23722. },
  23723. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23724. // compute tangents when parameterized in [t1,t2]
  23725. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23726. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23727. // rescale tangents for parametrization in [0,1]
  23728. t1 *= dt1;
  23729. t2 *= dt1;
  23730. init( x1, x2, t1, t2 );
  23731. },
  23732. calc: function ( t ) {
  23733. const t2 = t * t;
  23734. const t3 = t2 * t;
  23735. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23736. }
  23737. };
  23738. }
  23739. //
  23740. const tmp = /*@__PURE__*/ new Vector3();
  23741. const px = /*@__PURE__*/ new CubicPoly();
  23742. const py = /*@__PURE__*/ new CubicPoly();
  23743. const pz = /*@__PURE__*/ new CubicPoly();
  23744. /**
  23745. * A curve representing a Catmull-Rom spline.
  23746. *
  23747. * ```js
  23748. * //Create a closed wavey loop
  23749. * const curve = new THREE.CatmullRomCurve3( [
  23750. * new THREE.Vector3( -10, 0, 10 ),
  23751. * new THREE.Vector3( -5, 5, 5 ),
  23752. * new THREE.Vector3( 0, 0, 0 ),
  23753. * new THREE.Vector3( 5, -5, 5 ),
  23754. * new THREE.Vector3( 10, 0, 10 )
  23755. * ] );
  23756. *
  23757. * const points = curve.getPoints( 50 );
  23758. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23759. *
  23760. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23761. *
  23762. * // Create the final object to add to the scene
  23763. * const curveObject = new THREE.Line( geometry, material );
  23764. * ```
  23765. *
  23766. * @augments Curve
  23767. */
  23768. class CatmullRomCurve3 extends Curve {
  23769. /**
  23770. * Constructs a new Catmull-Rom curve.
  23771. *
  23772. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23773. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23774. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23775. * @param {number} [tension=0.5] - Tension of the curve.
  23776. */
  23777. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23778. super();
  23779. /**
  23780. * This flag can be used for type testing.
  23781. *
  23782. * @type {boolean}
  23783. * @readonly
  23784. * @default true
  23785. */
  23786. this.isCatmullRomCurve3 = true;
  23787. this.type = 'CatmullRomCurve3';
  23788. /**
  23789. * An array of 3D points defining the curve.
  23790. *
  23791. * @type {Array<Vector3>}
  23792. */
  23793. this.points = points;
  23794. /**
  23795. * Whether the curve is closed or not.
  23796. *
  23797. * @type {boolean}
  23798. * @default false
  23799. */
  23800. this.closed = closed;
  23801. /**
  23802. * The curve type.
  23803. *
  23804. * @type {('centripetal'|'chordal'|'catmullrom')}
  23805. * @default 'centripetal'
  23806. */
  23807. this.curveType = curveType;
  23808. /**
  23809. * Tension of the curve.
  23810. *
  23811. * @type {number}
  23812. * @default 0.5
  23813. */
  23814. this.tension = tension;
  23815. }
  23816. /**
  23817. * Returns a point on the curve.
  23818. *
  23819. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23820. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23821. * @return {Vector3} The position on the curve.
  23822. */
  23823. getPoint( t, optionalTarget = new Vector3() ) {
  23824. const point = optionalTarget;
  23825. const points = this.points;
  23826. const l = points.length;
  23827. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23828. let intPoint = Math.floor( p );
  23829. let weight = p - intPoint;
  23830. if ( this.closed ) {
  23831. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23832. } else if ( weight === 0 && intPoint === l - 1 ) {
  23833. intPoint = l - 2;
  23834. weight = 1;
  23835. }
  23836. let p0, p3; // 4 points (p1 & p2 defined below)
  23837. if ( this.closed || intPoint > 0 ) {
  23838. p0 = points[ ( intPoint - 1 ) % l ];
  23839. } else {
  23840. // extrapolate first point
  23841. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23842. p0 = tmp;
  23843. }
  23844. const p1 = points[ intPoint % l ];
  23845. const p2 = points[ ( intPoint + 1 ) % l ];
  23846. if ( this.closed || intPoint + 2 < l ) {
  23847. p3 = points[ ( intPoint + 2 ) % l ];
  23848. } else {
  23849. // extrapolate last point
  23850. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23851. p3 = tmp;
  23852. }
  23853. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23854. // init Centripetal / Chordal Catmull-Rom
  23855. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23856. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23857. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23858. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23859. // safety check for repeated points
  23860. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23861. if ( dt0 < 1e-4 ) dt0 = dt1;
  23862. if ( dt2 < 1e-4 ) dt2 = dt1;
  23863. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23864. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23865. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23866. } else if ( this.curveType === 'catmullrom' ) {
  23867. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23868. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23869. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23870. }
  23871. point.set(
  23872. px.calc( weight ),
  23873. py.calc( weight ),
  23874. pz.calc( weight )
  23875. );
  23876. return point;
  23877. }
  23878. copy( source ) {
  23879. super.copy( source );
  23880. this.points = [];
  23881. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23882. const point = source.points[ i ];
  23883. this.points.push( point.clone() );
  23884. }
  23885. this.closed = source.closed;
  23886. this.curveType = source.curveType;
  23887. this.tension = source.tension;
  23888. return this;
  23889. }
  23890. toJSON() {
  23891. const data = super.toJSON();
  23892. data.points = [];
  23893. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23894. const point = this.points[ i ];
  23895. data.points.push( point.toArray() );
  23896. }
  23897. data.closed = this.closed;
  23898. data.curveType = this.curveType;
  23899. data.tension = this.tension;
  23900. return data;
  23901. }
  23902. fromJSON( json ) {
  23903. super.fromJSON( json );
  23904. this.points = [];
  23905. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23906. const point = json.points[ i ];
  23907. this.points.push( new Vector3().fromArray( point ) );
  23908. }
  23909. this.closed = json.closed;
  23910. this.curveType = json.curveType;
  23911. this.tension = json.tension;
  23912. return this;
  23913. }
  23914. }
  23915. /**
  23916. * Interpolations contains spline and Bézier functions internally used by concrete curve classes.
  23917. *
  23918. * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23919. *
  23920. * @module Interpolations
  23921. */
  23922. /**
  23923. * Computes a point on a Catmull-Rom spline.
  23924. *
  23925. * @param {number} t - The interpolation factor.
  23926. * @param {number} p0 - The first control point.
  23927. * @param {number} p1 - The second control point.
  23928. * @param {number} p2 - The third control point.
  23929. * @param {number} p3 - The fourth control point.
  23930. * @return {number} The calculated point on a Catmull-Rom spline.
  23931. */
  23932. function CatmullRom( t, p0, p1, p2, p3 ) {
  23933. const v0 = ( p2 - p0 ) * 0.5;
  23934. const v1 = ( p3 - p1 ) * 0.5;
  23935. const t2 = t * t;
  23936. const t3 = t * t2;
  23937. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23938. }
  23939. //
  23940. function QuadraticBezierP0( t, p ) {
  23941. const k = 1 - t;
  23942. return k * k * p;
  23943. }
  23944. function QuadraticBezierP1( t, p ) {
  23945. return 2 * ( 1 - t ) * t * p;
  23946. }
  23947. function QuadraticBezierP2( t, p ) {
  23948. return t * t * p;
  23949. }
  23950. /**
  23951. * Computes a point on a Quadratic Bezier curve.
  23952. *
  23953. * @param {number} t - The interpolation factor.
  23954. * @param {number} p0 - The first control point.
  23955. * @param {number} p1 - The second control point.
  23956. * @param {number} p2 - The third control point.
  23957. * @return {number} The calculated point on a Quadratic Bezier curve.
  23958. */
  23959. function QuadraticBezier( t, p0, p1, p2 ) {
  23960. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23961. QuadraticBezierP2( t, p2 );
  23962. }
  23963. //
  23964. function CubicBezierP0( t, p ) {
  23965. const k = 1 - t;
  23966. return k * k * k * p;
  23967. }
  23968. function CubicBezierP1( t, p ) {
  23969. const k = 1 - t;
  23970. return 3 * k * k * t * p;
  23971. }
  23972. function CubicBezierP2( t, p ) {
  23973. return 3 * ( 1 - t ) * t * t * p;
  23974. }
  23975. function CubicBezierP3( t, p ) {
  23976. return t * t * t * p;
  23977. }
  23978. /**
  23979. * Computes a point on a Cubic Bezier curve.
  23980. *
  23981. * @param {number} t - The interpolation factor.
  23982. * @param {number} p0 - The first control point.
  23983. * @param {number} p1 - The second control point.
  23984. * @param {number} p2 - The third control point.
  23985. * @param {number} p3 - The fourth control point.
  23986. * @return {number} The calculated point on a Cubic Bezier curve.
  23987. */
  23988. function CubicBezier( t, p0, p1, p2, p3 ) {
  23989. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23990. CubicBezierP3( t, p3 );
  23991. }
  23992. /**
  23993. * A curve representing a 2D Cubic Bezier curve.
  23994. *
  23995. * ```js
  23996. * const curve = new THREE.CubicBezierCurve(
  23997. * new THREE.Vector2( - 0, 0 ),
  23998. * new THREE.Vector2( - 5, 15 ),
  23999. * new THREE.Vector2( 20, 15 ),
  24000. * new THREE.Vector2( 10, 0 )
  24001. * );
  24002. *
  24003. * const points = curve.getPoints( 50 );
  24004. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24005. *
  24006. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24007. *
  24008. * // Create the final object to add to the scene
  24009. * const curveObject = new THREE.Line( geometry, material );
  24010. * ```
  24011. *
  24012. * @augments Curve
  24013. */
  24014. class CubicBezierCurve extends Curve {
  24015. /**
  24016. * Constructs a new Cubic Bezier curve.
  24017. *
  24018. * @param {Vector2} [v0] - The start point.
  24019. * @param {Vector2} [v1] - The first control point.
  24020. * @param {Vector2} [v2] - The second control point.
  24021. * @param {Vector2} [v3] - The end point.
  24022. */
  24023. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  24024. super();
  24025. /**
  24026. * This flag can be used for type testing.
  24027. *
  24028. * @type {boolean}
  24029. * @readonly
  24030. * @default true
  24031. */
  24032. this.isCubicBezierCurve = true;
  24033. this.type = 'CubicBezierCurve';
  24034. /**
  24035. * The start point.
  24036. *
  24037. * @type {Vector2}
  24038. */
  24039. this.v0 = v0;
  24040. /**
  24041. * The first control point.
  24042. *
  24043. * @type {Vector2}
  24044. */
  24045. this.v1 = v1;
  24046. /**
  24047. * The second control point.
  24048. *
  24049. * @type {Vector2}
  24050. */
  24051. this.v2 = v2;
  24052. /**
  24053. * The end point.
  24054. *
  24055. * @type {Vector2}
  24056. */
  24057. this.v3 = v3;
  24058. }
  24059. /**
  24060. * Returns a point on the curve.
  24061. *
  24062. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24063. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24064. * @return {Vector2} The position on the curve.
  24065. */
  24066. getPoint( t, optionalTarget = new Vector2() ) {
  24067. const point = optionalTarget;
  24068. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24069. point.set(
  24070. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24071. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24072. );
  24073. return point;
  24074. }
  24075. copy( source ) {
  24076. super.copy( source );
  24077. this.v0.copy( source.v0 );
  24078. this.v1.copy( source.v1 );
  24079. this.v2.copy( source.v2 );
  24080. this.v3.copy( source.v3 );
  24081. return this;
  24082. }
  24083. toJSON() {
  24084. const data = super.toJSON();
  24085. data.v0 = this.v0.toArray();
  24086. data.v1 = this.v1.toArray();
  24087. data.v2 = this.v2.toArray();
  24088. data.v3 = this.v3.toArray();
  24089. return data;
  24090. }
  24091. fromJSON( json ) {
  24092. super.fromJSON( json );
  24093. this.v0.fromArray( json.v0 );
  24094. this.v1.fromArray( json.v1 );
  24095. this.v2.fromArray( json.v2 );
  24096. this.v3.fromArray( json.v3 );
  24097. return this;
  24098. }
  24099. }
  24100. /**
  24101. * A curve representing a 3D Cubic Bezier curve.
  24102. *
  24103. * @augments Curve
  24104. */
  24105. class CubicBezierCurve3 extends Curve {
  24106. /**
  24107. * Constructs a new Cubic Bezier curve.
  24108. *
  24109. * @param {Vector3} [v0] - The start point.
  24110. * @param {Vector3} [v1] - The first control point.
  24111. * @param {Vector3} [v2] - The second control point.
  24112. * @param {Vector3} [v3] - The end point.
  24113. */
  24114. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24115. super();
  24116. /**
  24117. * This flag can be used for type testing.
  24118. *
  24119. * @type {boolean}
  24120. * @readonly
  24121. * @default true
  24122. */
  24123. this.isCubicBezierCurve3 = true;
  24124. this.type = 'CubicBezierCurve3';
  24125. /**
  24126. * The start point.
  24127. *
  24128. * @type {Vector3}
  24129. */
  24130. this.v0 = v0;
  24131. /**
  24132. * The first control point.
  24133. *
  24134. * @type {Vector3}
  24135. */
  24136. this.v1 = v1;
  24137. /**
  24138. * The second control point.
  24139. *
  24140. * @type {Vector3}
  24141. */
  24142. this.v2 = v2;
  24143. /**
  24144. * The end point.
  24145. *
  24146. * @type {Vector3}
  24147. */
  24148. this.v3 = v3;
  24149. }
  24150. /**
  24151. * Returns a point on the curve.
  24152. *
  24153. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24154. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24155. * @return {Vector3} The position on the curve.
  24156. */
  24157. getPoint( t, optionalTarget = new Vector3() ) {
  24158. const point = optionalTarget;
  24159. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24160. point.set(
  24161. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24162. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24163. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24164. );
  24165. return point;
  24166. }
  24167. copy( source ) {
  24168. super.copy( source );
  24169. this.v0.copy( source.v0 );
  24170. this.v1.copy( source.v1 );
  24171. this.v2.copy( source.v2 );
  24172. this.v3.copy( source.v3 );
  24173. return this;
  24174. }
  24175. toJSON() {
  24176. const data = super.toJSON();
  24177. data.v0 = this.v0.toArray();
  24178. data.v1 = this.v1.toArray();
  24179. data.v2 = this.v2.toArray();
  24180. data.v3 = this.v3.toArray();
  24181. return data;
  24182. }
  24183. fromJSON( json ) {
  24184. super.fromJSON( json );
  24185. this.v0.fromArray( json.v0 );
  24186. this.v1.fromArray( json.v1 );
  24187. this.v2.fromArray( json.v2 );
  24188. this.v3.fromArray( json.v3 );
  24189. return this;
  24190. }
  24191. }
  24192. /**
  24193. * A curve representing a 2D line segment.
  24194. *
  24195. * @augments Curve
  24196. */
  24197. class LineCurve extends Curve {
  24198. /**
  24199. * Constructs a new line curve.
  24200. *
  24201. * @param {Vector2} [v1] - The start point.
  24202. * @param {Vector2} [v2] - The end point.
  24203. */
  24204. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24205. super();
  24206. /**
  24207. * This flag can be used for type testing.
  24208. *
  24209. * @type {boolean}
  24210. * @readonly
  24211. * @default true
  24212. */
  24213. this.isLineCurve = true;
  24214. this.type = 'LineCurve';
  24215. /**
  24216. * The start point.
  24217. *
  24218. * @type {Vector2}
  24219. */
  24220. this.v1 = v1;
  24221. /**
  24222. * The end point.
  24223. *
  24224. * @type {Vector2}
  24225. */
  24226. this.v2 = v2;
  24227. }
  24228. /**
  24229. * Returns a point on the line.
  24230. *
  24231. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24232. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24233. * @return {Vector2} The position on the line.
  24234. */
  24235. getPoint( t, optionalTarget = new Vector2() ) {
  24236. const point = optionalTarget;
  24237. if ( t === 1 ) {
  24238. point.copy( this.v2 );
  24239. } else {
  24240. point.copy( this.v2 ).sub( this.v1 );
  24241. point.multiplyScalar( t ).add( this.v1 );
  24242. }
  24243. return point;
  24244. }
  24245. // Line curve is linear, so we can overwrite default getPointAt
  24246. getPointAt( u, optionalTarget ) {
  24247. return this.getPoint( u, optionalTarget );
  24248. }
  24249. getTangent( t, optionalTarget = new Vector2() ) {
  24250. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24251. }
  24252. getTangentAt( u, optionalTarget ) {
  24253. return this.getTangent( u, optionalTarget );
  24254. }
  24255. copy( source ) {
  24256. super.copy( source );
  24257. this.v1.copy( source.v1 );
  24258. this.v2.copy( source.v2 );
  24259. return this;
  24260. }
  24261. toJSON() {
  24262. const data = super.toJSON();
  24263. data.v1 = this.v1.toArray();
  24264. data.v2 = this.v2.toArray();
  24265. return data;
  24266. }
  24267. fromJSON( json ) {
  24268. super.fromJSON( json );
  24269. this.v1.fromArray( json.v1 );
  24270. this.v2.fromArray( json.v2 );
  24271. return this;
  24272. }
  24273. }
  24274. /**
  24275. * A curve representing a 3D line segment.
  24276. *
  24277. * @augments Curve
  24278. */
  24279. class LineCurve3 extends Curve {
  24280. /**
  24281. * Constructs a new line curve.
  24282. *
  24283. * @param {Vector3} [v1] - The start point.
  24284. * @param {Vector3} [v2] - The end point.
  24285. */
  24286. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24287. super();
  24288. /**
  24289. * This flag can be used for type testing.
  24290. *
  24291. * @type {boolean}
  24292. * @readonly
  24293. * @default true
  24294. */
  24295. this.isLineCurve3 = true;
  24296. this.type = 'LineCurve3';
  24297. /**
  24298. * The start point.
  24299. *
  24300. * @type {Vector3}
  24301. */
  24302. this.v1 = v1;
  24303. /**
  24304. * The end point.
  24305. *
  24306. * @type {Vector2}
  24307. */
  24308. this.v2 = v2;
  24309. }
  24310. /**
  24311. * Returns a point on the line.
  24312. *
  24313. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24314. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24315. * @return {Vector3} The position on the line.
  24316. */
  24317. getPoint( t, optionalTarget = new Vector3() ) {
  24318. const point = optionalTarget;
  24319. if ( t === 1 ) {
  24320. point.copy( this.v2 );
  24321. } else {
  24322. point.copy( this.v2 ).sub( this.v1 );
  24323. point.multiplyScalar( t ).add( this.v1 );
  24324. }
  24325. return point;
  24326. }
  24327. // Line curve is linear, so we can overwrite default getPointAt
  24328. getPointAt( u, optionalTarget ) {
  24329. return this.getPoint( u, optionalTarget );
  24330. }
  24331. getTangent( t, optionalTarget = new Vector3() ) {
  24332. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24333. }
  24334. getTangentAt( u, optionalTarget ) {
  24335. return this.getTangent( u, optionalTarget );
  24336. }
  24337. copy( source ) {
  24338. super.copy( source );
  24339. this.v1.copy( source.v1 );
  24340. this.v2.copy( source.v2 );
  24341. return this;
  24342. }
  24343. toJSON() {
  24344. const data = super.toJSON();
  24345. data.v1 = this.v1.toArray();
  24346. data.v2 = this.v2.toArray();
  24347. return data;
  24348. }
  24349. fromJSON( json ) {
  24350. super.fromJSON( json );
  24351. this.v1.fromArray( json.v1 );
  24352. this.v2.fromArray( json.v2 );
  24353. return this;
  24354. }
  24355. }
  24356. /**
  24357. * A curve representing a 2D Quadratic Bezier curve.
  24358. *
  24359. * ```js
  24360. * const curve = new THREE.QuadraticBezierCurve(
  24361. * new THREE.Vector2( - 10, 0 ),
  24362. * new THREE.Vector2( 20, 15 ),
  24363. * new THREE.Vector2( 10, 0 )
  24364. * )
  24365. *
  24366. * const points = curve.getPoints( 50 );
  24367. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24368. *
  24369. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24370. *
  24371. * // Create the final object to add to the scene
  24372. * const curveObject = new THREE.Line( geometry, material );
  24373. * ```
  24374. *
  24375. * @augments Curve
  24376. */
  24377. class QuadraticBezierCurve extends Curve {
  24378. /**
  24379. * Constructs a new Quadratic Bezier curve.
  24380. *
  24381. * @param {Vector2} [v0] - The start point.
  24382. * @param {Vector2} [v1] - The control point.
  24383. * @param {Vector2} [v2] - The end point.
  24384. */
  24385. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24386. super();
  24387. /**
  24388. * This flag can be used for type testing.
  24389. *
  24390. * @type {boolean}
  24391. * @readonly
  24392. * @default true
  24393. */
  24394. this.isQuadraticBezierCurve = true;
  24395. this.type = 'QuadraticBezierCurve';
  24396. /**
  24397. * The start point.
  24398. *
  24399. * @type {Vector2}
  24400. */
  24401. this.v0 = v0;
  24402. /**
  24403. * The control point.
  24404. *
  24405. * @type {Vector2}
  24406. */
  24407. this.v1 = v1;
  24408. /**
  24409. * The end point.
  24410. *
  24411. * @type {Vector2}
  24412. */
  24413. this.v2 = v2;
  24414. }
  24415. /**
  24416. * Returns a point on the curve.
  24417. *
  24418. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24419. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24420. * @return {Vector2} The position on the curve.
  24421. */
  24422. getPoint( t, optionalTarget = new Vector2() ) {
  24423. const point = optionalTarget;
  24424. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24425. point.set(
  24426. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24427. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24428. );
  24429. return point;
  24430. }
  24431. copy( source ) {
  24432. super.copy( source );
  24433. this.v0.copy( source.v0 );
  24434. this.v1.copy( source.v1 );
  24435. this.v2.copy( source.v2 );
  24436. return this;
  24437. }
  24438. toJSON() {
  24439. const data = super.toJSON();
  24440. data.v0 = this.v0.toArray();
  24441. data.v1 = this.v1.toArray();
  24442. data.v2 = this.v2.toArray();
  24443. return data;
  24444. }
  24445. fromJSON( json ) {
  24446. super.fromJSON( json );
  24447. this.v0.fromArray( json.v0 );
  24448. this.v1.fromArray( json.v1 );
  24449. this.v2.fromArray( json.v2 );
  24450. return this;
  24451. }
  24452. }
  24453. /**
  24454. * A curve representing a 3D Quadratic Bezier curve.
  24455. *
  24456. * @augments Curve
  24457. */
  24458. class QuadraticBezierCurve3 extends Curve {
  24459. /**
  24460. * Constructs a new Quadratic Bezier curve.
  24461. *
  24462. * @param {Vector3} [v0] - The start point.
  24463. * @param {Vector3} [v1] - The control point.
  24464. * @param {Vector3} [v2] - The end point.
  24465. */
  24466. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24467. super();
  24468. /**
  24469. * This flag can be used for type testing.
  24470. *
  24471. * @type {boolean}
  24472. * @readonly
  24473. * @default true
  24474. */
  24475. this.isQuadraticBezierCurve3 = true;
  24476. this.type = 'QuadraticBezierCurve3';
  24477. /**
  24478. * The start point.
  24479. *
  24480. * @type {Vector3}
  24481. */
  24482. this.v0 = v0;
  24483. /**
  24484. * The control point.
  24485. *
  24486. * @type {Vector3}
  24487. */
  24488. this.v1 = v1;
  24489. /**
  24490. * The end point.
  24491. *
  24492. * @type {Vector3}
  24493. */
  24494. this.v2 = v2;
  24495. }
  24496. /**
  24497. * Returns a point on the curve.
  24498. *
  24499. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24500. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24501. * @return {Vector3} The position on the curve.
  24502. */
  24503. getPoint( t, optionalTarget = new Vector3() ) {
  24504. const point = optionalTarget;
  24505. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24506. point.set(
  24507. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24508. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24509. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24510. );
  24511. return point;
  24512. }
  24513. copy( source ) {
  24514. super.copy( source );
  24515. this.v0.copy( source.v0 );
  24516. this.v1.copy( source.v1 );
  24517. this.v2.copy( source.v2 );
  24518. return this;
  24519. }
  24520. toJSON() {
  24521. const data = super.toJSON();
  24522. data.v0 = this.v0.toArray();
  24523. data.v1 = this.v1.toArray();
  24524. data.v2 = this.v2.toArray();
  24525. return data;
  24526. }
  24527. fromJSON( json ) {
  24528. super.fromJSON( json );
  24529. this.v0.fromArray( json.v0 );
  24530. this.v1.fromArray( json.v1 );
  24531. this.v2.fromArray( json.v2 );
  24532. return this;
  24533. }
  24534. }
  24535. /**
  24536. * A curve representing a 2D spline curve.
  24537. *
  24538. * ```js
  24539. * // Create a sine-like wave
  24540. * const curve = new THREE.SplineCurve( [
  24541. * new THREE.Vector2( -10, 0 ),
  24542. * new THREE.Vector2( -5, 5 ),
  24543. * new THREE.Vector2( 0, 0 ),
  24544. * new THREE.Vector2( 5, -5 ),
  24545. * new THREE.Vector2( 10, 0 )
  24546. * ] );
  24547. *
  24548. * const points = curve.getPoints( 50 );
  24549. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24550. *
  24551. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24552. *
  24553. * // Create the final object to add to the scene
  24554. * const splineObject = new THREE.Line( geometry, material );
  24555. * ```
  24556. *
  24557. * @augments Curve
  24558. */
  24559. class SplineCurve extends Curve {
  24560. /**
  24561. * Constructs a new 2D spline curve.
  24562. *
  24563. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24564. */
  24565. constructor( points = [] ) {
  24566. super();
  24567. /**
  24568. * This flag can be used for type testing.
  24569. *
  24570. * @type {boolean}
  24571. * @readonly
  24572. * @default true
  24573. */
  24574. this.isSplineCurve = true;
  24575. this.type = 'SplineCurve';
  24576. /**
  24577. * An array of 2D points defining the curve.
  24578. *
  24579. * @type {Array<Vector2>}
  24580. */
  24581. this.points = points;
  24582. }
  24583. /**
  24584. * Returns a point on the curve.
  24585. *
  24586. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24587. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24588. * @return {Vector2} The position on the curve.
  24589. */
  24590. getPoint( t, optionalTarget = new Vector2() ) {
  24591. const point = optionalTarget;
  24592. const points = this.points;
  24593. const p = ( points.length - 1 ) * t;
  24594. const intPoint = Math.floor( p );
  24595. const weight = p - intPoint;
  24596. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24597. const p1 = points[ intPoint ];
  24598. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24599. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24600. point.set(
  24601. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24602. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24603. );
  24604. return point;
  24605. }
  24606. copy( source ) {
  24607. super.copy( source );
  24608. this.points = [];
  24609. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24610. const point = source.points[ i ];
  24611. this.points.push( point.clone() );
  24612. }
  24613. return this;
  24614. }
  24615. toJSON() {
  24616. const data = super.toJSON();
  24617. data.points = [];
  24618. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24619. const point = this.points[ i ];
  24620. data.points.push( point.toArray() );
  24621. }
  24622. return data;
  24623. }
  24624. fromJSON( json ) {
  24625. super.fromJSON( json );
  24626. this.points = [];
  24627. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24628. const point = json.points[ i ];
  24629. this.points.push( new Vector2().fromArray( point ) );
  24630. }
  24631. return this;
  24632. }
  24633. }
  24634. var Curves = /*#__PURE__*/Object.freeze({
  24635. __proto__: null,
  24636. ArcCurve: ArcCurve,
  24637. CatmullRomCurve3: CatmullRomCurve3,
  24638. CubicBezierCurve: CubicBezierCurve,
  24639. CubicBezierCurve3: CubicBezierCurve3,
  24640. EllipseCurve: EllipseCurve,
  24641. LineCurve: LineCurve,
  24642. LineCurve3: LineCurve3,
  24643. QuadraticBezierCurve: QuadraticBezierCurve,
  24644. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24645. SplineCurve: SplineCurve
  24646. });
  24647. /**
  24648. * A base class extending {@link Curve}. `CurvePath` is simply an
  24649. * array of connected curves, but retains the API of a curve.
  24650. *
  24651. * @augments Curve
  24652. */
  24653. class CurvePath extends Curve {
  24654. /**
  24655. * Constructs a new curve path.
  24656. */
  24657. constructor() {
  24658. super();
  24659. this.type = 'CurvePath';
  24660. /**
  24661. * An array of curves defining the
  24662. * path.
  24663. *
  24664. * @type {Array<Curve>}
  24665. */
  24666. this.curves = [];
  24667. /**
  24668. * Whether the path should automatically be closed
  24669. * by a line curve.
  24670. *
  24671. * @type {boolean}
  24672. * @default false
  24673. */
  24674. this.autoClose = false;
  24675. }
  24676. /**
  24677. * Adds a curve to this curve path.
  24678. *
  24679. * @param {Curve} curve - The curve to add.
  24680. */
  24681. add( curve ) {
  24682. this.curves.push( curve );
  24683. }
  24684. /**
  24685. * Adds a line curve to close the path.
  24686. *
  24687. * @return {CurvePath} A reference to this curve path.
  24688. */
  24689. closePath() {
  24690. // Add a line curve if start and end of lines are not connected
  24691. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24692. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24693. if ( ! startPoint.equals( endPoint ) ) {
  24694. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24695. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24696. }
  24697. return this;
  24698. }
  24699. /**
  24700. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24701. * for the given interpolation factor.
  24702. *
  24703. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24704. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24705. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24706. */
  24707. getPoint( t, optionalTarget ) {
  24708. // To get accurate point with reference to
  24709. // entire path distance at time t,
  24710. // following has to be done:
  24711. // 1. Length of each sub path have to be known
  24712. // 2. Locate and identify type of curve
  24713. // 3. Get t for the curve
  24714. // 4. Return curve.getPointAt(t')
  24715. const d = t * this.getLength();
  24716. const curveLengths = this.getCurveLengths();
  24717. let i = 0;
  24718. // To think about boundaries points.
  24719. while ( i < curveLengths.length ) {
  24720. if ( curveLengths[ i ] >= d ) {
  24721. const diff = curveLengths[ i ] - d;
  24722. const curve = this.curves[ i ];
  24723. const segmentLength = curve.getLength();
  24724. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24725. return curve.getPointAt( u, optionalTarget );
  24726. }
  24727. i ++;
  24728. }
  24729. return null;
  24730. // loop where sum != 0, sum > d , sum+1 <d
  24731. }
  24732. getLength() {
  24733. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24734. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24735. // getPoint() depends on getLength
  24736. const lens = this.getCurveLengths();
  24737. return lens[ lens.length - 1 ];
  24738. }
  24739. updateArcLengths() {
  24740. // cacheLengths must be recalculated.
  24741. this.needsUpdate = true;
  24742. this.cacheLengths = null;
  24743. this.getCurveLengths();
  24744. }
  24745. /**
  24746. * Returns list of cumulative curve lengths of the defined curves.
  24747. *
  24748. * @return {Array<number>} The curve lengths.
  24749. */
  24750. getCurveLengths() {
  24751. // Compute lengths and cache them
  24752. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24753. // We use cache values if curves and cache array are same length
  24754. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24755. return this.cacheLengths;
  24756. }
  24757. // Get length of sub-curve
  24758. // Push sums into cached array
  24759. const lengths = [];
  24760. let sums = 0;
  24761. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24762. sums += this.curves[ i ].getLength();
  24763. lengths.push( sums );
  24764. }
  24765. this.cacheLengths = lengths;
  24766. return lengths;
  24767. }
  24768. getSpacedPoints( divisions = 40 ) {
  24769. const points = [];
  24770. for ( let i = 0; i <= divisions; i ++ ) {
  24771. points.push( this.getPoint( i / divisions ) );
  24772. }
  24773. if ( this.autoClose ) {
  24774. points.push( points[ 0 ] );
  24775. }
  24776. return points;
  24777. }
  24778. getPoints( divisions = 12 ) {
  24779. const points = [];
  24780. let last;
  24781. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24782. const curve = curves[ i ];
  24783. const resolution = curve.isEllipseCurve ? divisions * 2
  24784. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24785. : curve.isSplineCurve ? divisions * curve.points.length
  24786. : divisions;
  24787. const pts = curve.getPoints( resolution );
  24788. for ( let j = 0; j < pts.length; j ++ ) {
  24789. const point = pts[ j ];
  24790. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24791. points.push( point );
  24792. last = point;
  24793. }
  24794. }
  24795. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24796. points.push( points[ 0 ] );
  24797. }
  24798. return points;
  24799. }
  24800. copy( source ) {
  24801. super.copy( source );
  24802. this.curves = [];
  24803. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24804. const curve = source.curves[ i ];
  24805. this.curves.push( curve.clone() );
  24806. }
  24807. this.autoClose = source.autoClose;
  24808. return this;
  24809. }
  24810. toJSON() {
  24811. const data = super.toJSON();
  24812. data.autoClose = this.autoClose;
  24813. data.curves = [];
  24814. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24815. const curve = this.curves[ i ];
  24816. data.curves.push( curve.toJSON() );
  24817. }
  24818. return data;
  24819. }
  24820. fromJSON( json ) {
  24821. super.fromJSON( json );
  24822. this.autoClose = json.autoClose;
  24823. this.curves = [];
  24824. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24825. const curve = json.curves[ i ];
  24826. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24827. }
  24828. return this;
  24829. }
  24830. }
  24831. /**
  24832. * A 2D path representation. The class provides methods for creating paths
  24833. * and contours of 2D shapes similar to the 2D Canvas API.
  24834. *
  24835. * ```js
  24836. * const path = new THREE.Path();
  24837. *
  24838. * path.lineTo( 0, 0.8 );
  24839. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24840. * path.lineTo( 1, 1 );
  24841. *
  24842. * const points = path.getPoints();
  24843. *
  24844. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24845. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24846. *
  24847. * const line = new THREE.Line( geometry, material );
  24848. * scene.add( line );
  24849. * ```
  24850. *
  24851. * @augments CurvePath
  24852. */
  24853. class Path extends CurvePath {
  24854. /**
  24855. * Constructs a new path.
  24856. *
  24857. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24858. */
  24859. constructor( points ) {
  24860. super();
  24861. this.type = 'Path';
  24862. /**
  24863. * The current offset of the path. Any new curve added will start here.
  24864. *
  24865. * @type {Vector2}
  24866. */
  24867. this.currentPoint = new Vector2();
  24868. if ( points ) {
  24869. this.setFromPoints( points );
  24870. }
  24871. }
  24872. /**
  24873. * Creates a path from the given list of points. The points are added
  24874. * to the path as instances of {@link LineCurve}.
  24875. *
  24876. * @param {Array<Vector2>} points - An array of 2D points.
  24877. * @return {Path} A reference to this path.
  24878. */
  24879. setFromPoints( points ) {
  24880. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24881. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24882. this.lineTo( points[ i ].x, points[ i ].y );
  24883. }
  24884. return this;
  24885. }
  24886. /**
  24887. * Moves {@link Path#currentPoint} to the given point.
  24888. *
  24889. * @param {number} x - The x coordinate.
  24890. * @param {number} y - The y coordinate.
  24891. * @return {Path} A reference to this path.
  24892. */
  24893. moveTo( x, y ) {
  24894. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24895. return this;
  24896. }
  24897. /**
  24898. * Adds an instance of {@link LineCurve} to the path by connecting
  24899. * the current point with the given one.
  24900. *
  24901. * @param {number} x - The x coordinate of the end point.
  24902. * @param {number} y - The y coordinate of the end point.
  24903. * @return {Path} A reference to this path.
  24904. */
  24905. lineTo( x, y ) {
  24906. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24907. this.curves.push( curve );
  24908. this.currentPoint.set( x, y );
  24909. return this;
  24910. }
  24911. /**
  24912. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24913. * the current point with the given one.
  24914. *
  24915. * @param {number} aCPx - The x coordinate of the control point.
  24916. * @param {number} aCPy - The y coordinate of the control point.
  24917. * @param {number} aX - The x coordinate of the end point.
  24918. * @param {number} aY - The y coordinate of the end point.
  24919. * @return {Path} A reference to this path.
  24920. */
  24921. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24922. const curve = new QuadraticBezierCurve(
  24923. this.currentPoint.clone(),
  24924. new Vector2( aCPx, aCPy ),
  24925. new Vector2( aX, aY )
  24926. );
  24927. this.curves.push( curve );
  24928. this.currentPoint.set( aX, aY );
  24929. return this;
  24930. }
  24931. /**
  24932. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24933. * the current point with the given one.
  24934. *
  24935. * @param {number} aCP1x - The x coordinate of the first control point.
  24936. * @param {number} aCP1y - The y coordinate of the first control point.
  24937. * @param {number} aCP2x - The x coordinate of the second control point.
  24938. * @param {number} aCP2y - The y coordinate of the second control point.
  24939. * @param {number} aX - The x coordinate of the end point.
  24940. * @param {number} aY - The y coordinate of the end point.
  24941. * @return {Path} A reference to this path.
  24942. */
  24943. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24944. const curve = new CubicBezierCurve(
  24945. this.currentPoint.clone(),
  24946. new Vector2( aCP1x, aCP1y ),
  24947. new Vector2( aCP2x, aCP2y ),
  24948. new Vector2( aX, aY )
  24949. );
  24950. this.curves.push( curve );
  24951. this.currentPoint.set( aX, aY );
  24952. return this;
  24953. }
  24954. /**
  24955. * Adds an instance of {@link SplineCurve} to the path by connecting
  24956. * the current point with the given list of points.
  24957. *
  24958. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24959. * @return {Path} A reference to this path.
  24960. */
  24961. splineThru( pts ) {
  24962. const npts = [ this.currentPoint.clone() ].concat( pts );
  24963. const curve = new SplineCurve( npts );
  24964. this.curves.push( curve );
  24965. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24966. return this;
  24967. }
  24968. /**
  24969. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24970. * to the current point.
  24971. *
  24972. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24973. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24974. * @param {number} [aRadius=1] - The radius of the arc.
  24975. * @param {number} [aStartAngle=0] - The start angle in radians.
  24976. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24977. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24978. * @return {Path} A reference to this path.
  24979. */
  24980. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24981. const x0 = this.currentPoint.x;
  24982. const y0 = this.currentPoint.y;
  24983. this.absarc( aX + x0, aY + y0, aRadius,
  24984. aStartAngle, aEndAngle, aClockwise );
  24985. return this;
  24986. }
  24987. /**
  24988. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24989. *
  24990. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24991. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24992. * @param {number} [aRadius=1] - The radius of the arc.
  24993. * @param {number} [aStartAngle=0] - The start angle in radians.
  24994. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24995. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24996. * @return {Path} A reference to this path.
  24997. */
  24998. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24999. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  25000. return this;
  25001. }
  25002. /**
  25003. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  25004. * to the current point
  25005. *
  25006. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  25007. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  25008. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25009. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25010. * @param {number} [aStartAngle=0] - The start angle in radians.
  25011. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25012. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25013. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25014. * @return {Path} A reference to this path.
  25015. */
  25016. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25017. const x0 = this.currentPoint.x;
  25018. const y0 = this.currentPoint.y;
  25019. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25020. return this;
  25021. }
  25022. /**
  25023. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  25024. *
  25025. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25026. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25027. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25028. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25029. * @param {number} [aStartAngle=0] - The start angle in radians.
  25030. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25031. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25032. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25033. * @return {Path} A reference to this path.
  25034. */
  25035. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25036. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25037. if ( this.curves.length > 0 ) {
  25038. // if a previous curve is present, attempt to join
  25039. const firstPoint = curve.getPoint( 0 );
  25040. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25041. this.lineTo( firstPoint.x, firstPoint.y );
  25042. }
  25043. }
  25044. this.curves.push( curve );
  25045. const lastPoint = curve.getPoint( 1 );
  25046. this.currentPoint.copy( lastPoint );
  25047. return this;
  25048. }
  25049. copy( source ) {
  25050. super.copy( source );
  25051. this.currentPoint.copy( source.currentPoint );
  25052. return this;
  25053. }
  25054. toJSON() {
  25055. const data = super.toJSON();
  25056. data.currentPoint = this.currentPoint.toArray();
  25057. return data;
  25058. }
  25059. fromJSON( json ) {
  25060. super.fromJSON( json );
  25061. this.currentPoint.fromArray( json.currentPoint );
  25062. return this;
  25063. }
  25064. }
  25065. /**
  25066. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25067. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25068. * points, or to get triangulated faces.
  25069. *
  25070. * ```js
  25071. * const heartShape = new THREE.Shape();
  25072. *
  25073. * heartShape.moveTo( 25, 25 );
  25074. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25075. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25076. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25077. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25078. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25079. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25080. *
  25081. * const extrudeSettings = {
  25082. * depth: 8,
  25083. * bevelEnabled: true,
  25084. * bevelSegments: 2,
  25085. * steps: 2,
  25086. * bevelSize: 1,
  25087. * bevelThickness: 1
  25088. * };
  25089. *
  25090. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25091. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25092. * ```
  25093. *
  25094. * @augments Path
  25095. */
  25096. class Shape extends Path {
  25097. /**
  25098. * Constructs a new shape.
  25099. *
  25100. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25101. */
  25102. constructor( points ) {
  25103. super( points );
  25104. /**
  25105. * The UUID of the shape.
  25106. *
  25107. * @type {string}
  25108. * @readonly
  25109. */
  25110. this.uuid = generateUUID();
  25111. this.type = 'Shape';
  25112. /**
  25113. * Defines the holes in the shape. Hole definitions must use the
  25114. * opposite winding order (CW/CCW) than the outer shape.
  25115. *
  25116. * @type {Array<Path>}
  25117. * @readonly
  25118. */
  25119. this.holes = [];
  25120. }
  25121. /**
  25122. * Returns an array representing each contour of the holes
  25123. * as a list of 2D points.
  25124. *
  25125. * @param {number} divisions - The fineness of the result.
  25126. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25127. */
  25128. getPointsHoles( divisions ) {
  25129. const holesPts = [];
  25130. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25131. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25132. }
  25133. return holesPts;
  25134. }
  25135. // get points of shape and holes (keypoints based on segments parameter)
  25136. /**
  25137. * Returns an object that holds contour data for the shape and its holes as
  25138. * arrays of 2D points.
  25139. *
  25140. * @param {number} divisions - The fineness of the result.
  25141. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25142. */
  25143. extractPoints( divisions ) {
  25144. return {
  25145. shape: this.getPoints( divisions ),
  25146. holes: this.getPointsHoles( divisions )
  25147. };
  25148. }
  25149. copy( source ) {
  25150. super.copy( source );
  25151. this.holes = [];
  25152. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25153. const hole = source.holes[ i ];
  25154. this.holes.push( hole.clone() );
  25155. }
  25156. return this;
  25157. }
  25158. toJSON() {
  25159. const data = super.toJSON();
  25160. data.uuid = this.uuid;
  25161. data.holes = [];
  25162. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25163. const hole = this.holes[ i ];
  25164. data.holes.push( hole.toJSON() );
  25165. }
  25166. return data;
  25167. }
  25168. fromJSON( json ) {
  25169. super.fromJSON( json );
  25170. this.uuid = json.uuid;
  25171. this.holes = [];
  25172. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25173. const hole = json.holes[ i ];
  25174. this.holes.push( new Path().fromJSON( hole ) );
  25175. }
  25176. return this;
  25177. }
  25178. }
  25179. /* eslint-disable */
  25180. // copy of mapbox/earcut version 3.0.2
  25181. // https://github.com/mapbox/earcut/tree/v3.0.2
  25182. function earcut(data, holeIndices, dim = 2) {
  25183. const hasHoles = holeIndices && holeIndices.length;
  25184. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25185. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25186. const triangles = [];
  25187. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25188. let minX, minY, invSize;
  25189. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25190. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25191. if (data.length > 80 * dim) {
  25192. minX = data[0];
  25193. minY = data[1];
  25194. let maxX = minX;
  25195. let maxY = minY;
  25196. for (let i = dim; i < outerLen; i += dim) {
  25197. const x = data[i];
  25198. const y = data[i + 1];
  25199. if (x < minX) minX = x;
  25200. if (y < minY) minY = y;
  25201. if (x > maxX) maxX = x;
  25202. if (y > maxY) maxY = y;
  25203. }
  25204. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25205. invSize = Math.max(maxX - minX, maxY - minY);
  25206. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25207. }
  25208. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25209. return triangles;
  25210. }
  25211. // create a circular doubly linked list from polygon points in the specified winding order
  25212. function linkedList(data, start, end, dim, clockwise) {
  25213. let last;
  25214. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25215. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25216. } else {
  25217. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25218. }
  25219. if (last && equals(last, last.next)) {
  25220. removeNode(last);
  25221. last = last.next;
  25222. }
  25223. return last;
  25224. }
  25225. // eliminate colinear or duplicate points
  25226. function filterPoints(start, end) {
  25227. if (!start) return start;
  25228. if (!end) end = start;
  25229. let p = start,
  25230. again;
  25231. do {
  25232. again = false;
  25233. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25234. removeNode(p);
  25235. p = end = p.prev;
  25236. if (p === p.next) break;
  25237. again = true;
  25238. } else {
  25239. p = p.next;
  25240. }
  25241. } while (again || p !== end);
  25242. return end;
  25243. }
  25244. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25245. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25246. if (!ear) return;
  25247. // interlink polygon nodes in z-order
  25248. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25249. let stop = ear;
  25250. // iterate through ears, slicing them one by one
  25251. while (ear.prev !== ear.next) {
  25252. const prev = ear.prev;
  25253. const next = ear.next;
  25254. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25255. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25256. removeNode(ear);
  25257. // skipping the next vertex leads to less sliver triangles
  25258. ear = next.next;
  25259. stop = next.next;
  25260. continue;
  25261. }
  25262. ear = next;
  25263. // if we looped through the whole remaining polygon and can't find any more ears
  25264. if (ear === stop) {
  25265. // try filtering points and slicing again
  25266. if (!pass) {
  25267. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25268. // if this didn't work, try curing all small self-intersections locally
  25269. } else if (pass === 1) {
  25270. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25271. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25272. // as a last resort, try splitting the remaining polygon into two
  25273. } else if (pass === 2) {
  25274. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25275. }
  25276. break;
  25277. }
  25278. }
  25279. }
  25280. // check whether a polygon node forms a valid ear with adjacent nodes
  25281. function isEar(ear) {
  25282. const a = ear.prev,
  25283. b = ear,
  25284. c = ear.next;
  25285. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25286. // now make sure we don't have other points inside the potential ear
  25287. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25288. // triangle bbox
  25289. const x0 = Math.min(ax, bx, cx),
  25290. y0 = Math.min(ay, by, cy),
  25291. x1 = Math.max(ax, bx, cx),
  25292. y1 = Math.max(ay, by, cy);
  25293. let p = c.next;
  25294. while (p !== a) {
  25295. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25296. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25297. area(p.prev, p, p.next) >= 0) return false;
  25298. p = p.next;
  25299. }
  25300. return true;
  25301. }
  25302. function isEarHashed(ear, minX, minY, invSize) {
  25303. const a = ear.prev,
  25304. b = ear,
  25305. c = ear.next;
  25306. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25307. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25308. // triangle bbox
  25309. const x0 = Math.min(ax, bx, cx),
  25310. y0 = Math.min(ay, by, cy),
  25311. x1 = Math.max(ax, bx, cx),
  25312. y1 = Math.max(ay, by, cy);
  25313. // z-order range for the current triangle bbox;
  25314. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25315. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25316. let p = ear.prevZ,
  25317. n = ear.nextZ;
  25318. // look for points inside the triangle in both directions
  25319. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25320. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25321. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25322. p = p.prevZ;
  25323. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25324. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25325. n = n.nextZ;
  25326. }
  25327. // look for remaining points in decreasing z-order
  25328. while (p && p.z >= minZ) {
  25329. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25330. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25331. p = p.prevZ;
  25332. }
  25333. // look for remaining points in increasing z-order
  25334. while (n && n.z <= maxZ) {
  25335. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25336. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25337. n = n.nextZ;
  25338. }
  25339. return true;
  25340. }
  25341. // go through all polygon nodes and cure small local self-intersections
  25342. function cureLocalIntersections(start, triangles) {
  25343. let p = start;
  25344. do {
  25345. const a = p.prev,
  25346. b = p.next.next;
  25347. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25348. triangles.push(a.i, p.i, b.i);
  25349. // remove two nodes involved
  25350. removeNode(p);
  25351. removeNode(p.next);
  25352. p = start = b;
  25353. }
  25354. p = p.next;
  25355. } while (p !== start);
  25356. return filterPoints(p);
  25357. }
  25358. // try splitting polygon into two and triangulate them independently
  25359. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25360. // look for a valid diagonal that divides the polygon into two
  25361. let a = start;
  25362. do {
  25363. let b = a.next.next;
  25364. while (b !== a.prev) {
  25365. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25366. // split the polygon in two by the diagonal
  25367. let c = splitPolygon(a, b);
  25368. // filter colinear points around the cuts
  25369. a = filterPoints(a, a.next);
  25370. c = filterPoints(c, c.next);
  25371. // run earcut on each half
  25372. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25373. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25374. return;
  25375. }
  25376. b = b.next;
  25377. }
  25378. a = a.next;
  25379. } while (a !== start);
  25380. }
  25381. // link every hole into the outer loop, producing a single-ring polygon without holes
  25382. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25383. const queue = [];
  25384. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25385. const start = holeIndices[i] * dim;
  25386. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25387. const list = linkedList(data, start, end, dim, false);
  25388. if (list === list.next) list.steiner = true;
  25389. queue.push(getLeftmost(list));
  25390. }
  25391. queue.sort(compareXYSlope);
  25392. // process holes from left to right
  25393. for (let i = 0; i < queue.length; i++) {
  25394. outerNode = eliminateHole(queue[i], outerNode);
  25395. }
  25396. return outerNode;
  25397. }
  25398. function compareXYSlope(a, b) {
  25399. let result = a.x - b.x;
  25400. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25401. // the bridge to the outer shell is always the point that they meet at.
  25402. if (result === 0) {
  25403. result = a.y - b.y;
  25404. if (result === 0) {
  25405. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25406. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25407. result = aSlope - bSlope;
  25408. }
  25409. }
  25410. return result;
  25411. }
  25412. // find a bridge between vertices that connects hole with an outer ring and link it
  25413. function eliminateHole(hole, outerNode) {
  25414. const bridge = findHoleBridge(hole, outerNode);
  25415. if (!bridge) {
  25416. return outerNode;
  25417. }
  25418. const bridgeReverse = splitPolygon(bridge, hole);
  25419. // filter collinear points around the cuts
  25420. filterPoints(bridgeReverse, bridgeReverse.next);
  25421. return filterPoints(bridge, bridge.next);
  25422. }
  25423. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25424. function findHoleBridge(hole, outerNode) {
  25425. let p = outerNode;
  25426. const hx = hole.x;
  25427. const hy = hole.y;
  25428. let qx = -Infinity;
  25429. let m;
  25430. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25431. // segment's endpoint with lesser x will be potential connection point
  25432. // unless they intersect at a vertex, then choose the vertex
  25433. if (equals(hole, p)) return p;
  25434. do {
  25435. if (equals(hole, p.next)) return p.next;
  25436. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25437. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25438. if (x <= hx && x > qx) {
  25439. qx = x;
  25440. m = p.x < p.next.x ? p : p.next;
  25441. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25442. }
  25443. }
  25444. p = p.next;
  25445. } while (p !== outerNode);
  25446. if (!m) return null;
  25447. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25448. // if there are no points found, we have a valid connection;
  25449. // otherwise choose the point of the minimum angle with the ray as connection point
  25450. const stop = m;
  25451. const mx = m.x;
  25452. const my = m.y;
  25453. let tanMin = Infinity;
  25454. p = m;
  25455. do {
  25456. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25457. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25458. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25459. if (locallyInside(p, hole) &&
  25460. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25461. m = p;
  25462. tanMin = tan;
  25463. }
  25464. }
  25465. p = p.next;
  25466. } while (p !== stop);
  25467. return m;
  25468. }
  25469. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25470. function sectorContainsSector(m, p) {
  25471. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25472. }
  25473. // interlink polygon nodes in z-order
  25474. function indexCurve(start, minX, minY, invSize) {
  25475. let p = start;
  25476. do {
  25477. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25478. p.prevZ = p.prev;
  25479. p.nextZ = p.next;
  25480. p = p.next;
  25481. } while (p !== start);
  25482. p.prevZ.nextZ = null;
  25483. p.prevZ = null;
  25484. sortLinked(p);
  25485. }
  25486. // Simon Tatham's linked list merge sort algorithm
  25487. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25488. function sortLinked(list) {
  25489. let numMerges;
  25490. let inSize = 1;
  25491. do {
  25492. let p = list;
  25493. let e;
  25494. list = null;
  25495. let tail = null;
  25496. numMerges = 0;
  25497. while (p) {
  25498. numMerges++;
  25499. let q = p;
  25500. let pSize = 0;
  25501. for (let i = 0; i < inSize; i++) {
  25502. pSize++;
  25503. q = q.nextZ;
  25504. if (!q) break;
  25505. }
  25506. let qSize = inSize;
  25507. while (pSize > 0 || (qSize > 0 && q)) {
  25508. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25509. e = p;
  25510. p = p.nextZ;
  25511. pSize--;
  25512. } else {
  25513. e = q;
  25514. q = q.nextZ;
  25515. qSize--;
  25516. }
  25517. if (tail) tail.nextZ = e;
  25518. else list = e;
  25519. e.prevZ = tail;
  25520. tail = e;
  25521. }
  25522. p = q;
  25523. }
  25524. tail.nextZ = null;
  25525. inSize *= 2;
  25526. } while (numMerges > 1);
  25527. return list;
  25528. }
  25529. // z-order of a point given coords and inverse of the longer side of data bbox
  25530. function zOrder(x, y, minX, minY, invSize) {
  25531. // coords are transformed into non-negative 15-bit integer range
  25532. x = (x - minX) * invSize | 0;
  25533. y = (y - minY) * invSize | 0;
  25534. x = (x | (x << 8)) & 0x00FF00FF;
  25535. x = (x | (x << 4)) & 0x0F0F0F0F;
  25536. x = (x | (x << 2)) & 0x33333333;
  25537. x = (x | (x << 1)) & 0x55555555;
  25538. y = (y | (y << 8)) & 0x00FF00FF;
  25539. y = (y | (y << 4)) & 0x0F0F0F0F;
  25540. y = (y | (y << 2)) & 0x33333333;
  25541. y = (y | (y << 1)) & 0x55555555;
  25542. return x | (y << 1);
  25543. }
  25544. // find the leftmost node of a polygon ring
  25545. function getLeftmost(start) {
  25546. let p = start,
  25547. leftmost = start;
  25548. do {
  25549. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25550. p = p.next;
  25551. } while (p !== start);
  25552. return leftmost;
  25553. }
  25554. // check if a point lies within a convex triangle
  25555. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25556. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25557. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25558. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25559. }
  25560. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25561. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25562. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25563. }
  25564. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25565. function isValidDiagonal(a, b) {
  25566. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25567. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25568. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25569. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25570. }
  25571. // signed area of a triangle
  25572. function area(p, q, r) {
  25573. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25574. }
  25575. // check if two points are equal
  25576. function equals(p1, p2) {
  25577. return p1.x === p2.x && p1.y === p2.y;
  25578. }
  25579. // check if two segments intersect
  25580. function intersects(p1, q1, p2, q2) {
  25581. const o1 = sign(area(p1, q1, p2));
  25582. const o2 = sign(area(p1, q1, q2));
  25583. const o3 = sign(area(p2, q2, p1));
  25584. const o4 = sign(area(p2, q2, q1));
  25585. if (o1 !== o2 && o3 !== o4) return true; // general case
  25586. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25587. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25588. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25589. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25590. return false;
  25591. }
  25592. // for collinear points p, q, r, check if point q lies on segment pr
  25593. function onSegment(p, q, r) {
  25594. 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);
  25595. }
  25596. function sign(num) {
  25597. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25598. }
  25599. // check if a polygon diagonal intersects any polygon segments
  25600. function intersectsPolygon(a, b) {
  25601. let p = a;
  25602. do {
  25603. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25604. intersects(p, p.next, a, b)) return true;
  25605. p = p.next;
  25606. } while (p !== a);
  25607. return false;
  25608. }
  25609. // check if a polygon diagonal is locally inside the polygon
  25610. function locallyInside(a, b) {
  25611. return area(a.prev, a, a.next) < 0 ?
  25612. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25613. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25614. }
  25615. // check if the middle point of a polygon diagonal is inside the polygon
  25616. function middleInside(a, b) {
  25617. let p = a;
  25618. let inside = false;
  25619. const px = (a.x + b.x) / 2;
  25620. const py = (a.y + b.y) / 2;
  25621. do {
  25622. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25623. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25624. inside = !inside;
  25625. p = p.next;
  25626. } while (p !== a);
  25627. return inside;
  25628. }
  25629. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25630. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25631. function splitPolygon(a, b) {
  25632. const a2 = createNode(a.i, a.x, a.y),
  25633. b2 = createNode(b.i, b.x, b.y),
  25634. an = a.next,
  25635. bp = b.prev;
  25636. a.next = b;
  25637. b.prev = a;
  25638. a2.next = an;
  25639. an.prev = a2;
  25640. b2.next = a2;
  25641. a2.prev = b2;
  25642. bp.next = b2;
  25643. b2.prev = bp;
  25644. return b2;
  25645. }
  25646. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25647. function insertNode(i, x, y, last) {
  25648. const p = createNode(i, x, y);
  25649. if (!last) {
  25650. p.prev = p;
  25651. p.next = p;
  25652. } else {
  25653. p.next = last.next;
  25654. p.prev = last;
  25655. last.next.prev = p;
  25656. last.next = p;
  25657. }
  25658. return p;
  25659. }
  25660. function removeNode(p) {
  25661. p.next.prev = p.prev;
  25662. p.prev.next = p.next;
  25663. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25664. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25665. }
  25666. function createNode(i, x, y) {
  25667. return {
  25668. i, // vertex index in coordinates array
  25669. x, y, // vertex coordinates
  25670. prev: null, // previous and next vertex nodes in a polygon ring
  25671. next: null,
  25672. z: 0, // z-order curve value
  25673. prevZ: null, // previous and next nodes in z-order
  25674. nextZ: null,
  25675. steiner: false // indicates whether this is a steiner point
  25676. };
  25677. }
  25678. function signedArea(data, start, end, dim) {
  25679. let sum = 0;
  25680. for (let i = start, j = end - dim; i < end; i += dim) {
  25681. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25682. j = i;
  25683. }
  25684. return sum;
  25685. }
  25686. /**
  25687. * An implementation of the earcut polygon triangulation algorithm.
  25688. * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut).
  25689. *
  25690. * @see https://github.com/mapbox/earcut
  25691. */
  25692. class Earcut {
  25693. /**
  25694. * Triangulates the given shape definition by returning an array of triangles.
  25695. *
  25696. * @param {Array<number>} data - An array with 2D points.
  25697. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25698. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25699. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25700. * representing vertex indices.
  25701. */
  25702. static triangulate( data, holeIndices, dim = 2 ) {
  25703. return earcut( data, holeIndices, dim );
  25704. }
  25705. }
  25706. /**
  25707. * A class containing utility functions for shapes.
  25708. *
  25709. * @hideconstructor
  25710. */
  25711. class ShapeUtils {
  25712. /**
  25713. * Calculate area of a ( 2D ) contour polygon.
  25714. *
  25715. * @param {Array<Vector2>} contour - An array of 2D points.
  25716. * @return {number} The area.
  25717. */
  25718. static area( contour ) {
  25719. const n = contour.length;
  25720. let a = 0.0;
  25721. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25722. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25723. }
  25724. return a * 0.5;
  25725. }
  25726. /**
  25727. * Returns `true` if the given contour uses a clockwise winding order.
  25728. *
  25729. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25730. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25731. */
  25732. static isClockWise( pts ) {
  25733. return ShapeUtils.area( pts ) < 0;
  25734. }
  25735. /**
  25736. * Triangulates the given shape definition.
  25737. *
  25738. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25739. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25740. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25741. */
  25742. static triangulateShape( contour, holes ) {
  25743. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25744. const holeIndices = []; // array of hole indices
  25745. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25746. removeDupEndPts( contour );
  25747. addContour( vertices, contour );
  25748. //
  25749. let holeIndex = contour.length;
  25750. holes.forEach( removeDupEndPts );
  25751. for ( let i = 0; i < holes.length; i ++ ) {
  25752. holeIndices.push( holeIndex );
  25753. holeIndex += holes[ i ].length;
  25754. addContour( vertices, holes[ i ] );
  25755. }
  25756. //
  25757. const triangles = Earcut.triangulate( vertices, holeIndices );
  25758. //
  25759. for ( let i = 0; i < triangles.length; i += 3 ) {
  25760. faces.push( triangles.slice( i, i + 3 ) );
  25761. }
  25762. return faces;
  25763. }
  25764. }
  25765. function removeDupEndPts( points ) {
  25766. const l = points.length;
  25767. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25768. points.pop();
  25769. }
  25770. }
  25771. function addContour( vertices, contour ) {
  25772. for ( let i = 0; i < contour.length; i ++ ) {
  25773. vertices.push( contour[ i ].x );
  25774. vertices.push( contour[ i ].y );
  25775. }
  25776. }
  25777. /**
  25778. * Creates extruded geometry from a path shape.
  25779. *
  25780. * ```js
  25781. * const length = 12, width = 8;
  25782. *
  25783. * const shape = new THREE.Shape();
  25784. * shape.moveTo( 0,0 );
  25785. * shape.lineTo( 0, width );
  25786. * shape.lineTo( length, width );
  25787. * shape.lineTo( length, 0 );
  25788. * shape.lineTo( 0, 0 );
  25789. *
  25790. * const geometry = new THREE.ExtrudeGeometry( shape );
  25791. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25792. * const mesh = new THREE.Mesh( geometry, material ) ;
  25793. * scene.add( mesh );
  25794. * ```
  25795. *
  25796. * @augments BufferGeometry
  25797. */
  25798. class ExtrudeGeometry extends BufferGeometry {
  25799. /**
  25800. * Constructs a new extrude geometry.
  25801. *
  25802. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25803. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25804. */
  25805. 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 = {} ) {
  25806. super();
  25807. this.type = 'ExtrudeGeometry';
  25808. /**
  25809. * Holds the constructor parameters that have been
  25810. * used to generate the geometry. Any modification
  25811. * after instantiation does not change the geometry.
  25812. *
  25813. * @type {Object}
  25814. */
  25815. this.parameters = {
  25816. shapes: shapes,
  25817. options: options
  25818. };
  25819. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25820. const scope = this;
  25821. const verticesArray = [];
  25822. const uvArray = [];
  25823. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25824. const shape = shapes[ i ];
  25825. addShape( shape );
  25826. }
  25827. // build geometry
  25828. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25829. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25830. this.computeVertexNormals();
  25831. // functions
  25832. function addShape( shape ) {
  25833. const placeholder = [];
  25834. // options
  25835. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25836. const steps = options.steps !== undefined ? options.steps : 1;
  25837. const depth = options.depth !== undefined ? options.depth : 1;
  25838. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25839. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25840. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25841. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25842. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25843. const extrudePath = options.extrudePath;
  25844. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25845. //
  25846. let extrudePts, extrudeByPath = false;
  25847. let splineTube, binormal, normal, position2;
  25848. if ( extrudePath ) {
  25849. extrudePts = extrudePath.getSpacedPoints( steps );
  25850. extrudeByPath = true;
  25851. bevelEnabled = false; // bevels not supported for path extrusion
  25852. // SETUP TNB variables
  25853. // TODO1 - have a .isClosed in spline?
  25854. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25855. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25856. binormal = new Vector3();
  25857. normal = new Vector3();
  25858. position2 = new Vector3();
  25859. }
  25860. // Safeguards if bevels are not enabled
  25861. if ( ! bevelEnabled ) {
  25862. bevelSegments = 0;
  25863. bevelThickness = 0;
  25864. bevelSize = 0;
  25865. bevelOffset = 0;
  25866. }
  25867. // Variables initialization
  25868. const shapePoints = shape.extractPoints( curveSegments );
  25869. let vertices = shapePoints.shape;
  25870. const holes = shapePoints.holes;
  25871. const reverse = ! ShapeUtils.isClockWise( vertices );
  25872. if ( reverse ) {
  25873. vertices = vertices.reverse();
  25874. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25875. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25876. const ahole = holes[ h ];
  25877. if ( ShapeUtils.isClockWise( ahole ) ) {
  25878. holes[ h ] = ahole.reverse();
  25879. }
  25880. }
  25881. }
  25882. /**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.
  25883. * @param {Array<Vector2>} points
  25884. */
  25885. function mergeOverlappingPoints( points ) {
  25886. const THRESHOLD = 1e-10;
  25887. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25888. let prevPos = points[ 0 ];
  25889. for ( let i = 1; i <= points.length; i ++ ) {
  25890. const currentIndex = i % points.length;
  25891. const currentPos = points[ currentIndex ];
  25892. const dx = currentPos.x - prevPos.x;
  25893. const dy = currentPos.y - prevPos.y;
  25894. const distSq = dx * dx + dy * dy;
  25895. const scalingFactorSqrt = Math.max(
  25896. Math.abs( currentPos.x ),
  25897. Math.abs( currentPos.y ),
  25898. Math.abs( prevPos.x ),
  25899. Math.abs( prevPos.y )
  25900. );
  25901. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25902. if ( distSq <= thresholdSqScaled ) {
  25903. points.splice( currentIndex, 1 );
  25904. i --;
  25905. continue;
  25906. }
  25907. prevPos = currentPos;
  25908. }
  25909. }
  25910. mergeOverlappingPoints( vertices );
  25911. holes.forEach( mergeOverlappingPoints );
  25912. const numHoles = holes.length;
  25913. /* Vertices */
  25914. const contour = vertices; // vertices has all points but contour has only points of circumference
  25915. for ( let h = 0; h < numHoles; h ++ ) {
  25916. const ahole = holes[ h ];
  25917. vertices = vertices.concat( ahole );
  25918. }
  25919. function scalePt2( pt, vec, size ) {
  25920. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25921. return pt.clone().addScaledVector( vec, size );
  25922. }
  25923. const vlen = vertices.length;
  25924. // Find directions for point movement
  25925. function getBevelVec( inPt, inPrev, inNext ) {
  25926. // computes for inPt the corresponding point inPt' on a new contour
  25927. // shifted by 1 unit (length of normalized vector) to the left
  25928. // if we walk along contour clockwise, this new contour is outside the old one
  25929. //
  25930. // inPt' is the intersection of the two lines parallel to the two
  25931. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25932. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25933. // good reading for geometry algorithms (here: line-line intersection)
  25934. // http://geomalgorithms.com/a05-_intersect-1.html
  25935. const v_prev_x = inPt.x - inPrev.x,
  25936. v_prev_y = inPt.y - inPrev.y;
  25937. const v_next_x = inNext.x - inPt.x,
  25938. v_next_y = inNext.y - inPt.y;
  25939. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25940. // check for collinear edges
  25941. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25942. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25943. // not collinear
  25944. // length of vectors for normalizing
  25945. const v_prev_len = Math.sqrt( v_prev_lensq );
  25946. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25947. // shift adjacent points by unit vectors to the left
  25948. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25949. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25950. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25951. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25952. // scaling factor for v_prev to intersection point
  25953. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25954. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25955. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25956. // vector from inPt to intersection point
  25957. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25958. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25959. // Don't normalize!, otherwise sharp corners become ugly
  25960. // but prevent crazy spikes
  25961. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25962. if ( v_trans_lensq <= 2 ) {
  25963. return new Vector2( v_trans_x, v_trans_y );
  25964. } else {
  25965. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25966. }
  25967. } else {
  25968. // handle special case of collinear edges
  25969. let direction_eq = false; // assumes: opposite
  25970. if ( v_prev_x > Number.EPSILON ) {
  25971. if ( v_next_x > Number.EPSILON ) {
  25972. direction_eq = true;
  25973. }
  25974. } else {
  25975. if ( v_prev_x < - Number.EPSILON ) {
  25976. if ( v_next_x < - Number.EPSILON ) {
  25977. direction_eq = true;
  25978. }
  25979. } else {
  25980. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25981. direction_eq = true;
  25982. }
  25983. }
  25984. }
  25985. if ( direction_eq ) {
  25986. // log("Warning: lines are a straight sequence");
  25987. v_trans_x = - v_prev_y;
  25988. v_trans_y = v_prev_x;
  25989. shrink_by = Math.sqrt( v_prev_lensq );
  25990. } else {
  25991. // log("Warning: lines are a straight spike");
  25992. v_trans_x = v_prev_x;
  25993. v_trans_y = v_prev_y;
  25994. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25995. }
  25996. }
  25997. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25998. }
  25999. const contourMovements = [];
  26000. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26001. if ( j === il ) j = 0;
  26002. if ( k === il ) k = 0;
  26003. // (j)---(i)---(k)
  26004. // log('i,j,k', i, j , k)
  26005. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  26006. }
  26007. const holesMovements = [];
  26008. let oneHoleMovements, verticesMovements = contourMovements.concat();
  26009. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26010. const ahole = holes[ h ];
  26011. oneHoleMovements = [];
  26012. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  26013. if ( j === il ) j = 0;
  26014. if ( k === il ) k = 0;
  26015. // (j)---(i)---(k)
  26016. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  26017. }
  26018. holesMovements.push( oneHoleMovements );
  26019. verticesMovements = verticesMovements.concat( oneHoleMovements );
  26020. }
  26021. let faces;
  26022. if ( bevelSegments === 0 ) {
  26023. faces = ShapeUtils.triangulateShape( contour, holes );
  26024. } else {
  26025. const contractedContourVertices = [];
  26026. const expandedHoleVertices = [];
  26027. // Loop bevelSegments, 1 for the front, 1 for the back
  26028. for ( let b = 0; b < bevelSegments; b ++ ) {
  26029. //for ( b = bevelSegments; b > 0; b -- ) {
  26030. const t = b / bevelSegments;
  26031. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26032. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26033. // contract shape
  26034. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26035. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26036. v( vert.x, vert.y, - z );
  26037. if ( t === 0 ) contractedContourVertices.push( vert );
  26038. }
  26039. // expand holes
  26040. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26041. const ahole = holes[ h ];
  26042. oneHoleMovements = holesMovements[ h ];
  26043. const oneHoleVertices = [];
  26044. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26045. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26046. v( vert.x, vert.y, - z );
  26047. if ( t === 0 ) oneHoleVertices.push( vert );
  26048. }
  26049. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26050. }
  26051. }
  26052. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26053. }
  26054. const flen = faces.length;
  26055. const bs = bevelSize + bevelOffset;
  26056. // Back facing vertices
  26057. for ( let i = 0; i < vlen; i ++ ) {
  26058. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26059. if ( ! extrudeByPath ) {
  26060. v( vert.x, vert.y, 0 );
  26061. } else {
  26062. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26063. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26064. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26065. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26066. v( position2.x, position2.y, position2.z );
  26067. }
  26068. }
  26069. // Add stepped vertices...
  26070. // Including front facing vertices
  26071. for ( let s = 1; s <= steps; s ++ ) {
  26072. for ( let i = 0; i < vlen; i ++ ) {
  26073. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26074. if ( ! extrudeByPath ) {
  26075. v( vert.x, vert.y, depth / steps * s );
  26076. } else {
  26077. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26078. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26079. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26080. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26081. v( position2.x, position2.y, position2.z );
  26082. }
  26083. }
  26084. }
  26085. // Add bevel segments planes
  26086. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26087. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26088. const t = b / bevelSegments;
  26089. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26090. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26091. // contract shape
  26092. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26093. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26094. v( vert.x, vert.y, depth + z );
  26095. }
  26096. // expand holes
  26097. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26098. const ahole = holes[ h ];
  26099. oneHoleMovements = holesMovements[ h ];
  26100. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26101. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26102. if ( ! extrudeByPath ) {
  26103. v( vert.x, vert.y, depth + z );
  26104. } else {
  26105. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26106. }
  26107. }
  26108. }
  26109. }
  26110. /* Faces */
  26111. // Top and bottom faces
  26112. buildLidFaces();
  26113. // Sides faces
  26114. buildSideFaces();
  26115. ///// Internal functions
  26116. function buildLidFaces() {
  26117. const start = verticesArray.length / 3;
  26118. if ( bevelEnabled ) {
  26119. let layer = 0; // steps + 1
  26120. let offset = vlen * layer;
  26121. // Bottom faces
  26122. for ( let i = 0; i < flen; i ++ ) {
  26123. const face = faces[ i ];
  26124. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26125. }
  26126. layer = steps + bevelSegments * 2;
  26127. offset = vlen * layer;
  26128. // Top faces
  26129. for ( let i = 0; i < flen; i ++ ) {
  26130. const face = faces[ i ];
  26131. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26132. }
  26133. } else {
  26134. // Bottom faces
  26135. for ( let i = 0; i < flen; i ++ ) {
  26136. const face = faces[ i ];
  26137. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26138. }
  26139. // Top faces
  26140. for ( let i = 0; i < flen; i ++ ) {
  26141. const face = faces[ i ];
  26142. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26143. }
  26144. }
  26145. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26146. }
  26147. // Create faces for the z-sides of the shape
  26148. function buildSideFaces() {
  26149. const start = verticesArray.length / 3;
  26150. let layeroffset = 0;
  26151. sidewalls( contour, layeroffset );
  26152. layeroffset += contour.length;
  26153. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26154. const ahole = holes[ h ];
  26155. sidewalls( ahole, layeroffset );
  26156. //, true
  26157. layeroffset += ahole.length;
  26158. }
  26159. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26160. }
  26161. function sidewalls( contour, layeroffset ) {
  26162. let i = contour.length;
  26163. while ( -- i >= 0 ) {
  26164. const j = i;
  26165. let k = i - 1;
  26166. if ( k < 0 ) k = contour.length - 1;
  26167. //log('b', i,j, i-1, k,vertices.length);
  26168. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26169. const slen1 = vlen * s;
  26170. const slen2 = vlen * ( s + 1 );
  26171. const a = layeroffset + j + slen1,
  26172. b = layeroffset + k + slen1,
  26173. c = layeroffset + k + slen2,
  26174. d = layeroffset + j + slen2;
  26175. f4( a, b, c, d );
  26176. }
  26177. }
  26178. }
  26179. function v( x, y, z ) {
  26180. placeholder.push( x );
  26181. placeholder.push( y );
  26182. placeholder.push( z );
  26183. }
  26184. function f3( a, b, c ) {
  26185. addVertex( a );
  26186. addVertex( b );
  26187. addVertex( c );
  26188. const nextIndex = verticesArray.length / 3;
  26189. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26190. addUV( uvs[ 0 ] );
  26191. addUV( uvs[ 1 ] );
  26192. addUV( uvs[ 2 ] );
  26193. }
  26194. function f4( a, b, c, d ) {
  26195. addVertex( a );
  26196. addVertex( b );
  26197. addVertex( d );
  26198. addVertex( b );
  26199. addVertex( c );
  26200. addVertex( d );
  26201. const nextIndex = verticesArray.length / 3;
  26202. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26203. addUV( uvs[ 0 ] );
  26204. addUV( uvs[ 1 ] );
  26205. addUV( uvs[ 3 ] );
  26206. addUV( uvs[ 1 ] );
  26207. addUV( uvs[ 2 ] );
  26208. addUV( uvs[ 3 ] );
  26209. }
  26210. function addVertex( index ) {
  26211. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26212. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26213. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26214. }
  26215. function addUV( vector2 ) {
  26216. uvArray.push( vector2.x );
  26217. uvArray.push( vector2.y );
  26218. }
  26219. }
  26220. }
  26221. copy( source ) {
  26222. super.copy( source );
  26223. this.parameters = Object.assign( {}, source.parameters );
  26224. return this;
  26225. }
  26226. toJSON() {
  26227. const data = super.toJSON();
  26228. const shapes = this.parameters.shapes;
  26229. const options = this.parameters.options;
  26230. return toJSON$1( shapes, options, data );
  26231. }
  26232. /**
  26233. * Factory method for creating an instance of this class from the given
  26234. * JSON object.
  26235. *
  26236. * @param {Object} data - A JSON object representing the serialized geometry.
  26237. * @param {Array<Shape>} shapes - An array of shapes.
  26238. * @return {ExtrudeGeometry} A new instance.
  26239. */
  26240. static fromJSON( data, shapes ) {
  26241. const geometryShapes = [];
  26242. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26243. const shape = shapes[ data.shapes[ j ] ];
  26244. geometryShapes.push( shape );
  26245. }
  26246. const extrudePath = data.options.extrudePath;
  26247. if ( extrudePath !== undefined ) {
  26248. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26249. }
  26250. return new ExtrudeGeometry( geometryShapes, data.options );
  26251. }
  26252. }
  26253. const WorldUVGenerator = {
  26254. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26255. const a_x = vertices[ indexA * 3 ];
  26256. const a_y = vertices[ indexA * 3 + 1 ];
  26257. const b_x = vertices[ indexB * 3 ];
  26258. const b_y = vertices[ indexB * 3 + 1 ];
  26259. const c_x = vertices[ indexC * 3 ];
  26260. const c_y = vertices[ indexC * 3 + 1 ];
  26261. return [
  26262. new Vector2( a_x, a_y ),
  26263. new Vector2( b_x, b_y ),
  26264. new Vector2( c_x, c_y )
  26265. ];
  26266. },
  26267. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26268. const a_x = vertices[ indexA * 3 ];
  26269. const a_y = vertices[ indexA * 3 + 1 ];
  26270. const a_z = vertices[ indexA * 3 + 2 ];
  26271. const b_x = vertices[ indexB * 3 ];
  26272. const b_y = vertices[ indexB * 3 + 1 ];
  26273. const b_z = vertices[ indexB * 3 + 2 ];
  26274. const c_x = vertices[ indexC * 3 ];
  26275. const c_y = vertices[ indexC * 3 + 1 ];
  26276. const c_z = vertices[ indexC * 3 + 2 ];
  26277. const d_x = vertices[ indexD * 3 ];
  26278. const d_y = vertices[ indexD * 3 + 1 ];
  26279. const d_z = vertices[ indexD * 3 + 2 ];
  26280. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26281. return [
  26282. new Vector2( a_x, 1 - a_z ),
  26283. new Vector2( b_x, 1 - b_z ),
  26284. new Vector2( c_x, 1 - c_z ),
  26285. new Vector2( d_x, 1 - d_z )
  26286. ];
  26287. } else {
  26288. return [
  26289. new Vector2( a_y, 1 - a_z ),
  26290. new Vector2( b_y, 1 - b_z ),
  26291. new Vector2( c_y, 1 - c_z ),
  26292. new Vector2( d_y, 1 - d_z )
  26293. ];
  26294. }
  26295. }
  26296. };
  26297. function toJSON$1( shapes, options, data ) {
  26298. data.shapes = [];
  26299. if ( Array.isArray( shapes ) ) {
  26300. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26301. const shape = shapes[ i ];
  26302. data.shapes.push( shape.uuid );
  26303. }
  26304. } else {
  26305. data.shapes.push( shapes.uuid );
  26306. }
  26307. data.options = Object.assign( {}, options );
  26308. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26309. return data;
  26310. }
  26311. /**
  26312. * A geometry class for representing an icosahedron.
  26313. *
  26314. * ```js
  26315. * const geometry = new THREE.IcosahedronGeometry();
  26316. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26317. * const icosahedron = new THREE.Mesh( geometry, material );
  26318. * scene.add( icosahedron );
  26319. * ```
  26320. *
  26321. * @augments PolyhedronGeometry
  26322. */
  26323. class IcosahedronGeometry extends PolyhedronGeometry {
  26324. /**
  26325. * Constructs a new icosahedron geometry.
  26326. *
  26327. * @param {number} [radius=1] - Radius of the icosahedron.
  26328. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26329. */
  26330. constructor( radius = 1, detail = 0 ) {
  26331. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26332. const vertices = [
  26333. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26334. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26335. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26336. ];
  26337. const indices = [
  26338. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26339. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26340. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26341. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26342. ];
  26343. super( vertices, indices, radius, detail );
  26344. this.type = 'IcosahedronGeometry';
  26345. /**
  26346. * Holds the constructor parameters that have been
  26347. * used to generate the geometry. Any modification
  26348. * after instantiation does not change the geometry.
  26349. *
  26350. * @type {Object}
  26351. */
  26352. this.parameters = {
  26353. radius: radius,
  26354. detail: detail
  26355. };
  26356. }
  26357. /**
  26358. * Factory method for creating an instance of this class from the given
  26359. * JSON object.
  26360. *
  26361. * @param {Object} data - A JSON object representing the serialized geometry.
  26362. * @return {IcosahedronGeometry} A new instance.
  26363. */
  26364. static fromJSON( data ) {
  26365. return new IcosahedronGeometry( data.radius, data.detail );
  26366. }
  26367. }
  26368. /**
  26369. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26370. *
  26371. * ```js
  26372. * const points = [];
  26373. * for ( let i = 0; i < 10; i ++ ) {
  26374. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26375. * }
  26376. * const geometry = new THREE.LatheGeometry( points );
  26377. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26378. * const lathe = new THREE.Mesh( geometry, material );
  26379. * scene.add( lathe );
  26380. * ```
  26381. *
  26382. * @augments BufferGeometry
  26383. */
  26384. class LatheGeometry extends BufferGeometry {
  26385. /**
  26386. * Constructs a new lathe geometry.
  26387. *
  26388. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26389. * must be greater than zero.
  26390. * @param {number} [segments=12] - The number of circumference segments to generate.
  26391. * @param {number} [phiStart=0] - The starting angle in radians.
  26392. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26393. * closed lathe, less than 2PI is a portion.
  26394. */
  26395. 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 ) {
  26396. super();
  26397. this.type = 'LatheGeometry';
  26398. /**
  26399. * Holds the constructor parameters that have been
  26400. * used to generate the geometry. Any modification
  26401. * after instantiation does not change the geometry.
  26402. *
  26403. * @type {Object}
  26404. */
  26405. this.parameters = {
  26406. points: points,
  26407. segments: segments,
  26408. phiStart: phiStart,
  26409. phiLength: phiLength
  26410. };
  26411. segments = Math.floor( segments );
  26412. // clamp phiLength so it's in range of [ 0, 2PI ]
  26413. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26414. // buffers
  26415. const indices = [];
  26416. const vertices = [];
  26417. const uvs = [];
  26418. const initNormals = [];
  26419. const normals = [];
  26420. // helper variables
  26421. const inverseSegments = 1.0 / segments;
  26422. const vertex = new Vector3();
  26423. const uv = new Vector2();
  26424. const normal = new Vector3();
  26425. const curNormal = new Vector3();
  26426. const prevNormal = new Vector3();
  26427. let dx = 0;
  26428. let dy = 0;
  26429. // pre-compute normals for initial "meridian"
  26430. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26431. switch ( j ) {
  26432. case 0: // special handling for 1st vertex on path
  26433. dx = points[ j + 1 ].x - points[ j ].x;
  26434. dy = points[ j + 1 ].y - points[ j ].y;
  26435. normal.x = dy * 1.0;
  26436. normal.y = - dx;
  26437. normal.z = dy * 0.0;
  26438. prevNormal.copy( normal );
  26439. normal.normalize();
  26440. initNormals.push( normal.x, normal.y, normal.z );
  26441. break;
  26442. case ( points.length - 1 ): // special handling for last Vertex on path
  26443. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26444. break;
  26445. default: // default handling for all vertices in between
  26446. dx = points[ j + 1 ].x - points[ j ].x;
  26447. dy = points[ j + 1 ].y - points[ j ].y;
  26448. normal.x = dy * 1.0;
  26449. normal.y = - dx;
  26450. normal.z = dy * 0.0;
  26451. curNormal.copy( normal );
  26452. normal.x += prevNormal.x;
  26453. normal.y += prevNormal.y;
  26454. normal.z += prevNormal.z;
  26455. normal.normalize();
  26456. initNormals.push( normal.x, normal.y, normal.z );
  26457. prevNormal.copy( curNormal );
  26458. }
  26459. }
  26460. // generate vertices, uvs and normals
  26461. for ( let i = 0; i <= segments; i ++ ) {
  26462. const phi = phiStart + i * inverseSegments * phiLength;
  26463. const sin = Math.sin( phi );
  26464. const cos = Math.cos( phi );
  26465. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26466. // vertex
  26467. vertex.x = points[ j ].x * sin;
  26468. vertex.y = points[ j ].y;
  26469. vertex.z = points[ j ].x * cos;
  26470. vertices.push( vertex.x, vertex.y, vertex.z );
  26471. // uv
  26472. uv.x = i / segments;
  26473. uv.y = j / ( points.length - 1 );
  26474. uvs.push( uv.x, uv.y );
  26475. // normal
  26476. const x = initNormals[ 3 * j + 0 ] * sin;
  26477. const y = initNormals[ 3 * j + 1 ];
  26478. const z = initNormals[ 3 * j + 0 ] * cos;
  26479. normals.push( x, y, z );
  26480. }
  26481. }
  26482. // indices
  26483. for ( let i = 0; i < segments; i ++ ) {
  26484. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26485. const base = j + i * points.length;
  26486. const a = base;
  26487. const b = base + points.length;
  26488. const c = base + points.length + 1;
  26489. const d = base + 1;
  26490. // faces
  26491. indices.push( a, b, d );
  26492. indices.push( c, d, b );
  26493. }
  26494. }
  26495. // build geometry
  26496. this.setIndex( indices );
  26497. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26498. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26499. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26500. }
  26501. copy( source ) {
  26502. super.copy( source );
  26503. this.parameters = Object.assign( {}, source.parameters );
  26504. return this;
  26505. }
  26506. /**
  26507. * Factory method for creating an instance of this class from the given
  26508. * JSON object.
  26509. *
  26510. * @param {Object} data - A JSON object representing the serialized geometry.
  26511. * @return {LatheGeometry} A new instance.
  26512. */
  26513. static fromJSON( data ) {
  26514. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26515. }
  26516. }
  26517. /**
  26518. * A geometry class for representing an octahedron.
  26519. *
  26520. * ```js
  26521. * const geometry = new THREE.OctahedronGeometry();
  26522. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26523. * const octahedron = new THREE.Mesh( geometry, material );
  26524. * scene.add( octahedron );
  26525. * ```
  26526. *
  26527. * @augments PolyhedronGeometry
  26528. */
  26529. class OctahedronGeometry extends PolyhedronGeometry {
  26530. /**
  26531. * Constructs a new octahedron geometry.
  26532. *
  26533. * @param {number} [radius=1] - Radius of the octahedron.
  26534. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26535. */
  26536. constructor( radius = 1, detail = 0 ) {
  26537. const vertices = [
  26538. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26539. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26540. ];
  26541. const indices = [
  26542. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26543. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26544. 1, 3, 4, 1, 4, 2
  26545. ];
  26546. super( vertices, indices, radius, detail );
  26547. this.type = 'OctahedronGeometry';
  26548. /**
  26549. * Holds the constructor parameters that have been
  26550. * used to generate the geometry. Any modification
  26551. * after instantiation does not change the geometry.
  26552. *
  26553. * @type {Object}
  26554. */
  26555. this.parameters = {
  26556. radius: radius,
  26557. detail: detail
  26558. };
  26559. }
  26560. /**
  26561. * Factory method for creating an instance of this class from the given
  26562. * JSON object.
  26563. *
  26564. * @param {Object} data - A JSON object representing the serialized geometry.
  26565. * @return {OctahedronGeometry} A new instance.
  26566. */
  26567. static fromJSON( data ) {
  26568. return new OctahedronGeometry( data.radius, data.detail );
  26569. }
  26570. }
  26571. /**
  26572. * A geometry class for representing a plane.
  26573. *
  26574. * ```js
  26575. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26576. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26577. * const plane = new THREE.Mesh( geometry, material );
  26578. * scene.add( plane );
  26579. * ```
  26580. *
  26581. * @augments BufferGeometry
  26582. */
  26583. class PlaneGeometry extends BufferGeometry {
  26584. /**
  26585. * Constructs a new plane geometry.
  26586. *
  26587. * @param {number} [width=1] - The width along the X axis.
  26588. * @param {number} [height=1] - The height along the Y axis
  26589. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26590. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26591. */
  26592. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26593. super();
  26594. this.type = 'PlaneGeometry';
  26595. /**
  26596. * Holds the constructor parameters that have been
  26597. * used to generate the geometry. Any modification
  26598. * after instantiation does not change the geometry.
  26599. *
  26600. * @type {Object}
  26601. */
  26602. this.parameters = {
  26603. width: width,
  26604. height: height,
  26605. widthSegments: widthSegments,
  26606. heightSegments: heightSegments
  26607. };
  26608. const width_half = width / 2;
  26609. const height_half = height / 2;
  26610. const gridX = Math.floor( widthSegments );
  26611. const gridY = Math.floor( heightSegments );
  26612. const gridX1 = gridX + 1;
  26613. const gridY1 = gridY + 1;
  26614. const segment_width = width / gridX;
  26615. const segment_height = height / gridY;
  26616. //
  26617. const indices = [];
  26618. const vertices = [];
  26619. const normals = [];
  26620. const uvs = [];
  26621. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26622. const y = iy * segment_height - height_half;
  26623. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26624. const x = ix * segment_width - width_half;
  26625. vertices.push( x, - y, 0 );
  26626. normals.push( 0, 0, 1 );
  26627. uvs.push( ix / gridX );
  26628. uvs.push( 1 - ( iy / gridY ) );
  26629. }
  26630. }
  26631. for ( let iy = 0; iy < gridY; iy ++ ) {
  26632. for ( let ix = 0; ix < gridX; ix ++ ) {
  26633. const a = ix + gridX1 * iy;
  26634. const b = ix + gridX1 * ( iy + 1 );
  26635. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26636. const d = ( ix + 1 ) + gridX1 * iy;
  26637. indices.push( a, b, d );
  26638. indices.push( b, c, d );
  26639. }
  26640. }
  26641. this.setIndex( indices );
  26642. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26643. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26644. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26645. }
  26646. copy( source ) {
  26647. super.copy( source );
  26648. this.parameters = Object.assign( {}, source.parameters );
  26649. return this;
  26650. }
  26651. /**
  26652. * Factory method for creating an instance of this class from the given
  26653. * JSON object.
  26654. *
  26655. * @param {Object} data - A JSON object representing the serialized geometry.
  26656. * @return {PlaneGeometry} A new instance.
  26657. */
  26658. static fromJSON( data ) {
  26659. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26660. }
  26661. }
  26662. /**
  26663. * A class for generating a two-dimensional ring geometry.
  26664. *
  26665. * ```js
  26666. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26667. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26668. * const mesh = new THREE.Mesh( geometry, material );
  26669. * scene.add( mesh );
  26670. * ```
  26671. *
  26672. * @augments BufferGeometry
  26673. */
  26674. class RingGeometry extends BufferGeometry {
  26675. /**
  26676. * Constructs a new ring geometry.
  26677. *
  26678. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26679. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26680. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26681. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26682. * @param {number} [thetaStart=0] - Starting angle in radians.
  26683. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26684. */
  26685. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26686. super();
  26687. this.type = 'RingGeometry';
  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. innerRadius: innerRadius,
  26697. outerRadius: outerRadius,
  26698. thetaSegments: thetaSegments,
  26699. phiSegments: phiSegments,
  26700. thetaStart: thetaStart,
  26701. thetaLength: thetaLength
  26702. };
  26703. thetaSegments = Math.max( 3, thetaSegments );
  26704. phiSegments = Math.max( 1, phiSegments );
  26705. // buffers
  26706. const indices = [];
  26707. const vertices = [];
  26708. const normals = [];
  26709. const uvs = [];
  26710. // some helper variables
  26711. let radius = innerRadius;
  26712. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26713. const vertex = new Vector3();
  26714. const uv = new Vector2();
  26715. // generate vertices, normals and uvs
  26716. for ( let j = 0; j <= phiSegments; j ++ ) {
  26717. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26718. // values are generate from the inside of the ring to the outside
  26719. const segment = thetaStart + i / thetaSegments * thetaLength;
  26720. // vertex
  26721. vertex.x = radius * Math.cos( segment );
  26722. vertex.y = radius * Math.sin( segment );
  26723. vertices.push( vertex.x, vertex.y, vertex.z );
  26724. // normal
  26725. normals.push( 0, 0, 1 );
  26726. // uv
  26727. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26728. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26729. uvs.push( uv.x, uv.y );
  26730. }
  26731. // increase the radius for next row of vertices
  26732. radius += radiusStep;
  26733. }
  26734. // indices
  26735. for ( let j = 0; j < phiSegments; j ++ ) {
  26736. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26737. for ( let i = 0; i < thetaSegments; i ++ ) {
  26738. const segment = i + thetaSegmentLevel;
  26739. const a = segment;
  26740. const b = segment + thetaSegments + 1;
  26741. const c = segment + thetaSegments + 2;
  26742. const d = segment + 1;
  26743. // faces
  26744. indices.push( a, b, d );
  26745. indices.push( b, c, d );
  26746. }
  26747. }
  26748. // build geometry
  26749. this.setIndex( indices );
  26750. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26751. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26752. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26753. }
  26754. copy( source ) {
  26755. super.copy( source );
  26756. this.parameters = Object.assign( {}, source.parameters );
  26757. return this;
  26758. }
  26759. /**
  26760. * Factory method for creating an instance of this class from the given
  26761. * JSON object.
  26762. *
  26763. * @param {Object} data - A JSON object representing the serialized geometry.
  26764. * @return {RingGeometry} A new instance.
  26765. */
  26766. static fromJSON( data ) {
  26767. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26768. }
  26769. }
  26770. /**
  26771. * Creates an one-sided polygonal geometry from one or more path shapes.
  26772. *
  26773. * ```js
  26774. * const arcShape = new THREE.Shape()
  26775. * .moveTo( 5, 1 )
  26776. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26777. *
  26778. * const geometry = new THREE.ShapeGeometry( arcShape );
  26779. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26780. * const mesh = new THREE.Mesh( geometry, material ) ;
  26781. * scene.add( mesh );
  26782. * ```
  26783. *
  26784. * @augments BufferGeometry
  26785. */
  26786. class ShapeGeometry extends BufferGeometry {
  26787. /**
  26788. * Constructs a new shape geometry.
  26789. *
  26790. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26791. * @param {number} [curveSegments=12] - Number of segments per shape.
  26792. */
  26793. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26794. super();
  26795. this.type = 'ShapeGeometry';
  26796. /**
  26797. * Holds the constructor parameters that have been
  26798. * used to generate the geometry. Any modification
  26799. * after instantiation does not change the geometry.
  26800. *
  26801. * @type {Object}
  26802. */
  26803. this.parameters = {
  26804. shapes: shapes,
  26805. curveSegments: curveSegments
  26806. };
  26807. // buffers
  26808. const indices = [];
  26809. const vertices = [];
  26810. const normals = [];
  26811. const uvs = [];
  26812. // helper variables
  26813. let groupStart = 0;
  26814. let groupCount = 0;
  26815. // allow single and array values for "shapes" parameter
  26816. if ( Array.isArray( shapes ) === false ) {
  26817. addShape( shapes );
  26818. } else {
  26819. for ( let i = 0; i < shapes.length; i ++ ) {
  26820. addShape( shapes[ i ] );
  26821. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26822. groupStart += groupCount;
  26823. groupCount = 0;
  26824. }
  26825. }
  26826. // build geometry
  26827. this.setIndex( indices );
  26828. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26829. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26830. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26831. // helper functions
  26832. function addShape( shape ) {
  26833. const indexOffset = vertices.length / 3;
  26834. const points = shape.extractPoints( curveSegments );
  26835. let shapeVertices = points.shape;
  26836. const shapeHoles = points.holes;
  26837. // check direction of vertices
  26838. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26839. shapeVertices = shapeVertices.reverse();
  26840. }
  26841. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26842. const shapeHole = shapeHoles[ i ];
  26843. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26844. shapeHoles[ i ] = shapeHole.reverse();
  26845. }
  26846. }
  26847. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26848. // join vertices of inner and outer paths to a single array
  26849. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26850. const shapeHole = shapeHoles[ i ];
  26851. shapeVertices = shapeVertices.concat( shapeHole );
  26852. }
  26853. // vertices, normals, uvs
  26854. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26855. const vertex = shapeVertices[ i ];
  26856. vertices.push( vertex.x, vertex.y, 0 );
  26857. normals.push( 0, 0, 1 );
  26858. uvs.push( vertex.x, vertex.y ); // world uvs
  26859. }
  26860. // indices
  26861. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26862. const face = faces[ i ];
  26863. const a = face[ 0 ] + indexOffset;
  26864. const b = face[ 1 ] + indexOffset;
  26865. const c = face[ 2 ] + indexOffset;
  26866. indices.push( a, b, c );
  26867. groupCount += 3;
  26868. }
  26869. }
  26870. }
  26871. copy( source ) {
  26872. super.copy( source );
  26873. this.parameters = Object.assign( {}, source.parameters );
  26874. return this;
  26875. }
  26876. toJSON() {
  26877. const data = super.toJSON();
  26878. const shapes = this.parameters.shapes;
  26879. return toJSON( shapes, data );
  26880. }
  26881. /**
  26882. * Factory method for creating an instance of this class from the given
  26883. * JSON object.
  26884. *
  26885. * @param {Object} data - A JSON object representing the serialized geometry.
  26886. * @param {Array<Shape>} shapes - An array of shapes.
  26887. * @return {ShapeGeometry} A new instance.
  26888. */
  26889. static fromJSON( data, shapes ) {
  26890. const geometryShapes = [];
  26891. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26892. const shape = shapes[ data.shapes[ j ] ];
  26893. geometryShapes.push( shape );
  26894. }
  26895. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26896. }
  26897. }
  26898. function toJSON( shapes, data ) {
  26899. data.shapes = [];
  26900. if ( Array.isArray( shapes ) ) {
  26901. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26902. const shape = shapes[ i ];
  26903. data.shapes.push( shape.uuid );
  26904. }
  26905. } else {
  26906. data.shapes.push( shapes.uuid );
  26907. }
  26908. return data;
  26909. }
  26910. /**
  26911. * A class for generating a sphere geometry.
  26912. *
  26913. * ```js
  26914. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26915. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26916. * const sphere = new THREE.Mesh( geometry, material );
  26917. * scene.add( sphere );
  26918. * ```
  26919. *
  26920. * @augments BufferGeometry
  26921. */
  26922. class SphereGeometry extends BufferGeometry {
  26923. /**
  26924. * Constructs a new sphere geometry.
  26925. *
  26926. * @param {number} [radius=1] - The sphere radius.
  26927. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26928. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26929. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26930. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26931. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26932. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26933. */
  26934. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26935. super();
  26936. this.type = 'SphereGeometry';
  26937. /**
  26938. * Holds the constructor parameters that have been
  26939. * used to generate the geometry. Any modification
  26940. * after instantiation does not change the geometry.
  26941. *
  26942. * @type {Object}
  26943. */
  26944. this.parameters = {
  26945. radius: radius,
  26946. widthSegments: widthSegments,
  26947. heightSegments: heightSegments,
  26948. phiStart: phiStart,
  26949. phiLength: phiLength,
  26950. thetaStart: thetaStart,
  26951. thetaLength: thetaLength
  26952. };
  26953. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26954. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26955. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26956. let index = 0;
  26957. const grid = [];
  26958. const vertex = new Vector3();
  26959. const normal = new Vector3();
  26960. // buffers
  26961. const indices = [];
  26962. const vertices = [];
  26963. const normals = [];
  26964. const uvs = [];
  26965. // generate vertices, normals and uvs
  26966. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26967. const verticesRow = [];
  26968. const v = iy / heightSegments;
  26969. // special case for the poles
  26970. let uOffset = 0;
  26971. if ( iy === 0 && thetaStart === 0 ) {
  26972. uOffset = 0.5 / widthSegments;
  26973. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26974. uOffset = -0.5 / widthSegments;
  26975. }
  26976. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26977. const u = ix / widthSegments;
  26978. // vertex
  26979. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26980. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26981. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26982. vertices.push( vertex.x, vertex.y, vertex.z );
  26983. // normal
  26984. normal.copy( vertex ).normalize();
  26985. normals.push( normal.x, normal.y, normal.z );
  26986. // uv
  26987. uvs.push( u + uOffset, 1 - v );
  26988. verticesRow.push( index ++ );
  26989. }
  26990. grid.push( verticesRow );
  26991. }
  26992. // indices
  26993. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26994. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26995. const a = grid[ iy ][ ix + 1 ];
  26996. const b = grid[ iy ][ ix ];
  26997. const c = grid[ iy + 1 ][ ix ];
  26998. const d = grid[ iy + 1 ][ ix + 1 ];
  26999. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  27000. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  27001. }
  27002. }
  27003. // build geometry
  27004. this.setIndex( indices );
  27005. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27006. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27007. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27008. }
  27009. copy( source ) {
  27010. super.copy( source );
  27011. this.parameters = Object.assign( {}, source.parameters );
  27012. return this;
  27013. }
  27014. /**
  27015. * Factory method for creating an instance of this class from the given
  27016. * JSON object.
  27017. *
  27018. * @param {Object} data - A JSON object representing the serialized geometry.
  27019. * @return {SphereGeometry} A new instance.
  27020. */
  27021. static fromJSON( data ) {
  27022. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  27023. }
  27024. }
  27025. /**
  27026. * A geometry class for representing an tetrahedron.
  27027. *
  27028. * ```js
  27029. * const geometry = new THREE.TetrahedronGeometry();
  27030. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27031. * const tetrahedron = new THREE.Mesh( geometry, material );
  27032. * scene.add( tetrahedron );
  27033. * ```
  27034. *
  27035. * @augments PolyhedronGeometry
  27036. */
  27037. class TetrahedronGeometry extends PolyhedronGeometry {
  27038. /**
  27039. * Constructs a new tetrahedron geometry.
  27040. *
  27041. * @param {number} [radius=1] - Radius of the tetrahedron.
  27042. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27043. */
  27044. constructor( radius = 1, detail = 0 ) {
  27045. const vertices = [
  27046. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27047. ];
  27048. const indices = [
  27049. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27050. ];
  27051. super( vertices, indices, radius, detail );
  27052. this.type = 'TetrahedronGeometry';
  27053. /**
  27054. * Holds the constructor parameters that have been
  27055. * used to generate the geometry. Any modification
  27056. * after instantiation does not change the geometry.
  27057. *
  27058. * @type {Object}
  27059. */
  27060. this.parameters = {
  27061. radius: radius,
  27062. detail: detail
  27063. };
  27064. }
  27065. /**
  27066. * Factory method for creating an instance of this class from the given
  27067. * JSON object.
  27068. *
  27069. * @param {Object} data - A JSON object representing the serialized geometry.
  27070. * @return {TetrahedronGeometry} A new instance.
  27071. */
  27072. static fromJSON( data ) {
  27073. return new TetrahedronGeometry( data.radius, data.detail );
  27074. }
  27075. }
  27076. /**
  27077. * A geometry class for representing an torus.
  27078. *
  27079. * ```js
  27080. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27081. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27082. * const torus = new THREE.Mesh( geometry, material );
  27083. * scene.add( torus );
  27084. * ```
  27085. *
  27086. * @augments BufferGeometry
  27087. */
  27088. class TorusGeometry extends BufferGeometry {
  27089. /**
  27090. * Constructs a new torus geometry.
  27091. *
  27092. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27093. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27094. * @param {number} [radialSegments=12] - The number of radial segments.
  27095. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27096. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27097. */
  27098. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27099. super();
  27100. this.type = 'TorusGeometry';
  27101. /**
  27102. * Holds the constructor parameters that have been
  27103. * used to generate the geometry. Any modification
  27104. * after instantiation does not change the geometry.
  27105. *
  27106. * @type {Object}
  27107. */
  27108. this.parameters = {
  27109. radius: radius,
  27110. tube: tube,
  27111. radialSegments: radialSegments,
  27112. tubularSegments: tubularSegments,
  27113. arc: arc
  27114. };
  27115. radialSegments = Math.floor( radialSegments );
  27116. tubularSegments = Math.floor( tubularSegments );
  27117. // buffers
  27118. const indices = [];
  27119. const vertices = [];
  27120. const normals = [];
  27121. const uvs = [];
  27122. // helper variables
  27123. const center = new Vector3();
  27124. const vertex = new Vector3();
  27125. const normal = new Vector3();
  27126. // generate vertices, normals and uvs
  27127. for ( let j = 0; j <= radialSegments; j ++ ) {
  27128. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27129. const u = i / tubularSegments * arc;
  27130. const v = j / radialSegments * Math.PI * 2;
  27131. // vertex
  27132. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27133. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27134. vertex.z = tube * Math.sin( v );
  27135. vertices.push( vertex.x, vertex.y, vertex.z );
  27136. // normal
  27137. center.x = radius * Math.cos( u );
  27138. center.y = radius * Math.sin( u );
  27139. normal.subVectors( vertex, center ).normalize();
  27140. normals.push( normal.x, normal.y, normal.z );
  27141. // uv
  27142. uvs.push( i / tubularSegments );
  27143. uvs.push( j / radialSegments );
  27144. }
  27145. }
  27146. // generate indices
  27147. for ( let j = 1; j <= radialSegments; j ++ ) {
  27148. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27149. // indices
  27150. const a = ( tubularSegments + 1 ) * j + i - 1;
  27151. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27152. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27153. const d = ( tubularSegments + 1 ) * j + i;
  27154. // faces
  27155. indices.push( a, b, d );
  27156. indices.push( b, c, d );
  27157. }
  27158. }
  27159. // build geometry
  27160. this.setIndex( indices );
  27161. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27162. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27163. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27164. }
  27165. copy( source ) {
  27166. super.copy( source );
  27167. this.parameters = Object.assign( {}, source.parameters );
  27168. return this;
  27169. }
  27170. /**
  27171. * Factory method for creating an instance of this class from the given
  27172. * JSON object.
  27173. *
  27174. * @param {Object} data - A JSON object representing the serialized geometry.
  27175. * @return {TorusGeometry} A new instance.
  27176. */
  27177. static fromJSON( data ) {
  27178. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27179. }
  27180. }
  27181. /**
  27182. * Creates a torus knot, the particular shape of which is defined by a pair
  27183. * of coprime integers, p and q. If p and q are not coprime, the result will
  27184. * be a torus link.
  27185. *
  27186. * ```js
  27187. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27188. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27189. * const torusKnot = new THREE.Mesh( geometry, material );
  27190. * scene.add( torusKnot );
  27191. * ```
  27192. *
  27193. * @augments BufferGeometry
  27194. */
  27195. class TorusKnotGeometry extends BufferGeometry {
  27196. /**
  27197. * Constructs a new torus knot geometry.
  27198. *
  27199. * @param {number} [radius=1] - Radius of the torus knot.
  27200. * @param {number} [tube=0.4] - Radius of the tube.
  27201. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27202. * @param {number} [radialSegments=8] - The number of radial segments.
  27203. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27204. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27205. */
  27206. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27207. super();
  27208. this.type = 'TorusKnotGeometry';
  27209. /**
  27210. * Holds the constructor parameters that have been
  27211. * used to generate the geometry. Any modification
  27212. * after instantiation does not change the geometry.
  27213. *
  27214. * @type {Object}
  27215. */
  27216. this.parameters = {
  27217. radius: radius,
  27218. tube: tube,
  27219. tubularSegments: tubularSegments,
  27220. radialSegments: radialSegments,
  27221. p: p,
  27222. q: q
  27223. };
  27224. tubularSegments = Math.floor( tubularSegments );
  27225. radialSegments = Math.floor( radialSegments );
  27226. // buffers
  27227. const indices = [];
  27228. const vertices = [];
  27229. const normals = [];
  27230. const uvs = [];
  27231. // helper variables
  27232. const vertex = new Vector3();
  27233. const normal = new Vector3();
  27234. const P1 = new Vector3();
  27235. const P2 = new Vector3();
  27236. const B = new Vector3();
  27237. const T = new Vector3();
  27238. const N = new Vector3();
  27239. // generate vertices, normals and uvs
  27240. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27241. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27242. const u = i / tubularSegments * p * Math.PI * 2;
  27243. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27244. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27245. calculatePositionOnCurve( u, p, q, radius, P1 );
  27246. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27247. // calculate orthonormal basis
  27248. T.subVectors( P2, P1 );
  27249. N.addVectors( P2, P1 );
  27250. B.crossVectors( T, N );
  27251. N.crossVectors( B, T );
  27252. // normalize B, N. T can be ignored, we don't use it
  27253. B.normalize();
  27254. N.normalize();
  27255. for ( let j = 0; j <= radialSegments; ++ j ) {
  27256. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27257. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27258. const v = j / radialSegments * Math.PI * 2;
  27259. const cx = - tube * Math.cos( v );
  27260. const cy = tube * Math.sin( v );
  27261. // now calculate the final vertex position.
  27262. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27263. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27264. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27265. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27266. vertices.push( vertex.x, vertex.y, vertex.z );
  27267. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27268. normal.subVectors( vertex, P1 ).normalize();
  27269. normals.push( normal.x, normal.y, normal.z );
  27270. // uv
  27271. uvs.push( i / tubularSegments );
  27272. uvs.push( j / radialSegments );
  27273. }
  27274. }
  27275. // generate indices
  27276. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27277. for ( let i = 1; i <= radialSegments; i ++ ) {
  27278. // indices
  27279. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27280. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27281. const c = ( radialSegments + 1 ) * j + i;
  27282. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27283. // faces
  27284. indices.push( a, b, d );
  27285. indices.push( b, c, d );
  27286. }
  27287. }
  27288. // build geometry
  27289. this.setIndex( indices );
  27290. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27291. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27292. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27293. // this function calculates the current position on the torus curve
  27294. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27295. const cu = Math.cos( u );
  27296. const su = Math.sin( u );
  27297. const quOverP = q / p * u;
  27298. const cs = Math.cos( quOverP );
  27299. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27300. position.y = radius * ( 2 + cs ) * su * 0.5;
  27301. position.z = radius * Math.sin( quOverP ) * 0.5;
  27302. }
  27303. }
  27304. copy( source ) {
  27305. super.copy( source );
  27306. this.parameters = Object.assign( {}, source.parameters );
  27307. return this;
  27308. }
  27309. /**
  27310. * Factory method for creating an instance of this class from the given
  27311. * JSON object.
  27312. *
  27313. * @param {Object} data - A JSON object representing the serialized geometry.
  27314. * @return {TorusKnotGeometry} A new instance.
  27315. */
  27316. static fromJSON( data ) {
  27317. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27318. }
  27319. }
  27320. /**
  27321. * Creates a tube that extrudes along a 3D curve.
  27322. *
  27323. * ```js
  27324. * class CustomSinCurve extends THREE.Curve {
  27325. *
  27326. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27327. *
  27328. * const tx = t * 3 - 1.5;
  27329. * const ty = Math.sin( 2 * Math.PI * t );
  27330. * const tz = 0;
  27331. *
  27332. * return optionalTarget.set( tx, ty, tz );
  27333. * }
  27334. *
  27335. * }
  27336. *
  27337. * const path = new CustomSinCurve( 10 );
  27338. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27339. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27340. * const mesh = new THREE.Mesh( geometry, material );
  27341. * scene.add( mesh );
  27342. * ```
  27343. *
  27344. * @augments BufferGeometry
  27345. */
  27346. class TubeGeometry extends BufferGeometry {
  27347. /**
  27348. * Constructs a new tube geometry.
  27349. *
  27350. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27351. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27352. * @param {number} [radius=1] -The radius of the tube.
  27353. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27354. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27355. */
  27356. 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 ) {
  27357. super();
  27358. this.type = 'TubeGeometry';
  27359. /**
  27360. * Holds the constructor parameters that have been
  27361. * used to generate the geometry. Any modification
  27362. * after instantiation does not change the geometry.
  27363. *
  27364. * @type {Object}
  27365. */
  27366. this.parameters = {
  27367. path: path,
  27368. tubularSegments: tubularSegments,
  27369. radius: radius,
  27370. radialSegments: radialSegments,
  27371. closed: closed
  27372. };
  27373. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27374. // expose internals
  27375. this.tangents = frames.tangents;
  27376. this.normals = frames.normals;
  27377. this.binormals = frames.binormals;
  27378. // helper variables
  27379. const vertex = new Vector3();
  27380. const normal = new Vector3();
  27381. const uv = new Vector2();
  27382. let P = new Vector3();
  27383. // buffer
  27384. const vertices = [];
  27385. const normals = [];
  27386. const uvs = [];
  27387. const indices = [];
  27388. // create buffer data
  27389. generateBufferData();
  27390. // build geometry
  27391. this.setIndex( indices );
  27392. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27393. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27394. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27395. // functions
  27396. function generateBufferData() {
  27397. for ( let i = 0; i < tubularSegments; i ++ ) {
  27398. generateSegment( i );
  27399. }
  27400. // if the geometry is not closed, generate the last row of vertices and normals
  27401. // at the regular position on the given path
  27402. //
  27403. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27404. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27405. // uvs are generated in a separate function.
  27406. // this makes it easy compute correct values for closed geometries
  27407. generateUVs();
  27408. // finally create faces
  27409. generateIndices();
  27410. }
  27411. function generateSegment( i ) {
  27412. // we use getPointAt to sample evenly distributed points from the given path
  27413. P = path.getPointAt( i / tubularSegments, P );
  27414. // retrieve corresponding normal and binormal
  27415. const N = frames.normals[ i ];
  27416. const B = frames.binormals[ i ];
  27417. // generate normals and vertices for the current segment
  27418. for ( let j = 0; j <= radialSegments; j ++ ) {
  27419. const v = j / radialSegments * Math.PI * 2;
  27420. const sin = Math.sin( v );
  27421. const cos = - Math.cos( v );
  27422. // normal
  27423. normal.x = ( cos * N.x + sin * B.x );
  27424. normal.y = ( cos * N.y + sin * B.y );
  27425. normal.z = ( cos * N.z + sin * B.z );
  27426. normal.normalize();
  27427. normals.push( normal.x, normal.y, normal.z );
  27428. // vertex
  27429. vertex.x = P.x + radius * normal.x;
  27430. vertex.y = P.y + radius * normal.y;
  27431. vertex.z = P.z + radius * normal.z;
  27432. vertices.push( vertex.x, vertex.y, vertex.z );
  27433. }
  27434. }
  27435. function generateIndices() {
  27436. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27437. for ( let i = 1; i <= radialSegments; i ++ ) {
  27438. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27439. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27440. const c = ( radialSegments + 1 ) * j + i;
  27441. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27442. // faces
  27443. indices.push( a, b, d );
  27444. indices.push( b, c, d );
  27445. }
  27446. }
  27447. }
  27448. function generateUVs() {
  27449. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27450. for ( let j = 0; j <= radialSegments; j ++ ) {
  27451. uv.x = i / tubularSegments;
  27452. uv.y = j / radialSegments;
  27453. uvs.push( uv.x, uv.y );
  27454. }
  27455. }
  27456. }
  27457. }
  27458. copy( source ) {
  27459. super.copy( source );
  27460. this.parameters = Object.assign( {}, source.parameters );
  27461. return this;
  27462. }
  27463. toJSON() {
  27464. const data = super.toJSON();
  27465. data.path = this.parameters.path.toJSON();
  27466. return data;
  27467. }
  27468. /**
  27469. * Factory method for creating an instance of this class from the given
  27470. * JSON object.
  27471. *
  27472. * @param {Object} data - A JSON object representing the serialized geometry.
  27473. * @return {TubeGeometry} A new instance.
  27474. */
  27475. static fromJSON( data ) {
  27476. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27477. // User defined curves or instances of CurvePath will not be deserialized.
  27478. return new TubeGeometry(
  27479. new Curves[ data.path.type ]().fromJSON( data.path ),
  27480. data.tubularSegments,
  27481. data.radius,
  27482. data.radialSegments,
  27483. data.closed
  27484. );
  27485. }
  27486. }
  27487. /**
  27488. * Can be used as a helper object to visualize a geometry as a wireframe.
  27489. *
  27490. * ```js
  27491. * const geometry = new THREE.SphereGeometry();
  27492. *
  27493. * const wireframe = new THREE.WireframeGeometry( geometry );
  27494. *
  27495. * const line = new THREE.LineSegments( wireframe );
  27496. * line.material.depthWrite = false;
  27497. * line.material.opacity = 0.25;
  27498. * line.material.transparent = true;
  27499. *
  27500. * scene.add( line );
  27501. * ```
  27502. *
  27503. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27504. *
  27505. * @augments BufferGeometry
  27506. */
  27507. class WireframeGeometry extends BufferGeometry {
  27508. /**
  27509. * Constructs a new wireframe geometry.
  27510. *
  27511. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27512. */
  27513. constructor( geometry = null ) {
  27514. super();
  27515. this.type = 'WireframeGeometry';
  27516. /**
  27517. * Holds the constructor parameters that have been
  27518. * used to generate the geometry. Any modification
  27519. * after instantiation does not change the geometry.
  27520. *
  27521. * @type {Object}
  27522. */
  27523. this.parameters = {
  27524. geometry: geometry
  27525. };
  27526. if ( geometry !== null ) {
  27527. // buffer
  27528. const vertices = [];
  27529. const edges = new Set();
  27530. // helper variables
  27531. const start = new Vector3();
  27532. const end = new Vector3();
  27533. if ( geometry.index !== null ) {
  27534. // indexed BufferGeometry
  27535. const position = geometry.attributes.position;
  27536. const indices = geometry.index;
  27537. let groups = geometry.groups;
  27538. if ( groups.length === 0 ) {
  27539. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27540. }
  27541. // create a data structure that contains all edges without duplicates
  27542. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27543. const group = groups[ o ];
  27544. const groupStart = group.start;
  27545. const groupCount = group.count;
  27546. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27547. for ( let j = 0; j < 3; j ++ ) {
  27548. const index1 = indices.getX( i + j );
  27549. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27550. start.fromBufferAttribute( position, index1 );
  27551. end.fromBufferAttribute( position, index2 );
  27552. if ( isUniqueEdge( start, end, edges ) === true ) {
  27553. vertices.push( start.x, start.y, start.z );
  27554. vertices.push( end.x, end.y, end.z );
  27555. }
  27556. }
  27557. }
  27558. }
  27559. } else {
  27560. // non-indexed BufferGeometry
  27561. const position = geometry.attributes.position;
  27562. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27563. for ( let j = 0; j < 3; j ++ ) {
  27564. // three edges per triangle, an edge is represented as (index1, index2)
  27565. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27566. const index1 = 3 * i + j;
  27567. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27568. start.fromBufferAttribute( position, index1 );
  27569. end.fromBufferAttribute( position, index2 );
  27570. if ( isUniqueEdge( start, end, edges ) === true ) {
  27571. vertices.push( start.x, start.y, start.z );
  27572. vertices.push( end.x, end.y, end.z );
  27573. }
  27574. }
  27575. }
  27576. }
  27577. // build geometry
  27578. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27579. }
  27580. }
  27581. copy( source ) {
  27582. super.copy( source );
  27583. this.parameters = Object.assign( {}, source.parameters );
  27584. return this;
  27585. }
  27586. }
  27587. function isUniqueEdge( start, end, edges ) {
  27588. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27589. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27590. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27591. return false;
  27592. } else {
  27593. edges.add( hash1 );
  27594. edges.add( hash2 );
  27595. return true;
  27596. }
  27597. }
  27598. var Geometries = /*#__PURE__*/Object.freeze({
  27599. __proto__: null,
  27600. BoxGeometry: BoxGeometry,
  27601. CapsuleGeometry: CapsuleGeometry,
  27602. CircleGeometry: CircleGeometry,
  27603. ConeGeometry: ConeGeometry,
  27604. CylinderGeometry: CylinderGeometry,
  27605. DodecahedronGeometry: DodecahedronGeometry,
  27606. EdgesGeometry: EdgesGeometry,
  27607. ExtrudeGeometry: ExtrudeGeometry,
  27608. IcosahedronGeometry: IcosahedronGeometry,
  27609. LatheGeometry: LatheGeometry,
  27610. OctahedronGeometry: OctahedronGeometry,
  27611. PlaneGeometry: PlaneGeometry,
  27612. PolyhedronGeometry: PolyhedronGeometry,
  27613. RingGeometry: RingGeometry,
  27614. ShapeGeometry: ShapeGeometry,
  27615. SphereGeometry: SphereGeometry,
  27616. TetrahedronGeometry: TetrahedronGeometry,
  27617. TorusGeometry: TorusGeometry,
  27618. TorusKnotGeometry: TorusKnotGeometry,
  27619. TubeGeometry: TubeGeometry,
  27620. WireframeGeometry: WireframeGeometry
  27621. });
  27622. /**
  27623. * This material can receive shadows, but otherwise is completely transparent.
  27624. *
  27625. * ```js
  27626. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27627. * geometry.rotateX( - Math.PI / 2 );
  27628. *
  27629. * const material = new THREE.ShadowMaterial();
  27630. * material.opacity = 0.2;
  27631. *
  27632. * const plane = new THREE.Mesh( geometry, material );
  27633. * plane.position.y = -200;
  27634. * plane.receiveShadow = true;
  27635. * scene.add( plane );
  27636. * ```
  27637. *
  27638. * @augments Material
  27639. */
  27640. class ShadowMaterial extends Material {
  27641. /**
  27642. * Constructs a new shadow material.
  27643. *
  27644. * @param {Object} [parameters] - An object with one or more properties
  27645. * defining the material's appearance. Any property of the material
  27646. * (including any property from inherited materials) can be passed
  27647. * in here. Color values can be passed any type of value accepted
  27648. * by {@link Color#set}.
  27649. */
  27650. constructor( parameters ) {
  27651. super();
  27652. /**
  27653. * This flag can be used for type testing.
  27654. *
  27655. * @type {boolean}
  27656. * @readonly
  27657. * @default true
  27658. */
  27659. this.isShadowMaterial = true;
  27660. this.type = 'ShadowMaterial';
  27661. /**
  27662. * Color of the material.
  27663. *
  27664. * @type {Color}
  27665. * @default (0,0,0)
  27666. */
  27667. this.color = new Color( 0x000000 );
  27668. /**
  27669. * Overwritten since shadow materials are transparent
  27670. * by default.
  27671. *
  27672. * @type {boolean}
  27673. * @default true
  27674. */
  27675. this.transparent = true;
  27676. /**
  27677. * Whether the material is affected by fog or not.
  27678. *
  27679. * @type {boolean}
  27680. * @default true
  27681. */
  27682. this.fog = true;
  27683. this.setValues( parameters );
  27684. }
  27685. copy( source ) {
  27686. super.copy( source );
  27687. this.color.copy( source.color );
  27688. this.fog = source.fog;
  27689. return this;
  27690. }
  27691. }
  27692. /**
  27693. * This class works just like {@link ShaderMaterial}, except that definitions
  27694. * of built-in uniforms and attributes are not automatically prepended to the
  27695. * GLSL shader code.
  27696. *
  27697. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27698. *
  27699. * @augments ShaderMaterial
  27700. */
  27701. class RawShaderMaterial extends ShaderMaterial {
  27702. /**
  27703. * Constructs a new raw shader material.
  27704. *
  27705. * @param {Object} [parameters] - An object with one or more properties
  27706. * defining the material's appearance. Any property of the material
  27707. * (including any property from inherited materials) can be passed
  27708. * in here. Color values can be passed any type of value accepted
  27709. * by {@link Color#set}.
  27710. */
  27711. constructor( parameters ) {
  27712. super( parameters );
  27713. /**
  27714. * This flag can be used for type testing.
  27715. *
  27716. * @type {boolean}
  27717. * @readonly
  27718. * @default true
  27719. */
  27720. this.isRawShaderMaterial = true;
  27721. this.type = 'RawShaderMaterial';
  27722. }
  27723. }
  27724. /**
  27725. * A standard physically based material, using Metallic-Roughness workflow.
  27726. *
  27727. * Physically based rendering (PBR) has recently become the standard in many
  27728. * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/},
  27729. * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and
  27730. * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}.
  27731. *
  27732. * This approach differs from older approaches in that instead of using
  27733. * approximations for the way in which light interacts with a surface, a
  27734. * physically correct model is used. The idea is that, instead of tweaking
  27735. * materials to look good under specific lighting, a material can be created
  27736. * that will react 'correctly' under all lighting scenarios.
  27737. *
  27738. * In practice this gives a more accurate and realistic looking result than
  27739. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27740. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27741. * shading.
  27742. *
  27743. * Note that for best results you should always specify an environment map when using this material.
  27744. *
  27745. * For a non-technical introduction to the concept of PBR and how to set up a
  27746. * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}:
  27747. *
  27748. * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/}
  27749. * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/}
  27750. *
  27751. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27752. * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf}
  27753. * (pdf), by Brent Burley.
  27754. *
  27755. * @augments Material
  27756. */
  27757. class MeshStandardMaterial extends Material {
  27758. /**
  27759. * Constructs a new mesh standard material.
  27760. *
  27761. * @param {Object} [parameters] - An object with one or more properties
  27762. * defining the material's appearance. Any property of the material
  27763. * (including any property from inherited materials) can be passed
  27764. * in here. Color values can be passed any type of value accepted
  27765. * by {@link Color#set}.
  27766. */
  27767. constructor( parameters ) {
  27768. super();
  27769. /**
  27770. * This flag can be used for type testing.
  27771. *
  27772. * @type {boolean}
  27773. * @readonly
  27774. * @default true
  27775. */
  27776. this.isMeshStandardMaterial = true;
  27777. this.type = 'MeshStandardMaterial';
  27778. this.defines = { 'STANDARD': '' };
  27779. /**
  27780. * Color of the material.
  27781. *
  27782. * @type {Color}
  27783. * @default (1,1,1)
  27784. */
  27785. this.color = new Color( 0xffffff ); // diffuse
  27786. /**
  27787. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27788. * means fully diffuse. If `roughnessMap` is also provided,
  27789. * both values are multiplied.
  27790. *
  27791. * @type {number}
  27792. * @default 1
  27793. */
  27794. this.roughness = 1.0;
  27795. /**
  27796. * How much the material is like a metal. Non-metallic materials such as wood
  27797. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27798. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27799. * If `metalnessMap` is also provided, both values are multiplied.
  27800. *
  27801. * @type {number}
  27802. * @default 0
  27803. */
  27804. this.metalness = 0.0;
  27805. /**
  27806. * The color map. May optionally include an alpha channel, typically combined
  27807. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27808. * color is modulated by the diffuse `color`.
  27809. *
  27810. * @type {?Texture}
  27811. * @default null
  27812. */
  27813. this.map = null;
  27814. /**
  27815. * The light map. Requires a second set of UVs.
  27816. *
  27817. * @type {?Texture}
  27818. * @default null
  27819. */
  27820. this.lightMap = null;
  27821. /**
  27822. * Intensity of the baked light.
  27823. *
  27824. * @type {number}
  27825. * @default 1
  27826. */
  27827. this.lightMapIntensity = 1.0;
  27828. /**
  27829. * The red channel of this texture is used as the ambient occlusion map.
  27830. * Requires a second set of UVs.
  27831. *
  27832. * @type {?Texture}
  27833. * @default null
  27834. */
  27835. this.aoMap = null;
  27836. /**
  27837. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27838. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27839. * red channel is also `1`, ambient light is fully occluded on a surface.
  27840. *
  27841. * @type {number}
  27842. * @default 1
  27843. */
  27844. this.aoMapIntensity = 1.0;
  27845. /**
  27846. * Emissive (light) color of the material, essentially a solid color
  27847. * unaffected by other lighting.
  27848. *
  27849. * @type {Color}
  27850. * @default (0,0,0)
  27851. */
  27852. this.emissive = new Color( 0x000000 );
  27853. /**
  27854. * Intensity of the emissive light. Modulates the emissive color.
  27855. *
  27856. * @type {number}
  27857. * @default 1
  27858. */
  27859. this.emissiveIntensity = 1.0;
  27860. /**
  27861. * Set emissive (glow) map. The emissive map color is modulated by the
  27862. * emissive color and the emissive intensity. If you have an emissive map,
  27863. * be sure to set the emissive color to something other than black.
  27864. *
  27865. * @type {?Texture}
  27866. * @default null
  27867. */
  27868. this.emissiveMap = null;
  27869. /**
  27870. * The texture to create a bump map. The black and white values map to the
  27871. * perceived depth in relation to the lights. Bump doesn't actually affect
  27872. * the geometry of the object, only the lighting. If a normal map is defined
  27873. * this will be ignored.
  27874. *
  27875. * @type {?Texture}
  27876. * @default null
  27877. */
  27878. this.bumpMap = null;
  27879. /**
  27880. * How much the bump map affects the material. Typical range is `[0,1]`.
  27881. *
  27882. * @type {number}
  27883. * @default 1
  27884. */
  27885. this.bumpScale = 1;
  27886. /**
  27887. * The texture to create a normal map. The RGB values affect the surface
  27888. * normal for each pixel fragment and change the way the color is lit. Normal
  27889. * maps do not change the actual shape of the surface, only the lighting. In
  27890. * case the material has a normal map authored using the left handed
  27891. * convention, the `y` component of `normalScale` should be negated to compensate
  27892. * for the different handedness.
  27893. *
  27894. * @type {?Texture}
  27895. * @default null
  27896. */
  27897. this.normalMap = null;
  27898. /**
  27899. * The type of normal map.
  27900. *
  27901. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27902. * @default TangentSpaceNormalMap
  27903. */
  27904. this.normalMapType = TangentSpaceNormalMap;
  27905. /**
  27906. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27907. *
  27908. * @type {Vector2}
  27909. * @default (1,1)
  27910. */
  27911. this.normalScale = new Vector2( 1, 1 );
  27912. /**
  27913. * The displacement map affects the position of the mesh's vertices. Unlike
  27914. * other maps which only affect the light and shade of the material the
  27915. * displaced vertices can cast shadows, block other objects, and otherwise
  27916. * act as real geometry. The displacement texture is an image where the value
  27917. * of each pixel (white being the highest) is mapped against, and
  27918. * repositions, the vertices of the mesh.
  27919. *
  27920. * @type {?Texture}
  27921. * @default null
  27922. */
  27923. this.displacementMap = null;
  27924. /**
  27925. * How much the displacement map affects the mesh (where black is no
  27926. * displacement, and white is maximum displacement). Without a displacement
  27927. * map set, this value is not applied.
  27928. *
  27929. * @type {number}
  27930. * @default 0
  27931. */
  27932. this.displacementScale = 1;
  27933. /**
  27934. * The offset of the displacement map's values on the mesh's vertices.
  27935. * The bias is added to the scaled sample of the displacement map.
  27936. * Without a displacement map set, this value is not applied.
  27937. *
  27938. * @type {number}
  27939. * @default 0
  27940. */
  27941. this.displacementBias = 0;
  27942. /**
  27943. * The green channel of this texture is used to alter the roughness of the
  27944. * material.
  27945. *
  27946. * @type {?Texture}
  27947. * @default null
  27948. */
  27949. this.roughnessMap = null;
  27950. /**
  27951. * The blue channel of this texture is used to alter the metalness of the
  27952. * material.
  27953. *
  27954. * @type {?Texture}
  27955. * @default null
  27956. */
  27957. this.metalnessMap = null;
  27958. /**
  27959. * The alpha map is a grayscale texture that controls the opacity across the
  27960. * surface (black: fully transparent; white: fully opaque).
  27961. *
  27962. * Only the color of the texture is used, ignoring the alpha channel if one
  27963. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27964. * when sampling this texture due to the extra bit of precision provided for
  27965. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27966. * luminance/alpha textures will also still work as expected.
  27967. *
  27968. * @type {?Texture}
  27969. * @default null
  27970. */
  27971. this.alphaMap = null;
  27972. /**
  27973. * The environment map. To ensure a physically correct rendering, environment maps
  27974. * are internally pre-processed with {@link PMREMGenerator}.
  27975. *
  27976. * @type {?Texture}
  27977. * @default null
  27978. */
  27979. this.envMap = null;
  27980. /**
  27981. * The rotation of the environment map in radians.
  27982. *
  27983. * @type {Euler}
  27984. * @default (0,0,0)
  27985. */
  27986. this.envMapRotation = new Euler();
  27987. /**
  27988. * Scales the effect of the environment map by multiplying its color.
  27989. *
  27990. * @type {number}
  27991. * @default 1
  27992. */
  27993. this.envMapIntensity = 1.0;
  27994. /**
  27995. * Renders the geometry as a wireframe.
  27996. *
  27997. * @type {boolean}
  27998. * @default false
  27999. */
  28000. this.wireframe = false;
  28001. /**
  28002. * Controls the thickness of the wireframe.
  28003. *
  28004. * Can only be used with {@link SVGRenderer}.
  28005. *
  28006. * @type {number}
  28007. * @default 1
  28008. */
  28009. this.wireframeLinewidth = 1;
  28010. /**
  28011. * Defines appearance of wireframe ends.
  28012. *
  28013. * Can only be used with {@link SVGRenderer}.
  28014. *
  28015. * @type {('round'|'bevel'|'miter')}
  28016. * @default 'round'
  28017. */
  28018. this.wireframeLinecap = 'round';
  28019. /**
  28020. * Defines appearance of wireframe joints.
  28021. *
  28022. * Can only be used with {@link SVGRenderer}.
  28023. *
  28024. * @type {('round'|'bevel'|'miter')}
  28025. * @default 'round'
  28026. */
  28027. this.wireframeLinejoin = 'round';
  28028. /**
  28029. * Whether the material is rendered with flat shading or not.
  28030. *
  28031. * @type {boolean}
  28032. * @default false
  28033. */
  28034. this.flatShading = false;
  28035. /**
  28036. * Whether the material is affected by fog or not.
  28037. *
  28038. * @type {boolean}
  28039. * @default true
  28040. */
  28041. this.fog = true;
  28042. this.setValues( parameters );
  28043. }
  28044. copy( source ) {
  28045. super.copy( source );
  28046. this.defines = { 'STANDARD': '' };
  28047. this.color.copy( source.color );
  28048. this.roughness = source.roughness;
  28049. this.metalness = source.metalness;
  28050. this.map = source.map;
  28051. this.lightMap = source.lightMap;
  28052. this.lightMapIntensity = source.lightMapIntensity;
  28053. this.aoMap = source.aoMap;
  28054. this.aoMapIntensity = source.aoMapIntensity;
  28055. this.emissive.copy( source.emissive );
  28056. this.emissiveMap = source.emissiveMap;
  28057. this.emissiveIntensity = source.emissiveIntensity;
  28058. this.bumpMap = source.bumpMap;
  28059. this.bumpScale = source.bumpScale;
  28060. this.normalMap = source.normalMap;
  28061. this.normalMapType = source.normalMapType;
  28062. this.normalScale.copy( source.normalScale );
  28063. this.displacementMap = source.displacementMap;
  28064. this.displacementScale = source.displacementScale;
  28065. this.displacementBias = source.displacementBias;
  28066. this.roughnessMap = source.roughnessMap;
  28067. this.metalnessMap = source.metalnessMap;
  28068. this.alphaMap = source.alphaMap;
  28069. this.envMap = source.envMap;
  28070. this.envMapRotation.copy( source.envMapRotation );
  28071. this.envMapIntensity = source.envMapIntensity;
  28072. this.wireframe = source.wireframe;
  28073. this.wireframeLinewidth = source.wireframeLinewidth;
  28074. this.wireframeLinecap = source.wireframeLinecap;
  28075. this.wireframeLinejoin = source.wireframeLinejoin;
  28076. this.flatShading = source.flatShading;
  28077. this.fog = source.fog;
  28078. return this;
  28079. }
  28080. }
  28081. /**
  28082. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28083. * physically-based rendering properties:
  28084. *
  28085. * - Anisotropy: Ability to represent the anisotropic property of materials
  28086. * as observable with brushed metals.
  28087. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28088. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28089. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28090. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28091. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28092. * wings of many insects.
  28093. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28094. * transparent materials are less reflective. Physically-based transmission provides a more
  28095. * realistic option for thin, transparent surfaces like glass.
  28096. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28097. * - Sheen: Can be used for representing cloth and fabric materials.
  28098. *
  28099. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28100. * higher performance cost, per pixel, than other three.js materials. Most
  28101. * effects are disabled by default, and add cost as they are enabled. For
  28102. * best results, always specify an environment map when using this material.
  28103. *
  28104. * @augments MeshStandardMaterial
  28105. */
  28106. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28107. /**
  28108. * Constructs a new mesh physical material.
  28109. *
  28110. * @param {Object} [parameters] - An object with one or more properties
  28111. * defining the material's appearance. Any property of the material
  28112. * (including any property from inherited materials) can be passed
  28113. * in here. Color values can be passed any type of value accepted
  28114. * by {@link Color#set}.
  28115. */
  28116. constructor( parameters ) {
  28117. super();
  28118. /**
  28119. * This flag can be used for type testing.
  28120. *
  28121. * @type {boolean}
  28122. * @readonly
  28123. * @default true
  28124. */
  28125. this.isMeshPhysicalMaterial = true;
  28126. this.defines = {
  28127. 'STANDARD': '',
  28128. 'PHYSICAL': ''
  28129. };
  28130. this.type = 'MeshPhysicalMaterial';
  28131. /**
  28132. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28133. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28134. * property provides additional rotation to the vectors in the texture.
  28135. *
  28136. * @type {number}
  28137. * @default 1
  28138. */
  28139. this.anisotropyRotation = 0;
  28140. /**
  28141. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28142. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28143. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28144. *
  28145. * @type {?Texture}
  28146. * @default null
  28147. */
  28148. this.anisotropyMap = null;
  28149. /**
  28150. * The red channel of this texture is multiplied against `clearcoat`,
  28151. * for per-pixel control over a coating's intensity.
  28152. *
  28153. * @type {?Texture}
  28154. * @default null
  28155. */
  28156. this.clearcoatMap = null;
  28157. /**
  28158. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28159. *
  28160. * @type {number}
  28161. * @default 0
  28162. */
  28163. this.clearcoatRoughness = 0.0;
  28164. /**
  28165. * The green channel of this texture is multiplied against
  28166. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28167. *
  28168. * @type {?Texture}
  28169. * @default null
  28170. */
  28171. this.clearcoatRoughnessMap = null;
  28172. /**
  28173. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28174. * `(0,0)` to `(1,1)`.
  28175. *
  28176. * @type {Vector2}
  28177. * @default (1,1)
  28178. */
  28179. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28180. /**
  28181. * Can be used to enable independent normals for the clear coat layer.
  28182. *
  28183. * @type {?Texture}
  28184. * @default null
  28185. */
  28186. this.clearcoatNormalMap = null;
  28187. /**
  28188. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28189. *
  28190. * @type {number}
  28191. * @default 1.5
  28192. */
  28193. this.ior = 1.5;
  28194. /**
  28195. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28196. * corresponds to an index-of-refraction of `1.5`.
  28197. *
  28198. * This models the reflectivity of non-metallic materials. It has no effect
  28199. * when `metalness` is `1.0`
  28200. *
  28201. * @name MeshPhysicalMaterial#reflectivity
  28202. * @type {number}
  28203. * @default 0.5
  28204. */
  28205. Object.defineProperty( this, 'reflectivity', {
  28206. get: function () {
  28207. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28208. },
  28209. set: function ( reflectivity ) {
  28210. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28211. }
  28212. } );
  28213. /**
  28214. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28215. * control over iridescence.
  28216. *
  28217. * @type {?Texture}
  28218. * @default null
  28219. */
  28220. this.iridescenceMap = null;
  28221. /**
  28222. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28223. * Between `1.0` to `2.333`.
  28224. *
  28225. * @type {number}
  28226. * @default 1.3
  28227. */
  28228. this.iridescenceIOR = 1.3;
  28229. /**
  28230. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28231. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28232. *
  28233. * @type {Array<number,number>}
  28234. * @default [100,400]
  28235. */
  28236. this.iridescenceThicknessRange = [ 100, 400 ];
  28237. /**
  28238. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28239. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28240. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28241. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28242. * - Values in-between will linearly interpolate between the elements of the array.
  28243. *
  28244. * @type {?Texture}
  28245. * @default null
  28246. */
  28247. this.iridescenceThicknessMap = null;
  28248. /**
  28249. * The sheen tint.
  28250. *
  28251. * @type {Color}
  28252. * @default (0,0,0)
  28253. */
  28254. this.sheenColor = new Color( 0x000000 );
  28255. /**
  28256. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28257. * over sheen tint.
  28258. *
  28259. * @type {?Texture}
  28260. * @default null
  28261. */
  28262. this.sheenColorMap = null;
  28263. /**
  28264. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28265. *
  28266. * @type {number}
  28267. * @default 1
  28268. */
  28269. this.sheenRoughness = 1.0;
  28270. /**
  28271. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28272. * over sheen roughness.
  28273. *
  28274. * @type {?Texture}
  28275. * @default null
  28276. */
  28277. this.sheenRoughnessMap = null;
  28278. /**
  28279. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28280. * optical transparency.
  28281. *
  28282. * @type {?Texture}
  28283. * @default null
  28284. */
  28285. this.transmissionMap = null;
  28286. /**
  28287. * The thickness of the volume beneath the surface. The value is given in the
  28288. * coordinate space of the mesh. If the value is `0` the material is
  28289. * thin-walled. Otherwise the material is a volume boundary.
  28290. *
  28291. * @type {number}
  28292. * @default 0
  28293. */
  28294. this.thickness = 0;
  28295. /**
  28296. * A texture that defines the thickness, stored in the green channel. This will
  28297. * be multiplied by `thickness`.
  28298. *
  28299. * @type {?Texture}
  28300. * @default null
  28301. */
  28302. this.thicknessMap = null;
  28303. /**
  28304. * Density of the medium given as the average distance that light travels in
  28305. * the medium before interacting with a particle. The value is given in world
  28306. * space units, and must be greater than zero.
  28307. *
  28308. * @type {number}
  28309. * @default Infinity
  28310. */
  28311. this.attenuationDistance = Infinity;
  28312. /**
  28313. * The color that white light turns into due to absorption when reaching the
  28314. * attenuation distance.
  28315. *
  28316. * @type {Color}
  28317. * @default (1,1,1)
  28318. */
  28319. this.attenuationColor = new Color( 1, 1, 1 );
  28320. /**
  28321. * A float that scales the amount of specular reflection for non-metals only.
  28322. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28323. *
  28324. * @type {number}
  28325. * @default 1
  28326. */
  28327. this.specularIntensity = 1.0;
  28328. /**
  28329. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28330. * for per-pixel control over specular intensity.
  28331. *
  28332. * @type {?Texture}
  28333. * @default null
  28334. */
  28335. this.specularIntensityMap = null;
  28336. /**
  28337. * Tints the specular reflection at normal incidence for non-metals only.
  28338. *
  28339. * @type {Color}
  28340. * @default (1,1,1)
  28341. */
  28342. this.specularColor = new Color( 1, 1, 1 );
  28343. /**
  28344. * The RGB channels of this texture are multiplied against `specularColor`,
  28345. * for per-pixel control over specular color.
  28346. *
  28347. * @type {?Texture}
  28348. * @default null
  28349. */
  28350. this.specularColorMap = null;
  28351. this._anisotropy = 0;
  28352. this._clearcoat = 0;
  28353. this._dispersion = 0;
  28354. this._iridescence = 0;
  28355. this._sheen = 0.0;
  28356. this._transmission = 0;
  28357. this.setValues( parameters );
  28358. }
  28359. /**
  28360. * The anisotropy strength, from `0.0` to `1.0`.
  28361. *
  28362. * @type {number}
  28363. * @default 0
  28364. */
  28365. get anisotropy() {
  28366. return this._anisotropy;
  28367. }
  28368. set anisotropy( value ) {
  28369. if ( this._anisotropy > 0 !== value > 0 ) {
  28370. this.version ++;
  28371. }
  28372. this._anisotropy = value;
  28373. }
  28374. /**
  28375. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28376. * clear coat related properties to enable multilayer materials that have a
  28377. * thin translucent layer over the base layer.
  28378. *
  28379. * @type {number}
  28380. * @default 0
  28381. */
  28382. get clearcoat() {
  28383. return this._clearcoat;
  28384. }
  28385. set clearcoat( value ) {
  28386. if ( this._clearcoat > 0 !== value > 0 ) {
  28387. this.version ++;
  28388. }
  28389. this._clearcoat = value;
  28390. }
  28391. /**
  28392. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28393. * the surface and the viewer, from `0.0` to `1.0`.
  28394. *
  28395. * @type {number}
  28396. * @default 0
  28397. */
  28398. get iridescence() {
  28399. return this._iridescence;
  28400. }
  28401. set iridescence( value ) {
  28402. if ( this._iridescence > 0 !== value > 0 ) {
  28403. this.version ++;
  28404. }
  28405. this._iridescence = value;
  28406. }
  28407. /**
  28408. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28409. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28410. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28411. *
  28412. * @type {number}
  28413. * @default 0
  28414. */
  28415. get dispersion() {
  28416. return this._dispersion;
  28417. }
  28418. set dispersion( value ) {
  28419. if ( this._dispersion > 0 !== value > 0 ) {
  28420. this.version ++;
  28421. }
  28422. this._dispersion = value;
  28423. }
  28424. /**
  28425. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28426. *
  28427. * @type {number}
  28428. * @default 0
  28429. */
  28430. get sheen() {
  28431. return this._sheen;
  28432. }
  28433. set sheen( value ) {
  28434. if ( this._sheen > 0 !== value > 0 ) {
  28435. this.version ++;
  28436. }
  28437. this._sheen = value;
  28438. }
  28439. /**
  28440. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28441. *
  28442. * Thin, transparent or semitransparent, plastic or glass materials remain
  28443. * largely reflective even if they are fully transmissive. The transmission
  28444. * property can be used to model these materials.
  28445. *
  28446. * When transmission is non-zero, `opacity` should be set to `1`.
  28447. *
  28448. * @type {number}
  28449. * @default 0
  28450. */
  28451. get transmission() {
  28452. return this._transmission;
  28453. }
  28454. set transmission( value ) {
  28455. if ( this._transmission > 0 !== value > 0 ) {
  28456. this.version ++;
  28457. }
  28458. this._transmission = value;
  28459. }
  28460. copy( source ) {
  28461. super.copy( source );
  28462. this.defines = {
  28463. 'STANDARD': '',
  28464. 'PHYSICAL': ''
  28465. };
  28466. this.anisotropy = source.anisotropy;
  28467. this.anisotropyRotation = source.anisotropyRotation;
  28468. this.anisotropyMap = source.anisotropyMap;
  28469. this.clearcoat = source.clearcoat;
  28470. this.clearcoatMap = source.clearcoatMap;
  28471. this.clearcoatRoughness = source.clearcoatRoughness;
  28472. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28473. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28474. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28475. this.dispersion = source.dispersion;
  28476. this.ior = source.ior;
  28477. this.iridescence = source.iridescence;
  28478. this.iridescenceMap = source.iridescenceMap;
  28479. this.iridescenceIOR = source.iridescenceIOR;
  28480. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28481. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28482. this.sheen = source.sheen;
  28483. this.sheenColor.copy( source.sheenColor );
  28484. this.sheenColorMap = source.sheenColorMap;
  28485. this.sheenRoughness = source.sheenRoughness;
  28486. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28487. this.transmission = source.transmission;
  28488. this.transmissionMap = source.transmissionMap;
  28489. this.thickness = source.thickness;
  28490. this.thicknessMap = source.thicknessMap;
  28491. this.attenuationDistance = source.attenuationDistance;
  28492. this.attenuationColor.copy( source.attenuationColor );
  28493. this.specularIntensity = source.specularIntensity;
  28494. this.specularIntensityMap = source.specularIntensityMap;
  28495. this.specularColor.copy( source.specularColor );
  28496. this.specularColorMap = source.specularColorMap;
  28497. return this;
  28498. }
  28499. }
  28500. /**
  28501. * A material for shiny surfaces with specular highlights.
  28502. *
  28503. * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model}
  28504. * model for calculating reflectance. Unlike the Lambertian model used in the
  28505. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28506. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28507. *
  28508. * Performance will generally be greater when using this material over the
  28509. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28510. * some graphical accuracy.
  28511. *
  28512. * @augments Material
  28513. */
  28514. class MeshPhongMaterial extends Material {
  28515. /**
  28516. * Constructs a new mesh phong material.
  28517. *
  28518. * @param {Object} [parameters] - An object with one or more properties
  28519. * defining the material's appearance. Any property of the material
  28520. * (including any property from inherited materials) can be passed
  28521. * in here. Color values can be passed any type of value accepted
  28522. * by {@link Color#set}.
  28523. */
  28524. constructor( parameters ) {
  28525. super();
  28526. /**
  28527. * This flag can be used for type testing.
  28528. *
  28529. * @type {boolean}
  28530. * @readonly
  28531. * @default true
  28532. */
  28533. this.isMeshPhongMaterial = true;
  28534. this.type = 'MeshPhongMaterial';
  28535. /**
  28536. * Color of the material.
  28537. *
  28538. * @type {Color}
  28539. * @default (1,1,1)
  28540. */
  28541. this.color = new Color( 0xffffff ); // diffuse
  28542. /**
  28543. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28544. *
  28545. * This defines how shiny the material is and the color of its shine.
  28546. *
  28547. * @type {Color}
  28548. */
  28549. this.specular = new Color( 0x111111 );
  28550. /**
  28551. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28552. *
  28553. * @type {number}
  28554. * @default 30
  28555. */
  28556. this.shininess = 30;
  28557. /**
  28558. * The color map. May optionally include an alpha channel, typically combined
  28559. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28560. * color is modulated by the diffuse `color`.
  28561. *
  28562. * @type {?Texture}
  28563. * @default null
  28564. */
  28565. this.map = null;
  28566. /**
  28567. * The light map. Requires a second set of UVs.
  28568. *
  28569. * @type {?Texture}
  28570. * @default null
  28571. */
  28572. this.lightMap = null;
  28573. /**
  28574. * Intensity of the baked light.
  28575. *
  28576. * @type {number}
  28577. * @default 1
  28578. */
  28579. this.lightMapIntensity = 1.0;
  28580. /**
  28581. * The red channel of this texture is used as the ambient occlusion map.
  28582. * Requires a second set of UVs.
  28583. *
  28584. * @type {?Texture}
  28585. * @default null
  28586. */
  28587. this.aoMap = null;
  28588. /**
  28589. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28590. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28591. * red channel is also `1`, ambient light is fully occluded on a surface.
  28592. *
  28593. * @type {number}
  28594. * @default 1
  28595. */
  28596. this.aoMapIntensity = 1.0;
  28597. /**
  28598. * Emissive (light) color of the material, essentially a solid color
  28599. * unaffected by other lighting.
  28600. *
  28601. * @type {Color}
  28602. * @default (0,0,0)
  28603. */
  28604. this.emissive = new Color( 0x000000 );
  28605. /**
  28606. * Intensity of the emissive light. Modulates the emissive color.
  28607. *
  28608. * @type {number}
  28609. * @default 1
  28610. */
  28611. this.emissiveIntensity = 1.0;
  28612. /**
  28613. * Set emissive (glow) map. The emissive map color is modulated by the
  28614. * emissive color and the emissive intensity. If you have an emissive map,
  28615. * be sure to set the emissive color to something other than black.
  28616. *
  28617. * @type {?Texture}
  28618. * @default null
  28619. */
  28620. this.emissiveMap = null;
  28621. /**
  28622. * The texture to create a bump map. The black and white values map to the
  28623. * perceived depth in relation to the lights. Bump doesn't actually affect
  28624. * the geometry of the object, only the lighting. If a normal map is defined
  28625. * this will be ignored.
  28626. *
  28627. * @type {?Texture}
  28628. * @default null
  28629. */
  28630. this.bumpMap = null;
  28631. /**
  28632. * How much the bump map affects the material. Typical range is `[0,1]`.
  28633. *
  28634. * @type {number}
  28635. * @default 1
  28636. */
  28637. this.bumpScale = 1;
  28638. /**
  28639. * The texture to create a normal map. The RGB values affect the surface
  28640. * normal for each pixel fragment and change the way the color is lit. Normal
  28641. * maps do not change the actual shape of the surface, only the lighting. In
  28642. * case the material has a normal map authored using the left handed
  28643. * convention, the `y` component of `normalScale` should be negated to compensate
  28644. * for the different handedness.
  28645. *
  28646. * @type {?Texture}
  28647. * @default null
  28648. */
  28649. this.normalMap = null;
  28650. /**
  28651. * The type of normal map.
  28652. *
  28653. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28654. * @default TangentSpaceNormalMap
  28655. */
  28656. this.normalMapType = TangentSpaceNormalMap;
  28657. /**
  28658. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28659. *
  28660. * @type {Vector2}
  28661. * @default (1,1)
  28662. */
  28663. this.normalScale = new Vector2( 1, 1 );
  28664. /**
  28665. * The displacement map affects the position of the mesh's vertices. Unlike
  28666. * other maps which only affect the light and shade of the material the
  28667. * displaced vertices can cast shadows, block other objects, and otherwise
  28668. * act as real geometry. The displacement texture is an image where the value
  28669. * of each pixel (white being the highest) is mapped against, and
  28670. * repositions, the vertices of the mesh.
  28671. *
  28672. * @type {?Texture}
  28673. * @default null
  28674. */
  28675. this.displacementMap = null;
  28676. /**
  28677. * How much the displacement map affects the mesh (where black is no
  28678. * displacement, and white is maximum displacement). Without a displacement
  28679. * map set, this value is not applied.
  28680. *
  28681. * @type {number}
  28682. * @default 0
  28683. */
  28684. this.displacementScale = 1;
  28685. /**
  28686. * The offset of the displacement map's values on the mesh's vertices.
  28687. * The bias is added to the scaled sample of the displacement map.
  28688. * Without a displacement map set, this value is not applied.
  28689. *
  28690. * @type {number}
  28691. * @default 0
  28692. */
  28693. this.displacementBias = 0;
  28694. /**
  28695. * The specular map value affects both how much the specular surface
  28696. * highlight contributes and how much of the environment map affects the
  28697. * surface.
  28698. *
  28699. * @type {?Texture}
  28700. * @default null
  28701. */
  28702. this.specularMap = null;
  28703. /**
  28704. * The alpha map is a grayscale texture that controls the opacity across the
  28705. * surface (black: fully transparent; white: fully opaque).
  28706. *
  28707. * Only the color of the texture is used, ignoring the alpha channel if one
  28708. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28709. * when sampling this texture due to the extra bit of precision provided for
  28710. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28711. * luminance/alpha textures will also still work as expected.
  28712. *
  28713. * @type {?Texture}
  28714. * @default null
  28715. */
  28716. this.alphaMap = null;
  28717. /**
  28718. * The environment map.
  28719. *
  28720. * @type {?Texture}
  28721. * @default null
  28722. */
  28723. this.envMap = null;
  28724. /**
  28725. * The rotation of the environment map in radians.
  28726. *
  28727. * @type {Euler}
  28728. * @default (0,0,0)
  28729. */
  28730. this.envMapRotation = new Euler();
  28731. /**
  28732. * How to combine the result of the surface's color with the environment map, if any.
  28733. *
  28734. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28735. * blend between the two colors.
  28736. *
  28737. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28738. * @default MultiplyOperation
  28739. */
  28740. this.combine = MultiplyOperation;
  28741. /**
  28742. * How much the environment map affects the surface.
  28743. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28744. *
  28745. * @type {number}
  28746. * @default 1
  28747. */
  28748. this.reflectivity = 1;
  28749. /**
  28750. * The index of refraction (IOR) of air (approximately 1) divided by the
  28751. * index of refraction of the material. It is used with environment mapping
  28752. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28753. * The refraction ratio should not exceed `1`.
  28754. *
  28755. * @type {number}
  28756. * @default 0.98
  28757. */
  28758. this.refractionRatio = 0.98;
  28759. /**
  28760. * Renders the geometry as a wireframe.
  28761. *
  28762. * @type {boolean}
  28763. * @default false
  28764. */
  28765. this.wireframe = false;
  28766. /**
  28767. * Controls the thickness of the wireframe.
  28768. *
  28769. * Can only be used with {@link SVGRenderer}.
  28770. *
  28771. * @type {number}
  28772. * @default 1
  28773. */
  28774. this.wireframeLinewidth = 1;
  28775. /**
  28776. * Defines appearance of wireframe ends.
  28777. *
  28778. * Can only be used with {@link SVGRenderer}.
  28779. *
  28780. * @type {('round'|'bevel'|'miter')}
  28781. * @default 'round'
  28782. */
  28783. this.wireframeLinecap = 'round';
  28784. /**
  28785. * Defines appearance of wireframe joints.
  28786. *
  28787. * Can only be used with {@link SVGRenderer}.
  28788. *
  28789. * @type {('round'|'bevel'|'miter')}
  28790. * @default 'round'
  28791. */
  28792. this.wireframeLinejoin = 'round';
  28793. /**
  28794. * Whether the material is rendered with flat shading or not.
  28795. *
  28796. * @type {boolean}
  28797. * @default false
  28798. */
  28799. this.flatShading = false;
  28800. /**
  28801. * Whether the material is affected by fog or not.
  28802. *
  28803. * @type {boolean}
  28804. * @default true
  28805. */
  28806. this.fog = true;
  28807. this.setValues( parameters );
  28808. }
  28809. copy( source ) {
  28810. super.copy( source );
  28811. this.color.copy( source.color );
  28812. this.specular.copy( source.specular );
  28813. this.shininess = source.shininess;
  28814. this.map = source.map;
  28815. this.lightMap = source.lightMap;
  28816. this.lightMapIntensity = source.lightMapIntensity;
  28817. this.aoMap = source.aoMap;
  28818. this.aoMapIntensity = source.aoMapIntensity;
  28819. this.emissive.copy( source.emissive );
  28820. this.emissiveMap = source.emissiveMap;
  28821. this.emissiveIntensity = source.emissiveIntensity;
  28822. this.bumpMap = source.bumpMap;
  28823. this.bumpScale = source.bumpScale;
  28824. this.normalMap = source.normalMap;
  28825. this.normalMapType = source.normalMapType;
  28826. this.normalScale.copy( source.normalScale );
  28827. this.displacementMap = source.displacementMap;
  28828. this.displacementScale = source.displacementScale;
  28829. this.displacementBias = source.displacementBias;
  28830. this.specularMap = source.specularMap;
  28831. this.alphaMap = source.alphaMap;
  28832. this.envMap = source.envMap;
  28833. this.envMapRotation.copy( source.envMapRotation );
  28834. this.combine = source.combine;
  28835. this.reflectivity = source.reflectivity;
  28836. this.refractionRatio = source.refractionRatio;
  28837. this.wireframe = source.wireframe;
  28838. this.wireframeLinewidth = source.wireframeLinewidth;
  28839. this.wireframeLinecap = source.wireframeLinecap;
  28840. this.wireframeLinejoin = source.wireframeLinejoin;
  28841. this.flatShading = source.flatShading;
  28842. this.fog = source.fog;
  28843. return this;
  28844. }
  28845. }
  28846. /**
  28847. * A material implementing toon shading.
  28848. *
  28849. * @augments Material
  28850. */
  28851. class MeshToonMaterial extends Material {
  28852. /**
  28853. * Constructs a new mesh toon material.
  28854. *
  28855. * @param {Object} [parameters] - An object with one or more properties
  28856. * defining the material's appearance. Any property of the material
  28857. * (including any property from inherited materials) can be passed
  28858. * in here. Color values can be passed any type of value accepted
  28859. * by {@link Color#set}.
  28860. */
  28861. constructor( parameters ) {
  28862. super();
  28863. /**
  28864. * This flag can be used for type testing.
  28865. *
  28866. * @type {boolean}
  28867. * @readonly
  28868. * @default true
  28869. */
  28870. this.isMeshToonMaterial = true;
  28871. this.defines = { 'TOON': '' };
  28872. this.type = 'MeshToonMaterial';
  28873. /**
  28874. * Color of the material.
  28875. *
  28876. * @type {Color}
  28877. * @default (1,1,1)
  28878. */
  28879. this.color = new Color( 0xffffff );
  28880. /**
  28881. * The color map. May optionally include an alpha channel, typically combined
  28882. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28883. * color is modulated by the diffuse `color`.
  28884. *
  28885. * @type {?Texture}
  28886. * @default null
  28887. */
  28888. this.map = null;
  28889. /**
  28890. * Gradient map for toon shading. It's required to set
  28891. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28892. * when using this type of texture.
  28893. *
  28894. * @type {?Texture}
  28895. * @default null
  28896. */
  28897. this.gradientMap = null;
  28898. /**
  28899. * The light map. Requires a second set of UVs.
  28900. *
  28901. * @type {?Texture}
  28902. * @default null
  28903. */
  28904. this.lightMap = null;
  28905. /**
  28906. * Intensity of the baked light.
  28907. *
  28908. * @type {number}
  28909. * @default 1
  28910. */
  28911. this.lightMapIntensity = 1.0;
  28912. /**
  28913. * The red channel of this texture is used as the ambient occlusion map.
  28914. * Requires a second set of UVs.
  28915. *
  28916. * @type {?Texture}
  28917. * @default null
  28918. */
  28919. this.aoMap = null;
  28920. /**
  28921. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28922. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28923. * red channel is also `1`, ambient light is fully occluded on a surface.
  28924. *
  28925. * @type {number}
  28926. * @default 1
  28927. */
  28928. this.aoMapIntensity = 1.0;
  28929. /**
  28930. * Emissive (light) color of the material, essentially a solid color
  28931. * unaffected by other lighting.
  28932. *
  28933. * @type {Color}
  28934. * @default (0,0,0)
  28935. */
  28936. this.emissive = new Color( 0x000000 );
  28937. /**
  28938. * Intensity of the emissive light. Modulates the emissive color.
  28939. *
  28940. * @type {number}
  28941. * @default 1
  28942. */
  28943. this.emissiveIntensity = 1.0;
  28944. /**
  28945. * Set emissive (glow) map. The emissive map color is modulated by the
  28946. * emissive color and the emissive intensity. If you have an emissive map,
  28947. * be sure to set the emissive color to something other than black.
  28948. *
  28949. * @type {?Texture}
  28950. * @default null
  28951. */
  28952. this.emissiveMap = null;
  28953. /**
  28954. * The texture to create a bump map. The black and white values map to the
  28955. * perceived depth in relation to the lights. Bump doesn't actually affect
  28956. * the geometry of the object, only the lighting. If a normal map is defined
  28957. * this will be ignored.
  28958. *
  28959. * @type {?Texture}
  28960. * @default null
  28961. */
  28962. this.bumpMap = null;
  28963. /**
  28964. * How much the bump map affects the material. Typical range is `[0,1]`.
  28965. *
  28966. * @type {number}
  28967. * @default 1
  28968. */
  28969. this.bumpScale = 1;
  28970. /**
  28971. * The texture to create a normal map. The RGB values affect the surface
  28972. * normal for each pixel fragment and change the way the color is lit. Normal
  28973. * maps do not change the actual shape of the surface, only the lighting. In
  28974. * case the material has a normal map authored using the left handed
  28975. * convention, the `y` component of `normalScale` should be negated to compensate
  28976. * for the different handedness.
  28977. *
  28978. * @type {?Texture}
  28979. * @default null
  28980. */
  28981. this.normalMap = null;
  28982. /**
  28983. * The type of normal map.
  28984. *
  28985. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28986. * @default TangentSpaceNormalMap
  28987. */
  28988. this.normalMapType = TangentSpaceNormalMap;
  28989. /**
  28990. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28991. *
  28992. * @type {Vector2}
  28993. * @default (1,1)
  28994. */
  28995. this.normalScale = new Vector2( 1, 1 );
  28996. /**
  28997. * The displacement map affects the position of the mesh's vertices. Unlike
  28998. * other maps which only affect the light and shade of the material the
  28999. * displaced vertices can cast shadows, block other objects, and otherwise
  29000. * act as real geometry. The displacement texture is an image where the value
  29001. * of each pixel (white being the highest) is mapped against, and
  29002. * repositions, the vertices of the mesh.
  29003. *
  29004. * @type {?Texture}
  29005. * @default null
  29006. */
  29007. this.displacementMap = null;
  29008. /**
  29009. * How much the displacement map affects the mesh (where black is no
  29010. * displacement, and white is maximum displacement). Without a displacement
  29011. * map set, this value is not applied.
  29012. *
  29013. * @type {number}
  29014. * @default 0
  29015. */
  29016. this.displacementScale = 1;
  29017. /**
  29018. * The offset of the displacement map's values on the mesh's vertices.
  29019. * The bias is added to the scaled sample of the displacement map.
  29020. * Without a displacement map set, this value is not applied.
  29021. *
  29022. * @type {number}
  29023. * @default 0
  29024. */
  29025. this.displacementBias = 0;
  29026. /**
  29027. * The alpha map is a grayscale texture that controls the opacity across the
  29028. * surface (black: fully transparent; white: fully opaque).
  29029. *
  29030. * Only the color of the texture is used, ignoring the alpha channel if one
  29031. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29032. * when sampling this texture due to the extra bit of precision provided for
  29033. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29034. * luminance/alpha textures will also still work as expected.
  29035. *
  29036. * @type {?Texture}
  29037. * @default null
  29038. */
  29039. this.alphaMap = null;
  29040. /**
  29041. * Renders the geometry as a wireframe.
  29042. *
  29043. * @type {boolean}
  29044. * @default false
  29045. */
  29046. this.wireframe = false;
  29047. /**
  29048. * Controls the thickness of the wireframe.
  29049. *
  29050. * Can only be used with {@link SVGRenderer}.
  29051. *
  29052. * @type {number}
  29053. * @default 1
  29054. */
  29055. this.wireframeLinewidth = 1;
  29056. /**
  29057. * Defines appearance of wireframe ends.
  29058. *
  29059. * Can only be used with {@link SVGRenderer}.
  29060. *
  29061. * @type {('round'|'bevel'|'miter')}
  29062. * @default 'round'
  29063. */
  29064. this.wireframeLinecap = 'round';
  29065. /**
  29066. * Defines appearance of wireframe joints.
  29067. *
  29068. * Can only be used with {@link SVGRenderer}.
  29069. *
  29070. * @type {('round'|'bevel'|'miter')}
  29071. * @default 'round'
  29072. */
  29073. this.wireframeLinejoin = 'round';
  29074. /**
  29075. * Whether the material is affected by fog or not.
  29076. *
  29077. * @type {boolean}
  29078. * @default true
  29079. */
  29080. this.fog = true;
  29081. this.setValues( parameters );
  29082. }
  29083. copy( source ) {
  29084. super.copy( source );
  29085. this.color.copy( source.color );
  29086. this.map = source.map;
  29087. this.gradientMap = source.gradientMap;
  29088. this.lightMap = source.lightMap;
  29089. this.lightMapIntensity = source.lightMapIntensity;
  29090. this.aoMap = source.aoMap;
  29091. this.aoMapIntensity = source.aoMapIntensity;
  29092. this.emissive.copy( source.emissive );
  29093. this.emissiveMap = source.emissiveMap;
  29094. this.emissiveIntensity = source.emissiveIntensity;
  29095. this.bumpMap = source.bumpMap;
  29096. this.bumpScale = source.bumpScale;
  29097. this.normalMap = source.normalMap;
  29098. this.normalMapType = source.normalMapType;
  29099. this.normalScale.copy( source.normalScale );
  29100. this.displacementMap = source.displacementMap;
  29101. this.displacementScale = source.displacementScale;
  29102. this.displacementBias = source.displacementBias;
  29103. this.alphaMap = source.alphaMap;
  29104. this.wireframe = source.wireframe;
  29105. this.wireframeLinewidth = source.wireframeLinewidth;
  29106. this.wireframeLinecap = source.wireframeLinecap;
  29107. this.wireframeLinejoin = source.wireframeLinejoin;
  29108. this.fog = source.fog;
  29109. return this;
  29110. }
  29111. }
  29112. /**
  29113. * A material that maps the normal vectors to RGB colors.
  29114. *
  29115. * @augments Material
  29116. */
  29117. class MeshNormalMaterial extends Material {
  29118. /**
  29119. * Constructs a new mesh normal material.
  29120. *
  29121. * @param {Object} [parameters] - An object with one or more properties
  29122. * defining the material's appearance. Any property of the material
  29123. * (including any property from inherited materials) can be passed
  29124. * in here. Color values can be passed any type of value accepted
  29125. * by {@link Color#set}.
  29126. */
  29127. constructor( parameters ) {
  29128. super();
  29129. /**
  29130. * This flag can be used for type testing.
  29131. *
  29132. * @type {boolean}
  29133. * @readonly
  29134. * @default true
  29135. */
  29136. this.isMeshNormalMaterial = true;
  29137. this.type = 'MeshNormalMaterial';
  29138. /**
  29139. * The texture to create a bump map. The black and white values map to the
  29140. * perceived depth in relation to the lights. Bump doesn't actually affect
  29141. * the geometry of the object, only the lighting. If a normal map is defined
  29142. * this will be ignored.
  29143. *
  29144. * @type {?Texture}
  29145. * @default null
  29146. */
  29147. this.bumpMap = null;
  29148. /**
  29149. * How much the bump map affects the material. Typical range is `[0,1]`.
  29150. *
  29151. * @type {number}
  29152. * @default 1
  29153. */
  29154. this.bumpScale = 1;
  29155. /**
  29156. * The texture to create a normal map. The RGB values affect the surface
  29157. * normal for each pixel fragment and change the way the color is lit. Normal
  29158. * maps do not change the actual shape of the surface, only the lighting. In
  29159. * case the material has a normal map authored using the left handed
  29160. * convention, the `y` component of `normalScale` should be negated to compensate
  29161. * for the different handedness.
  29162. *
  29163. * @type {?Texture}
  29164. * @default null
  29165. */
  29166. this.normalMap = null;
  29167. /**
  29168. * The type of normal map.
  29169. *
  29170. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29171. * @default TangentSpaceNormalMap
  29172. */
  29173. this.normalMapType = TangentSpaceNormalMap;
  29174. /**
  29175. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29176. *
  29177. * @type {Vector2}
  29178. * @default (1,1)
  29179. */
  29180. this.normalScale = new Vector2( 1, 1 );
  29181. /**
  29182. * The displacement map affects the position of the mesh's vertices. Unlike
  29183. * other maps which only affect the light and shade of the material the
  29184. * displaced vertices can cast shadows, block other objects, and otherwise
  29185. * act as real geometry. The displacement texture is an image where the value
  29186. * of each pixel (white being the highest) is mapped against, and
  29187. * repositions, the vertices of the mesh.
  29188. *
  29189. * @type {?Texture}
  29190. * @default null
  29191. */
  29192. this.displacementMap = null;
  29193. /**
  29194. * How much the displacement map affects the mesh (where black is no
  29195. * displacement, and white is maximum displacement). Without a displacement
  29196. * map set, this value is not applied.
  29197. *
  29198. * @type {number}
  29199. * @default 0
  29200. */
  29201. this.displacementScale = 1;
  29202. /**
  29203. * The offset of the displacement map's values on the mesh's vertices.
  29204. * The bias is added to the scaled sample of the displacement map.
  29205. * Without a displacement map set, this value is not applied.
  29206. *
  29207. * @type {number}
  29208. * @default 0
  29209. */
  29210. this.displacementBias = 0;
  29211. /**
  29212. * Renders the geometry as a wireframe.
  29213. *
  29214. * @type {boolean}
  29215. * @default false
  29216. */
  29217. this.wireframe = false;
  29218. /**
  29219. * Controls the thickness of the wireframe.
  29220. *
  29221. * WebGL and WebGPU ignore this property and always render
  29222. * 1 pixel wide lines.
  29223. *
  29224. * @type {number}
  29225. * @default 1
  29226. */
  29227. this.wireframeLinewidth = 1;
  29228. /**
  29229. * Whether the material is rendered with flat shading or not.
  29230. *
  29231. * @type {boolean}
  29232. * @default false
  29233. */
  29234. this.flatShading = false;
  29235. this.setValues( parameters );
  29236. }
  29237. copy( source ) {
  29238. super.copy( source );
  29239. this.bumpMap = source.bumpMap;
  29240. this.bumpScale = source.bumpScale;
  29241. this.normalMap = source.normalMap;
  29242. this.normalMapType = source.normalMapType;
  29243. this.normalScale.copy( source.normalScale );
  29244. this.displacementMap = source.displacementMap;
  29245. this.displacementScale = source.displacementScale;
  29246. this.displacementBias = source.displacementBias;
  29247. this.wireframe = source.wireframe;
  29248. this.wireframeLinewidth = source.wireframeLinewidth;
  29249. this.flatShading = source.flatShading;
  29250. return this;
  29251. }
  29252. }
  29253. /**
  29254. * A material for non-shiny surfaces, without specular highlights.
  29255. *
  29256. * The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
  29257. * model for calculating reflectance. This can simulate some surfaces (such
  29258. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29259. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29260. * shading.
  29261. *
  29262. * Due to the simplicity of the reflectance and illumination models,
  29263. * performance will be greater when using this material over the
  29264. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29265. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29266. *
  29267. * @augments Material
  29268. */
  29269. class MeshLambertMaterial extends Material {
  29270. /**
  29271. * Constructs a new mesh lambert material.
  29272. *
  29273. * @param {Object} [parameters] - An object with one or more properties
  29274. * defining the material's appearance. Any property of the material
  29275. * (including any property from inherited materials) can be passed
  29276. * in here. Color values can be passed any type of value accepted
  29277. * by {@link Color#set}.
  29278. */
  29279. constructor( parameters ) {
  29280. super();
  29281. /**
  29282. * This flag can be used for type testing.
  29283. *
  29284. * @type {boolean}
  29285. * @readonly
  29286. * @default true
  29287. */
  29288. this.isMeshLambertMaterial = true;
  29289. this.type = 'MeshLambertMaterial';
  29290. /**
  29291. * Color of the material.
  29292. *
  29293. * @type {Color}
  29294. * @default (1,1,1)
  29295. */
  29296. this.color = new Color( 0xffffff ); // diffuse
  29297. /**
  29298. * The color map. May optionally include an alpha channel, typically combined
  29299. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29300. * color is modulated by the diffuse `color`.
  29301. *
  29302. * @type {?Texture}
  29303. * @default null
  29304. */
  29305. this.map = null;
  29306. /**
  29307. * The light map. Requires a second set of UVs.
  29308. *
  29309. * @type {?Texture}
  29310. * @default null
  29311. */
  29312. this.lightMap = null;
  29313. /**
  29314. * Intensity of the baked light.
  29315. *
  29316. * @type {number}
  29317. * @default 1
  29318. */
  29319. this.lightMapIntensity = 1.0;
  29320. /**
  29321. * The red channel of this texture is used as the ambient occlusion map.
  29322. * Requires a second set of UVs.
  29323. *
  29324. * @type {?Texture}
  29325. * @default null
  29326. */
  29327. this.aoMap = null;
  29328. /**
  29329. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29330. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29331. * red channel is also `1`, ambient light is fully occluded on a surface.
  29332. *
  29333. * @type {number}
  29334. * @default 1
  29335. */
  29336. this.aoMapIntensity = 1.0;
  29337. /**
  29338. * Emissive (light) color of the material, essentially a solid color
  29339. * unaffected by other lighting.
  29340. *
  29341. * @type {Color}
  29342. * @default (0,0,0)
  29343. */
  29344. this.emissive = new Color( 0x000000 );
  29345. /**
  29346. * Intensity of the emissive light. Modulates the emissive color.
  29347. *
  29348. * @type {number}
  29349. * @default 1
  29350. */
  29351. this.emissiveIntensity = 1.0;
  29352. /**
  29353. * Set emissive (glow) map. The emissive map color is modulated by the
  29354. * emissive color and the emissive intensity. If you have an emissive map,
  29355. * be sure to set the emissive color to something other than black.
  29356. *
  29357. * @type {?Texture}
  29358. * @default null
  29359. */
  29360. this.emissiveMap = null;
  29361. /**
  29362. * The texture to create a bump map. The black and white values map to the
  29363. * perceived depth in relation to the lights. Bump doesn't actually affect
  29364. * the geometry of the object, only the lighting. If a normal map is defined
  29365. * this will be ignored.
  29366. *
  29367. * @type {?Texture}
  29368. * @default null
  29369. */
  29370. this.bumpMap = null;
  29371. /**
  29372. * How much the bump map affects the material. Typical range is `[0,1]`.
  29373. *
  29374. * @type {number}
  29375. * @default 1
  29376. */
  29377. this.bumpScale = 1;
  29378. /**
  29379. * The texture to create a normal map. The RGB values affect the surface
  29380. * normal for each pixel fragment and change the way the color is lit. Normal
  29381. * maps do not change the actual shape of the surface, only the lighting. In
  29382. * case the material has a normal map authored using the left handed
  29383. * convention, the `y` component of `normalScale` should be negated to compensate
  29384. * for the different handedness.
  29385. *
  29386. * @type {?Texture}
  29387. * @default null
  29388. */
  29389. this.normalMap = null;
  29390. /**
  29391. * The type of normal map.
  29392. *
  29393. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29394. * @default TangentSpaceNormalMap
  29395. */
  29396. this.normalMapType = TangentSpaceNormalMap;
  29397. /**
  29398. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29399. *
  29400. * @type {Vector2}
  29401. * @default (1,1)
  29402. */
  29403. this.normalScale = new Vector2( 1, 1 );
  29404. /**
  29405. * The displacement map affects the position of the mesh's vertices. Unlike
  29406. * other maps which only affect the light and shade of the material the
  29407. * displaced vertices can cast shadows, block other objects, and otherwise
  29408. * act as real geometry. The displacement texture is an image where the value
  29409. * of each pixel (white being the highest) is mapped against, and
  29410. * repositions, the vertices of the mesh.
  29411. *
  29412. * @type {?Texture}
  29413. * @default null
  29414. */
  29415. this.displacementMap = null;
  29416. /**
  29417. * How much the displacement map affects the mesh (where black is no
  29418. * displacement, and white is maximum displacement). Without a displacement
  29419. * map set, this value is not applied.
  29420. *
  29421. * @type {number}
  29422. * @default 0
  29423. */
  29424. this.displacementScale = 1;
  29425. /**
  29426. * The offset of the displacement map's values on the mesh's vertices.
  29427. * The bias is added to the scaled sample of the displacement map.
  29428. * Without a displacement map set, this value is not applied.
  29429. *
  29430. * @type {number}
  29431. * @default 0
  29432. */
  29433. this.displacementBias = 0;
  29434. /**
  29435. * Specular map used by the material.
  29436. *
  29437. * @type {?Texture}
  29438. * @default null
  29439. */
  29440. this.specularMap = null;
  29441. /**
  29442. * The alpha map is a grayscale texture that controls the opacity across the
  29443. * surface (black: fully transparent; white: fully opaque).
  29444. *
  29445. * Only the color of the texture is used, ignoring the alpha channel if one
  29446. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29447. * when sampling this texture due to the extra bit of precision provided for
  29448. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29449. * luminance/alpha textures will also still work as expected.
  29450. *
  29451. * @type {?Texture}
  29452. * @default null
  29453. */
  29454. this.alphaMap = null;
  29455. /**
  29456. * The environment map.
  29457. *
  29458. * @type {?Texture}
  29459. * @default null
  29460. */
  29461. this.envMap = null;
  29462. /**
  29463. * The rotation of the environment map in radians.
  29464. *
  29465. * @type {Euler}
  29466. * @default (0,0,0)
  29467. */
  29468. this.envMapRotation = new Euler();
  29469. /**
  29470. * How to combine the result of the surface's color with the environment map, if any.
  29471. *
  29472. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29473. * blend between the two colors.
  29474. *
  29475. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29476. * @default MultiplyOperation
  29477. */
  29478. this.combine = MultiplyOperation;
  29479. /**
  29480. * How much the environment map affects the surface.
  29481. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29482. *
  29483. * @type {number}
  29484. * @default 1
  29485. */
  29486. this.reflectivity = 1;
  29487. /**
  29488. * The index of refraction (IOR) of air (approximately 1) divided by the
  29489. * index of refraction of the material. It is used with environment mapping
  29490. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29491. * The refraction ratio should not exceed `1`.
  29492. *
  29493. * @type {number}
  29494. * @default 0.98
  29495. */
  29496. this.refractionRatio = 0.98;
  29497. /**
  29498. * Renders the geometry as a wireframe.
  29499. *
  29500. * @type {boolean}
  29501. * @default false
  29502. */
  29503. this.wireframe = false;
  29504. /**
  29505. * Controls the thickness of the wireframe.
  29506. *
  29507. * Can only be used with {@link SVGRenderer}.
  29508. *
  29509. * @type {number}
  29510. * @default 1
  29511. */
  29512. this.wireframeLinewidth = 1;
  29513. /**
  29514. * Defines appearance of wireframe ends.
  29515. *
  29516. * Can only be used with {@link SVGRenderer}.
  29517. *
  29518. * @type {('round'|'bevel'|'miter')}
  29519. * @default 'round'
  29520. */
  29521. this.wireframeLinecap = 'round';
  29522. /**
  29523. * Defines appearance of wireframe joints.
  29524. *
  29525. * Can only be used with {@link SVGRenderer}.
  29526. *
  29527. * @type {('round'|'bevel'|'miter')}
  29528. * @default 'round'
  29529. */
  29530. this.wireframeLinejoin = 'round';
  29531. /**
  29532. * Whether the material is rendered with flat shading or not.
  29533. *
  29534. * @type {boolean}
  29535. * @default false
  29536. */
  29537. this.flatShading = false;
  29538. /**
  29539. * Whether the material is affected by fog or not.
  29540. *
  29541. * @type {boolean}
  29542. * @default true
  29543. */
  29544. this.fog = true;
  29545. this.setValues( parameters );
  29546. }
  29547. copy( source ) {
  29548. super.copy( source );
  29549. this.color.copy( source.color );
  29550. this.map = source.map;
  29551. this.lightMap = source.lightMap;
  29552. this.lightMapIntensity = source.lightMapIntensity;
  29553. this.aoMap = source.aoMap;
  29554. this.aoMapIntensity = source.aoMapIntensity;
  29555. this.emissive.copy( source.emissive );
  29556. this.emissiveMap = source.emissiveMap;
  29557. this.emissiveIntensity = source.emissiveIntensity;
  29558. this.bumpMap = source.bumpMap;
  29559. this.bumpScale = source.bumpScale;
  29560. this.normalMap = source.normalMap;
  29561. this.normalMapType = source.normalMapType;
  29562. this.normalScale.copy( source.normalScale );
  29563. this.displacementMap = source.displacementMap;
  29564. this.displacementScale = source.displacementScale;
  29565. this.displacementBias = source.displacementBias;
  29566. this.specularMap = source.specularMap;
  29567. this.alphaMap = source.alphaMap;
  29568. this.envMap = source.envMap;
  29569. this.envMapRotation.copy( source.envMapRotation );
  29570. this.combine = source.combine;
  29571. this.reflectivity = source.reflectivity;
  29572. this.refractionRatio = source.refractionRatio;
  29573. this.wireframe = source.wireframe;
  29574. this.wireframeLinewidth = source.wireframeLinewidth;
  29575. this.wireframeLinecap = source.wireframeLinecap;
  29576. this.wireframeLinejoin = source.wireframeLinejoin;
  29577. this.flatShading = source.flatShading;
  29578. this.fog = source.fog;
  29579. return this;
  29580. }
  29581. }
  29582. /**
  29583. * A material for drawing geometry by depth. Depth is based off of the camera
  29584. * near and far plane. White is nearest, black is farthest.
  29585. *
  29586. * @augments Material
  29587. */
  29588. class MeshDepthMaterial extends Material {
  29589. /**
  29590. * Constructs a new mesh depth material.
  29591. *
  29592. * @param {Object} [parameters] - An object with one or more properties
  29593. * defining the material's appearance. Any property of the material
  29594. * (including any property from inherited materials) can be passed
  29595. * in here. Color values can be passed any type of value accepted
  29596. * by {@link Color#set}.
  29597. */
  29598. constructor( parameters ) {
  29599. super();
  29600. /**
  29601. * This flag can be used for type testing.
  29602. *
  29603. * @type {boolean}
  29604. * @readonly
  29605. * @default true
  29606. */
  29607. this.isMeshDepthMaterial = true;
  29608. this.type = 'MeshDepthMaterial';
  29609. /**
  29610. * Type for depth packing.
  29611. *
  29612. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29613. * @default BasicDepthPacking
  29614. */
  29615. this.depthPacking = BasicDepthPacking;
  29616. /**
  29617. * The color map. May optionally include an alpha channel, typically combined
  29618. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29619. *
  29620. * @type {?Texture}
  29621. * @default null
  29622. */
  29623. this.map = null;
  29624. /**
  29625. * The alpha map is a grayscale texture that controls the opacity across the
  29626. * surface (black: fully transparent; white: fully opaque).
  29627. *
  29628. * Only the color of the texture is used, ignoring the alpha channel if one
  29629. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29630. * when sampling this texture due to the extra bit of precision provided for
  29631. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29632. * luminance/alpha textures will also still work as expected.
  29633. *
  29634. * @type {?Texture}
  29635. * @default null
  29636. */
  29637. this.alphaMap = null;
  29638. /**
  29639. * The displacement map affects the position of the mesh's vertices. Unlike
  29640. * other maps which only affect the light and shade of the material the
  29641. * displaced vertices can cast shadows, block other objects, and otherwise
  29642. * act as real geometry. The displacement texture is an image where the value
  29643. * of each pixel (white being the highest) is mapped against, and
  29644. * repositions, the vertices of the mesh.
  29645. *
  29646. * @type {?Texture}
  29647. * @default null
  29648. */
  29649. this.displacementMap = null;
  29650. /**
  29651. * How much the displacement map affects the mesh (where black is no
  29652. * displacement, and white is maximum displacement). Without a displacement
  29653. * map set, this value is not applied.
  29654. *
  29655. * @type {number}
  29656. * @default 0
  29657. */
  29658. this.displacementScale = 1;
  29659. /**
  29660. * The offset of the displacement map's values on the mesh's vertices.
  29661. * The bias is added to the scaled sample of the displacement map.
  29662. * Without a displacement map set, this value is not applied.
  29663. *
  29664. * @type {number}
  29665. * @default 0
  29666. */
  29667. this.displacementBias = 0;
  29668. /**
  29669. * Renders the geometry as a wireframe.
  29670. *
  29671. * @type {boolean}
  29672. * @default false
  29673. */
  29674. this.wireframe = false;
  29675. /**
  29676. * Controls the thickness of the wireframe.
  29677. *
  29678. * WebGL and WebGPU ignore this property and always render
  29679. * 1 pixel wide lines.
  29680. *
  29681. * @type {number}
  29682. * @default 1
  29683. */
  29684. this.wireframeLinewidth = 1;
  29685. this.setValues( parameters );
  29686. }
  29687. copy( source ) {
  29688. super.copy( source );
  29689. this.depthPacking = source.depthPacking;
  29690. this.map = source.map;
  29691. this.alphaMap = source.alphaMap;
  29692. this.displacementMap = source.displacementMap;
  29693. this.displacementScale = source.displacementScale;
  29694. this.displacementBias = source.displacementBias;
  29695. this.wireframe = source.wireframe;
  29696. this.wireframeLinewidth = source.wireframeLinewidth;
  29697. return this;
  29698. }
  29699. }
  29700. /**
  29701. * A material used internally for implementing shadow mapping with
  29702. * point lights.
  29703. *
  29704. * Can also be used to customize the shadow casting of an object by assigning
  29705. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29706. * The following examples demonstrates this approach in order to ensure
  29707. * transparent parts of objects do not cast shadows.
  29708. *
  29709. * @augments Material
  29710. */
  29711. class MeshDistanceMaterial extends Material {
  29712. /**
  29713. * Constructs a new mesh distance material.
  29714. *
  29715. * @param {Object} [parameters] - An object with one or more properties
  29716. * defining the material's appearance. Any property of the material
  29717. * (including any property from inherited materials) can be passed
  29718. * in here. Color values can be passed any type of value accepted
  29719. * by {@link Color#set}.
  29720. */
  29721. constructor( parameters ) {
  29722. super();
  29723. /**
  29724. * This flag can be used for type testing.
  29725. *
  29726. * @type {boolean}
  29727. * @readonly
  29728. * @default true
  29729. */
  29730. this.isMeshDistanceMaterial = true;
  29731. this.type = 'MeshDistanceMaterial';
  29732. /**
  29733. * The color map. May optionally include an alpha channel, typically combined
  29734. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29735. *
  29736. * @type {?Texture}
  29737. * @default null
  29738. */
  29739. this.map = null;
  29740. /**
  29741. * The alpha map is a grayscale texture that controls the opacity across the
  29742. * surface (black: fully transparent; white: fully opaque).
  29743. *
  29744. * Only the color of the texture is used, ignoring the alpha channel if one
  29745. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29746. * when sampling this texture due to the extra bit of precision provided for
  29747. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29748. * luminance/alpha textures will also still work as expected.
  29749. *
  29750. * @type {?Texture}
  29751. * @default null
  29752. */
  29753. this.alphaMap = null;
  29754. /**
  29755. * The displacement map affects the position of the mesh's vertices. Unlike
  29756. * other maps which only affect the light and shade of the material the
  29757. * displaced vertices can cast shadows, block other objects, and otherwise
  29758. * act as real geometry. The displacement texture is an image where the value
  29759. * of each pixel (white being the highest) is mapped against, and
  29760. * repositions, the vertices of the mesh.
  29761. *
  29762. * @type {?Texture}
  29763. * @default null
  29764. */
  29765. this.displacementMap = null;
  29766. /**
  29767. * How much the displacement map affects the mesh (where black is no
  29768. * displacement, and white is maximum displacement). Without a displacement
  29769. * map set, this value is not applied.
  29770. *
  29771. * @type {number}
  29772. * @default 0
  29773. */
  29774. this.displacementScale = 1;
  29775. /**
  29776. * The offset of the displacement map's values on the mesh's vertices.
  29777. * The bias is added to the scaled sample of the displacement map.
  29778. * Without a displacement map set, this value is not applied.
  29779. *
  29780. * @type {number}
  29781. * @default 0
  29782. */
  29783. this.displacementBias = 0;
  29784. this.setValues( parameters );
  29785. }
  29786. copy( source ) {
  29787. super.copy( source );
  29788. this.map = source.map;
  29789. this.alphaMap = source.alphaMap;
  29790. this.displacementMap = source.displacementMap;
  29791. this.displacementScale = source.displacementScale;
  29792. this.displacementBias = source.displacementBias;
  29793. return this;
  29794. }
  29795. }
  29796. /**
  29797. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29798. * material color and shading.
  29799. *
  29800. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29801. * baked lighting. It will cast a shadow onto an object that receives shadows
  29802. * (and shadow clipping works), but it will not self-shadow or receive
  29803. * shadows.
  29804. *
  29805. * @augments Material
  29806. */
  29807. class MeshMatcapMaterial extends Material {
  29808. /**
  29809. * Constructs a new mesh matcap material.
  29810. *
  29811. * @param {Object} [parameters] - An object with one or more properties
  29812. * defining the material's appearance. Any property of the material
  29813. * (including any property from inherited materials) can be passed
  29814. * in here. Color values can be passed any type of value accepted
  29815. * by {@link Color#set}.
  29816. */
  29817. constructor( parameters ) {
  29818. super();
  29819. /**
  29820. * This flag can be used for type testing.
  29821. *
  29822. * @type {boolean}
  29823. * @readonly
  29824. * @default true
  29825. */
  29826. this.isMeshMatcapMaterial = true;
  29827. this.defines = { 'MATCAP': '' };
  29828. this.type = 'MeshMatcapMaterial';
  29829. /**
  29830. * Color of the material.
  29831. *
  29832. * @type {Color}
  29833. * @default (1,1,1)
  29834. */
  29835. this.color = new Color( 0xffffff ); // diffuse
  29836. /**
  29837. * The matcap map.
  29838. *
  29839. * @type {?Texture}
  29840. * @default null
  29841. */
  29842. this.matcap = null;
  29843. /**
  29844. * The color map. May optionally include an alpha channel, typically combined
  29845. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29846. * color is modulated by the diffuse `color`.
  29847. *
  29848. * @type {?Texture}
  29849. * @default null
  29850. */
  29851. this.map = null;
  29852. /**
  29853. * The texture to create a bump map. The black and white values map to the
  29854. * perceived depth in relation to the lights. Bump doesn't actually affect
  29855. * the geometry of the object, only the lighting. If a normal map is defined
  29856. * this will be ignored.
  29857. *
  29858. * @type {?Texture}
  29859. * @default null
  29860. */
  29861. this.bumpMap = null;
  29862. /**
  29863. * How much the bump map affects the material. Typical range is `[0,1]`.
  29864. *
  29865. * @type {number}
  29866. * @default 1
  29867. */
  29868. this.bumpScale = 1;
  29869. /**
  29870. * The texture to create a normal map. The RGB values affect the surface
  29871. * normal for each pixel fragment and change the way the color is lit. Normal
  29872. * maps do not change the actual shape of the surface, only the lighting. In
  29873. * case the material has a normal map authored using the left handed
  29874. * convention, the `y` component of `normalScale` should be negated to compensate
  29875. * for the different handedness.
  29876. *
  29877. * @type {?Texture}
  29878. * @default null
  29879. */
  29880. this.normalMap = null;
  29881. /**
  29882. * The type of normal map.
  29883. *
  29884. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29885. * @default TangentSpaceNormalMap
  29886. */
  29887. this.normalMapType = TangentSpaceNormalMap;
  29888. /**
  29889. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29890. *
  29891. * @type {Vector2}
  29892. * @default (1,1)
  29893. */
  29894. this.normalScale = new Vector2( 1, 1 );
  29895. /**
  29896. * The displacement map affects the position of the mesh's vertices. Unlike
  29897. * other maps which only affect the light and shade of the material the
  29898. * displaced vertices can cast shadows, block other objects, and otherwise
  29899. * act as real geometry. The displacement texture is an image where the value
  29900. * of each pixel (white being the highest) is mapped against, and
  29901. * repositions, the vertices of the mesh.
  29902. *
  29903. * @type {?Texture}
  29904. * @default null
  29905. */
  29906. this.displacementMap = null;
  29907. /**
  29908. * How much the displacement map affects the mesh (where black is no
  29909. * displacement, and white is maximum displacement). Without a displacement
  29910. * map set, this value is not applied.
  29911. *
  29912. * @type {number}
  29913. * @default 0
  29914. */
  29915. this.displacementScale = 1;
  29916. /**
  29917. * The offset of the displacement map's values on the mesh's vertices.
  29918. * The bias is added to the scaled sample of the displacement map.
  29919. * Without a displacement map set, this value is not applied.
  29920. *
  29921. * @type {number}
  29922. * @default 0
  29923. */
  29924. this.displacementBias = 0;
  29925. /**
  29926. * The alpha map is a grayscale texture that controls the opacity across the
  29927. * surface (black: fully transparent; white: fully opaque).
  29928. *
  29929. * Only the color of the texture is used, ignoring the alpha channel if one
  29930. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29931. * when sampling this texture due to the extra bit of precision provided for
  29932. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29933. * luminance/alpha textures will also still work as expected.
  29934. *
  29935. * @type {?Texture}
  29936. * @default null
  29937. */
  29938. this.alphaMap = null;
  29939. /**
  29940. * Renders the geometry as a wireframe.
  29941. *
  29942. * @type {boolean}
  29943. * @default false
  29944. */
  29945. this.wireframe = false;
  29946. /**
  29947. * Controls the thickness of the wireframe.
  29948. *
  29949. * Can only be used with {@link SVGRenderer}.
  29950. *
  29951. * @type {number}
  29952. * @default 1
  29953. */
  29954. this.wireframeLinewidth = 1;
  29955. /**
  29956. * Whether the material is rendered with flat shading or not.
  29957. *
  29958. * @type {boolean}
  29959. * @default false
  29960. */
  29961. this.flatShading = false;
  29962. /**
  29963. * Whether the material is affected by fog or not.
  29964. *
  29965. * @type {boolean}
  29966. * @default true
  29967. */
  29968. this.fog = true;
  29969. this.setValues( parameters );
  29970. }
  29971. copy( source ) {
  29972. super.copy( source );
  29973. this.defines = { 'MATCAP': '' };
  29974. this.color.copy( source.color );
  29975. this.matcap = source.matcap;
  29976. this.map = source.map;
  29977. this.bumpMap = source.bumpMap;
  29978. this.bumpScale = source.bumpScale;
  29979. this.normalMap = source.normalMap;
  29980. this.normalMapType = source.normalMapType;
  29981. this.normalScale.copy( source.normalScale );
  29982. this.displacementMap = source.displacementMap;
  29983. this.displacementScale = source.displacementScale;
  29984. this.displacementBias = source.displacementBias;
  29985. this.alphaMap = source.alphaMap;
  29986. this.wireframe = source.wireframe;
  29987. this.wireframeLinewidth = source.wireframeLinewidth;
  29988. this.flatShading = source.flatShading;
  29989. this.fog = source.fog;
  29990. return this;
  29991. }
  29992. }
  29993. /**
  29994. * A material for rendering line primitives.
  29995. *
  29996. * Materials define the appearance of renderable 3D objects.
  29997. *
  29998. * ```js
  29999. * const material = new THREE.LineDashedMaterial( {
  30000. * color: 0xffffff,
  30001. * scale: 1,
  30002. * dashSize: 3,
  30003. * gapSize: 1,
  30004. * } );
  30005. * ```
  30006. *
  30007. * @augments LineBasicMaterial
  30008. */
  30009. class LineDashedMaterial extends LineBasicMaterial {
  30010. /**
  30011. * Constructs a new line dashed material.
  30012. *
  30013. * @param {Object} [parameters] - An object with one or more properties
  30014. * defining the material's appearance. Any property of the material
  30015. * (including any property from inherited materials) can be passed
  30016. * in here. Color values can be passed any type of value accepted
  30017. * by {@link Color#set}.
  30018. */
  30019. constructor( parameters ) {
  30020. super();
  30021. /**
  30022. * This flag can be used for type testing.
  30023. *
  30024. * @type {boolean}
  30025. * @readonly
  30026. * @default true
  30027. */
  30028. this.isLineDashedMaterial = true;
  30029. this.type = 'LineDashedMaterial';
  30030. /**
  30031. * The scale of the dashed part of a line.
  30032. *
  30033. * @type {number}
  30034. * @default 1
  30035. */
  30036. this.scale = 1;
  30037. /**
  30038. * The size of the dash. This is both the gap with the stroke.
  30039. *
  30040. * @type {number}
  30041. * @default 3
  30042. */
  30043. this.dashSize = 3;
  30044. /**
  30045. * The size of the gap.
  30046. *
  30047. * @type {number}
  30048. * @default 1
  30049. */
  30050. this.gapSize = 1;
  30051. this.setValues( parameters );
  30052. }
  30053. copy( source ) {
  30054. super.copy( source );
  30055. this.scale = source.scale;
  30056. this.dashSize = source.dashSize;
  30057. this.gapSize = source.gapSize;
  30058. return this;
  30059. }
  30060. }
  30061. /**
  30062. * Converts an array to a specific type.
  30063. *
  30064. * @param {TypedArray|Array} array - The array to convert.
  30065. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30066. * @return {TypedArray} The converted array.
  30067. */
  30068. function convertArray( array, type ) {
  30069. if ( ! array || array.constructor === type ) return array;
  30070. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30071. return new type( array ); // create typed array
  30072. }
  30073. return Array.prototype.slice.call( array ); // create Array
  30074. }
  30075. /**
  30076. * Returns `true` if the given object is a typed array.
  30077. *
  30078. * @param {any} object - The object to check.
  30079. * @return {boolean} Whether the given object is a typed array.
  30080. */
  30081. function isTypedArray( object ) {
  30082. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  30083. }
  30084. /**
  30085. * Returns an array by which times and values can be sorted.
  30086. *
  30087. * @param {Array<number>} times - The keyframe time values.
  30088. * @return {Array<number>} The array.
  30089. */
  30090. function getKeyframeOrder( times ) {
  30091. function compareTime( i, j ) {
  30092. return times[ i ] - times[ j ];
  30093. }
  30094. const n = times.length;
  30095. const result = new Array( n );
  30096. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30097. result.sort( compareTime );
  30098. return result;
  30099. }
  30100. /**
  30101. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30102. *
  30103. * @param {Array<number>} values - The values to sort.
  30104. * @param {number} stride - The stride.
  30105. * @param {Array<number>} order - The sort order.
  30106. * @return {Array<number>} The sorted values.
  30107. */
  30108. function sortedArray( values, stride, order ) {
  30109. const nValues = values.length;
  30110. const result = new values.constructor( nValues );
  30111. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30112. const srcOffset = order[ i ] * stride;
  30113. for ( let j = 0; j !== stride; ++ j ) {
  30114. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30115. }
  30116. }
  30117. return result;
  30118. }
  30119. /**
  30120. * Used for parsing AOS keyframe formats.
  30121. *
  30122. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30123. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30124. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30125. * @param {string} valuePropertyName - The name of the property to use.
  30126. */
  30127. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30128. let i = 1, key = jsonKeys[ 0 ];
  30129. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30130. key = jsonKeys[ i ++ ];
  30131. }
  30132. if ( key === undefined ) return; // no data
  30133. let value = key[ valuePropertyName ];
  30134. if ( value === undefined ) return; // no data
  30135. if ( Array.isArray( value ) ) {
  30136. do {
  30137. value = key[ valuePropertyName ];
  30138. if ( value !== undefined ) {
  30139. times.push( key.time );
  30140. values.push( ...value ); // push all elements
  30141. }
  30142. key = jsonKeys[ i ++ ];
  30143. } while ( key !== undefined );
  30144. } else if ( value.toArray !== undefined ) {
  30145. // ...assume THREE.Math-ish
  30146. do {
  30147. value = key[ valuePropertyName ];
  30148. if ( value !== undefined ) {
  30149. times.push( key.time );
  30150. value.toArray( values, values.length );
  30151. }
  30152. key = jsonKeys[ i ++ ];
  30153. } while ( key !== undefined );
  30154. } else {
  30155. // otherwise push as-is
  30156. do {
  30157. value = key[ valuePropertyName ];
  30158. if ( value !== undefined ) {
  30159. times.push( key.time );
  30160. values.push( value );
  30161. }
  30162. key = jsonKeys[ i ++ ];
  30163. } while ( key !== undefined );
  30164. }
  30165. }
  30166. /**
  30167. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30168. *
  30169. * @param {AnimationClip} sourceClip - The values to sort.
  30170. * @param {string} name - The name of the clip.
  30171. * @param {number} startFrame - The start frame.
  30172. * @param {number} endFrame - The end frame.
  30173. * @param {number} [fps=30] - The FPS.
  30174. * @return {AnimationClip} The new sub clip.
  30175. */
  30176. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30177. const clip = sourceClip.clone();
  30178. clip.name = name;
  30179. const tracks = [];
  30180. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30181. const track = clip.tracks[ i ];
  30182. const valueSize = track.getValueSize();
  30183. const times = [];
  30184. const values = [];
  30185. for ( let j = 0; j < track.times.length; ++ j ) {
  30186. const frame = track.times[ j ] * fps;
  30187. if ( frame < startFrame || frame >= endFrame ) continue;
  30188. times.push( track.times[ j ] );
  30189. for ( let k = 0; k < valueSize; ++ k ) {
  30190. values.push( track.values[ j * valueSize + k ] );
  30191. }
  30192. }
  30193. if ( times.length === 0 ) continue;
  30194. track.times = convertArray( times, track.times.constructor );
  30195. track.values = convertArray( values, track.values.constructor );
  30196. tracks.push( track );
  30197. }
  30198. clip.tracks = tracks;
  30199. // find minimum .times value across all tracks in the trimmed clip
  30200. let minStartTime = Infinity;
  30201. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30202. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30203. minStartTime = clip.tracks[ i ].times[ 0 ];
  30204. }
  30205. }
  30206. // shift all tracks such that clip begins at t=0
  30207. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30208. clip.tracks[ i ].shift( -1 * minStartTime );
  30209. }
  30210. clip.resetDuration();
  30211. return clip;
  30212. }
  30213. /**
  30214. * Converts the keyframes of the given animation clip to an additive format.
  30215. *
  30216. * @param {AnimationClip} targetClip - The clip to make additive.
  30217. * @param {number} [referenceFrame=0] - The reference frame.
  30218. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30219. * @param {number} [fps=30] - The FPS.
  30220. * @return {AnimationClip} The updated clip which is now additive.
  30221. */
  30222. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30223. if ( fps <= 0 ) fps = 30;
  30224. const numTracks = referenceClip.tracks.length;
  30225. const referenceTime = referenceFrame / fps;
  30226. // Make each track's values relative to the values at the reference frame
  30227. for ( let i = 0; i < numTracks; ++ i ) {
  30228. const referenceTrack = referenceClip.tracks[ i ];
  30229. const referenceTrackType = referenceTrack.ValueTypeName;
  30230. // Skip this track if it's non-numeric
  30231. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30232. // Find the track in the target clip whose name and type matches the reference track
  30233. const targetTrack = targetClip.tracks.find( function ( track ) {
  30234. return track.name === referenceTrack.name
  30235. && track.ValueTypeName === referenceTrackType;
  30236. } );
  30237. if ( targetTrack === undefined ) continue;
  30238. let referenceOffset = 0;
  30239. const referenceValueSize = referenceTrack.getValueSize();
  30240. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30241. referenceOffset = referenceValueSize / 3;
  30242. }
  30243. let targetOffset = 0;
  30244. const targetValueSize = targetTrack.getValueSize();
  30245. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30246. targetOffset = targetValueSize / 3;
  30247. }
  30248. const lastIndex = referenceTrack.times.length - 1;
  30249. let referenceValue;
  30250. // Find the value to subtract out of the track
  30251. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30252. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30253. const startIndex = referenceOffset;
  30254. const endIndex = referenceValueSize - referenceOffset;
  30255. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30256. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30257. // Reference frame is after the last keyframe, so just use the last keyframe
  30258. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30259. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30260. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30261. } else {
  30262. // Interpolate to the reference value
  30263. const interpolant = referenceTrack.createInterpolant();
  30264. const startIndex = referenceOffset;
  30265. const endIndex = referenceValueSize - referenceOffset;
  30266. interpolant.evaluate( referenceTime );
  30267. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30268. }
  30269. // Conjugate the quaternion
  30270. if ( referenceTrackType === 'quaternion' ) {
  30271. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30272. referenceQuat.toArray( referenceValue );
  30273. }
  30274. // Subtract the reference value from all of the track values
  30275. const numTimes = targetTrack.times.length;
  30276. for ( let j = 0; j < numTimes; ++ j ) {
  30277. const valueStart = j * targetValueSize + targetOffset;
  30278. if ( referenceTrackType === 'quaternion' ) {
  30279. // Multiply the conjugate for quaternion track types
  30280. Quaternion.multiplyQuaternionsFlat(
  30281. targetTrack.values,
  30282. valueStart,
  30283. referenceValue,
  30284. 0,
  30285. targetTrack.values,
  30286. valueStart
  30287. );
  30288. } else {
  30289. const valueEnd = targetValueSize - targetOffset * 2;
  30290. // Subtract each value for all other numeric track types
  30291. for ( let k = 0; k < valueEnd; ++ k ) {
  30292. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30293. }
  30294. }
  30295. }
  30296. }
  30297. targetClip.blendMode = AdditiveAnimationBlendMode;
  30298. return targetClip;
  30299. }
  30300. /**
  30301. * A class with various methods to assist with animations.
  30302. *
  30303. * @hideconstructor
  30304. */
  30305. class AnimationUtils {
  30306. /**
  30307. * Converts an array to a specific type
  30308. *
  30309. * @static
  30310. * @param {TypedArray|Array} array - The array to convert.
  30311. * @param {TypedArray.constructor} type - The constructor of a type array.
  30312. * @return {TypedArray} The converted array
  30313. */
  30314. static convertArray( array, type ) {
  30315. return convertArray( array, type );
  30316. }
  30317. /**
  30318. * Returns `true` if the given object is a typed array.
  30319. *
  30320. * @static
  30321. * @param {any} object - The object to check.
  30322. * @return {boolean} Whether the given object is a typed array.
  30323. */
  30324. static isTypedArray( object ) {
  30325. return isTypedArray( object );
  30326. }
  30327. /**
  30328. * Returns an array by which times and values can be sorted.
  30329. *
  30330. * @static
  30331. * @param {Array<number>} times - The keyframe time values.
  30332. * @return {Array<number>} The array.
  30333. */
  30334. static getKeyframeOrder( times ) {
  30335. return getKeyframeOrder( times );
  30336. }
  30337. /**
  30338. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30339. *
  30340. * @static
  30341. * @param {Array<number>} values - The values to sort.
  30342. * @param {number} stride - The stride.
  30343. * @param {Array<number>} order - The sort order.
  30344. * @return {Array<number>} The sorted values.
  30345. */
  30346. static sortedArray( values, stride, order ) {
  30347. return sortedArray( values, stride, order );
  30348. }
  30349. /**
  30350. * Used for parsing AOS keyframe formats.
  30351. *
  30352. * @static
  30353. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30354. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30355. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30356. * @param {string} valuePropertyName - The name of the property to use.
  30357. */
  30358. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30359. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30360. }
  30361. /**
  30362. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30363. *
  30364. * @static
  30365. * @param {AnimationClip} sourceClip - The values to sort.
  30366. * @param {string} name - The name of the clip.
  30367. * @param {number} startFrame - The start frame.
  30368. * @param {number} endFrame - The end frame.
  30369. * @param {number} [fps=30] - The FPS.
  30370. * @return {AnimationClip} The new sub clip.
  30371. */
  30372. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30373. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30374. }
  30375. /**
  30376. * Converts the keyframes of the given animation clip to an additive format.
  30377. *
  30378. * @static
  30379. * @param {AnimationClip} targetClip - The clip to make additive.
  30380. * @param {number} [referenceFrame=0] - The reference frame.
  30381. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30382. * @param {number} [fps=30] - The FPS.
  30383. * @return {AnimationClip} The updated clip which is now additive.
  30384. */
  30385. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30386. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30387. }
  30388. }
  30389. /**
  30390. * Abstract base class of interpolants over parametric samples.
  30391. *
  30392. * The parameter domain is one dimensional, typically the time or a path
  30393. * along a curve defined by the data.
  30394. *
  30395. * The sample values can have any dimensionality and derived classes may
  30396. * apply special interpretations to the data.
  30397. *
  30398. * This class provides the interval seek in a Template Method, deferring
  30399. * the actual interpolation to derived classes.
  30400. *
  30401. * Time complexity is O(1) for linear access crossing at most two points
  30402. * and O(log N) for random access, where N is the number of positions.
  30403. *
  30404. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30405. *
  30406. * @abstract
  30407. */
  30408. class Interpolant {
  30409. /**
  30410. * Constructs a new interpolant.
  30411. *
  30412. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30413. * @param {TypedArray} sampleValues - The sample values.
  30414. * @param {number} sampleSize - The sample size
  30415. * @param {TypedArray} [resultBuffer] - The result buffer.
  30416. */
  30417. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30418. /**
  30419. * The parameter positions.
  30420. *
  30421. * @type {TypedArray}
  30422. */
  30423. this.parameterPositions = parameterPositions;
  30424. /**
  30425. * A cache index.
  30426. *
  30427. * @private
  30428. * @type {number}
  30429. * @default 0
  30430. */
  30431. this._cachedIndex = 0;
  30432. /**
  30433. * The result buffer.
  30434. *
  30435. * @type {TypedArray}
  30436. */
  30437. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30438. /**
  30439. * The sample values.
  30440. *
  30441. * @type {TypedArray}
  30442. */
  30443. this.sampleValues = sampleValues;
  30444. /**
  30445. * The value size.
  30446. *
  30447. * @type {TypedArray}
  30448. */
  30449. this.valueSize = sampleSize;
  30450. /**
  30451. * The interpolation settings.
  30452. *
  30453. * @type {?Object}
  30454. * @default null
  30455. */
  30456. this.settings = null;
  30457. /**
  30458. * The default settings object.
  30459. *
  30460. * @type {Object}
  30461. */
  30462. this.DefaultSettings_ = {};
  30463. }
  30464. /**
  30465. * Evaluate the interpolant at position `t`.
  30466. *
  30467. * @param {number} t - The interpolation factor.
  30468. * @return {TypedArray} The result buffer.
  30469. */
  30470. evaluate( t ) {
  30471. const pp = this.parameterPositions;
  30472. let i1 = this._cachedIndex,
  30473. t1 = pp[ i1 ],
  30474. t0 = pp[ i1 - 1 ];
  30475. validate_interval: {
  30476. seek: {
  30477. let right;
  30478. linear_scan: {
  30479. //- See http://jsperf.com/comparison-to-undefined/3
  30480. //- slower code:
  30481. //-
  30482. //- if ( t >= t1 || t1 === undefined ) {
  30483. forward_scan: if ( ! ( t < t1 ) ) {
  30484. for ( let giveUpAt = i1 + 2; ; ) {
  30485. if ( t1 === undefined ) {
  30486. if ( t < t0 ) break forward_scan;
  30487. // after end
  30488. i1 = pp.length;
  30489. this._cachedIndex = i1;
  30490. return this.copySampleValue_( i1 - 1 );
  30491. }
  30492. if ( i1 === giveUpAt ) break; // this loop
  30493. t0 = t1;
  30494. t1 = pp[ ++ i1 ];
  30495. if ( t < t1 ) {
  30496. // we have arrived at the sought interval
  30497. break seek;
  30498. }
  30499. }
  30500. // prepare binary search on the right side of the index
  30501. right = pp.length;
  30502. break linear_scan;
  30503. }
  30504. //- slower code:
  30505. //- if ( t < t0 || t0 === undefined ) {
  30506. if ( ! ( t >= t0 ) ) {
  30507. // looping?
  30508. const t1global = pp[ 1 ];
  30509. if ( t < t1global ) {
  30510. i1 = 2; // + 1, using the scan for the details
  30511. t0 = t1global;
  30512. }
  30513. // linear reverse scan
  30514. for ( let giveUpAt = i1 - 2; ; ) {
  30515. if ( t0 === undefined ) {
  30516. // before start
  30517. this._cachedIndex = 0;
  30518. return this.copySampleValue_( 0 );
  30519. }
  30520. if ( i1 === giveUpAt ) break; // this loop
  30521. t1 = t0;
  30522. t0 = pp[ -- i1 - 1 ];
  30523. if ( t >= t0 ) {
  30524. // we have arrived at the sought interval
  30525. break seek;
  30526. }
  30527. }
  30528. // prepare binary search on the left side of the index
  30529. right = i1;
  30530. i1 = 0;
  30531. break linear_scan;
  30532. }
  30533. // the interval is valid
  30534. break validate_interval;
  30535. } // linear scan
  30536. // binary search
  30537. while ( i1 < right ) {
  30538. const mid = ( i1 + right ) >>> 1;
  30539. if ( t < pp[ mid ] ) {
  30540. right = mid;
  30541. } else {
  30542. i1 = mid + 1;
  30543. }
  30544. }
  30545. t1 = pp[ i1 ];
  30546. t0 = pp[ i1 - 1 ];
  30547. // check boundary cases, again
  30548. if ( t0 === undefined ) {
  30549. this._cachedIndex = 0;
  30550. return this.copySampleValue_( 0 );
  30551. }
  30552. if ( t1 === undefined ) {
  30553. i1 = pp.length;
  30554. this._cachedIndex = i1;
  30555. return this.copySampleValue_( i1 - 1 );
  30556. }
  30557. } // seek
  30558. this._cachedIndex = i1;
  30559. this.intervalChanged_( i1, t0, t1 );
  30560. } // validate_interval
  30561. return this.interpolate_( i1, t0, t, t1 );
  30562. }
  30563. /**
  30564. * Returns the interpolation settings.
  30565. *
  30566. * @return {Object} The interpolation settings.
  30567. */
  30568. getSettings_() {
  30569. return this.settings || this.DefaultSettings_;
  30570. }
  30571. /**
  30572. * Copies a sample value to the result buffer.
  30573. *
  30574. * @param {number} index - An index into the sample value buffer.
  30575. * @return {TypedArray} The result buffer.
  30576. */
  30577. copySampleValue_( index ) {
  30578. // copies a sample value to the result buffer
  30579. const result = this.resultBuffer,
  30580. values = this.sampleValues,
  30581. stride = this.valueSize,
  30582. offset = index * stride;
  30583. for ( let i = 0; i !== stride; ++ i ) {
  30584. result[ i ] = values[ offset + i ];
  30585. }
  30586. return result;
  30587. }
  30588. /**
  30589. * Copies a sample value to the result buffer.
  30590. *
  30591. * @abstract
  30592. * @param {number} i1 - An index into the sample value buffer.
  30593. * @param {number} t0 - The previous interpolation factor.
  30594. * @param {number} t - The current interpolation factor.
  30595. * @param {number} t1 - The next interpolation factor.
  30596. * @return {TypedArray} The result buffer.
  30597. */
  30598. interpolate_( /* i1, t0, t, t1 */ ) {
  30599. throw new Error( 'call to abstract method' );
  30600. // implementations shall return this.resultBuffer
  30601. }
  30602. /**
  30603. * Optional method that is executed when the interval has changed.
  30604. *
  30605. * @param {number} i1 - An index into the sample value buffer.
  30606. * @param {number} t0 - The previous interpolation factor.
  30607. * @param {number} t - The current interpolation factor.
  30608. */
  30609. intervalChanged_( /* i1, t0, t1 */ ) {
  30610. // empty
  30611. }
  30612. }
  30613. /**
  30614. * Fast and simple cubic spline interpolant.
  30615. *
  30616. * It was derived from a Hermitian construction setting the first derivative
  30617. * at each sample position to the linear slope between neighboring positions
  30618. * over their parameter interval.
  30619. *
  30620. * @augments Interpolant
  30621. */
  30622. class CubicInterpolant extends Interpolant {
  30623. /**
  30624. * Constructs a new cubic interpolant.
  30625. *
  30626. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30627. * @param {TypedArray} sampleValues - The sample values.
  30628. * @param {number} sampleSize - The sample size
  30629. * @param {TypedArray} [resultBuffer] - The result buffer.
  30630. */
  30631. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30632. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30633. this._weightPrev = -0;
  30634. this._offsetPrev = -0;
  30635. this._weightNext = -0;
  30636. this._offsetNext = -0;
  30637. this.DefaultSettings_ = {
  30638. endingStart: ZeroCurvatureEnding,
  30639. endingEnd: ZeroCurvatureEnding
  30640. };
  30641. }
  30642. intervalChanged_( i1, t0, t1 ) {
  30643. const pp = this.parameterPositions;
  30644. let iPrev = i1 - 2,
  30645. iNext = i1 + 1,
  30646. tPrev = pp[ iPrev ],
  30647. tNext = pp[ iNext ];
  30648. if ( tPrev === undefined ) {
  30649. switch ( this.getSettings_().endingStart ) {
  30650. case ZeroSlopeEnding:
  30651. // f'(t0) = 0
  30652. iPrev = i1;
  30653. tPrev = 2 * t0 - t1;
  30654. break;
  30655. case WrapAroundEnding:
  30656. // use the other end of the curve
  30657. iPrev = pp.length - 2;
  30658. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30659. break;
  30660. default: // ZeroCurvatureEnding
  30661. // f''(t0) = 0 a.k.a. Natural Spline
  30662. iPrev = i1;
  30663. tPrev = t1;
  30664. }
  30665. }
  30666. if ( tNext === undefined ) {
  30667. switch ( this.getSettings_().endingEnd ) {
  30668. case ZeroSlopeEnding:
  30669. // f'(tN) = 0
  30670. iNext = i1;
  30671. tNext = 2 * t1 - t0;
  30672. break;
  30673. case WrapAroundEnding:
  30674. // use the other end of the curve
  30675. iNext = 1;
  30676. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30677. break;
  30678. default: // ZeroCurvatureEnding
  30679. // f''(tN) = 0, a.k.a. Natural Spline
  30680. iNext = i1 - 1;
  30681. tNext = t0;
  30682. }
  30683. }
  30684. const halfDt = ( t1 - t0 ) * 0.5,
  30685. stride = this.valueSize;
  30686. this._weightPrev = halfDt / ( t0 - tPrev );
  30687. this._weightNext = halfDt / ( tNext - t1 );
  30688. this._offsetPrev = iPrev * stride;
  30689. this._offsetNext = iNext * stride;
  30690. }
  30691. interpolate_( i1, t0, t, t1 ) {
  30692. const result = this.resultBuffer,
  30693. values = this.sampleValues,
  30694. stride = this.valueSize,
  30695. o1 = i1 * stride, o0 = o1 - stride,
  30696. oP = this._offsetPrev, oN = this._offsetNext,
  30697. wP = this._weightPrev, wN = this._weightNext,
  30698. p = ( t - t0 ) / ( t1 - t0 ),
  30699. pp = p * p,
  30700. ppp = pp * p;
  30701. // evaluate polynomials
  30702. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30703. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30704. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30705. const sN = wN * ppp - wN * pp;
  30706. // combine data linearly
  30707. for ( let i = 0; i !== stride; ++ i ) {
  30708. result[ i ] =
  30709. sP * values[ oP + i ] +
  30710. s0 * values[ o0 + i ] +
  30711. s1 * values[ o1 + i ] +
  30712. sN * values[ oN + i ];
  30713. }
  30714. return result;
  30715. }
  30716. }
  30717. /**
  30718. * A basic linear interpolant.
  30719. *
  30720. * @augments Interpolant
  30721. */
  30722. class LinearInterpolant extends Interpolant {
  30723. /**
  30724. * Constructs a new linear interpolant.
  30725. *
  30726. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30727. * @param {TypedArray} sampleValues - The sample values.
  30728. * @param {number} sampleSize - The sample size
  30729. * @param {TypedArray} [resultBuffer] - The result buffer.
  30730. */
  30731. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30732. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30733. }
  30734. interpolate_( i1, t0, t, t1 ) {
  30735. const result = this.resultBuffer,
  30736. values = this.sampleValues,
  30737. stride = this.valueSize,
  30738. offset1 = i1 * stride,
  30739. offset0 = offset1 - stride,
  30740. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30741. weight0 = 1 - weight1;
  30742. for ( let i = 0; i !== stride; ++ i ) {
  30743. result[ i ] =
  30744. values[ offset0 + i ] * weight0 +
  30745. values[ offset1 + i ] * weight1;
  30746. }
  30747. return result;
  30748. }
  30749. }
  30750. /**
  30751. * Interpolant that evaluates to the sample value at the position preceding
  30752. * the parameter.
  30753. *
  30754. * @augments Interpolant
  30755. */
  30756. class DiscreteInterpolant extends Interpolant {
  30757. /**
  30758. * Constructs a new discrete interpolant.
  30759. *
  30760. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30761. * @param {TypedArray} sampleValues - The sample values.
  30762. * @param {number} sampleSize - The sample size
  30763. * @param {TypedArray} [resultBuffer] - The result buffer.
  30764. */
  30765. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30766. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30767. }
  30768. interpolate_( i1 /*, t0, t, t1 */ ) {
  30769. return this.copySampleValue_( i1 - 1 );
  30770. }
  30771. }
  30772. /**
  30773. * Represents s a timed sequence of keyframes, which are composed of lists of
  30774. * times and related values, and which are used to animate a specific property
  30775. * of an object.
  30776. */
  30777. class KeyframeTrack {
  30778. /**
  30779. * Constructs a new keyframe track.
  30780. *
  30781. * @param {string} name - The keyframe track's name.
  30782. * @param {Array<number>} times - A list of keyframe times.
  30783. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30784. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30785. */
  30786. constructor( name, times, values, interpolation ) {
  30787. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30788. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30789. /**
  30790. * The track's name can refer to morph targets or bones or
  30791. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30792. * for the forms of strings that can be parsed for property binding.
  30793. *
  30794. * @type {string}
  30795. */
  30796. this.name = name;
  30797. /**
  30798. * The keyframe times.
  30799. *
  30800. * @type {Float32Array}
  30801. */
  30802. this.times = convertArray( times, this.TimeBufferType );
  30803. /**
  30804. * The keyframe values.
  30805. *
  30806. * @type {Float32Array}
  30807. */
  30808. this.values = convertArray( values, this.ValueBufferType );
  30809. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30810. }
  30811. /**
  30812. * Converts the keyframe track to JSON.
  30813. *
  30814. * @static
  30815. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30816. * @return {Object} The serialized keyframe track as JSON.
  30817. */
  30818. static toJSON( track ) {
  30819. const trackType = track.constructor;
  30820. let json;
  30821. // derived classes can define a static toJSON method
  30822. if ( trackType.toJSON !== this.toJSON ) {
  30823. json = trackType.toJSON( track );
  30824. } else {
  30825. // by default, we assume the data can be serialized as-is
  30826. json = {
  30827. 'name': track.name,
  30828. 'times': convertArray( track.times, Array ),
  30829. 'values': convertArray( track.values, Array )
  30830. };
  30831. const interpolation = track.getInterpolation();
  30832. if ( interpolation !== track.DefaultInterpolation ) {
  30833. json.interpolation = interpolation;
  30834. }
  30835. }
  30836. json.type = track.ValueTypeName; // mandatory
  30837. return json;
  30838. }
  30839. /**
  30840. * Factory method for creating a new discrete interpolant.
  30841. *
  30842. * @static
  30843. * @param {TypedArray} [result] - The result buffer.
  30844. * @return {DiscreteInterpolant} The new interpolant.
  30845. */
  30846. InterpolantFactoryMethodDiscrete( result ) {
  30847. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30848. }
  30849. /**
  30850. * Factory method for creating a new linear interpolant.
  30851. *
  30852. * @static
  30853. * @param {TypedArray} [result] - The result buffer.
  30854. * @return {LinearInterpolant} The new interpolant.
  30855. */
  30856. InterpolantFactoryMethodLinear( result ) {
  30857. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30858. }
  30859. /**
  30860. * Factory method for creating a new smooth interpolant.
  30861. *
  30862. * @static
  30863. * @param {TypedArray} [result] - The result buffer.
  30864. * @return {CubicInterpolant} The new interpolant.
  30865. */
  30866. InterpolantFactoryMethodSmooth( result ) {
  30867. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30868. }
  30869. /**
  30870. * Defines the interpolation factor method for this keyframe track.
  30871. *
  30872. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30873. * @return {KeyframeTrack} A reference to this keyframe track.
  30874. */
  30875. setInterpolation( interpolation ) {
  30876. let factoryMethod;
  30877. switch ( interpolation ) {
  30878. case InterpolateDiscrete:
  30879. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30880. break;
  30881. case InterpolateLinear:
  30882. factoryMethod = this.InterpolantFactoryMethodLinear;
  30883. break;
  30884. case InterpolateSmooth:
  30885. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30886. break;
  30887. }
  30888. if ( factoryMethod === undefined ) {
  30889. const message = 'unsupported interpolation for ' +
  30890. this.ValueTypeName + ' keyframe track named ' + this.name;
  30891. if ( this.createInterpolant === undefined ) {
  30892. // fall back to default, unless the default itself is messed up
  30893. if ( interpolation !== this.DefaultInterpolation ) {
  30894. this.setInterpolation( this.DefaultInterpolation );
  30895. } else {
  30896. throw new Error( message ); // fatal, in this case
  30897. }
  30898. }
  30899. warn( 'KeyframeTrack:', message );
  30900. return this;
  30901. }
  30902. this.createInterpolant = factoryMethod;
  30903. return this;
  30904. }
  30905. /**
  30906. * Returns the current interpolation type.
  30907. *
  30908. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30909. */
  30910. getInterpolation() {
  30911. switch ( this.createInterpolant ) {
  30912. case this.InterpolantFactoryMethodDiscrete:
  30913. return InterpolateDiscrete;
  30914. case this.InterpolantFactoryMethodLinear:
  30915. return InterpolateLinear;
  30916. case this.InterpolantFactoryMethodSmooth:
  30917. return InterpolateSmooth;
  30918. }
  30919. }
  30920. /**
  30921. * Returns the value size.
  30922. *
  30923. * @return {number} The value size.
  30924. */
  30925. getValueSize() {
  30926. return this.values.length / this.times.length;
  30927. }
  30928. /**
  30929. * Moves all keyframes either forward or backward in time.
  30930. *
  30931. * @param {number} timeOffset - The offset to move the time values.
  30932. * @return {KeyframeTrack} A reference to this keyframe track.
  30933. */
  30934. shift( timeOffset ) {
  30935. if ( timeOffset !== 0.0 ) {
  30936. const times = this.times;
  30937. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30938. times[ i ] += timeOffset;
  30939. }
  30940. }
  30941. return this;
  30942. }
  30943. /**
  30944. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30945. *
  30946. * @param {number} timeScale - The time scale.
  30947. * @return {KeyframeTrack} A reference to this keyframe track.
  30948. */
  30949. scale( timeScale ) {
  30950. if ( timeScale !== 1.0 ) {
  30951. const times = this.times;
  30952. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30953. times[ i ] *= timeScale;
  30954. }
  30955. }
  30956. return this;
  30957. }
  30958. /**
  30959. * Removes keyframes before and after animation without changing any values within the defined time range.
  30960. *
  30961. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30962. * keys this will change their values
  30963. *
  30964. * @param {number} startTime - The start time.
  30965. * @param {number} endTime - The end time.
  30966. * @return {KeyframeTrack} A reference to this keyframe track.
  30967. */
  30968. trim( startTime, endTime ) {
  30969. const times = this.times,
  30970. nKeys = times.length;
  30971. let from = 0,
  30972. to = nKeys - 1;
  30973. while ( from !== nKeys && times[ from ] < startTime ) {
  30974. ++ from;
  30975. }
  30976. while ( to !== -1 && times[ to ] > endTime ) {
  30977. -- to;
  30978. }
  30979. ++ to; // inclusive -> exclusive bound
  30980. if ( from !== 0 || to !== nKeys ) {
  30981. // empty tracks are forbidden, so keep at least one keyframe
  30982. if ( from >= to ) {
  30983. to = Math.max( to, 1 );
  30984. from = to - 1;
  30985. }
  30986. const stride = this.getValueSize();
  30987. this.times = times.slice( from, to );
  30988. this.values = this.values.slice( from * stride, to * stride );
  30989. }
  30990. return this;
  30991. }
  30992. /**
  30993. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30994. * are valid.
  30995. *
  30996. * @return {boolean} Whether the keyframes are valid or not.
  30997. */
  30998. validate() {
  30999. let valid = true;
  31000. const valueSize = this.getValueSize();
  31001. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  31002. error( 'KeyframeTrack: Invalid value size in track.', this );
  31003. valid = false;
  31004. }
  31005. const times = this.times,
  31006. values = this.values,
  31007. nKeys = times.length;
  31008. if ( nKeys === 0 ) {
  31009. error( 'KeyframeTrack: Track is empty.', this );
  31010. valid = false;
  31011. }
  31012. let prevTime = null;
  31013. for ( let i = 0; i !== nKeys; i ++ ) {
  31014. const currTime = times[ i ];
  31015. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  31016. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  31017. valid = false;
  31018. break;
  31019. }
  31020. if ( prevTime !== null && prevTime > currTime ) {
  31021. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  31022. valid = false;
  31023. break;
  31024. }
  31025. prevTime = currTime;
  31026. }
  31027. if ( values !== undefined ) {
  31028. if ( isTypedArray( values ) ) {
  31029. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  31030. const value = values[ i ];
  31031. if ( isNaN( value ) ) {
  31032. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31033. valid = false;
  31034. break;
  31035. }
  31036. }
  31037. }
  31038. }
  31039. return valid;
  31040. }
  31041. /**
  31042. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31043. * common in morph target sequences).
  31044. *
  31045. * @return {AnimationClip} A reference to this animation clip.
  31046. */
  31047. optimize() {
  31048. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31049. // times or values may be shared with other tracks, so overwriting is unsafe
  31050. const times = this.times.slice(),
  31051. values = this.values.slice(),
  31052. stride = this.getValueSize(),
  31053. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31054. lastIndex = times.length - 1;
  31055. let writeIndex = 1;
  31056. for ( let i = 1; i < lastIndex; ++ i ) {
  31057. let keep = false;
  31058. const time = times[ i ];
  31059. const timeNext = times[ i + 1 ];
  31060. // remove adjacent keyframes scheduled at the same time
  31061. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31062. if ( ! smoothInterpolation ) {
  31063. // remove unnecessary keyframes same as their neighbors
  31064. const offset = i * stride,
  31065. offsetP = offset - stride,
  31066. offsetN = offset + stride;
  31067. for ( let j = 0; j !== stride; ++ j ) {
  31068. const value = values[ offset + j ];
  31069. if ( value !== values[ offsetP + j ] ||
  31070. value !== values[ offsetN + j ] ) {
  31071. keep = true;
  31072. break;
  31073. }
  31074. }
  31075. } else {
  31076. keep = true;
  31077. }
  31078. }
  31079. // in-place compaction
  31080. if ( keep ) {
  31081. if ( i !== writeIndex ) {
  31082. times[ writeIndex ] = times[ i ];
  31083. const readOffset = i * stride,
  31084. writeOffset = writeIndex * stride;
  31085. for ( let j = 0; j !== stride; ++ j ) {
  31086. values[ writeOffset + j ] = values[ readOffset + j ];
  31087. }
  31088. }
  31089. ++ writeIndex;
  31090. }
  31091. }
  31092. // flush last keyframe (compaction looks ahead)
  31093. if ( lastIndex > 0 ) {
  31094. times[ writeIndex ] = times[ lastIndex ];
  31095. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31096. values[ writeOffset + j ] = values[ readOffset + j ];
  31097. }
  31098. ++ writeIndex;
  31099. }
  31100. if ( writeIndex !== times.length ) {
  31101. this.times = times.slice( 0, writeIndex );
  31102. this.values = values.slice( 0, writeIndex * stride );
  31103. } else {
  31104. this.times = times;
  31105. this.values = values;
  31106. }
  31107. return this;
  31108. }
  31109. /**
  31110. * Returns a new keyframe track with copied values from this instance.
  31111. *
  31112. * @return {KeyframeTrack} A clone of this instance.
  31113. */
  31114. clone() {
  31115. const times = this.times.slice();
  31116. const values = this.values.slice();
  31117. const TypedKeyframeTrack = this.constructor;
  31118. const track = new TypedKeyframeTrack( this.name, times, values );
  31119. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31120. track.createInterpolant = this.createInterpolant;
  31121. return track;
  31122. }
  31123. }
  31124. /**
  31125. * The value type name.
  31126. *
  31127. * @type {String}
  31128. * @default ''
  31129. */
  31130. KeyframeTrack.prototype.ValueTypeName = '';
  31131. /**
  31132. * The time buffer type of this keyframe track.
  31133. *
  31134. * @type {TypedArray|Array}
  31135. * @default Float32Array.constructor
  31136. */
  31137. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31138. /**
  31139. * The value buffer type of this keyframe track.
  31140. *
  31141. * @type {TypedArray|Array}
  31142. * @default Float32Array.constructor
  31143. */
  31144. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31145. /**
  31146. * The default interpolation type of this keyframe track.
  31147. *
  31148. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31149. * @default InterpolateLinear
  31150. */
  31151. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31152. /**
  31153. * A track for boolean keyframe values.
  31154. *
  31155. * @augments KeyframeTrack
  31156. */
  31157. class BooleanKeyframeTrack extends KeyframeTrack {
  31158. /**
  31159. * Constructs a new boolean keyframe track.
  31160. *
  31161. * This keyframe track type has no `interpolation` parameter because the
  31162. * interpolation is always discrete.
  31163. *
  31164. * @param {string} name - The keyframe track's name.
  31165. * @param {Array<number>} times - A list of keyframe times.
  31166. * @param {Array<boolean>} values - A list of keyframe values.
  31167. */
  31168. constructor( name, times, values ) {
  31169. super( name, times, values );
  31170. }
  31171. }
  31172. /**
  31173. * The value type name.
  31174. *
  31175. * @type {String}
  31176. * @default 'bool'
  31177. */
  31178. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31179. /**
  31180. * The value buffer type of this keyframe track.
  31181. *
  31182. * @type {TypedArray|Array}
  31183. * @default Array.constructor
  31184. */
  31185. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31186. /**
  31187. * The default interpolation type of this keyframe track.
  31188. *
  31189. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31190. * @default InterpolateDiscrete
  31191. */
  31192. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31193. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31194. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31195. /**
  31196. * A track for color keyframe values.
  31197. *
  31198. * @augments KeyframeTrack
  31199. */
  31200. class ColorKeyframeTrack extends KeyframeTrack {
  31201. /**
  31202. * Constructs a new color keyframe track.
  31203. *
  31204. * @param {string} name - The keyframe track's name.
  31205. * @param {Array<number>} times - A list of keyframe times.
  31206. * @param {Array<number>} values - A list of keyframe values.
  31207. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31208. */
  31209. constructor( name, times, values, interpolation ) {
  31210. super( name, times, values, interpolation );
  31211. }
  31212. }
  31213. /**
  31214. * The value type name.
  31215. *
  31216. * @type {String}
  31217. * @default 'color'
  31218. */
  31219. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31220. /**
  31221. * A track for numeric keyframe values.
  31222. *
  31223. * @augments KeyframeTrack
  31224. */
  31225. class NumberKeyframeTrack extends KeyframeTrack {
  31226. /**
  31227. * Constructs a new number keyframe track.
  31228. *
  31229. * @param {string} name - The keyframe track's name.
  31230. * @param {Array<number>} times - A list of keyframe times.
  31231. * @param {Array<number>} values - A list of keyframe values.
  31232. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31233. */
  31234. constructor( name, times, values, interpolation ) {
  31235. super( name, times, values, interpolation );
  31236. }
  31237. }
  31238. /**
  31239. * The value type name.
  31240. *
  31241. * @type {String}
  31242. * @default 'number'
  31243. */
  31244. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31245. /**
  31246. * Spherical linear unit quaternion interpolant.
  31247. *
  31248. * @augments Interpolant
  31249. */
  31250. class QuaternionLinearInterpolant extends Interpolant {
  31251. /**
  31252. * Constructs a new SLERP interpolant.
  31253. *
  31254. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31255. * @param {TypedArray} sampleValues - The sample values.
  31256. * @param {number} sampleSize - The sample size
  31257. * @param {TypedArray} [resultBuffer] - The result buffer.
  31258. */
  31259. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31260. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31261. }
  31262. interpolate_( i1, t0, t, t1 ) {
  31263. const result = this.resultBuffer,
  31264. values = this.sampleValues,
  31265. stride = this.valueSize,
  31266. alpha = ( t - t0 ) / ( t1 - t0 );
  31267. let offset = i1 * stride;
  31268. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31269. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31270. }
  31271. return result;
  31272. }
  31273. }
  31274. /**
  31275. * A track for Quaternion keyframe values.
  31276. *
  31277. * @augments KeyframeTrack
  31278. */
  31279. class QuaternionKeyframeTrack extends KeyframeTrack {
  31280. /**
  31281. * Constructs a new Quaternion keyframe track.
  31282. *
  31283. * @param {string} name - The keyframe track's name.
  31284. * @param {Array<number>} times - A list of keyframe times.
  31285. * @param {Array<number>} values - A list of keyframe values.
  31286. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31287. */
  31288. constructor( name, times, values, interpolation ) {
  31289. super( name, times, values, interpolation );
  31290. }
  31291. /**
  31292. * Overwritten so the method returns Quaternion based interpolant.
  31293. *
  31294. * @static
  31295. * @param {TypedArray} [result] - The result buffer.
  31296. * @return {QuaternionLinearInterpolant} The new interpolant.
  31297. */
  31298. InterpolantFactoryMethodLinear( result ) {
  31299. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31300. }
  31301. }
  31302. /**
  31303. * The value type name.
  31304. *
  31305. * @type {String}
  31306. * @default 'quaternion'
  31307. */
  31308. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31309. // ValueBufferType is inherited
  31310. // DefaultInterpolation is inherited;
  31311. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31312. /**
  31313. * A track for string keyframe values.
  31314. *
  31315. * @augments KeyframeTrack
  31316. */
  31317. class StringKeyframeTrack extends KeyframeTrack {
  31318. /**
  31319. * Constructs a new string keyframe track.
  31320. *
  31321. * This keyframe track type has no `interpolation` parameter because the
  31322. * interpolation is always discrete.
  31323. *
  31324. * @param {string} name - The keyframe track's name.
  31325. * @param {Array<number>} times - A list of keyframe times.
  31326. * @param {Array<string>} values - A list of keyframe values.
  31327. */
  31328. constructor( name, times, values ) {
  31329. super( name, times, values );
  31330. }
  31331. }
  31332. /**
  31333. * The value type name.
  31334. *
  31335. * @type {String}
  31336. * @default 'string'
  31337. */
  31338. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31339. /**
  31340. * The value buffer type of this keyframe track.
  31341. *
  31342. * @type {TypedArray|Array}
  31343. * @default Array.constructor
  31344. */
  31345. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31346. /**
  31347. * The default interpolation type of this keyframe track.
  31348. *
  31349. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31350. * @default InterpolateDiscrete
  31351. */
  31352. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31353. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31354. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31355. /**
  31356. * A track for vector keyframe values.
  31357. *
  31358. * @augments KeyframeTrack
  31359. */
  31360. class VectorKeyframeTrack extends KeyframeTrack {
  31361. /**
  31362. * Constructs a new vector keyframe track.
  31363. *
  31364. * @param {string} name - The keyframe track's name.
  31365. * @param {Array<number>} times - A list of keyframe times.
  31366. * @param {Array<number>} values - A list of keyframe values.
  31367. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31368. */
  31369. constructor( name, times, values, interpolation ) {
  31370. super( name, times, values, interpolation );
  31371. }
  31372. }
  31373. /**
  31374. * The value type name.
  31375. *
  31376. * @type {String}
  31377. * @default 'vector'
  31378. */
  31379. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31380. /**
  31381. * A reusable set of keyframe tracks which represent an animation.
  31382. */
  31383. class AnimationClip {
  31384. /**
  31385. * Constructs a new animation clip.
  31386. *
  31387. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31388. * use the static interface of this class for creating clips. In most cases though, animation clips
  31389. * will automatically be created by loaders when importing animated 3D assets.
  31390. *
  31391. * @param {string} [name=''] - The clip's name.
  31392. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31393. * the duration will be calculated from the passed keyframes.
  31394. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31395. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31396. * is blended/combined when two or more animations are simultaneously played.
  31397. */
  31398. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31399. /**
  31400. * The clip's name.
  31401. *
  31402. * @type {string}
  31403. */
  31404. this.name = name;
  31405. /**
  31406. * An array of keyframe tracks.
  31407. *
  31408. * @type {Array<KeyframeTrack>}
  31409. */
  31410. this.tracks = tracks;
  31411. /**
  31412. * The clip's duration in seconds.
  31413. *
  31414. * @type {number}
  31415. */
  31416. this.duration = duration;
  31417. /**
  31418. * Defines how the animation is blended/combined when two or more animations
  31419. * are simultaneously played.
  31420. *
  31421. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31422. */
  31423. this.blendMode = blendMode;
  31424. /**
  31425. * The UUID of the animation clip.
  31426. *
  31427. * @type {string}
  31428. * @readonly
  31429. */
  31430. this.uuid = generateUUID();
  31431. /**
  31432. * An object that can be used to store custom data about the animation clip.
  31433. * It should not hold references to functions as these will not be cloned.
  31434. *
  31435. * @type {Object}
  31436. */
  31437. this.userData = {};
  31438. // this means it should figure out its duration by scanning the tracks
  31439. if ( this.duration < 0 ) {
  31440. this.resetDuration();
  31441. }
  31442. }
  31443. /**
  31444. * Factory method for creating an animation clip from the given JSON.
  31445. *
  31446. * @static
  31447. * @param {Object} json - The serialized animation clip.
  31448. * @return {AnimationClip} The new animation clip.
  31449. */
  31450. static parse( json ) {
  31451. const tracks = [],
  31452. jsonTracks = json.tracks,
  31453. frameTime = 1.0 / ( json.fps || 1.0 );
  31454. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31455. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31456. }
  31457. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31458. clip.uuid = json.uuid;
  31459. clip.userData = JSON.parse( json.userData || '{}' );
  31460. return clip;
  31461. }
  31462. /**
  31463. * Serializes the given animation clip into JSON.
  31464. *
  31465. * @static
  31466. * @param {AnimationClip} clip - The animation clip to serialize.
  31467. * @return {Object} The JSON object.
  31468. */
  31469. static toJSON( clip ) {
  31470. const tracks = [],
  31471. clipTracks = clip.tracks;
  31472. const json = {
  31473. 'name': clip.name,
  31474. 'duration': clip.duration,
  31475. 'tracks': tracks,
  31476. 'uuid': clip.uuid,
  31477. 'blendMode': clip.blendMode,
  31478. 'userData': JSON.stringify( clip.userData ),
  31479. };
  31480. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31481. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31482. }
  31483. return json;
  31484. }
  31485. /**
  31486. * Returns a new animation clip from the passed morph targets array of a
  31487. * geometry, taking a name and the number of frames per second.
  31488. *
  31489. * Note: The fps parameter is required, but the animation speed can be
  31490. * overridden via {@link AnimationAction#setDuration}.
  31491. *
  31492. * @static
  31493. * @param {string} name - The name of the animation clip.
  31494. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31495. * @param {number} fps - The Frames-Per-Second value.
  31496. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31497. * @return {AnimationClip} The new animation clip.
  31498. */
  31499. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31500. const numMorphTargets = morphTargetSequence.length;
  31501. const tracks = [];
  31502. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31503. let times = [];
  31504. let values = [];
  31505. times.push(
  31506. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31507. i,
  31508. ( i + 1 ) % numMorphTargets );
  31509. values.push( 0, 1, 0 );
  31510. const order = getKeyframeOrder( times );
  31511. times = sortedArray( times, 1, order );
  31512. values = sortedArray( values, 1, order );
  31513. // if there is a key at the first frame, duplicate it as the
  31514. // last frame as well for perfect loop.
  31515. if ( ! noLoop && times[ 0 ] === 0 ) {
  31516. times.push( numMorphTargets );
  31517. values.push( values[ 0 ] );
  31518. }
  31519. tracks.push(
  31520. new NumberKeyframeTrack(
  31521. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31522. times, values
  31523. ).scale( 1.0 / fps ) );
  31524. }
  31525. return new this( name, -1, tracks );
  31526. }
  31527. /**
  31528. * Searches for an animation clip by name, taking as its first parameter
  31529. * either an array of clips, or a mesh or geometry that contains an
  31530. * array named "animations" property.
  31531. *
  31532. * @static
  31533. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31534. * @param {string} name - The name to search for.
  31535. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31536. */
  31537. static findByName( objectOrClipArray, name ) {
  31538. let clipArray = objectOrClipArray;
  31539. if ( ! Array.isArray( objectOrClipArray ) ) {
  31540. const o = objectOrClipArray;
  31541. clipArray = o.geometry && o.geometry.animations || o.animations;
  31542. }
  31543. for ( let i = 0; i < clipArray.length; i ++ ) {
  31544. if ( clipArray[ i ].name === name ) {
  31545. return clipArray[ i ];
  31546. }
  31547. }
  31548. return null;
  31549. }
  31550. /**
  31551. * Returns an array of new AnimationClips created from the morph target
  31552. * sequences of a geometry, trying to sort morph target names into
  31553. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31554. *
  31555. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31556. *
  31557. * @static
  31558. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31559. * @param {number} fps - The Frames-Per-Second value.
  31560. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31561. * @return {Array<AnimationClip>} An array of new animation clips.
  31562. */
  31563. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31564. const animationToMorphTargets = {};
  31565. // tested with https://regex101.com/ on trick sequences
  31566. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31567. const pattern = /^([\w-]*?)([\d]+)$/;
  31568. // sort morph target names into animation groups based
  31569. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31570. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31571. const morphTarget = morphTargets[ i ];
  31572. const parts = morphTarget.name.match( pattern );
  31573. if ( parts && parts.length > 1 ) {
  31574. const name = parts[ 1 ];
  31575. let animationMorphTargets = animationToMorphTargets[ name ];
  31576. if ( ! animationMorphTargets ) {
  31577. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31578. }
  31579. animationMorphTargets.push( morphTarget );
  31580. }
  31581. }
  31582. const clips = [];
  31583. for ( const name in animationToMorphTargets ) {
  31584. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31585. }
  31586. return clips;
  31587. }
  31588. /**
  31589. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31590. *
  31591. * @static
  31592. * @deprecated since r175.
  31593. * @param {Object} animation - A serialized animation clip as JSON.
  31594. * @param {Array<Bones>} bones - An array of bones.
  31595. * @return {?AnimationClip} The new animation clip.
  31596. */
  31597. static parseAnimation( animation, bones ) {
  31598. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31599. if ( ! animation ) {
  31600. error( 'AnimationClip: No animation in JSONLoader data.' );
  31601. return null;
  31602. }
  31603. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31604. // only return track if there are actually keys.
  31605. if ( animationKeys.length !== 0 ) {
  31606. const times = [];
  31607. const values = [];
  31608. flattenJSON( animationKeys, times, values, propertyName );
  31609. // empty keys are filtered out, so check again
  31610. if ( times.length !== 0 ) {
  31611. destTracks.push( new trackType( trackName, times, values ) );
  31612. }
  31613. }
  31614. };
  31615. const tracks = [];
  31616. const clipName = animation.name || 'default';
  31617. const fps = animation.fps || 30;
  31618. const blendMode = animation.blendMode;
  31619. // automatic length determination in AnimationClip.
  31620. let duration = animation.length || -1;
  31621. const hierarchyTracks = animation.hierarchy || [];
  31622. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31623. const animationKeys = hierarchyTracks[ h ].keys;
  31624. // skip empty tracks
  31625. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31626. // process morph targets
  31627. if ( animationKeys[ 0 ].morphTargets ) {
  31628. // figure out all morph targets used in this track
  31629. const morphTargetNames = {};
  31630. let k;
  31631. for ( k = 0; k < animationKeys.length; k ++ ) {
  31632. if ( animationKeys[ k ].morphTargets ) {
  31633. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31634. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31635. }
  31636. }
  31637. }
  31638. // create a track for each morph target with all zero
  31639. // morphTargetInfluences except for the keys in which
  31640. // the morphTarget is named.
  31641. for ( const morphTargetName in morphTargetNames ) {
  31642. const times = [];
  31643. const values = [];
  31644. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31645. const animationKey = animationKeys[ k ];
  31646. times.push( animationKey.time );
  31647. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31648. }
  31649. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31650. }
  31651. duration = morphTargetNames.length * fps;
  31652. } else {
  31653. // ...assume skeletal animation
  31654. const boneName = '.bones[' + bones[ h ].name + ']';
  31655. addNonemptyTrack(
  31656. VectorKeyframeTrack, boneName + '.position',
  31657. animationKeys, 'pos', tracks );
  31658. addNonemptyTrack(
  31659. QuaternionKeyframeTrack, boneName + '.quaternion',
  31660. animationKeys, 'rot', tracks );
  31661. addNonemptyTrack(
  31662. VectorKeyframeTrack, boneName + '.scale',
  31663. animationKeys, 'scl', tracks );
  31664. }
  31665. }
  31666. if ( tracks.length === 0 ) {
  31667. return null;
  31668. }
  31669. const clip = new this( clipName, duration, tracks, blendMode );
  31670. return clip;
  31671. }
  31672. /**
  31673. * Sets the duration of this clip to the duration of its longest keyframe track.
  31674. *
  31675. * @return {AnimationClip} A reference to this animation clip.
  31676. */
  31677. resetDuration() {
  31678. const tracks = this.tracks;
  31679. let duration = 0;
  31680. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31681. const track = this.tracks[ i ];
  31682. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31683. }
  31684. this.duration = duration;
  31685. return this;
  31686. }
  31687. /**
  31688. * Trims all tracks to the clip's duration.
  31689. *
  31690. * @return {AnimationClip} A reference to this animation clip.
  31691. */
  31692. trim() {
  31693. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31694. this.tracks[ i ].trim( 0, this.duration );
  31695. }
  31696. return this;
  31697. }
  31698. /**
  31699. * Performs minimal validation on each track in the clip. Returns `true` if all
  31700. * tracks are valid.
  31701. *
  31702. * @return {boolean} Whether the clip's keyframes are valid or not.
  31703. */
  31704. validate() {
  31705. let valid = true;
  31706. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31707. valid = valid && this.tracks[ i ].validate();
  31708. }
  31709. return valid;
  31710. }
  31711. /**
  31712. * Optimizes each track by removing equivalent sequential keys (which are
  31713. * common in morph target sequences).
  31714. *
  31715. * @return {AnimationClip} A reference to this animation clip.
  31716. */
  31717. optimize() {
  31718. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31719. this.tracks[ i ].optimize();
  31720. }
  31721. return this;
  31722. }
  31723. /**
  31724. * Returns a new animation clip with copied values from this instance.
  31725. *
  31726. * @return {AnimationClip} A clone of this instance.
  31727. */
  31728. clone() {
  31729. const tracks = [];
  31730. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31731. tracks.push( this.tracks[ i ].clone() );
  31732. }
  31733. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31734. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31735. return clip;
  31736. }
  31737. /**
  31738. * Serializes this animation clip into JSON.
  31739. *
  31740. * @return {Object} The JSON object.
  31741. */
  31742. toJSON() {
  31743. return this.constructor.toJSON( this );
  31744. }
  31745. }
  31746. function getTrackTypeForValueTypeName( typeName ) {
  31747. switch ( typeName.toLowerCase() ) {
  31748. case 'scalar':
  31749. case 'double':
  31750. case 'float':
  31751. case 'number':
  31752. case 'integer':
  31753. return NumberKeyframeTrack;
  31754. case 'vector':
  31755. case 'vector2':
  31756. case 'vector3':
  31757. case 'vector4':
  31758. return VectorKeyframeTrack;
  31759. case 'color':
  31760. return ColorKeyframeTrack;
  31761. case 'quaternion':
  31762. return QuaternionKeyframeTrack;
  31763. case 'bool':
  31764. case 'boolean':
  31765. return BooleanKeyframeTrack;
  31766. case 'string':
  31767. return StringKeyframeTrack;
  31768. }
  31769. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31770. }
  31771. function parseKeyframeTrack( json ) {
  31772. if ( json.type === undefined ) {
  31773. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31774. }
  31775. const trackType = getTrackTypeForValueTypeName( json.type );
  31776. if ( json.times === undefined ) {
  31777. const times = [], values = [];
  31778. flattenJSON( json.keys, times, values, 'value' );
  31779. json.times = times;
  31780. json.values = values;
  31781. }
  31782. // derived classes can define a static parse method
  31783. if ( trackType.parse !== undefined ) {
  31784. return trackType.parse( json );
  31785. } else {
  31786. // by default, we assume a constructor compatible with the base
  31787. return new trackType( json.name, json.times, json.values, json.interpolation );
  31788. }
  31789. }
  31790. /**
  31791. * @class
  31792. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31793. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31794. * @hideconstructor
  31795. */
  31796. const Cache = {
  31797. /**
  31798. * Whether caching is enabled or not.
  31799. *
  31800. * @static
  31801. * @type {boolean}
  31802. * @default false
  31803. */
  31804. enabled: false,
  31805. /**
  31806. * A dictionary that holds cached files.
  31807. *
  31808. * @static
  31809. * @type {Object<string,Object>}
  31810. */
  31811. files: {},
  31812. /**
  31813. * Adds a cache entry with a key to reference the file. If this key already
  31814. * holds a file, it is overwritten.
  31815. *
  31816. * @static
  31817. * @param {string} key - The key to reference the cached file.
  31818. * @param {Object} file - The file to be cached.
  31819. */
  31820. add: function ( key, file ) {
  31821. if ( this.enabled === false ) return;
  31822. // log( 'Cache', 'Adding key:', key );
  31823. this.files[ key ] = file;
  31824. },
  31825. /**
  31826. * Gets the cached value for the given key.
  31827. *
  31828. * @static
  31829. * @param {string} key - The key to reference the cached file.
  31830. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31831. */
  31832. get: function ( key ) {
  31833. if ( this.enabled === false ) return;
  31834. // log( 'Cache', 'Checking key:', key );
  31835. return this.files[ key ];
  31836. },
  31837. /**
  31838. * Removes the cached file associated with the given key.
  31839. *
  31840. * @static
  31841. * @param {string} key - The key to reference the cached file.
  31842. */
  31843. remove: function ( key ) {
  31844. delete this.files[ key ];
  31845. },
  31846. /**
  31847. * Remove all values from the cache.
  31848. *
  31849. * @static
  31850. */
  31851. clear: function () {
  31852. this.files = {};
  31853. }
  31854. };
  31855. /**
  31856. * Handles and keeps track of loaded and pending data. A default global
  31857. * instance of this class is created and used by loaders if not supplied
  31858. * manually.
  31859. *
  31860. * In general that should be sufficient, however there are times when it can
  31861. * be useful to have separate loaders - for example if you want to show
  31862. * separate loading bars for objects and textures.
  31863. *
  31864. * ```js
  31865. * const manager = new THREE.LoadingManager();
  31866. * manager.onLoad = () => console.log( 'Loading complete!' );
  31867. *
  31868. * const loader1 = new OBJLoader( manager );
  31869. * const loader2 = new ColladaLoader( manager );
  31870. * ```
  31871. */
  31872. class LoadingManager {
  31873. /**
  31874. * Constructs a new loading manager.
  31875. *
  31876. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31877. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31878. * @param {Function} [onError] - Executes when an error occurs.
  31879. */
  31880. constructor( onLoad, onProgress, onError ) {
  31881. const scope = this;
  31882. let isLoading = false;
  31883. let itemsLoaded = 0;
  31884. let itemsTotal = 0;
  31885. let urlModifier = undefined;
  31886. const handlers = [];
  31887. // Refer to #5689 for the reason why we don't set .onStart
  31888. // in the constructor
  31889. /**
  31890. * Executes when an item starts loading.
  31891. *
  31892. * @type {Function|undefined}
  31893. * @default undefined
  31894. */
  31895. this.onStart = undefined;
  31896. /**
  31897. * Executes when all items have been loaded.
  31898. *
  31899. * @type {Function|undefined}
  31900. * @default undefined
  31901. */
  31902. this.onLoad = onLoad;
  31903. /**
  31904. * Executes when single items have been loaded.
  31905. *
  31906. * @type {Function|undefined}
  31907. * @default undefined
  31908. */
  31909. this.onProgress = onProgress;
  31910. /**
  31911. * Executes when an error occurs.
  31912. *
  31913. * @type {Function|undefined}
  31914. * @default undefined
  31915. */
  31916. this.onError = onError;
  31917. /**
  31918. * Used for aborting ongoing requests in loaders using this manager.
  31919. *
  31920. * @type {AbortController}
  31921. */
  31922. this.abortController = new AbortController();
  31923. /**
  31924. * This should be called by any loader using the manager when the loader
  31925. * starts loading an item.
  31926. *
  31927. * @param {string} url - The URL to load.
  31928. */
  31929. this.itemStart = function ( url ) {
  31930. itemsTotal ++;
  31931. if ( isLoading === false ) {
  31932. if ( scope.onStart !== undefined ) {
  31933. scope.onStart( url, itemsLoaded, itemsTotal );
  31934. }
  31935. }
  31936. isLoading = true;
  31937. };
  31938. /**
  31939. * This should be called by any loader using the manager when the loader
  31940. * ended loading an item.
  31941. *
  31942. * @param {string} url - The URL of the loaded item.
  31943. */
  31944. this.itemEnd = function ( url ) {
  31945. itemsLoaded ++;
  31946. if ( scope.onProgress !== undefined ) {
  31947. scope.onProgress( url, itemsLoaded, itemsTotal );
  31948. }
  31949. if ( itemsLoaded === itemsTotal ) {
  31950. isLoading = false;
  31951. if ( scope.onLoad !== undefined ) {
  31952. scope.onLoad();
  31953. }
  31954. }
  31955. };
  31956. /**
  31957. * This should be called by any loader using the manager when the loader
  31958. * encounters an error when loading an item.
  31959. *
  31960. * @param {string} url - The URL of the item that produces an error.
  31961. */
  31962. this.itemError = function ( url ) {
  31963. if ( scope.onError !== undefined ) {
  31964. scope.onError( url );
  31965. }
  31966. };
  31967. /**
  31968. * Given a URL, uses the URL modifier callback (if any) and returns a
  31969. * resolved URL. If no URL modifier is set, returns the original URL.
  31970. *
  31971. * @param {string} url - The URL to load.
  31972. * @return {string} The resolved URL.
  31973. */
  31974. this.resolveURL = function ( url ) {
  31975. if ( urlModifier ) {
  31976. return urlModifier( url );
  31977. }
  31978. return url;
  31979. };
  31980. /**
  31981. * If provided, the callback will be passed each resource URL before a
  31982. * request is sent. The callback may return the original URL, or a new URL to
  31983. * override loading behavior. This behavior can be used to load assets from
  31984. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31985. *
  31986. * ```js
  31987. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31988. *
  31989. * const manager = new THREE.LoadingManager();
  31990. *
  31991. * // Initialize loading manager with URL callback.
  31992. * const objectURLs = [];
  31993. * manager.setURLModifier( ( url ) => {
  31994. *
  31995. * url = URL.createObjectURL( blobs[ url ] );
  31996. * objectURLs.push( url );
  31997. * return url;
  31998. *
  31999. * } );
  32000. *
  32001. * // Load as usual, then revoke the blob URLs.
  32002. * const loader = new GLTFLoader( manager );
  32003. * loader.load( 'fish.gltf', (gltf) => {
  32004. *
  32005. * scene.add( gltf.scene );
  32006. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  32007. *
  32008. * } );
  32009. * ```
  32010. *
  32011. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  32012. * @return {LoadingManager} A reference to this loading manager.
  32013. */
  32014. this.setURLModifier = function ( transform ) {
  32015. urlModifier = transform;
  32016. return this;
  32017. };
  32018. /**
  32019. * Registers a loader with the given regular expression. Can be used to
  32020. * define what loader should be used in order to load specific files. A
  32021. * typical use case is to overwrite the default loader for textures.
  32022. *
  32023. * ```js
  32024. * // add handler for TGA textures
  32025. * manager.addHandler( /\.tga$/i, new TGALoader() );
  32026. * ```
  32027. *
  32028. * @param {string} regex - A regular expression.
  32029. * @param {Loader} loader - A loader that should handle matched cases.
  32030. * @return {LoadingManager} A reference to this loading manager.
  32031. */
  32032. this.addHandler = function ( regex, loader ) {
  32033. handlers.push( regex, loader );
  32034. return this;
  32035. };
  32036. /**
  32037. * Removes the loader for the given regular expression.
  32038. *
  32039. * @param {string} regex - A regular expression.
  32040. * @return {LoadingManager} A reference to this loading manager.
  32041. */
  32042. this.removeHandler = function ( regex ) {
  32043. const index = handlers.indexOf( regex );
  32044. if ( index !== -1 ) {
  32045. handlers.splice( index, 2 );
  32046. }
  32047. return this;
  32048. };
  32049. /**
  32050. * Can be used to retrieve the registered loader for the given file path.
  32051. *
  32052. * @param {string} file - The file path.
  32053. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32054. */
  32055. this.getHandler = function ( file ) {
  32056. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32057. const regex = handlers[ i ];
  32058. const loader = handlers[ i + 1 ];
  32059. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32060. if ( regex.test( file ) ) {
  32061. return loader;
  32062. }
  32063. }
  32064. return null;
  32065. };
  32066. /**
  32067. * Can be used to abort ongoing loading requests in loaders using this manager.
  32068. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32069. * is supported in the browser.
  32070. *
  32071. * @return {LoadingManager} A reference to this loading manager.
  32072. */
  32073. this.abort = function () {
  32074. this.abortController.abort();
  32075. this.abortController = new AbortController();
  32076. return this;
  32077. };
  32078. }
  32079. }
  32080. /**
  32081. * The global default loading manager.
  32082. *
  32083. * @constant
  32084. * @type {LoadingManager}
  32085. */
  32086. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32087. /**
  32088. * Abstract base class for loaders.
  32089. *
  32090. * @abstract
  32091. */
  32092. class Loader {
  32093. /**
  32094. * Constructs a new loader.
  32095. *
  32096. * @param {LoadingManager} [manager] - The loading manager.
  32097. */
  32098. constructor( manager ) {
  32099. /**
  32100. * The loading manager.
  32101. *
  32102. * @type {LoadingManager}
  32103. * @default DefaultLoadingManager
  32104. */
  32105. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32106. /**
  32107. * The crossOrigin string to implement CORS for loading the url from a
  32108. * different domain that allows CORS.
  32109. *
  32110. * @type {string}
  32111. * @default 'anonymous'
  32112. */
  32113. this.crossOrigin = 'anonymous';
  32114. /**
  32115. * Whether the XMLHttpRequest uses credentials.
  32116. *
  32117. * @type {boolean}
  32118. * @default false
  32119. */
  32120. this.withCredentials = false;
  32121. /**
  32122. * The base path from which the asset will be loaded.
  32123. *
  32124. * @type {string}
  32125. */
  32126. this.path = '';
  32127. /**
  32128. * The base path from which additional resources like textures will be loaded.
  32129. *
  32130. * @type {string}
  32131. */
  32132. this.resourcePath = '';
  32133. /**
  32134. * The [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  32135. * used in HTTP request.
  32136. *
  32137. * @type {Object<string, any>}
  32138. */
  32139. this.requestHeader = {};
  32140. }
  32141. /**
  32142. * This method needs to be implemented by all concrete loaders. It holds the
  32143. * logic for loading assets from the backend.
  32144. *
  32145. * @abstract
  32146. * @param {string} url - The path/URL of the file to be loaded.
  32147. * @param {Function} onLoad - Executed when the loading process has been finished.
  32148. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32149. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32150. */
  32151. load( /* url, onLoad, onProgress, onError */ ) {}
  32152. /**
  32153. * A async version of {@link Loader#load}.
  32154. *
  32155. * @param {string} url - The path/URL of the file to be loaded.
  32156. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32157. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32158. */
  32159. loadAsync( url, onProgress ) {
  32160. const scope = this;
  32161. return new Promise( function ( resolve, reject ) {
  32162. scope.load( url, resolve, onProgress, reject );
  32163. } );
  32164. }
  32165. /**
  32166. * This method needs to be implemented by all concrete loaders. It holds the
  32167. * logic for parsing the asset into three.js entities.
  32168. *
  32169. * @abstract
  32170. * @param {any} data - The data to parse.
  32171. */
  32172. parse( /* data */ ) {}
  32173. /**
  32174. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32175. * from a different domain that allows CORS.
  32176. *
  32177. * @param {string} crossOrigin - The `crossOrigin` value.
  32178. * @return {Loader} A reference to this instance.
  32179. */
  32180. setCrossOrigin( crossOrigin ) {
  32181. this.crossOrigin = crossOrigin;
  32182. return this;
  32183. }
  32184. /**
  32185. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32186. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials]{@link https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials}.
  32187. *
  32188. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32189. *
  32190. * @param {boolean} value - The `withCredentials` value.
  32191. * @return {Loader} A reference to this instance.
  32192. */
  32193. setWithCredentials( value ) {
  32194. this.withCredentials = value;
  32195. return this;
  32196. }
  32197. /**
  32198. * Sets the base path for the asset.
  32199. *
  32200. * @param {string} path - The base path.
  32201. * @return {Loader} A reference to this instance.
  32202. */
  32203. setPath( path ) {
  32204. this.path = path;
  32205. return this;
  32206. }
  32207. /**
  32208. * Sets the base path for dependent resources like textures.
  32209. *
  32210. * @param {string} resourcePath - The resource path.
  32211. * @return {Loader} A reference to this instance.
  32212. */
  32213. setResourcePath( resourcePath ) {
  32214. this.resourcePath = resourcePath;
  32215. return this;
  32216. }
  32217. /**
  32218. * Sets the given request header.
  32219. *
  32220. * @param {Object} requestHeader - A [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  32221. * for configuring the HTTP request.
  32222. * @return {Loader} A reference to this instance.
  32223. */
  32224. setRequestHeader( requestHeader ) {
  32225. this.requestHeader = requestHeader;
  32226. return this;
  32227. }
  32228. /**
  32229. * This method can be implemented in loaders for aborting ongoing requests.
  32230. *
  32231. * @abstract
  32232. * @return {Loader} A reference to this instance.
  32233. */
  32234. abort() {
  32235. return this;
  32236. }
  32237. }
  32238. /**
  32239. * Callback for onProgress in loaders.
  32240. *
  32241. * @callback onProgressCallback
  32242. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32243. */
  32244. /**
  32245. * Callback for onError in loaders.
  32246. *
  32247. * @callback onErrorCallback
  32248. * @param {Error} error - The error which occurred during the loading process.
  32249. */
  32250. /**
  32251. * The default material name that is used by loaders
  32252. * when creating materials for loaded 3D objects.
  32253. *
  32254. * Note: Not all loaders might honor this setting.
  32255. *
  32256. * @static
  32257. * @type {string}
  32258. * @default '__DEFAULT'
  32259. */
  32260. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32261. const loading = {};
  32262. class HttpError extends Error {
  32263. constructor( message, response ) {
  32264. super( message );
  32265. this.response = response;
  32266. }
  32267. }
  32268. /**
  32269. * A low level class for loading resources with the Fetch API, used internally by
  32270. * most loaders. It can also be used directly to load any file type that does
  32271. * not have a loader.
  32272. *
  32273. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32274. * once to your application.
  32275. *
  32276. * ```js
  32277. * const loader = new THREE.FileLoader();
  32278. * const data = await loader.loadAsync( 'example.txt' );
  32279. * ```
  32280. *
  32281. * @augments Loader
  32282. */
  32283. class FileLoader extends Loader {
  32284. /**
  32285. * Constructs a new file loader.
  32286. *
  32287. * @param {LoadingManager} [manager] - The loading manager.
  32288. */
  32289. constructor( manager ) {
  32290. super( manager );
  32291. /**
  32292. * The expected mime type. Valid values can be found
  32293. * [here]{@link hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype}
  32294. *
  32295. * @type {string}
  32296. */
  32297. this.mimeType = '';
  32298. /**
  32299. * The expected response type.
  32300. *
  32301. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32302. * @default ''
  32303. */
  32304. this.responseType = '';
  32305. /**
  32306. * Used for aborting requests.
  32307. *
  32308. * @private
  32309. * @type {AbortController}
  32310. */
  32311. this._abortController = new AbortController();
  32312. }
  32313. /**
  32314. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32315. *
  32316. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32317. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32318. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32319. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32320. * @return {any|undefined} The cached resource if available.
  32321. */
  32322. load( url, onLoad, onProgress, onError ) {
  32323. if ( url === undefined ) url = '';
  32324. if ( this.path !== undefined ) url = this.path + url;
  32325. url = this.manager.resolveURL( url );
  32326. const cached = Cache.get( `file:${url}` );
  32327. if ( cached !== undefined ) {
  32328. this.manager.itemStart( url );
  32329. setTimeout( () => {
  32330. if ( onLoad ) onLoad( cached );
  32331. this.manager.itemEnd( url );
  32332. }, 0 );
  32333. return cached;
  32334. }
  32335. // Check if request is duplicate
  32336. if ( loading[ url ] !== undefined ) {
  32337. loading[ url ].push( {
  32338. onLoad: onLoad,
  32339. onProgress: onProgress,
  32340. onError: onError
  32341. } );
  32342. return;
  32343. }
  32344. // Initialise array for duplicate requests
  32345. loading[ url ] = [];
  32346. loading[ url ].push( {
  32347. onLoad: onLoad,
  32348. onProgress: onProgress,
  32349. onError: onError,
  32350. } );
  32351. // create request
  32352. const req = new Request( url, {
  32353. headers: new Headers( this.requestHeader ),
  32354. credentials: this.withCredentials ? 'include' : 'same-origin',
  32355. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32356. } );
  32357. // record states ( avoid data race )
  32358. const mimeType = this.mimeType;
  32359. const responseType = this.responseType;
  32360. // start the fetch
  32361. fetch( req )
  32362. .then( response => {
  32363. if ( response.status === 200 || response.status === 0 ) {
  32364. // Some browsers return HTTP Status 0 when using non-http protocol
  32365. // e.g. 'file://' or 'data://'. Handle as success.
  32366. if ( response.status === 0 ) {
  32367. warn( 'FileLoader: HTTP Status 0 received.' );
  32368. }
  32369. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32370. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32371. return response;
  32372. }
  32373. const callbacks = loading[ url ];
  32374. const reader = response.body.getReader();
  32375. // Nginx needs X-File-Size check
  32376. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32377. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32378. const total = contentLength ? parseInt( contentLength ) : 0;
  32379. const lengthComputable = total !== 0;
  32380. let loaded = 0;
  32381. // periodically read data into the new stream tracking while download progress
  32382. const stream = new ReadableStream( {
  32383. start( controller ) {
  32384. readData();
  32385. function readData() {
  32386. reader.read().then( ( { done, value } ) => {
  32387. if ( done ) {
  32388. controller.close();
  32389. } else {
  32390. loaded += value.byteLength;
  32391. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32392. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32393. const callback = callbacks[ i ];
  32394. if ( callback.onProgress ) callback.onProgress( event );
  32395. }
  32396. controller.enqueue( value );
  32397. readData();
  32398. }
  32399. }, ( e ) => {
  32400. controller.error( e );
  32401. } );
  32402. }
  32403. }
  32404. } );
  32405. return new Response( stream );
  32406. } else {
  32407. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32408. }
  32409. } )
  32410. .then( response => {
  32411. switch ( responseType ) {
  32412. case 'arraybuffer':
  32413. return response.arrayBuffer();
  32414. case 'blob':
  32415. return response.blob();
  32416. case 'document':
  32417. return response.text()
  32418. .then( text => {
  32419. const parser = new DOMParser();
  32420. return parser.parseFromString( text, mimeType );
  32421. } );
  32422. case 'json':
  32423. return response.json();
  32424. default:
  32425. if ( mimeType === '' ) {
  32426. return response.text();
  32427. } else {
  32428. // sniff encoding
  32429. const re = /charset="?([^;"\s]*)"?/i;
  32430. const exec = re.exec( mimeType );
  32431. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32432. const decoder = new TextDecoder( label );
  32433. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32434. }
  32435. }
  32436. } )
  32437. .then( data => {
  32438. // Add to cache only on HTTP success, so that we do not cache
  32439. // error response bodies as proper responses to requests.
  32440. Cache.add( `file:${url}`, data );
  32441. const callbacks = loading[ url ];
  32442. delete loading[ url ];
  32443. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32444. const callback = callbacks[ i ];
  32445. if ( callback.onLoad ) callback.onLoad( data );
  32446. }
  32447. } )
  32448. .catch( err => {
  32449. // Abort errors and other errors are handled the same
  32450. const callbacks = loading[ url ];
  32451. if ( callbacks === undefined ) {
  32452. // When onLoad was called and url was deleted in `loading`
  32453. this.manager.itemError( url );
  32454. throw err;
  32455. }
  32456. delete loading[ url ];
  32457. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32458. const callback = callbacks[ i ];
  32459. if ( callback.onError ) callback.onError( err );
  32460. }
  32461. this.manager.itemError( url );
  32462. } )
  32463. .finally( () => {
  32464. this.manager.itemEnd( url );
  32465. } );
  32466. this.manager.itemStart( url );
  32467. }
  32468. /**
  32469. * Sets the expected response type.
  32470. *
  32471. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32472. * @return {FileLoader} A reference to this file loader.
  32473. */
  32474. setResponseType( value ) {
  32475. this.responseType = value;
  32476. return this;
  32477. }
  32478. /**
  32479. * Sets the expected mime type of the loaded file.
  32480. *
  32481. * @param {string} value - The mime type.
  32482. * @return {FileLoader} A reference to this file loader.
  32483. */
  32484. setMimeType( value ) {
  32485. this.mimeType = value;
  32486. return this;
  32487. }
  32488. /**
  32489. * Aborts ongoing fetch requests.
  32490. *
  32491. * @return {FileLoader} A reference to this instance.
  32492. */
  32493. abort() {
  32494. this._abortController.abort();
  32495. this._abortController = new AbortController();
  32496. return this;
  32497. }
  32498. }
  32499. /**
  32500. * Class for loading animation clips in the JSON format. The files are internally
  32501. * loaded via {@link FileLoader}.
  32502. *
  32503. * ```js
  32504. * const loader = new THREE.AnimationLoader();
  32505. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32506. * ```
  32507. *
  32508. * @augments Loader
  32509. */
  32510. class AnimationLoader extends Loader {
  32511. /**
  32512. * Constructs a new animation loader.
  32513. *
  32514. * @param {LoadingManager} [manager] - The loading manager.
  32515. */
  32516. constructor( manager ) {
  32517. super( manager );
  32518. }
  32519. /**
  32520. * Starts loading from the given URL and pass the loaded animations as an array
  32521. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32522. *
  32523. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32524. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32525. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32526. * @param {onErrorCallback} onError - Executed when errors occur.
  32527. */
  32528. load( url, onLoad, onProgress, onError ) {
  32529. const scope = this;
  32530. const loader = new FileLoader( this.manager );
  32531. loader.setPath( this.path );
  32532. loader.setRequestHeader( this.requestHeader );
  32533. loader.setWithCredentials( this.withCredentials );
  32534. loader.load( url, function ( text ) {
  32535. try {
  32536. onLoad( scope.parse( JSON.parse( text ) ) );
  32537. } catch ( e ) {
  32538. if ( onError ) {
  32539. onError( e );
  32540. } else {
  32541. error( e );
  32542. }
  32543. scope.manager.itemError( url );
  32544. }
  32545. }, onProgress, onError );
  32546. }
  32547. /**
  32548. * Parses the given JSON object and returns an array of animation clips.
  32549. *
  32550. * @param {Object} json - The serialized animation clips.
  32551. * @return {Array<AnimationClip>} The parsed animation clips.
  32552. */
  32553. parse( json ) {
  32554. const animations = [];
  32555. for ( let i = 0; i < json.length; i ++ ) {
  32556. const clip = AnimationClip.parse( json[ i ] );
  32557. animations.push( clip );
  32558. }
  32559. return animations;
  32560. }
  32561. }
  32562. /**
  32563. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32564. * Textures are internally loaded via {@link FileLoader}.
  32565. *
  32566. * Derived classes have to implement the `parse()` method which holds the parsing
  32567. * for the respective format.
  32568. *
  32569. * @abstract
  32570. * @augments Loader
  32571. */
  32572. class CompressedTextureLoader extends Loader {
  32573. /**
  32574. * Constructs a new compressed texture loader.
  32575. *
  32576. * @param {LoadingManager} [manager] - The loading manager.
  32577. */
  32578. constructor( manager ) {
  32579. super( manager );
  32580. }
  32581. /**
  32582. * Starts loading from the given URL and passes the loaded compressed texture
  32583. * to the `onLoad()` callback. The method also returns a new texture object which can
  32584. * directly be used for material creation. If you do it this way, the texture
  32585. * may pop up in your scene once the respective loading process is finished.
  32586. *
  32587. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32588. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32589. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32590. * @param {onErrorCallback} onError - Executed when errors occur.
  32591. * @return {CompressedTexture} The compressed texture.
  32592. */
  32593. load( url, onLoad, onProgress, onError ) {
  32594. const scope = this;
  32595. const images = [];
  32596. const texture = new CompressedTexture();
  32597. const loader = new FileLoader( this.manager );
  32598. loader.setPath( this.path );
  32599. loader.setResponseType( 'arraybuffer' );
  32600. loader.setRequestHeader( this.requestHeader );
  32601. loader.setWithCredentials( scope.withCredentials );
  32602. let loaded = 0;
  32603. function loadTexture( i ) {
  32604. loader.load( url[ i ], function ( buffer ) {
  32605. const texDatas = scope.parse( buffer, true );
  32606. images[ i ] = {
  32607. width: texDatas.width,
  32608. height: texDatas.height,
  32609. format: texDatas.format,
  32610. mipmaps: texDatas.mipmaps
  32611. };
  32612. loaded += 1;
  32613. if ( loaded === 6 ) {
  32614. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32615. texture.image = images;
  32616. texture.format = texDatas.format;
  32617. texture.needsUpdate = true;
  32618. if ( onLoad ) onLoad( texture );
  32619. }
  32620. }, onProgress, onError );
  32621. }
  32622. if ( Array.isArray( url ) ) {
  32623. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32624. loadTexture( i );
  32625. }
  32626. } else {
  32627. // compressed cubemap texture stored in a single DDS file
  32628. loader.load( url, function ( buffer ) {
  32629. const texDatas = scope.parse( buffer, true );
  32630. if ( texDatas.isCubemap ) {
  32631. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32632. for ( let f = 0; f < faces; f ++ ) {
  32633. images[ f ] = { mipmaps: [] };
  32634. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32635. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32636. images[ f ].format = texDatas.format;
  32637. images[ f ].width = texDatas.width;
  32638. images[ f ].height = texDatas.height;
  32639. }
  32640. }
  32641. texture.image = images;
  32642. } else {
  32643. texture.image.width = texDatas.width;
  32644. texture.image.height = texDatas.height;
  32645. texture.mipmaps = texDatas.mipmaps;
  32646. }
  32647. if ( texDatas.mipmapCount === 1 ) {
  32648. texture.minFilter = LinearFilter;
  32649. }
  32650. texture.format = texDatas.format;
  32651. texture.needsUpdate = true;
  32652. if ( onLoad ) onLoad( texture );
  32653. }, onProgress, onError );
  32654. }
  32655. return texture;
  32656. }
  32657. }
  32658. const _loading = new WeakMap();
  32659. /**
  32660. * A loader for loading images. The class loads images with the HTML `Image` API.
  32661. *
  32662. * ```js
  32663. * const loader = new THREE.ImageLoader();
  32664. * const image = await loader.loadAsync( 'image.png' );
  32665. * ```
  32666. * Please note that `ImageLoader` has dropped support for progress
  32667. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32668. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639}.
  32669. *
  32670. * @augments Loader
  32671. */
  32672. class ImageLoader extends Loader {
  32673. /**
  32674. * Constructs a new image loader.
  32675. *
  32676. * @param {LoadingManager} [manager] - The loading manager.
  32677. */
  32678. constructor( manager ) {
  32679. super( manager );
  32680. }
  32681. /**
  32682. * Starts loading from the given URL and passes the loaded image
  32683. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32684. * directly be used for texture creation. If you do it this way, the texture
  32685. * may pop up in your scene once the respective loading process is finished.
  32686. *
  32687. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32688. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32689. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32690. * @param {onErrorCallback} onError - Executed when errors occur.
  32691. * @return {Image} The image.
  32692. */
  32693. load( url, onLoad, onProgress, onError ) {
  32694. if ( this.path !== undefined ) url = this.path + url;
  32695. url = this.manager.resolveURL( url );
  32696. const scope = this;
  32697. const cached = Cache.get( `image:${url}` );
  32698. if ( cached !== undefined ) {
  32699. if ( cached.complete === true ) {
  32700. scope.manager.itemStart( url );
  32701. setTimeout( function () {
  32702. if ( onLoad ) onLoad( cached );
  32703. scope.manager.itemEnd( url );
  32704. }, 0 );
  32705. } else {
  32706. let arr = _loading.get( cached );
  32707. if ( arr === undefined ) {
  32708. arr = [];
  32709. _loading.set( cached, arr );
  32710. }
  32711. arr.push( { onLoad, onError } );
  32712. }
  32713. return cached;
  32714. }
  32715. const image = createElementNS( 'img' );
  32716. function onImageLoad() {
  32717. removeEventListeners();
  32718. if ( onLoad ) onLoad( this );
  32719. //
  32720. const callbacks = _loading.get( this ) || [];
  32721. for ( let i = 0; i < callbacks.length; i ++ ) {
  32722. const callback = callbacks[ i ];
  32723. if ( callback.onLoad ) callback.onLoad( this );
  32724. }
  32725. _loading.delete( this );
  32726. scope.manager.itemEnd( url );
  32727. }
  32728. function onImageError( event ) {
  32729. removeEventListeners();
  32730. if ( onError ) onError( event );
  32731. Cache.remove( `image:${url}` );
  32732. //
  32733. const callbacks = _loading.get( this ) || [];
  32734. for ( let i = 0; i < callbacks.length; i ++ ) {
  32735. const callback = callbacks[ i ];
  32736. if ( callback.onError ) callback.onError( event );
  32737. }
  32738. _loading.delete( this );
  32739. scope.manager.itemError( url );
  32740. scope.manager.itemEnd( url );
  32741. }
  32742. function removeEventListeners() {
  32743. image.removeEventListener( 'load', onImageLoad, false );
  32744. image.removeEventListener( 'error', onImageError, false );
  32745. }
  32746. image.addEventListener( 'load', onImageLoad, false );
  32747. image.addEventListener( 'error', onImageError, false );
  32748. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32749. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32750. }
  32751. Cache.add( `image:${url}`, image );
  32752. scope.manager.itemStart( url );
  32753. image.src = url;
  32754. return image;
  32755. }
  32756. }
  32757. /**
  32758. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32759. *
  32760. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32761. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32762. * like vertical and horizontal cross, column and row layouts are not supported.
  32763. *
  32764. * Note that, by convention, cube maps are specified in a coordinate system
  32765. * in which positive-x is to the right when looking up the positive-z axis --
  32766. * in other words, using a left-handed coordinate system. Since three.js uses
  32767. * a right-handed coordinate system, environment maps used in three.js will
  32768. * have pos-x and neg-x swapped.
  32769. *
  32770. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32771. * is set to `SRGBColorSpace` by default.
  32772. *
  32773. * ```js
  32774. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32775. * const cubeTexture = await loader.loadAsync( [
  32776. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32777. * ] );
  32778. * scene.background = cubeTexture;
  32779. * ```
  32780. *
  32781. * @augments Loader
  32782. */
  32783. class CubeTextureLoader extends Loader {
  32784. /**
  32785. * Constructs a new cube texture loader.
  32786. *
  32787. * @param {LoadingManager} [manager] - The loading manager.
  32788. */
  32789. constructor( manager ) {
  32790. super( manager );
  32791. }
  32792. /**
  32793. * Starts loading from the given URL and pass the fully loaded cube texture
  32794. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32795. * directly be used for material creation. If you do it this way, the cube texture
  32796. * may pop up in your scene once the respective loading process is finished.
  32797. *
  32798. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32799. * cube texture. The urls should be specified in the following order: pos-x,
  32800. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32801. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32802. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32803. * @param {onErrorCallback} onError - Executed when errors occur.
  32804. * @return {CubeTexture} The cube texture.
  32805. */
  32806. load( urls, onLoad, onProgress, onError ) {
  32807. const texture = new CubeTexture();
  32808. texture.colorSpace = SRGBColorSpace;
  32809. const loader = new ImageLoader( this.manager );
  32810. loader.setCrossOrigin( this.crossOrigin );
  32811. loader.setPath( this.path );
  32812. let loaded = 0;
  32813. function loadTexture( i ) {
  32814. loader.load( urls[ i ], function ( image ) {
  32815. texture.images[ i ] = image;
  32816. loaded ++;
  32817. if ( loaded === 6 ) {
  32818. texture.needsUpdate = true;
  32819. if ( onLoad ) onLoad( texture );
  32820. }
  32821. }, undefined, onError );
  32822. }
  32823. for ( let i = 0; i < urls.length; ++ i ) {
  32824. loadTexture( i );
  32825. }
  32826. return texture;
  32827. }
  32828. }
  32829. /**
  32830. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32831. * Textures are internally loaded via {@link FileLoader}.
  32832. *
  32833. * Derived classes have to implement the `parse()` method which holds the parsing
  32834. * for the respective format.
  32835. *
  32836. * @abstract
  32837. * @augments Loader
  32838. */
  32839. class DataTextureLoader extends Loader {
  32840. /**
  32841. * Constructs a new data texture loader.
  32842. *
  32843. * @param {LoadingManager} [manager] - The loading manager.
  32844. */
  32845. constructor( manager ) {
  32846. super( manager );
  32847. }
  32848. /**
  32849. * Starts loading from the given URL and passes the loaded data texture
  32850. * to the `onLoad()` callback. The method also returns a new texture object which can
  32851. * directly be used for material creation. If you do it this way, the texture
  32852. * may pop up in your scene once the respective loading process is finished.
  32853. *
  32854. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32855. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32856. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32857. * @param {onErrorCallback} onError - Executed when errors occur.
  32858. * @return {DataTexture} The data texture.
  32859. */
  32860. load( url, onLoad, onProgress, onError ) {
  32861. const scope = this;
  32862. const texture = new DataTexture();
  32863. const loader = new FileLoader( this.manager );
  32864. loader.setResponseType( 'arraybuffer' );
  32865. loader.setRequestHeader( this.requestHeader );
  32866. loader.setPath( this.path );
  32867. loader.setWithCredentials( scope.withCredentials );
  32868. loader.load( url, function ( buffer ) {
  32869. let texData;
  32870. try {
  32871. texData = scope.parse( buffer );
  32872. } catch ( error ) {
  32873. if ( onError !== undefined ) {
  32874. onError( error );
  32875. } else {
  32876. error( error );
  32877. return;
  32878. }
  32879. }
  32880. if ( texData.image !== undefined ) {
  32881. texture.image = texData.image;
  32882. } else if ( texData.data !== undefined ) {
  32883. texture.image.width = texData.width;
  32884. texture.image.height = texData.height;
  32885. texture.image.data = texData.data;
  32886. }
  32887. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32888. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32889. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32890. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32891. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32892. if ( texData.colorSpace !== undefined ) {
  32893. texture.colorSpace = texData.colorSpace;
  32894. }
  32895. if ( texData.flipY !== undefined ) {
  32896. texture.flipY = texData.flipY;
  32897. }
  32898. if ( texData.format !== undefined ) {
  32899. texture.format = texData.format;
  32900. }
  32901. if ( texData.type !== undefined ) {
  32902. texture.type = texData.type;
  32903. }
  32904. if ( texData.mipmaps !== undefined ) {
  32905. texture.mipmaps = texData.mipmaps;
  32906. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32907. }
  32908. if ( texData.mipmapCount === 1 ) {
  32909. texture.minFilter = LinearFilter;
  32910. }
  32911. if ( texData.generateMipmaps !== undefined ) {
  32912. texture.generateMipmaps = texData.generateMipmaps;
  32913. }
  32914. texture.needsUpdate = true;
  32915. if ( onLoad ) onLoad( texture, texData );
  32916. }, onProgress, onError );
  32917. return texture;
  32918. }
  32919. }
  32920. /**
  32921. * Class for loading textures. Images are internally
  32922. * loaded via {@link ImageLoader}.
  32923. *
  32924. * ```js
  32925. * const loader = new THREE.TextureLoader();
  32926. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32927. *
  32928. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32929. * ```
  32930. * Please note that `TextureLoader` has dropped support for progress
  32931. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32932. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145}.
  32933. *
  32934. * @augments Loader
  32935. */
  32936. class TextureLoader extends Loader {
  32937. /**
  32938. * Constructs a new texture loader.
  32939. *
  32940. * @param {LoadingManager} [manager] - The loading manager.
  32941. */
  32942. constructor( manager ) {
  32943. super( manager );
  32944. }
  32945. /**
  32946. * Starts loading from the given URL and pass the fully loaded texture
  32947. * to the `onLoad()` callback. The method also returns a new texture object which can
  32948. * directly be used for material creation. If you do it this way, the texture
  32949. * may pop up in your scene once the respective loading process is finished.
  32950. *
  32951. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32952. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32953. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32954. * @param {onErrorCallback} onError - Executed when errors occur.
  32955. * @return {Texture} The texture.
  32956. */
  32957. load( url, onLoad, onProgress, onError ) {
  32958. const texture = new Texture();
  32959. const loader = new ImageLoader( this.manager );
  32960. loader.setCrossOrigin( this.crossOrigin );
  32961. loader.setPath( this.path );
  32962. loader.load( url, function ( image ) {
  32963. texture.image = image;
  32964. texture.needsUpdate = true;
  32965. if ( onLoad !== undefined ) {
  32966. onLoad( texture );
  32967. }
  32968. }, onProgress, onError );
  32969. return texture;
  32970. }
  32971. }
  32972. /**
  32973. * Abstract base class for lights - all other light types inherit the
  32974. * properties and methods described here.
  32975. *
  32976. * @abstract
  32977. * @augments Object3D
  32978. */
  32979. class Light extends Object3D {
  32980. /**
  32981. * Constructs a new light.
  32982. *
  32983. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32984. * @param {number} [intensity=1] - The light's strength/intensity.
  32985. */
  32986. constructor( color, intensity = 1 ) {
  32987. super();
  32988. /**
  32989. * This flag can be used for type testing.
  32990. *
  32991. * @type {boolean}
  32992. * @readonly
  32993. * @default true
  32994. */
  32995. this.isLight = true;
  32996. this.type = 'Light';
  32997. /**
  32998. * The light's color.
  32999. *
  33000. * @type {Color}
  33001. */
  33002. this.color = new Color( color );
  33003. /**
  33004. * The light's intensity.
  33005. *
  33006. * @type {number}
  33007. * @default 1
  33008. */
  33009. this.intensity = intensity;
  33010. }
  33011. /**
  33012. * Frees the GPU-related resources allocated by this instance. Call this
  33013. * method whenever this instance is no longer used in your app.
  33014. */
  33015. dispose() {
  33016. // Empty here in base class; some subclasses override.
  33017. }
  33018. copy( source, recursive ) {
  33019. super.copy( source, recursive );
  33020. this.color.copy( source.color );
  33021. this.intensity = source.intensity;
  33022. return this;
  33023. }
  33024. toJSON( meta ) {
  33025. const data = super.toJSON( meta );
  33026. data.object.color = this.color.getHex();
  33027. data.object.intensity = this.intensity;
  33028. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  33029. if ( this.distance !== undefined ) data.object.distance = this.distance;
  33030. if ( this.angle !== undefined ) data.object.angle = this.angle;
  33031. if ( this.decay !== undefined ) data.object.decay = this.decay;
  33032. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  33033. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  33034. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  33035. return data;
  33036. }
  33037. }
  33038. /**
  33039. * A light source positioned directly above the scene, with color fading from
  33040. * the sky color to the ground color.
  33041. *
  33042. * This light cannot be used to cast shadows.
  33043. *
  33044. * ```js
  33045. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33046. * scene.add( light );
  33047. * ```
  33048. *
  33049. * @augments Light
  33050. */
  33051. class HemisphereLight extends Light {
  33052. /**
  33053. * Constructs a new hemisphere light.
  33054. *
  33055. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33056. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33057. * @param {number} [intensity=1] - The light's strength/intensity.
  33058. */
  33059. constructor( skyColor, groundColor, intensity ) {
  33060. super( skyColor, intensity );
  33061. /**
  33062. * This flag can be used for type testing.
  33063. *
  33064. * @type {boolean}
  33065. * @readonly
  33066. * @default true
  33067. */
  33068. this.isHemisphereLight = true;
  33069. this.type = 'HemisphereLight';
  33070. this.position.copy( Object3D.DEFAULT_UP );
  33071. this.updateMatrix();
  33072. /**
  33073. * The light's ground color.
  33074. *
  33075. * @type {Color}
  33076. */
  33077. this.groundColor = new Color( groundColor );
  33078. }
  33079. copy( source, recursive ) {
  33080. super.copy( source, recursive );
  33081. this.groundColor.copy( source.groundColor );
  33082. return this;
  33083. }
  33084. }
  33085. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33086. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33087. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33088. /**
  33089. * Abstract base class for light shadow classes. These classes
  33090. * represent the shadow configuration for different light types.
  33091. *
  33092. * @abstract
  33093. */
  33094. class LightShadow {
  33095. /**
  33096. * Constructs a new light shadow.
  33097. *
  33098. * @param {Camera} camera - The light's view of the world.
  33099. */
  33100. constructor( camera ) {
  33101. /**
  33102. * The light's view of the world.
  33103. *
  33104. * @type {Camera}
  33105. */
  33106. this.camera = camera;
  33107. /**
  33108. * The intensity of the shadow. The default is `1`.
  33109. * Valid values are in the range `[0, 1]`.
  33110. *
  33111. * @type {number}
  33112. * @default 1
  33113. */
  33114. this.intensity = 1;
  33115. /**
  33116. * Shadow map bias, how much to add or subtract from the normalized depth
  33117. * when deciding whether a surface is in shadow.
  33118. *
  33119. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33120. * may help reduce artifacts in shadows.
  33121. *
  33122. * @type {number}
  33123. * @default 0
  33124. */
  33125. this.bias = 0;
  33126. /**
  33127. * Defines how much the position used to query the shadow map is offset along
  33128. * the object normal. The default is `0`. Increasing this value can be used to
  33129. * reduce shadow acne especially in large scenes where light shines onto
  33130. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33131. *
  33132. * @type {number}
  33133. * @default 0
  33134. */
  33135. this.normalBias = 0;
  33136. /**
  33137. * Setting this to values greater than 1 will blur the edges of the shadow.
  33138. * High values will cause unwanted banding effects in the shadows - a greater
  33139. * map size will allow for a higher value to be used here before these effects
  33140. * become visible.
  33141. *
  33142. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  33143. * and it is recommended to increase softness by decreasing the shadow map size instead.
  33144. *
  33145. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33146. *
  33147. * @type {number}
  33148. * @default 1
  33149. */
  33150. this.radius = 1;
  33151. /**
  33152. * The amount of samples to use when blurring a VSM shadow map.
  33153. *
  33154. * @type {number}
  33155. * @default 8
  33156. */
  33157. this.blurSamples = 8;
  33158. /**
  33159. * Defines the width and height of the shadow map. Higher values give better quality
  33160. * shadows at the cost of computation time. Values must be powers of two.
  33161. *
  33162. * @type {Vector2}
  33163. * @default (512,512)
  33164. */
  33165. this.mapSize = new Vector2( 512, 512 );
  33166. /**
  33167. * The type of shadow texture. The default is `UnsignedByteType`.
  33168. *
  33169. * @type {number}
  33170. * @default UnsignedByteType
  33171. */
  33172. this.mapType = UnsignedByteType;
  33173. /**
  33174. * The depth map generated using the internal camera; a location beyond a
  33175. * pixel's depth is in shadow. Computed internally during rendering.
  33176. *
  33177. * @type {?RenderTarget}
  33178. * @default null
  33179. */
  33180. this.map = null;
  33181. /**
  33182. * The distribution map generated using the internal camera; an occlusion is
  33183. * calculated based on the distribution of depths. Computed internally during
  33184. * rendering.
  33185. *
  33186. * @type {?RenderTarget}
  33187. * @default null
  33188. */
  33189. this.mapPass = null;
  33190. /**
  33191. * Model to shadow camera space, to compute location and depth in shadow map.
  33192. * This is computed internally during rendering.
  33193. *
  33194. * @type {Matrix4}
  33195. */
  33196. this.matrix = new Matrix4();
  33197. /**
  33198. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33199. * lighting / shadows, you may set this to `false`.
  33200. *
  33201. * @type {boolean}
  33202. * @default true
  33203. */
  33204. this.autoUpdate = true;
  33205. /**
  33206. * When set to `true`, shadow maps will be updated in the next `render` call.
  33207. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33208. * set this property to `true` and then make a render call to update the light's shadow.
  33209. *
  33210. * @type {boolean}
  33211. * @default false
  33212. */
  33213. this.needsUpdate = false;
  33214. this._frustum = new Frustum();
  33215. this._frameExtents = new Vector2( 1, 1 );
  33216. this._viewportCount = 1;
  33217. this._viewports = [
  33218. new Vector4( 0, 0, 1, 1 )
  33219. ];
  33220. }
  33221. /**
  33222. * Used internally by the renderer to get the number of viewports that need
  33223. * to be rendered for this shadow.
  33224. *
  33225. * @return {number} The viewport count.
  33226. */
  33227. getViewportCount() {
  33228. return this._viewportCount;
  33229. }
  33230. /**
  33231. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33232. *
  33233. * @return {Frustum} The shadow camera frustum.
  33234. */
  33235. getFrustum() {
  33236. return this._frustum;
  33237. }
  33238. /**
  33239. * Update the matrices for the camera and shadow, used internally by the renderer.
  33240. *
  33241. * @param {Light} light - The light for which the shadow is being rendered.
  33242. */
  33243. updateMatrices( light ) {
  33244. const shadowCamera = this.camera;
  33245. const shadowMatrix = this.matrix;
  33246. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33247. shadowCamera.position.copy( _lightPositionWorld$1 );
  33248. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33249. shadowCamera.lookAt( _lookTarget$1 );
  33250. shadowCamera.updateMatrixWorld();
  33251. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33252. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33253. if ( shadowCamera.reversedDepth ) {
  33254. shadowMatrix.set(
  33255. 0.5, 0.0, 0.0, 0.5,
  33256. 0.0, 0.5, 0.0, 0.5,
  33257. 0.0, 0.0, 1.0, 0.0,
  33258. 0.0, 0.0, 0.0, 1.0
  33259. );
  33260. } else {
  33261. shadowMatrix.set(
  33262. 0.5, 0.0, 0.0, 0.5,
  33263. 0.0, 0.5, 0.0, 0.5,
  33264. 0.0, 0.0, 0.5, 0.5,
  33265. 0.0, 0.0, 0.0, 1.0
  33266. );
  33267. }
  33268. shadowMatrix.multiply( _projScreenMatrix$1 );
  33269. }
  33270. /**
  33271. * Returns a viewport definition for the given viewport index.
  33272. *
  33273. * @param {number} viewportIndex - The viewport index.
  33274. * @return {Vector4} The viewport.
  33275. */
  33276. getViewport( viewportIndex ) {
  33277. return this._viewports[ viewportIndex ];
  33278. }
  33279. /**
  33280. * Returns the frame extends.
  33281. *
  33282. * @return {Vector2} The frame extends.
  33283. */
  33284. getFrameExtents() {
  33285. return this._frameExtents;
  33286. }
  33287. /**
  33288. * Frees the GPU-related resources allocated by this instance. Call this
  33289. * method whenever this instance is no longer used in your app.
  33290. */
  33291. dispose() {
  33292. if ( this.map ) {
  33293. this.map.dispose();
  33294. }
  33295. if ( this.mapPass ) {
  33296. this.mapPass.dispose();
  33297. }
  33298. }
  33299. /**
  33300. * Copies the values of the given light shadow instance to this instance.
  33301. *
  33302. * @param {LightShadow} source - The light shadow to copy.
  33303. * @return {LightShadow} A reference to this light shadow instance.
  33304. */
  33305. copy( source ) {
  33306. this.camera = source.camera.clone();
  33307. this.intensity = source.intensity;
  33308. this.bias = source.bias;
  33309. this.radius = source.radius;
  33310. this.autoUpdate = source.autoUpdate;
  33311. this.needsUpdate = source.needsUpdate;
  33312. this.normalBias = source.normalBias;
  33313. this.blurSamples = source.blurSamples;
  33314. this.mapSize.copy( source.mapSize );
  33315. return this;
  33316. }
  33317. /**
  33318. * Returns a new light shadow instance with copied values from this instance.
  33319. *
  33320. * @return {LightShadow} A clone of this instance.
  33321. */
  33322. clone() {
  33323. return new this.constructor().copy( this );
  33324. }
  33325. /**
  33326. * Serializes the light shadow into JSON.
  33327. *
  33328. * @return {Object} A JSON object representing the serialized light shadow.
  33329. * @see {@link ObjectLoader#parse}
  33330. */
  33331. toJSON() {
  33332. const object = {};
  33333. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33334. if ( this.bias !== 0 ) object.bias = this.bias;
  33335. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33336. if ( this.radius !== 1 ) object.radius = this.radius;
  33337. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33338. object.camera = this.camera.toJSON( false ).object;
  33339. delete object.camera.matrix;
  33340. return object;
  33341. }
  33342. }
  33343. /**
  33344. * Represents the shadow configuration of directional lights.
  33345. *
  33346. * @augments LightShadow
  33347. */
  33348. class SpotLightShadow extends LightShadow {
  33349. /**
  33350. * Constructs a new spot light shadow.
  33351. */
  33352. constructor() {
  33353. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33354. /**
  33355. * This flag can be used for type testing.
  33356. *
  33357. * @type {boolean}
  33358. * @readonly
  33359. * @default true
  33360. */
  33361. this.isSpotLightShadow = true;
  33362. /**
  33363. * Used to focus the shadow camera. The camera's field of view is set as a
  33364. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33365. *
  33366. * @type {number}
  33367. * @default 1
  33368. */
  33369. this.focus = 1;
  33370. /**
  33371. * Texture aspect ratio.
  33372. *
  33373. * @type {number}
  33374. * @default 1
  33375. */
  33376. this.aspect = 1;
  33377. }
  33378. updateMatrices( light ) {
  33379. const camera = this.camera;
  33380. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33381. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33382. const far = light.distance || camera.far;
  33383. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33384. camera.fov = fov;
  33385. camera.aspect = aspect;
  33386. camera.far = far;
  33387. camera.updateProjectionMatrix();
  33388. }
  33389. super.updateMatrices( light );
  33390. }
  33391. copy( source ) {
  33392. super.copy( source );
  33393. this.focus = source.focus;
  33394. return this;
  33395. }
  33396. }
  33397. /**
  33398. * This light gets emitted from a single point in one direction, along a cone
  33399. * that increases in size the further from the light it gets.
  33400. *
  33401. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33402. *
  33403. * ```js
  33404. * // white spotlight shining from the side, modulated by a texture
  33405. * const spotLight = new THREE.SpotLight( 0xffffff );
  33406. * spotLight.position.set( 100, 1000, 100 );
  33407. * spotLight.map = new THREE.TextureLoader().load( url );
  33408. *
  33409. * spotLight.castShadow = true;
  33410. * spotLight.shadow.mapSize.width = 1024;
  33411. * spotLight.shadow.mapSize.height = 1024;
  33412. * spotLight.shadow.camera.near = 500;
  33413. * spotLight.shadow.camera.far = 4000;
  33414. * spotLight.shadow.camera.fov = 30;s
  33415. * ```
  33416. *
  33417. * @augments Light
  33418. */
  33419. class SpotLight extends Light {
  33420. /**
  33421. * Constructs a new spot light.
  33422. *
  33423. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33424. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33425. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33426. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33427. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33428. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33429. */
  33430. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33431. super( color, intensity );
  33432. /**
  33433. * This flag can be used for type testing.
  33434. *
  33435. * @type {boolean}
  33436. * @readonly
  33437. * @default true
  33438. */
  33439. this.isSpotLight = true;
  33440. this.type = 'SpotLight';
  33441. this.position.copy( Object3D.DEFAULT_UP );
  33442. this.updateMatrix();
  33443. /**
  33444. * The spot light points from its position to the
  33445. * target's position.
  33446. *
  33447. * For the target's position to be changed to anything other
  33448. * than the default, it must be added to the scene.
  33449. *
  33450. * It is also possible to set the target to be another 3D object
  33451. * in the scene. The light will now track the target object.
  33452. *
  33453. * @type {Object3D}
  33454. */
  33455. this.target = new Object3D();
  33456. /**
  33457. * Maximum range of the light. `0` means no limit.
  33458. *
  33459. * @type {number}
  33460. * @default 0
  33461. */
  33462. this.distance = distance;
  33463. /**
  33464. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33465. *
  33466. * @type {number}
  33467. * @default Math.PI/3
  33468. */
  33469. this.angle = angle;
  33470. /**
  33471. * Percent of the spotlight cone that is attenuated due to penumbra.
  33472. * Value range is `[0,1]`.
  33473. *
  33474. * @type {number}
  33475. * @default 0
  33476. */
  33477. this.penumbra = penumbra;
  33478. /**
  33479. * The amount the light dims along the distance of the light. In context of
  33480. * physically-correct rendering the default value should not be changed.
  33481. *
  33482. * @type {number}
  33483. * @default 2
  33484. */
  33485. this.decay = decay;
  33486. /**
  33487. * A texture used to modulate the color of the light. The spot light
  33488. * color is mixed with the RGB value of this texture, with a ratio
  33489. * corresponding to its alpha value. The cookie-like masking effect is
  33490. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33491. *
  33492. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33493. *
  33494. * @type {?Texture}
  33495. * @default null
  33496. */
  33497. this.map = null;
  33498. /**
  33499. * This property holds the light's shadow configuration.
  33500. *
  33501. * @type {SpotLightShadow}
  33502. */
  33503. this.shadow = new SpotLightShadow();
  33504. }
  33505. /**
  33506. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33507. * Changing the power will also change the light's intensity.
  33508. *
  33509. * @type {number}
  33510. */
  33511. get power() {
  33512. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33513. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33514. return this.intensity * Math.PI;
  33515. }
  33516. set power( power ) {
  33517. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33518. this.intensity = power / Math.PI;
  33519. }
  33520. dispose() {
  33521. this.shadow.dispose();
  33522. }
  33523. copy( source, recursive ) {
  33524. super.copy( source, recursive );
  33525. this.distance = source.distance;
  33526. this.angle = source.angle;
  33527. this.penumbra = source.penumbra;
  33528. this.decay = source.decay;
  33529. this.target = source.target.clone();
  33530. this.shadow = source.shadow.clone();
  33531. return this;
  33532. }
  33533. }
  33534. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33535. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33536. const _lookTarget = /*@__PURE__*/ new Vector3();
  33537. /**
  33538. * Represents the shadow configuration of point lights.
  33539. *
  33540. * @augments LightShadow
  33541. */
  33542. class PointLightShadow extends LightShadow {
  33543. /**
  33544. * Constructs a new point light shadow.
  33545. */
  33546. constructor() {
  33547. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33548. /**
  33549. * This flag can be used for type testing.
  33550. *
  33551. * @type {boolean}
  33552. * @readonly
  33553. * @default true
  33554. */
  33555. this.isPointLightShadow = true;
  33556. this._frameExtents = new Vector2( 4, 2 );
  33557. this._viewportCount = 6;
  33558. this._viewports = [
  33559. // These viewports map a cube-map onto a 2D texture with the
  33560. // following orientation:
  33561. //
  33562. // xzXZ
  33563. // y Y
  33564. //
  33565. // X - Positive x direction
  33566. // x - Negative x direction
  33567. // Y - Positive y direction
  33568. // y - Negative y direction
  33569. // Z - Positive z direction
  33570. // z - Negative z direction
  33571. // positive X
  33572. new Vector4( 2, 1, 1, 1 ),
  33573. // negative X
  33574. new Vector4( 0, 1, 1, 1 ),
  33575. // positive Z
  33576. new Vector4( 3, 1, 1, 1 ),
  33577. // negative Z
  33578. new Vector4( 1, 1, 1, 1 ),
  33579. // positive Y
  33580. new Vector4( 3, 0, 1, 1 ),
  33581. // negative Y
  33582. new Vector4( 1, 0, 1, 1 )
  33583. ];
  33584. this._cubeDirections = [
  33585. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33586. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33587. ];
  33588. this._cubeUps = [
  33589. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33590. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33591. ];
  33592. }
  33593. /**
  33594. * Update the matrices for the camera and shadow, used internally by the renderer.
  33595. *
  33596. * @param {Light} light - The light for which the shadow is being rendered.
  33597. * @param {number} [viewportIndex=0] - The viewport index.
  33598. */
  33599. updateMatrices( light, viewportIndex = 0 ) {
  33600. const camera = this.camera;
  33601. const shadowMatrix = this.matrix;
  33602. const far = light.distance || camera.far;
  33603. if ( far !== camera.far ) {
  33604. camera.far = far;
  33605. camera.updateProjectionMatrix();
  33606. }
  33607. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33608. camera.position.copy( _lightPositionWorld );
  33609. _lookTarget.copy( camera.position );
  33610. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33611. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33612. camera.lookAt( _lookTarget );
  33613. camera.updateMatrixWorld();
  33614. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33615. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33616. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33617. }
  33618. }
  33619. /**
  33620. * A light that gets emitted from a single point in all directions. A common
  33621. * use case for this is to replicate the light emitted from a bare
  33622. * lightbulb.
  33623. *
  33624. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33625. *
  33626. * ```js
  33627. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33628. * light.position.set( 50, 50, 50 );
  33629. * scene.add( light );
  33630. * ```
  33631. *
  33632. * @augments Light
  33633. */
  33634. class PointLight extends Light {
  33635. /**
  33636. * Constructs a new point light.
  33637. *
  33638. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33639. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33640. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33641. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33642. */
  33643. constructor( color, intensity, distance = 0, decay = 2 ) {
  33644. super( color, intensity );
  33645. /**
  33646. * This flag can be used for type testing.
  33647. *
  33648. * @type {boolean}
  33649. * @readonly
  33650. * @default true
  33651. */
  33652. this.isPointLight = true;
  33653. this.type = 'PointLight';
  33654. /**
  33655. * When distance is zero, light will attenuate according to inverse-square
  33656. * law to infinite distance. When distance is non-zero, light will attenuate
  33657. * according to inverse-square law until near the distance cutoff, where it
  33658. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33659. * physically correct.
  33660. *
  33661. * @type {number}
  33662. * @default 0
  33663. */
  33664. this.distance = distance;
  33665. /**
  33666. * The amount the light dims along the distance of the light. In context of
  33667. * physically-correct rendering the default value should not be changed.
  33668. *
  33669. * @type {number}
  33670. * @default 2
  33671. */
  33672. this.decay = decay;
  33673. /**
  33674. * This property holds the light's shadow configuration.
  33675. *
  33676. * @type {PointLightShadow}
  33677. */
  33678. this.shadow = new PointLightShadow();
  33679. }
  33680. /**
  33681. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33682. * Changing the power will also change the light's intensity.
  33683. *
  33684. * @type {number}
  33685. */
  33686. get power() {
  33687. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33688. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33689. return this.intensity * 4 * Math.PI;
  33690. }
  33691. set power( power ) {
  33692. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33693. this.intensity = power / ( 4 * Math.PI );
  33694. }
  33695. dispose() {
  33696. this.shadow.dispose();
  33697. }
  33698. copy( source, recursive ) {
  33699. super.copy( source, recursive );
  33700. this.distance = source.distance;
  33701. this.decay = source.decay;
  33702. this.shadow = source.shadow.clone();
  33703. return this;
  33704. }
  33705. }
  33706. /**
  33707. * Camera that uses [orthographic projection]{@link https://en.wikipedia.org/wiki/Orthographic_projection}.
  33708. *
  33709. * In this projection mode, an object's size in the rendered image stays
  33710. * constant regardless of its distance from the camera. This can be useful
  33711. * for rendering 2D scenes and UI elements, amongst other things.
  33712. *
  33713. * ```js
  33714. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33715. * scene.add( camera );
  33716. * ```
  33717. *
  33718. * @augments Camera
  33719. */
  33720. class OrthographicCamera extends Camera {
  33721. /**
  33722. * Constructs a new orthographic camera.
  33723. *
  33724. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33725. * @param {number} [right=1] - The right plane of the camera's frustum.
  33726. * @param {number} [top=1] - The top plane of the camera's frustum.
  33727. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33728. * @param {number} [near=0.1] - The camera's near plane.
  33729. * @param {number} [far=2000] - The camera's far plane.
  33730. */
  33731. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33732. super();
  33733. /**
  33734. * This flag can be used for type testing.
  33735. *
  33736. * @type {boolean}
  33737. * @readonly
  33738. * @default true
  33739. */
  33740. this.isOrthographicCamera = true;
  33741. this.type = 'OrthographicCamera';
  33742. /**
  33743. * The zoom factor of the camera.
  33744. *
  33745. * @type {number}
  33746. * @default 1
  33747. */
  33748. this.zoom = 1;
  33749. /**
  33750. * Represents the frustum window specification. This property should not be edited
  33751. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33752. *
  33753. * @type {?Object}
  33754. * @default null
  33755. */
  33756. this.view = null;
  33757. /**
  33758. * The left plane of the camera's frustum.
  33759. *
  33760. * @type {number}
  33761. * @default -1
  33762. */
  33763. this.left = left;
  33764. /**
  33765. * The right plane of the camera's frustum.
  33766. *
  33767. * @type {number}
  33768. * @default 1
  33769. */
  33770. this.right = right;
  33771. /**
  33772. * The top plane of the camera's frustum.
  33773. *
  33774. * @type {number}
  33775. * @default 1
  33776. */
  33777. this.top = top;
  33778. /**
  33779. * The bottom plane of the camera's frustum.
  33780. *
  33781. * @type {number}
  33782. * @default -1
  33783. */
  33784. this.bottom = bottom;
  33785. /**
  33786. * The camera's near plane. The valid range is greater than `0`
  33787. * and less than the current value of {@link OrthographicCamera#far}.
  33788. *
  33789. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33790. * valid value for an orthographic camera's near plane.
  33791. *
  33792. * @type {number}
  33793. * @default 0.1
  33794. */
  33795. this.near = near;
  33796. /**
  33797. * The camera's far plane. Must be greater than the
  33798. * current value of {@link OrthographicCamera#near}.
  33799. *
  33800. * @type {number}
  33801. * @default 2000
  33802. */
  33803. this.far = far;
  33804. this.updateProjectionMatrix();
  33805. }
  33806. copy( source, recursive ) {
  33807. super.copy( source, recursive );
  33808. this.left = source.left;
  33809. this.right = source.right;
  33810. this.top = source.top;
  33811. this.bottom = source.bottom;
  33812. this.near = source.near;
  33813. this.far = source.far;
  33814. this.zoom = source.zoom;
  33815. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33816. return this;
  33817. }
  33818. /**
  33819. * Sets an offset in a larger frustum. This is useful for multi-window or
  33820. * multi-monitor/multi-machine setups.
  33821. *
  33822. * @param {number} fullWidth - The full width of multiview setup.
  33823. * @param {number} fullHeight - The full height of multiview setup.
  33824. * @param {number} x - The horizontal offset of the subcamera.
  33825. * @param {number} y - The vertical offset of the subcamera.
  33826. * @param {number} width - The width of subcamera.
  33827. * @param {number} height - The height of subcamera.
  33828. * @see {@link PerspectiveCamera#setViewOffset}
  33829. */
  33830. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33831. if ( this.view === null ) {
  33832. this.view = {
  33833. enabled: true,
  33834. fullWidth: 1,
  33835. fullHeight: 1,
  33836. offsetX: 0,
  33837. offsetY: 0,
  33838. width: 1,
  33839. height: 1
  33840. };
  33841. }
  33842. this.view.enabled = true;
  33843. this.view.fullWidth = fullWidth;
  33844. this.view.fullHeight = fullHeight;
  33845. this.view.offsetX = x;
  33846. this.view.offsetY = y;
  33847. this.view.width = width;
  33848. this.view.height = height;
  33849. this.updateProjectionMatrix();
  33850. }
  33851. /**
  33852. * Removes the view offset from the projection matrix.
  33853. */
  33854. clearViewOffset() {
  33855. if ( this.view !== null ) {
  33856. this.view.enabled = false;
  33857. }
  33858. this.updateProjectionMatrix();
  33859. }
  33860. /**
  33861. * Updates the camera's projection matrix. Must be called after any change of
  33862. * camera properties.
  33863. */
  33864. updateProjectionMatrix() {
  33865. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33866. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33867. const cx = ( this.right + this.left ) / 2;
  33868. const cy = ( this.top + this.bottom ) / 2;
  33869. let left = cx - dx;
  33870. let right = cx + dx;
  33871. let top = cy + dy;
  33872. let bottom = cy - dy;
  33873. if ( this.view !== null && this.view.enabled ) {
  33874. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33875. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33876. left += scaleW * this.view.offsetX;
  33877. right = left + scaleW * this.view.width;
  33878. top -= scaleH * this.view.offsetY;
  33879. bottom = top - scaleH * this.view.height;
  33880. }
  33881. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  33882. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33883. }
  33884. toJSON( meta ) {
  33885. const data = super.toJSON( meta );
  33886. data.object.zoom = this.zoom;
  33887. data.object.left = this.left;
  33888. data.object.right = this.right;
  33889. data.object.top = this.top;
  33890. data.object.bottom = this.bottom;
  33891. data.object.near = this.near;
  33892. data.object.far = this.far;
  33893. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33894. return data;
  33895. }
  33896. }
  33897. /**
  33898. * Represents the shadow configuration of directional lights.
  33899. *
  33900. * @augments LightShadow
  33901. */
  33902. class DirectionalLightShadow extends LightShadow {
  33903. /**
  33904. * Constructs a new directional light shadow.
  33905. */
  33906. constructor() {
  33907. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33908. /**
  33909. * This flag can be used for type testing.
  33910. *
  33911. * @type {boolean}
  33912. * @readonly
  33913. * @default true
  33914. */
  33915. this.isDirectionalLightShadow = true;
  33916. }
  33917. }
  33918. /**
  33919. * A light that gets emitted in a specific direction. This light will behave
  33920. * as though it is infinitely far away and the rays produced from it are all
  33921. * parallel. The common use case for this is to simulate daylight; the sun is
  33922. * far enough away that its position can be considered to be infinite, and
  33923. * all light rays coming from it are parallel.
  33924. *
  33925. * A common point of confusion for directional lights is that setting the
  33926. * rotation has no effect. This is because three.js's DirectionalLight is the
  33927. * equivalent to what is often called a 'Target Direct Light' in other
  33928. * applications.
  33929. *
  33930. * This means that its direction is calculated as pointing from the light's
  33931. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33932. * (as opposed to a 'Free Direct Light' that just has a rotation
  33933. * component).
  33934. *
  33935. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33936. *
  33937. * ```js
  33938. * // White directional light at half intensity shining from the top.
  33939. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33940. * scene.add( directionalLight );
  33941. * ```
  33942. *
  33943. * @augments Light
  33944. */
  33945. class DirectionalLight extends Light {
  33946. /**
  33947. * Constructs a new directional light.
  33948. *
  33949. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33950. * @param {number} [intensity=1] - The light's strength/intensity.
  33951. */
  33952. constructor( color, intensity ) {
  33953. super( color, intensity );
  33954. /**
  33955. * This flag can be used for type testing.
  33956. *
  33957. * @type {boolean}
  33958. * @readonly
  33959. * @default true
  33960. */
  33961. this.isDirectionalLight = true;
  33962. this.type = 'DirectionalLight';
  33963. this.position.copy( Object3D.DEFAULT_UP );
  33964. this.updateMatrix();
  33965. /**
  33966. * The directional light points from its position to the
  33967. * target's position.
  33968. *
  33969. * For the target's position to be changed to anything other
  33970. * than the default, it must be added to the scene.
  33971. *
  33972. * It is also possible to set the target to be another 3D object
  33973. * in the scene. The light will now track the target object.
  33974. *
  33975. * @type {Object3D}
  33976. */
  33977. this.target = new Object3D();
  33978. /**
  33979. * This property holds the light's shadow configuration.
  33980. *
  33981. * @type {DirectionalLightShadow}
  33982. */
  33983. this.shadow = new DirectionalLightShadow();
  33984. }
  33985. dispose() {
  33986. this.shadow.dispose();
  33987. }
  33988. copy( source ) {
  33989. super.copy( source );
  33990. this.target = source.target.clone();
  33991. this.shadow = source.shadow.clone();
  33992. return this;
  33993. }
  33994. }
  33995. /**
  33996. * This light globally illuminates all objects in the scene equally.
  33997. *
  33998. * It cannot be used to cast shadows as it does not have a direction.
  33999. *
  34000. * ```js
  34001. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  34002. * scene.add( light );
  34003. * ```
  34004. *
  34005. * @augments Light
  34006. */
  34007. class AmbientLight extends Light {
  34008. /**
  34009. * Constructs a new ambient light.
  34010. *
  34011. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34012. * @param {number} [intensity=1] - The light's strength/intensity.
  34013. */
  34014. constructor( color, intensity ) {
  34015. super( color, intensity );
  34016. /**
  34017. * This flag can be used for type testing.
  34018. *
  34019. * @type {boolean}
  34020. * @readonly
  34021. * @default true
  34022. */
  34023. this.isAmbientLight = true;
  34024. this.type = 'AmbientLight';
  34025. }
  34026. }
  34027. /**
  34028. * This class emits light uniformly across the face a rectangular plane.
  34029. * This light type can be used to simulate light sources such as bright
  34030. * windows or strip lighting.
  34031. *
  34032. * Important Notes:
  34033. *
  34034. * - There is no shadow support.
  34035. * - Only PBR materials are supported.
  34036. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34037. * into your app and init the uniforms/textures.
  34038. *
  34039. * ```js
  34040. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34041. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34042. *
  34043. * const intensity = 1; const width = 10; const height = 10;
  34044. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34045. * rectLight.position.set( 5, 5, 0 );
  34046. * rectLight.lookAt( 0, 0, 0 );
  34047. * scene.add( rectLight )
  34048. * ```
  34049. *
  34050. * @augments Light
  34051. */
  34052. class RectAreaLight extends Light {
  34053. /**
  34054. * Constructs a new area light.
  34055. *
  34056. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34057. * @param {number} [intensity=1] - The light's strength/intensity.
  34058. * @param {number} [width=10] - The width of the light.
  34059. * @param {number} [height=10] - The height of the light.
  34060. */
  34061. constructor( color, intensity, width = 10, height = 10 ) {
  34062. super( color, intensity );
  34063. /**
  34064. * This flag can be used for type testing.
  34065. *
  34066. * @type {boolean}
  34067. * @readonly
  34068. * @default true
  34069. */
  34070. this.isRectAreaLight = true;
  34071. this.type = 'RectAreaLight';
  34072. /**
  34073. * The width of the light.
  34074. *
  34075. * @type {number}
  34076. * @default 10
  34077. */
  34078. this.width = width;
  34079. /**
  34080. * The height of the light.
  34081. *
  34082. * @type {number}
  34083. * @default 10
  34084. */
  34085. this.height = height;
  34086. }
  34087. /**
  34088. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34089. * Changing the power will also change the light's intensity.
  34090. *
  34091. * @type {number}
  34092. */
  34093. get power() {
  34094. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34095. return this.intensity * this.width * this.height * Math.PI;
  34096. }
  34097. set power( power ) {
  34098. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34099. this.intensity = power / ( this.width * this.height * Math.PI );
  34100. }
  34101. copy( source ) {
  34102. super.copy( source );
  34103. this.width = source.width;
  34104. this.height = source.height;
  34105. return this;
  34106. }
  34107. toJSON( meta ) {
  34108. const data = super.toJSON( meta );
  34109. data.object.width = this.width;
  34110. data.object.height = this.height;
  34111. return data;
  34112. }
  34113. }
  34114. /**
  34115. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34116. * to encode lighting information.
  34117. *
  34118. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34119. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34120. */
  34121. class SphericalHarmonics3 {
  34122. /**
  34123. * Constructs a new spherical harmonics.
  34124. */
  34125. constructor() {
  34126. /**
  34127. * This flag can be used for type testing.
  34128. *
  34129. * @type {boolean}
  34130. * @readonly
  34131. * @default true
  34132. */
  34133. this.isSphericalHarmonics3 = true;
  34134. /**
  34135. * An array holding the (9) SH coefficients.
  34136. *
  34137. * @type {Array<Vector3>}
  34138. */
  34139. this.coefficients = [];
  34140. for ( let i = 0; i < 9; i ++ ) {
  34141. this.coefficients.push( new Vector3() );
  34142. }
  34143. }
  34144. /**
  34145. * Sets the given SH coefficients to this instance by copying
  34146. * the values.
  34147. *
  34148. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34149. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34150. */
  34151. set( coefficients ) {
  34152. for ( let i = 0; i < 9; i ++ ) {
  34153. this.coefficients[ i ].copy( coefficients[ i ] );
  34154. }
  34155. return this;
  34156. }
  34157. /**
  34158. * Sets all SH coefficients to `0`.
  34159. *
  34160. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34161. */
  34162. zero() {
  34163. for ( let i = 0; i < 9; i ++ ) {
  34164. this.coefficients[ i ].set( 0, 0, 0 );
  34165. }
  34166. return this;
  34167. }
  34168. /**
  34169. * Returns the radiance in the direction of the given normal.
  34170. *
  34171. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34172. * @param {Vector3} target - The target vector that is used to store the method's result.
  34173. * @return {Vector3} The radiance.
  34174. */
  34175. getAt( normal, target ) {
  34176. // normal is assumed to be unit length
  34177. const x = normal.x, y = normal.y, z = normal.z;
  34178. const coeff = this.coefficients;
  34179. // band 0
  34180. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34181. // band 1
  34182. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34183. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34184. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34185. // band 2
  34186. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34187. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34188. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34189. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34190. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34191. return target;
  34192. }
  34193. /**
  34194. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34195. * direction of the given normal.
  34196. *
  34197. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34198. * @param {Vector3} target - The target vector that is used to store the method's result.
  34199. * @return {Vector3} The irradiance.
  34200. */
  34201. getIrradianceAt( normal, target ) {
  34202. // normal is assumed to be unit length
  34203. const x = normal.x, y = normal.y, z = normal.z;
  34204. const coeff = this.coefficients;
  34205. // band 0
  34206. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34207. // band 1
  34208. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34209. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34210. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34211. // band 2
  34212. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34213. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34214. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34215. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34216. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34217. return target;
  34218. }
  34219. /**
  34220. * Adds the given SH to this instance.
  34221. *
  34222. * @param {SphericalHarmonics3} sh - The SH to add.
  34223. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34224. */
  34225. add( sh ) {
  34226. for ( let i = 0; i < 9; i ++ ) {
  34227. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34228. }
  34229. return this;
  34230. }
  34231. /**
  34232. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34233. * {@link SphericalHarmonics3#scale} at once.
  34234. *
  34235. * @param {SphericalHarmonics3} sh - The SH to add.
  34236. * @param {number} s - The scale factor.
  34237. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34238. */
  34239. addScaledSH( sh, s ) {
  34240. for ( let i = 0; i < 9; i ++ ) {
  34241. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34242. }
  34243. return this;
  34244. }
  34245. /**
  34246. * Scales this SH by the given scale factor.
  34247. *
  34248. * @param {number} s - The scale factor.
  34249. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34250. */
  34251. scale( s ) {
  34252. for ( let i = 0; i < 9; i ++ ) {
  34253. this.coefficients[ i ].multiplyScalar( s );
  34254. }
  34255. return this;
  34256. }
  34257. /**
  34258. * Linear interpolates between the given SH and this instance by the given
  34259. * alpha factor.
  34260. *
  34261. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34262. * @param {number} alpha - The alpha factor.
  34263. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34264. */
  34265. lerp( sh, alpha ) {
  34266. for ( let i = 0; i < 9; i ++ ) {
  34267. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34268. }
  34269. return this;
  34270. }
  34271. /**
  34272. * Returns `true` if this spherical harmonics is equal with the given one.
  34273. *
  34274. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34275. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34276. */
  34277. equals( sh ) {
  34278. for ( let i = 0; i < 9; i ++ ) {
  34279. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34280. return false;
  34281. }
  34282. }
  34283. return true;
  34284. }
  34285. /**
  34286. * Copies the values of the given spherical harmonics to this instance.
  34287. *
  34288. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34289. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34290. */
  34291. copy( sh ) {
  34292. return this.set( sh.coefficients );
  34293. }
  34294. /**
  34295. * Returns a new spherical harmonics with copied values from this instance.
  34296. *
  34297. * @return {SphericalHarmonics3} A clone of this instance.
  34298. */
  34299. clone() {
  34300. return new this.constructor().copy( this );
  34301. }
  34302. /**
  34303. * Sets the SH coefficients of this instance from the given array.
  34304. *
  34305. * @param {Array<number>} array - An array holding the SH coefficients.
  34306. * @param {number} [offset=0] - The array offset where to start copying.
  34307. * @return {SphericalHarmonics3} A clone of this instance.
  34308. */
  34309. fromArray( array, offset = 0 ) {
  34310. const coefficients = this.coefficients;
  34311. for ( let i = 0; i < 9; i ++ ) {
  34312. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34313. }
  34314. return this;
  34315. }
  34316. /**
  34317. * Returns an array with the SH coefficients, or copies them into the provided
  34318. * array. The coefficients are represented as numbers.
  34319. *
  34320. * @param {Array<number>} [array=[]] - The target array.
  34321. * @param {number} [offset=0] - The array offset where to start copying.
  34322. * @return {Array<number>} An array with flat SH coefficients.
  34323. */
  34324. toArray( array = [], offset = 0 ) {
  34325. const coefficients = this.coefficients;
  34326. for ( let i = 0; i < 9; i ++ ) {
  34327. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34328. }
  34329. return array;
  34330. }
  34331. /**
  34332. * Computes the SH basis for the given normal vector.
  34333. *
  34334. * @param {Vector3} normal - The normal.
  34335. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34336. */
  34337. static getBasisAt( normal, shBasis ) {
  34338. // normal is assumed to be unit length
  34339. const x = normal.x, y = normal.y, z = normal.z;
  34340. // band 0
  34341. shBasis[ 0 ] = 0.282095;
  34342. // band 1
  34343. shBasis[ 1 ] = 0.488603 * y;
  34344. shBasis[ 2 ] = 0.488603 * z;
  34345. shBasis[ 3 ] = 0.488603 * x;
  34346. // band 2
  34347. shBasis[ 4 ] = 1.092548 * x * y;
  34348. shBasis[ 5 ] = 1.092548 * y * z;
  34349. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34350. shBasis[ 7 ] = 1.092548 * x * z;
  34351. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34352. }
  34353. }
  34354. /**
  34355. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34356. * classical light sources (e.g. directional, point or spot lights), light
  34357. * probes do not emit light. Instead they store information about light
  34358. * passing through 3D space. During rendering, the light that hits a 3D
  34359. * object is approximated by using the data from the light probe.
  34360. *
  34361. * Light probes are usually created from (radiance) environment maps. The
  34362. * class {@link LightProbeGenerator} can be used to create light probes from
  34363. * cube textures or render targets. However, light estimation data could also
  34364. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34365. * augmented reality content that reacts to real world lighting.
  34366. *
  34367. * The current probe implementation in three.js supports so-called diffuse
  34368. * light probes. This type of light probe is functionally equivalent to an
  34369. * irradiance environment map.
  34370. *
  34371. * @augments Light
  34372. */
  34373. class LightProbe extends Light {
  34374. /**
  34375. * Constructs a new light probe.
  34376. *
  34377. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34378. * @param {number} [intensity=1] - The light's strength/intensity.
  34379. */
  34380. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34381. super( undefined, intensity );
  34382. /**
  34383. * This flag can be used for type testing.
  34384. *
  34385. * @type {boolean}
  34386. * @readonly
  34387. * @default true
  34388. */
  34389. this.isLightProbe = true;
  34390. /**
  34391. * A light probe uses spherical harmonics to encode lighting information.
  34392. *
  34393. * @type {SphericalHarmonics3}
  34394. */
  34395. this.sh = sh;
  34396. }
  34397. copy( source ) {
  34398. super.copy( source );
  34399. this.sh.copy( source.sh );
  34400. return this;
  34401. }
  34402. /**
  34403. * Deserializes the light prove from the given JSON.
  34404. *
  34405. * @param {Object} json - The JSON holding the serialized light probe.
  34406. * @return {LightProbe} A reference to this light probe.
  34407. */
  34408. fromJSON( json ) {
  34409. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34410. this.sh.fromArray( json.sh );
  34411. return this;
  34412. }
  34413. toJSON( meta ) {
  34414. const data = super.toJSON( meta );
  34415. data.object.sh = this.sh.toArray();
  34416. return data;
  34417. }
  34418. }
  34419. /**
  34420. * Class for loading geometries. The files are internally
  34421. * loaded via {@link FileLoader}.
  34422. *
  34423. * ```js
  34424. * const loader = new THREE.MaterialLoader();
  34425. * const material = await loader.loadAsync( 'material.json' );
  34426. * ```
  34427. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34428. *
  34429. * @augments Loader
  34430. */
  34431. class MaterialLoader extends Loader {
  34432. /**
  34433. * Constructs a new material loader.
  34434. *
  34435. * @param {LoadingManager} [manager] - The loading manager.
  34436. */
  34437. constructor( manager ) {
  34438. super( manager );
  34439. /**
  34440. * A dictionary holding textures used by the material.
  34441. *
  34442. * @type {Object<string,Texture>}
  34443. */
  34444. this.textures = {};
  34445. }
  34446. /**
  34447. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34448. *
  34449. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34450. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34451. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34452. * @param {onErrorCallback} onError - Executed when errors occur.
  34453. */
  34454. load( url, onLoad, onProgress, onError ) {
  34455. const scope = this;
  34456. const loader = new FileLoader( scope.manager );
  34457. loader.setPath( scope.path );
  34458. loader.setRequestHeader( scope.requestHeader );
  34459. loader.setWithCredentials( scope.withCredentials );
  34460. loader.load( url, function ( text ) {
  34461. try {
  34462. onLoad( scope.parse( JSON.parse( text ) ) );
  34463. } catch ( e ) {
  34464. if ( onError ) {
  34465. onError( e );
  34466. } else {
  34467. error( e );
  34468. }
  34469. scope.manager.itemError( url );
  34470. }
  34471. }, onProgress, onError );
  34472. }
  34473. /**
  34474. * Parses the given JSON object and returns a material.
  34475. *
  34476. * @param {Object} json - The serialized material.
  34477. * @return {Material} The parsed material.
  34478. */
  34479. parse( json ) {
  34480. const textures = this.textures;
  34481. function getTexture( name ) {
  34482. if ( textures[ name ] === undefined ) {
  34483. warn( 'MaterialLoader: Undefined texture', name );
  34484. }
  34485. return textures[ name ];
  34486. }
  34487. const material = this.createMaterialFromType( json.type );
  34488. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34489. if ( json.name !== undefined ) material.name = json.name;
  34490. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34491. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34492. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34493. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34494. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34495. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34496. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34497. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34498. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34499. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34500. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34501. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34502. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34503. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34504. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34505. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34506. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34507. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34508. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34509. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34510. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34511. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34512. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34513. if ( json.fog !== undefined ) material.fog = json.fog;
  34514. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34515. if ( json.blending !== undefined ) material.blending = json.blending;
  34516. if ( json.combine !== undefined ) material.combine = json.combine;
  34517. if ( json.side !== undefined ) material.side = json.side;
  34518. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34519. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34520. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34521. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34522. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34523. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34524. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34525. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34526. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34527. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34528. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34529. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34530. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34531. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34532. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34533. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34534. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34535. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34536. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34537. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34538. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34539. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34540. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34541. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34542. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34543. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34544. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34545. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34546. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34547. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34548. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34549. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34550. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34551. if ( json.scale !== undefined ) material.scale = json.scale;
  34552. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34553. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34554. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34555. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34556. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34557. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34558. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34559. if ( json.visible !== undefined ) material.visible = json.visible;
  34560. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34561. if ( json.userData !== undefined ) material.userData = json.userData;
  34562. if ( json.vertexColors !== undefined ) {
  34563. if ( typeof json.vertexColors === 'number' ) {
  34564. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34565. } else {
  34566. material.vertexColors = json.vertexColors;
  34567. }
  34568. }
  34569. // Shader Material
  34570. if ( json.uniforms !== undefined ) {
  34571. for ( const name in json.uniforms ) {
  34572. const uniform = json.uniforms[ name ];
  34573. material.uniforms[ name ] = {};
  34574. switch ( uniform.type ) {
  34575. case 't':
  34576. material.uniforms[ name ].value = getTexture( uniform.value );
  34577. break;
  34578. case 'c':
  34579. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34580. break;
  34581. case 'v2':
  34582. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34583. break;
  34584. case 'v3':
  34585. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34586. break;
  34587. case 'v4':
  34588. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34589. break;
  34590. case 'm3':
  34591. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34592. break;
  34593. case 'm4':
  34594. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34595. break;
  34596. default:
  34597. material.uniforms[ name ].value = uniform.value;
  34598. }
  34599. }
  34600. }
  34601. if ( json.defines !== undefined ) material.defines = json.defines;
  34602. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34603. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34604. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34605. if ( json.extensions !== undefined ) {
  34606. for ( const key in json.extensions ) {
  34607. material.extensions[ key ] = json.extensions[ key ];
  34608. }
  34609. }
  34610. if ( json.lights !== undefined ) material.lights = json.lights;
  34611. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34612. // for PointsMaterial
  34613. if ( json.size !== undefined ) material.size = json.size;
  34614. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34615. // maps
  34616. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34617. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34618. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34619. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34620. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34621. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34622. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34623. if ( json.normalScale !== undefined ) {
  34624. let normalScale = json.normalScale;
  34625. if ( Array.isArray( normalScale ) === false ) {
  34626. // Blender exporter used to export a scalar. See #7459
  34627. normalScale = [ normalScale, normalScale ];
  34628. }
  34629. material.normalScale = new Vector2().fromArray( normalScale );
  34630. }
  34631. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34632. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34633. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34634. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34635. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34636. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34637. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34638. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34639. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34640. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34641. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34642. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34643. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34644. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34645. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34646. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34647. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34648. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34649. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34650. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34651. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34652. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34653. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34654. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34655. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34656. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34657. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34658. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34659. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34660. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34661. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34662. return material;
  34663. }
  34664. /**
  34665. * Textures are not embedded in the material JSON so they have
  34666. * to be injected before the loading process starts.
  34667. *
  34668. * @param {Object} value - A dictionary holding textures for material properties.
  34669. * @return {MaterialLoader} A reference to this material loader.
  34670. */
  34671. setTextures( value ) {
  34672. this.textures = value;
  34673. return this;
  34674. }
  34675. /**
  34676. * Creates a material for the given type.
  34677. *
  34678. * @param {string} type - The material type.
  34679. * @return {Material} The new material.
  34680. */
  34681. createMaterialFromType( type ) {
  34682. return MaterialLoader.createMaterialFromType( type );
  34683. }
  34684. /**
  34685. * Creates a material for the given type.
  34686. *
  34687. * @static
  34688. * @param {string} type - The material type.
  34689. * @return {Material} The new material.
  34690. */
  34691. static createMaterialFromType( type ) {
  34692. const materialLib = {
  34693. ShadowMaterial,
  34694. SpriteMaterial,
  34695. RawShaderMaterial,
  34696. ShaderMaterial,
  34697. PointsMaterial,
  34698. MeshPhysicalMaterial,
  34699. MeshStandardMaterial,
  34700. MeshPhongMaterial,
  34701. MeshToonMaterial,
  34702. MeshNormalMaterial,
  34703. MeshLambertMaterial,
  34704. MeshDepthMaterial,
  34705. MeshDistanceMaterial,
  34706. MeshBasicMaterial,
  34707. MeshMatcapMaterial,
  34708. LineDashedMaterial,
  34709. LineBasicMaterial,
  34710. Material
  34711. };
  34712. return new materialLib[ type ]();
  34713. }
  34714. }
  34715. /**
  34716. * A class with loader utility functions.
  34717. */
  34718. class LoaderUtils {
  34719. /**
  34720. * Extracts the base URL from the given URL.
  34721. *
  34722. * @param {string} url -The URL to extract the base URL from.
  34723. * @return {string} The extracted base URL.
  34724. */
  34725. static extractUrlBase( url ) {
  34726. const index = url.lastIndexOf( '/' );
  34727. if ( index === -1 ) return './';
  34728. return url.slice( 0, index + 1 );
  34729. }
  34730. /**
  34731. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34732. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34733. * string.
  34734. *
  34735. * @param {string} url -The URL to resolve.
  34736. * @param {string} path - The base path for relative URLs to be resolved against.
  34737. * @return {string} The resolved URL.
  34738. */
  34739. static resolveURL( url, path ) {
  34740. // Invalid URL
  34741. if ( typeof url !== 'string' || url === '' ) return '';
  34742. // Host Relative URL
  34743. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34744. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34745. }
  34746. // Absolute URL http://,https://,//
  34747. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34748. // Data URI
  34749. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34750. // Blob URL
  34751. if ( /^blob:.*$/i.test( url ) ) return url;
  34752. // Relative URL
  34753. return path + url;
  34754. }
  34755. }
  34756. /**
  34757. * An instanced version of a geometry.
  34758. */
  34759. class InstancedBufferGeometry extends BufferGeometry {
  34760. /**
  34761. * Constructs a new instanced buffer geometry.
  34762. */
  34763. constructor() {
  34764. super();
  34765. /**
  34766. * This flag can be used for type testing.
  34767. *
  34768. * @type {boolean}
  34769. * @readonly
  34770. * @default true
  34771. */
  34772. this.isInstancedBufferGeometry = true;
  34773. this.type = 'InstancedBufferGeometry';
  34774. /**
  34775. * The instance count.
  34776. *
  34777. * @type {number}
  34778. * @default Infinity
  34779. */
  34780. this.instanceCount = Infinity;
  34781. }
  34782. copy( source ) {
  34783. super.copy( source );
  34784. this.instanceCount = source.instanceCount;
  34785. return this;
  34786. }
  34787. toJSON() {
  34788. const data = super.toJSON();
  34789. data.instanceCount = this.instanceCount;
  34790. data.isInstancedBufferGeometry = true;
  34791. return data;
  34792. }
  34793. }
  34794. /**
  34795. * Class for loading geometries. The files are internally
  34796. * loaded via {@link FileLoader}.
  34797. *
  34798. * ```js
  34799. * const loader = new THREE.BufferGeometryLoader();
  34800. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34801. *
  34802. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34803. * const object = new THREE.Mesh( geometry, material );
  34804. * scene.add( object );
  34805. * ```
  34806. *
  34807. * @augments Loader
  34808. */
  34809. class BufferGeometryLoader extends Loader {
  34810. /**
  34811. * Constructs a new geometry loader.
  34812. *
  34813. * @param {LoadingManager} [manager] - The loading manager.
  34814. */
  34815. constructor( manager ) {
  34816. super( manager );
  34817. }
  34818. /**
  34819. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34820. *
  34821. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34822. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34823. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34824. * @param {onErrorCallback} onError - Executed when errors occur.
  34825. */
  34826. load( url, onLoad, onProgress, onError ) {
  34827. const scope = this;
  34828. const loader = new FileLoader( scope.manager );
  34829. loader.setPath( scope.path );
  34830. loader.setRequestHeader( scope.requestHeader );
  34831. loader.setWithCredentials( scope.withCredentials );
  34832. loader.load( url, function ( text ) {
  34833. try {
  34834. onLoad( scope.parse( JSON.parse( text ) ) );
  34835. } catch ( e ) {
  34836. if ( onError ) {
  34837. onError( e );
  34838. } else {
  34839. error( e );
  34840. }
  34841. scope.manager.itemError( url );
  34842. }
  34843. }, onProgress, onError );
  34844. }
  34845. /**
  34846. * Parses the given JSON object and returns a geometry.
  34847. *
  34848. * @param {Object} json - The serialized geometry.
  34849. * @return {BufferGeometry} The parsed geometry.
  34850. */
  34851. parse( json ) {
  34852. const interleavedBufferMap = {};
  34853. const arrayBufferMap = {};
  34854. function getInterleavedBuffer( json, uuid ) {
  34855. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34856. const interleavedBuffers = json.interleavedBuffers;
  34857. const interleavedBuffer = interleavedBuffers[ uuid ];
  34858. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34859. const array = getTypedArray( interleavedBuffer.type, buffer );
  34860. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34861. ib.uuid = interleavedBuffer.uuid;
  34862. interleavedBufferMap[ uuid ] = ib;
  34863. return ib;
  34864. }
  34865. function getArrayBuffer( json, uuid ) {
  34866. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34867. const arrayBuffers = json.arrayBuffers;
  34868. const arrayBuffer = arrayBuffers[ uuid ];
  34869. const ab = new Uint32Array( arrayBuffer ).buffer;
  34870. arrayBufferMap[ uuid ] = ab;
  34871. return ab;
  34872. }
  34873. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34874. const index = json.data.index;
  34875. if ( index !== undefined ) {
  34876. const typedArray = getTypedArray( index.type, index.array );
  34877. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34878. }
  34879. const attributes = json.data.attributes;
  34880. for ( const key in attributes ) {
  34881. const attribute = attributes[ key ];
  34882. let bufferAttribute;
  34883. if ( attribute.isInterleavedBufferAttribute ) {
  34884. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34885. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34886. } else {
  34887. const typedArray = getTypedArray( attribute.type, attribute.array );
  34888. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34889. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34890. }
  34891. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34892. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34893. geometry.setAttribute( key, bufferAttribute );
  34894. }
  34895. const morphAttributes = json.data.morphAttributes;
  34896. if ( morphAttributes ) {
  34897. for ( const key in morphAttributes ) {
  34898. const attributeArray = morphAttributes[ key ];
  34899. const array = [];
  34900. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34901. const attribute = attributeArray[ i ];
  34902. let bufferAttribute;
  34903. if ( attribute.isInterleavedBufferAttribute ) {
  34904. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34905. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34906. } else {
  34907. const typedArray = getTypedArray( attribute.type, attribute.array );
  34908. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34909. }
  34910. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34911. array.push( bufferAttribute );
  34912. }
  34913. geometry.morphAttributes[ key ] = array;
  34914. }
  34915. }
  34916. const morphTargetsRelative = json.data.morphTargetsRelative;
  34917. if ( morphTargetsRelative ) {
  34918. geometry.morphTargetsRelative = true;
  34919. }
  34920. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34921. if ( groups !== undefined ) {
  34922. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34923. const group = groups[ i ];
  34924. geometry.addGroup( group.start, group.count, group.materialIndex );
  34925. }
  34926. }
  34927. const boundingSphere = json.data.boundingSphere;
  34928. if ( boundingSphere !== undefined ) {
  34929. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  34930. }
  34931. if ( json.name ) geometry.name = json.name;
  34932. if ( json.userData ) geometry.userData = json.userData;
  34933. return geometry;
  34934. }
  34935. }
  34936. /**
  34937. * A loader for loading a JSON resource in the [JSON Object/Scene format]{@link https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4}.
  34938. * The files are internally loaded via {@link FileLoader}.
  34939. *
  34940. * ```js
  34941. * const loader = new THREE.ObjectLoader();
  34942. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34943. * scene.add( obj );
  34944. *
  34945. * // Alternatively, to parse a previously loaded JSON structure
  34946. * const object = await loader.parseAsync( a_json_object );
  34947. * scene.add( object );
  34948. * ```
  34949. *
  34950. * @augments Loader
  34951. */
  34952. class ObjectLoader extends Loader {
  34953. /**
  34954. * Constructs a new object loader.
  34955. *
  34956. * @param {LoadingManager} [manager] - The loading manager.
  34957. */
  34958. constructor( manager ) {
  34959. super( manager );
  34960. }
  34961. /**
  34962. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34963. *
  34964. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34965. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  34966. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34967. * @param {onErrorCallback} onError - Executed when errors occur.
  34968. */
  34969. load( url, onLoad, onProgress, onError ) {
  34970. const scope = this;
  34971. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34972. this.resourcePath = this.resourcePath || path;
  34973. const loader = new FileLoader( this.manager );
  34974. loader.setPath( this.path );
  34975. loader.setRequestHeader( this.requestHeader );
  34976. loader.setWithCredentials( this.withCredentials );
  34977. loader.load( url, function ( text ) {
  34978. let json = null;
  34979. try {
  34980. json = JSON.parse( text );
  34981. } catch ( error ) {
  34982. if ( onError !== undefined ) onError( error );
  34983. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  34984. return;
  34985. }
  34986. const metadata = json.metadata;
  34987. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34988. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  34989. error( 'ObjectLoader: Can\'t load ' + url );
  34990. return;
  34991. }
  34992. scope.parse( json, onLoad );
  34993. }, onProgress, onError );
  34994. }
  34995. /**
  34996. * Async version of {@link ObjectLoader#load}.
  34997. *
  34998. * @async
  34999. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35000. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35001. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  35002. */
  35003. async loadAsync( url, onProgress ) {
  35004. const scope = this;
  35005. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  35006. this.resourcePath = this.resourcePath || path;
  35007. const loader = new FileLoader( this.manager );
  35008. loader.setPath( this.path );
  35009. loader.setRequestHeader( this.requestHeader );
  35010. loader.setWithCredentials( this.withCredentials );
  35011. const text = await loader.loadAsync( url, onProgress );
  35012. const json = JSON.parse( text );
  35013. const metadata = json.metadata;
  35014. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  35015. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  35016. }
  35017. return await scope.parseAsync( json );
  35018. }
  35019. /**
  35020. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  35021. * but can also be used directly to parse a previously loaded JSON structure.
  35022. *
  35023. * @param {Object} json - The serialized 3D object.
  35024. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  35025. * @return {Object3D} The parsed 3D object.
  35026. */
  35027. parse( json, onLoad ) {
  35028. const animations = this.parseAnimations( json.animations );
  35029. const shapes = this.parseShapes( json.shapes );
  35030. const geometries = this.parseGeometries( json.geometries, shapes );
  35031. const images = this.parseImages( json.images, function () {
  35032. if ( onLoad !== undefined ) onLoad( object );
  35033. } );
  35034. const textures = this.parseTextures( json.textures, images );
  35035. const materials = this.parseMaterials( json.materials, textures );
  35036. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35037. const skeletons = this.parseSkeletons( json.skeletons, object );
  35038. this.bindSkeletons( object, skeletons );
  35039. this.bindLightTargets( object );
  35040. //
  35041. if ( onLoad !== undefined ) {
  35042. let hasImages = false;
  35043. for ( const uuid in images ) {
  35044. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35045. hasImages = true;
  35046. break;
  35047. }
  35048. }
  35049. if ( hasImages === false ) onLoad( object );
  35050. }
  35051. return object;
  35052. }
  35053. /**
  35054. * Async version of {@link ObjectLoader#parse}.
  35055. *
  35056. * @param {Object} json - The serialized 3D object.
  35057. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35058. */
  35059. async parseAsync( json ) {
  35060. const animations = this.parseAnimations( json.animations );
  35061. const shapes = this.parseShapes( json.shapes );
  35062. const geometries = this.parseGeometries( json.geometries, shapes );
  35063. const images = await this.parseImagesAsync( json.images );
  35064. const textures = this.parseTextures( json.textures, images );
  35065. const materials = this.parseMaterials( json.materials, textures );
  35066. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35067. const skeletons = this.parseSkeletons( json.skeletons, object );
  35068. this.bindSkeletons( object, skeletons );
  35069. this.bindLightTargets( object );
  35070. return object;
  35071. }
  35072. // internals
  35073. parseShapes( json ) {
  35074. const shapes = {};
  35075. if ( json !== undefined ) {
  35076. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35077. const shape = new Shape().fromJSON( json[ i ] );
  35078. shapes[ shape.uuid ] = shape;
  35079. }
  35080. }
  35081. return shapes;
  35082. }
  35083. parseSkeletons( json, object ) {
  35084. const skeletons = {};
  35085. const bones = {};
  35086. // generate bone lookup table
  35087. object.traverse( function ( child ) {
  35088. if ( child.isBone ) bones[ child.uuid ] = child;
  35089. } );
  35090. // create skeletons
  35091. if ( json !== undefined ) {
  35092. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35093. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35094. skeletons[ skeleton.uuid ] = skeleton;
  35095. }
  35096. }
  35097. return skeletons;
  35098. }
  35099. parseGeometries( json, shapes ) {
  35100. const geometries = {};
  35101. if ( json !== undefined ) {
  35102. const bufferGeometryLoader = new BufferGeometryLoader();
  35103. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35104. let geometry;
  35105. const data = json[ i ];
  35106. switch ( data.type ) {
  35107. case 'BufferGeometry':
  35108. case 'InstancedBufferGeometry':
  35109. geometry = bufferGeometryLoader.parse( data );
  35110. break;
  35111. default:
  35112. if ( data.type in Geometries ) {
  35113. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35114. } else {
  35115. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35116. }
  35117. }
  35118. geometry.uuid = data.uuid;
  35119. if ( data.name !== undefined ) geometry.name = data.name;
  35120. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35121. geometries[ data.uuid ] = geometry;
  35122. }
  35123. }
  35124. return geometries;
  35125. }
  35126. parseMaterials( json, textures ) {
  35127. const cache = {}; // MultiMaterial
  35128. const materials = {};
  35129. if ( json !== undefined ) {
  35130. const loader = new MaterialLoader();
  35131. loader.setTextures( textures );
  35132. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35133. const data = json[ i ];
  35134. if ( cache[ data.uuid ] === undefined ) {
  35135. cache[ data.uuid ] = loader.parse( data );
  35136. }
  35137. materials[ data.uuid ] = cache[ data.uuid ];
  35138. }
  35139. }
  35140. return materials;
  35141. }
  35142. parseAnimations( json ) {
  35143. const animations = {};
  35144. if ( json !== undefined ) {
  35145. for ( let i = 0; i < json.length; i ++ ) {
  35146. const data = json[ i ];
  35147. const clip = AnimationClip.parse( data );
  35148. animations[ clip.uuid ] = clip;
  35149. }
  35150. }
  35151. return animations;
  35152. }
  35153. parseImages( json, onLoad ) {
  35154. const scope = this;
  35155. const images = {};
  35156. let loader;
  35157. function loadImage( url ) {
  35158. scope.manager.itemStart( url );
  35159. return loader.load( url, function () {
  35160. scope.manager.itemEnd( url );
  35161. }, undefined, function () {
  35162. scope.manager.itemError( url );
  35163. scope.manager.itemEnd( url );
  35164. } );
  35165. }
  35166. function deserializeImage( image ) {
  35167. if ( typeof image === 'string' ) {
  35168. const url = image;
  35169. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35170. return loadImage( path );
  35171. } else {
  35172. if ( image.data ) {
  35173. return {
  35174. data: getTypedArray( image.type, image.data ),
  35175. width: image.width,
  35176. height: image.height
  35177. };
  35178. } else {
  35179. return null;
  35180. }
  35181. }
  35182. }
  35183. if ( json !== undefined && json.length > 0 ) {
  35184. const manager = new LoadingManager( onLoad );
  35185. loader = new ImageLoader( manager );
  35186. loader.setCrossOrigin( this.crossOrigin );
  35187. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35188. const image = json[ i ];
  35189. const url = image.url;
  35190. if ( Array.isArray( url ) ) {
  35191. // load array of images e.g CubeTexture
  35192. const imageArray = [];
  35193. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35194. const currentUrl = url[ j ];
  35195. const deserializedImage = deserializeImage( currentUrl );
  35196. if ( deserializedImage !== null ) {
  35197. if ( deserializedImage instanceof HTMLImageElement ) {
  35198. imageArray.push( deserializedImage );
  35199. } else {
  35200. // special case: handle array of data textures for cube textures
  35201. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35202. }
  35203. }
  35204. }
  35205. images[ image.uuid ] = new Source( imageArray );
  35206. } else {
  35207. // load single image
  35208. const deserializedImage = deserializeImage( image.url );
  35209. images[ image.uuid ] = new Source( deserializedImage );
  35210. }
  35211. }
  35212. }
  35213. return images;
  35214. }
  35215. async parseImagesAsync( json ) {
  35216. const scope = this;
  35217. const images = {};
  35218. let loader;
  35219. async function deserializeImage( image ) {
  35220. if ( typeof image === 'string' ) {
  35221. const url = image;
  35222. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35223. return await loader.loadAsync( path );
  35224. } else {
  35225. if ( image.data ) {
  35226. return {
  35227. data: getTypedArray( image.type, image.data ),
  35228. width: image.width,
  35229. height: image.height
  35230. };
  35231. } else {
  35232. return null;
  35233. }
  35234. }
  35235. }
  35236. if ( json !== undefined && json.length > 0 ) {
  35237. loader = new ImageLoader( this.manager );
  35238. loader.setCrossOrigin( this.crossOrigin );
  35239. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35240. const image = json[ i ];
  35241. const url = image.url;
  35242. if ( Array.isArray( url ) ) {
  35243. // load array of images e.g CubeTexture
  35244. const imageArray = [];
  35245. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35246. const currentUrl = url[ j ];
  35247. const deserializedImage = await deserializeImage( currentUrl );
  35248. if ( deserializedImage !== null ) {
  35249. if ( deserializedImage instanceof HTMLImageElement ) {
  35250. imageArray.push( deserializedImage );
  35251. } else {
  35252. // special case: handle array of data textures for cube textures
  35253. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35254. }
  35255. }
  35256. }
  35257. images[ image.uuid ] = new Source( imageArray );
  35258. } else {
  35259. // load single image
  35260. const deserializedImage = await deserializeImage( image.url );
  35261. images[ image.uuid ] = new Source( deserializedImage );
  35262. }
  35263. }
  35264. }
  35265. return images;
  35266. }
  35267. parseTextures( json, images ) {
  35268. function parseConstant( value, type ) {
  35269. if ( typeof value === 'number' ) return value;
  35270. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35271. return type[ value ];
  35272. }
  35273. const textures = {};
  35274. if ( json !== undefined ) {
  35275. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35276. const data = json[ i ];
  35277. if ( data.image === undefined ) {
  35278. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35279. }
  35280. if ( images[ data.image ] === undefined ) {
  35281. warn( 'ObjectLoader: Undefined image', data.image );
  35282. }
  35283. const source = images[ data.image ];
  35284. const image = source.data;
  35285. let texture;
  35286. if ( Array.isArray( image ) ) {
  35287. texture = new CubeTexture();
  35288. if ( image.length === 6 ) texture.needsUpdate = true;
  35289. } else {
  35290. if ( image && image.data ) {
  35291. texture = new DataTexture();
  35292. } else {
  35293. texture = new Texture();
  35294. }
  35295. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35296. }
  35297. texture.source = source;
  35298. texture.uuid = data.uuid;
  35299. if ( data.name !== undefined ) texture.name = data.name;
  35300. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35301. if ( data.channel !== undefined ) texture.channel = data.channel;
  35302. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35303. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35304. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35305. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35306. if ( data.wrap !== undefined ) {
  35307. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35308. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35309. }
  35310. if ( data.format !== undefined ) texture.format = data.format;
  35311. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35312. if ( data.type !== undefined ) texture.type = data.type;
  35313. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35314. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35315. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35316. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35317. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35318. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35319. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35320. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35321. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35322. if ( data.userData !== undefined ) texture.userData = data.userData;
  35323. textures[ data.uuid ] = texture;
  35324. }
  35325. }
  35326. return textures;
  35327. }
  35328. parseObject( data, geometries, materials, textures, animations ) {
  35329. let object;
  35330. function getGeometry( name ) {
  35331. if ( geometries[ name ] === undefined ) {
  35332. warn( 'ObjectLoader: Undefined geometry', name );
  35333. }
  35334. return geometries[ name ];
  35335. }
  35336. function getMaterial( name ) {
  35337. if ( name === undefined ) return undefined;
  35338. if ( Array.isArray( name ) ) {
  35339. const array = [];
  35340. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35341. const uuid = name[ i ];
  35342. if ( materials[ uuid ] === undefined ) {
  35343. warn( 'ObjectLoader: Undefined material', uuid );
  35344. }
  35345. array.push( materials[ uuid ] );
  35346. }
  35347. return array;
  35348. }
  35349. if ( materials[ name ] === undefined ) {
  35350. warn( 'ObjectLoader: Undefined material', name );
  35351. }
  35352. return materials[ name ];
  35353. }
  35354. function getTexture( uuid ) {
  35355. if ( textures[ uuid ] === undefined ) {
  35356. warn( 'ObjectLoader: Undefined texture', uuid );
  35357. }
  35358. return textures[ uuid ];
  35359. }
  35360. let geometry, material;
  35361. switch ( data.type ) {
  35362. case 'Scene':
  35363. object = new Scene();
  35364. if ( data.background !== undefined ) {
  35365. if ( Number.isInteger( data.background ) ) {
  35366. object.background = new Color( data.background );
  35367. } else {
  35368. object.background = getTexture( data.background );
  35369. }
  35370. }
  35371. if ( data.environment !== undefined ) {
  35372. object.environment = getTexture( data.environment );
  35373. }
  35374. if ( data.fog !== undefined ) {
  35375. if ( data.fog.type === 'Fog' ) {
  35376. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35377. } else if ( data.fog.type === 'FogExp2' ) {
  35378. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35379. }
  35380. if ( data.fog.name !== '' ) {
  35381. object.fog.name = data.fog.name;
  35382. }
  35383. }
  35384. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35385. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35386. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35387. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35388. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35389. break;
  35390. case 'PerspectiveCamera':
  35391. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35392. if ( data.focus !== undefined ) object.focus = data.focus;
  35393. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35394. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35395. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35396. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35397. break;
  35398. case 'OrthographicCamera':
  35399. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35400. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35401. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35402. break;
  35403. case 'AmbientLight':
  35404. object = new AmbientLight( data.color, data.intensity );
  35405. break;
  35406. case 'DirectionalLight':
  35407. object = new DirectionalLight( data.color, data.intensity );
  35408. object.target = data.target || '';
  35409. break;
  35410. case 'PointLight':
  35411. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35412. break;
  35413. case 'RectAreaLight':
  35414. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35415. break;
  35416. case 'SpotLight':
  35417. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35418. object.target = data.target || '';
  35419. break;
  35420. case 'HemisphereLight':
  35421. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35422. break;
  35423. case 'LightProbe':
  35424. object = new LightProbe().fromJSON( data );
  35425. break;
  35426. case 'SkinnedMesh':
  35427. geometry = getGeometry( data.geometry );
  35428. material = getMaterial( data.material );
  35429. object = new SkinnedMesh( geometry, material );
  35430. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35431. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35432. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35433. break;
  35434. case 'Mesh':
  35435. geometry = getGeometry( data.geometry );
  35436. material = getMaterial( data.material );
  35437. object = new Mesh( geometry, material );
  35438. break;
  35439. case 'InstancedMesh':
  35440. geometry = getGeometry( data.geometry );
  35441. material = getMaterial( data.material );
  35442. const count = data.count;
  35443. const instanceMatrix = data.instanceMatrix;
  35444. const instanceColor = data.instanceColor;
  35445. object = new InstancedMesh( geometry, material, count );
  35446. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35447. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35448. break;
  35449. case 'BatchedMesh':
  35450. geometry = getGeometry( data.geometry );
  35451. material = getMaterial( data.material );
  35452. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35453. object.geometry = geometry;
  35454. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35455. object.sortObjects = data.sortObjects;
  35456. object._drawRanges = data.drawRanges;
  35457. object._reservedRanges = data.reservedRanges;
  35458. object._geometryInfo = data.geometryInfo.map( info => {
  35459. let box = null;
  35460. let sphere = null;
  35461. if ( info.boundingBox !== undefined ) {
  35462. box = new Box3().fromJSON( info.boundingBox );
  35463. }
  35464. if ( info.boundingSphere !== undefined ) {
  35465. sphere = new Sphere().fromJSON( info.boundingSphere );
  35466. }
  35467. return {
  35468. ...info,
  35469. boundingBox: box,
  35470. boundingSphere: sphere
  35471. };
  35472. } );
  35473. object._instanceInfo = data.instanceInfo;
  35474. object._availableInstanceIds = data._availableInstanceIds;
  35475. object._availableGeometryIds = data._availableGeometryIds;
  35476. object._nextIndexStart = data.nextIndexStart;
  35477. object._nextVertexStart = data.nextVertexStart;
  35478. object._geometryCount = data.geometryCount;
  35479. object._maxInstanceCount = data.maxInstanceCount;
  35480. object._maxVertexCount = data.maxVertexCount;
  35481. object._maxIndexCount = data.maxIndexCount;
  35482. object._geometryInitialized = data.geometryInitialized;
  35483. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35484. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35485. if ( data.colorsTexture !== undefined ) {
  35486. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35487. }
  35488. if ( data.boundingSphere !== undefined ) {
  35489. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35490. }
  35491. if ( data.boundingBox !== undefined ) {
  35492. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35493. }
  35494. break;
  35495. case 'LOD':
  35496. object = new LOD();
  35497. break;
  35498. case 'Line':
  35499. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35500. break;
  35501. case 'LineLoop':
  35502. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35503. break;
  35504. case 'LineSegments':
  35505. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35506. break;
  35507. case 'PointCloud':
  35508. case 'Points':
  35509. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35510. break;
  35511. case 'Sprite':
  35512. object = new Sprite( getMaterial( data.material ) );
  35513. break;
  35514. case 'Group':
  35515. object = new Group();
  35516. break;
  35517. case 'Bone':
  35518. object = new Bone();
  35519. break;
  35520. default:
  35521. object = new Object3D();
  35522. }
  35523. object.uuid = data.uuid;
  35524. if ( data.name !== undefined ) object.name = data.name;
  35525. if ( data.matrix !== undefined ) {
  35526. object.matrix.fromArray( data.matrix );
  35527. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35528. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35529. } else {
  35530. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35531. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35532. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35533. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35534. }
  35535. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35536. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35537. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35538. if ( data.shadow ) {
  35539. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35540. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35541. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35542. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35543. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35544. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35545. }
  35546. if ( data.visible !== undefined ) object.visible = data.visible;
  35547. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35548. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35549. if ( data.userData !== undefined ) object.userData = data.userData;
  35550. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35551. if ( data.children !== undefined ) {
  35552. const children = data.children;
  35553. for ( let i = 0; i < children.length; i ++ ) {
  35554. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35555. }
  35556. }
  35557. if ( data.animations !== undefined ) {
  35558. const objectAnimations = data.animations;
  35559. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35560. const uuid = objectAnimations[ i ];
  35561. object.animations.push( animations[ uuid ] );
  35562. }
  35563. }
  35564. if ( data.type === 'LOD' ) {
  35565. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35566. const levels = data.levels;
  35567. for ( let l = 0; l < levels.length; l ++ ) {
  35568. const level = levels[ l ];
  35569. const child = object.getObjectByProperty( 'uuid', level.object );
  35570. if ( child !== undefined ) {
  35571. object.addLevel( child, level.distance, level.hysteresis );
  35572. }
  35573. }
  35574. }
  35575. return object;
  35576. }
  35577. bindSkeletons( object, skeletons ) {
  35578. if ( Object.keys( skeletons ).length === 0 ) return;
  35579. object.traverse( function ( child ) {
  35580. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35581. const skeleton = skeletons[ child.skeleton ];
  35582. if ( skeleton === undefined ) {
  35583. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35584. } else {
  35585. child.bind( skeleton, child.bindMatrix );
  35586. }
  35587. }
  35588. } );
  35589. }
  35590. bindLightTargets( object ) {
  35591. object.traverse( function ( child ) {
  35592. if ( child.isDirectionalLight || child.isSpotLight ) {
  35593. const uuid = child.target;
  35594. const target = object.getObjectByProperty( 'uuid', uuid );
  35595. if ( target !== undefined ) {
  35596. child.target = target;
  35597. } else {
  35598. child.target = new Object3D();
  35599. }
  35600. }
  35601. } );
  35602. }
  35603. }
  35604. const TEXTURE_MAPPING = {
  35605. UVMapping: UVMapping,
  35606. CubeReflectionMapping: CubeReflectionMapping,
  35607. CubeRefractionMapping: CubeRefractionMapping,
  35608. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35609. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35610. CubeUVReflectionMapping: CubeUVReflectionMapping
  35611. };
  35612. const TEXTURE_WRAPPING = {
  35613. RepeatWrapping: RepeatWrapping,
  35614. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35615. MirroredRepeatWrapping: MirroredRepeatWrapping
  35616. };
  35617. const TEXTURE_FILTER = {
  35618. NearestFilter: NearestFilter,
  35619. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35620. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35621. LinearFilter: LinearFilter,
  35622. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35623. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35624. };
  35625. const _errorMap = new WeakMap();
  35626. /**
  35627. * A loader for loading images as an [ImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap}.
  35628. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35629. * textures for rendering.
  35630. *
  35631. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35632. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35633. *
  35634. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35635. *
  35636. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35637. *
  35638. * ```js
  35639. * const loader = new THREE.ImageBitmapLoader();
  35640. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35641. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35642. *
  35643. * const texture = new THREE.Texture( imageBitmap );
  35644. * texture.needsUpdate = true;
  35645. * ```
  35646. *
  35647. * @augments Loader
  35648. */
  35649. class ImageBitmapLoader extends Loader {
  35650. /**
  35651. * Constructs a new image bitmap loader.
  35652. *
  35653. * @param {LoadingManager} [manager] - The loading manager.
  35654. */
  35655. constructor( manager ) {
  35656. super( manager );
  35657. /**
  35658. * This flag can be used for type testing.
  35659. *
  35660. * @type {boolean}
  35661. * @readonly
  35662. * @default true
  35663. */
  35664. this.isImageBitmapLoader = true;
  35665. if ( typeof createImageBitmap === 'undefined' ) {
  35666. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35667. }
  35668. if ( typeof fetch === 'undefined' ) {
  35669. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35670. }
  35671. /**
  35672. * Represents the loader options.
  35673. *
  35674. * @type {Object}
  35675. * @default {premultiplyAlpha:'none'}
  35676. */
  35677. this.options = { premultiplyAlpha: 'none' };
  35678. /**
  35679. * Used for aborting requests.
  35680. *
  35681. * @private
  35682. * @type {AbortController}
  35683. */
  35684. this._abortController = new AbortController();
  35685. }
  35686. /**
  35687. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35688. * [createImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap}.
  35689. *
  35690. * @param {Object} options - The loader options to set.
  35691. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35692. */
  35693. setOptions( options ) {
  35694. this.options = options;
  35695. return this;
  35696. }
  35697. /**
  35698. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35699. *
  35700. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35701. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35702. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35703. * @param {onErrorCallback} onError - Executed when errors occur.
  35704. * @return {ImageBitmap|undefined} The image bitmap.
  35705. */
  35706. load( url, onLoad, onProgress, onError ) {
  35707. if ( url === undefined ) url = '';
  35708. if ( this.path !== undefined ) url = this.path + url;
  35709. url = this.manager.resolveURL( url );
  35710. const scope = this;
  35711. const cached = Cache.get( `image-bitmap:${url}` );
  35712. if ( cached !== undefined ) {
  35713. scope.manager.itemStart( url );
  35714. // If cached is a promise, wait for it to resolve
  35715. if ( cached.then ) {
  35716. cached.then( imageBitmap => {
  35717. // check if there is an error for the cached promise
  35718. if ( _errorMap.has( cached ) === true ) {
  35719. if ( onError ) onError( _errorMap.get( cached ) );
  35720. scope.manager.itemError( url );
  35721. scope.manager.itemEnd( url );
  35722. } else {
  35723. if ( onLoad ) onLoad( imageBitmap );
  35724. scope.manager.itemEnd( url );
  35725. return imageBitmap;
  35726. }
  35727. } );
  35728. return;
  35729. }
  35730. // If cached is not a promise (i.e., it's already an imageBitmap)
  35731. setTimeout( function () {
  35732. if ( onLoad ) onLoad( cached );
  35733. scope.manager.itemEnd( url );
  35734. }, 0 );
  35735. return cached;
  35736. }
  35737. const fetchOptions = {};
  35738. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35739. fetchOptions.headers = this.requestHeader;
  35740. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35741. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35742. return res.blob();
  35743. } ).then( function ( blob ) {
  35744. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35745. } ).then( function ( imageBitmap ) {
  35746. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35747. if ( onLoad ) onLoad( imageBitmap );
  35748. scope.manager.itemEnd( url );
  35749. return imageBitmap;
  35750. } ).catch( function ( e ) {
  35751. if ( onError ) onError( e );
  35752. _errorMap.set( promise, e );
  35753. Cache.remove( `image-bitmap:${url}` );
  35754. scope.manager.itemError( url );
  35755. scope.manager.itemEnd( url );
  35756. } );
  35757. Cache.add( `image-bitmap:${url}`, promise );
  35758. scope.manager.itemStart( url );
  35759. }
  35760. /**
  35761. * Aborts ongoing fetch requests.
  35762. *
  35763. * @return {ImageBitmapLoader} A reference to this instance.
  35764. */
  35765. abort() {
  35766. this._abortController.abort();
  35767. this._abortController = new AbortController();
  35768. return this;
  35769. }
  35770. }
  35771. let _context;
  35772. /**
  35773. * Manages the global audio context in the engine.
  35774. *
  35775. * @hideconstructor
  35776. */
  35777. class AudioContext {
  35778. /**
  35779. * Returns the global native audio context.
  35780. *
  35781. * @return {AudioContext} The native audio context.
  35782. */
  35783. static getContext() {
  35784. if ( _context === undefined ) {
  35785. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35786. }
  35787. return _context;
  35788. }
  35789. /**
  35790. * Allows to set the global native audio context from outside.
  35791. *
  35792. * @param {AudioContext} value - The native context to set.
  35793. */
  35794. static setContext( value ) {
  35795. _context = value;
  35796. }
  35797. }
  35798. /**
  35799. * Class for loading audio buffers. Audios are internally
  35800. * loaded via {@link FileLoader}.
  35801. *
  35802. * ```js
  35803. * const audioListener = new THREE.AudioListener();
  35804. * const ambientSound = new THREE.Audio( audioListener );
  35805. *
  35806. * const loader = new THREE.AudioLoader();
  35807. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35808. *
  35809. * ambientSound.setBuffer( audioBuffer );
  35810. * ambientSound.play();
  35811. * ```
  35812. *
  35813. * @augments Loader
  35814. */
  35815. class AudioLoader extends Loader {
  35816. /**
  35817. * Constructs a new audio loader.
  35818. *
  35819. * @param {LoadingManager} [manager] - The loading manager.
  35820. */
  35821. constructor( manager ) {
  35822. super( manager );
  35823. }
  35824. /**
  35825. * Starts loading from the given URL and passes the loaded audio buffer
  35826. * to the `onLoad()` callback.
  35827. *
  35828. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35829. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35830. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35831. * @param {onErrorCallback} onError - Executed when errors occur.
  35832. */
  35833. load( url, onLoad, onProgress, onError ) {
  35834. const scope = this;
  35835. const loader = new FileLoader( this.manager );
  35836. loader.setResponseType( 'arraybuffer' );
  35837. loader.setPath( this.path );
  35838. loader.setRequestHeader( this.requestHeader );
  35839. loader.setWithCredentials( this.withCredentials );
  35840. loader.load( url, function ( buffer ) {
  35841. try {
  35842. // Create a copy of the buffer. The `decodeAudioData` method
  35843. // detaches the buffer when complete, preventing reuse.
  35844. const bufferCopy = buffer.slice( 0 );
  35845. const context = AudioContext.getContext();
  35846. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35847. onLoad( audioBuffer );
  35848. } ).catch( handleError );
  35849. } catch ( e ) {
  35850. handleError( e );
  35851. }
  35852. }, onProgress, onError );
  35853. function handleError( e ) {
  35854. if ( onError ) {
  35855. onError( e );
  35856. } else {
  35857. error( e );
  35858. }
  35859. scope.manager.itemError( url );
  35860. }
  35861. }
  35862. }
  35863. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35864. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35865. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35866. /**
  35867. * A special type of camera that uses two perspective cameras with
  35868. * stereoscopic projection. Can be used for rendering stereo effects
  35869. * like [3D Anaglyph]{@link https://en.wikipedia.org/wiki/Anaglyph_3D} or
  35870. * [Parallax Barrier]{@link https://en.wikipedia.org/wiki/parallax_barrier}.
  35871. */
  35872. class StereoCamera {
  35873. /**
  35874. * Constructs a new stereo camera.
  35875. */
  35876. constructor() {
  35877. /**
  35878. * The type property is used for detecting the object type
  35879. * in context of serialization/deserialization.
  35880. *
  35881. * @type {string}
  35882. * @readonly
  35883. */
  35884. this.type = 'StereoCamera';
  35885. /**
  35886. * The aspect.
  35887. *
  35888. * @type {number}
  35889. * @default 1
  35890. */
  35891. this.aspect = 1;
  35892. /**
  35893. * The eye separation which represents the distance
  35894. * between the left and right camera.
  35895. *
  35896. * @type {number}
  35897. * @default 0.064
  35898. */
  35899. this.eyeSep = 0.064;
  35900. /**
  35901. * The camera representing the left eye. This is added to layer `1` so objects to be
  35902. * rendered by the left camera must also be added to this layer.
  35903. *
  35904. * @type {PerspectiveCamera}
  35905. */
  35906. this.cameraL = new PerspectiveCamera();
  35907. this.cameraL.layers.enable( 1 );
  35908. this.cameraL.matrixAutoUpdate = false;
  35909. /**
  35910. * The camera representing the right eye. This is added to layer `2` so objects to be
  35911. * rendered by the right camera must also be added to this layer.
  35912. *
  35913. * @type {PerspectiveCamera}
  35914. */
  35915. this.cameraR = new PerspectiveCamera();
  35916. this.cameraR.layers.enable( 2 );
  35917. this.cameraR.matrixAutoUpdate = false;
  35918. this._cache = {
  35919. focus: null,
  35920. fov: null,
  35921. aspect: null,
  35922. near: null,
  35923. far: null,
  35924. zoom: null,
  35925. eyeSep: null
  35926. };
  35927. }
  35928. /**
  35929. * Updates the stereo camera based on the given perspective camera.
  35930. *
  35931. * @param {PerspectiveCamera} camera - The perspective camera.
  35932. */
  35933. update( camera ) {
  35934. const cache = this._cache;
  35935. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35936. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35937. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35938. if ( needsUpdate ) {
  35939. cache.focus = camera.focus;
  35940. cache.fov = camera.fov;
  35941. cache.aspect = camera.aspect * this.aspect;
  35942. cache.near = camera.near;
  35943. cache.far = camera.far;
  35944. cache.zoom = camera.zoom;
  35945. cache.eyeSep = this.eyeSep;
  35946. // Off-axis stereoscopic effect based on
  35947. // http://paulbourke.net/stereographics/stereorender/
  35948. _projectionMatrix.copy( camera.projectionMatrix );
  35949. const eyeSepHalf = cache.eyeSep / 2;
  35950. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35951. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35952. let xmin, xmax;
  35953. // translate xOffset
  35954. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35955. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35956. // for left eye
  35957. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35958. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35959. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35960. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35961. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35962. // for right eye
  35963. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  35964. xmax = ymax * cache.aspect - eyeSepOnProjection;
  35965. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35966. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35967. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  35968. }
  35969. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  35970. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  35971. }
  35972. }
  35973. /**
  35974. * This type of camera can be used in order to efficiently render a scene with a
  35975. * predefined set of cameras. This is an important performance aspect for
  35976. * rendering VR scenes.
  35977. *
  35978. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  35979. * to define for each sub camera the `viewport` property which determines the
  35980. * part of the viewport that is rendered with this camera.
  35981. *
  35982. * @augments PerspectiveCamera
  35983. */
  35984. class ArrayCamera extends PerspectiveCamera {
  35985. /**
  35986. * Constructs a new array camera.
  35987. *
  35988. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  35989. */
  35990. constructor( array = [] ) {
  35991. super();
  35992. /**
  35993. * This flag can be used for type testing.
  35994. *
  35995. * @type {boolean}
  35996. * @readonly
  35997. * @default true
  35998. */
  35999. this.isArrayCamera = true;
  36000. /**
  36001. * Whether this camera is used with multiview rendering or not.
  36002. *
  36003. * @type {boolean}
  36004. * @readonly
  36005. * @default false
  36006. */
  36007. this.isMultiViewCamera = false;
  36008. /**
  36009. * An array of perspective sub cameras.
  36010. *
  36011. * @type {Array<PerspectiveCamera>}
  36012. */
  36013. this.cameras = array;
  36014. }
  36015. }
  36016. /**
  36017. * Class for keeping track of time.
  36018. */
  36019. class Clock {
  36020. /**
  36021. * Constructs a new clock.
  36022. *
  36023. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  36024. * `getDelta()` is called for the first time.
  36025. */
  36026. constructor( autoStart = true ) {
  36027. /**
  36028. * If set to `true`, the clock starts automatically when `getDelta()` is called
  36029. * for the first time.
  36030. *
  36031. * @type {boolean}
  36032. * @default true
  36033. */
  36034. this.autoStart = autoStart;
  36035. /**
  36036. * Holds the time at which the clock's `start()` method was last called.
  36037. *
  36038. * @type {number}
  36039. * @default 0
  36040. */
  36041. this.startTime = 0;
  36042. /**
  36043. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36044. * `getDelta()` methods were last called.
  36045. *
  36046. * @type {number}
  36047. * @default 0
  36048. */
  36049. this.oldTime = 0;
  36050. /**
  36051. * Keeps track of the total time that the clock has been running.
  36052. *
  36053. * @type {number}
  36054. * @default 0
  36055. */
  36056. this.elapsedTime = 0;
  36057. /**
  36058. * Whether the clock is running or not.
  36059. *
  36060. * @type {boolean}
  36061. * @default true
  36062. */
  36063. this.running = false;
  36064. }
  36065. /**
  36066. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36067. * called by the class.
  36068. */
  36069. start() {
  36070. this.startTime = performance.now();
  36071. this.oldTime = this.startTime;
  36072. this.elapsedTime = 0;
  36073. this.running = true;
  36074. }
  36075. /**
  36076. * Stops the clock.
  36077. */
  36078. stop() {
  36079. this.getElapsedTime();
  36080. this.running = false;
  36081. this.autoStart = false;
  36082. }
  36083. /**
  36084. * Returns the elapsed time in seconds.
  36085. *
  36086. * @return {number} The elapsed time.
  36087. */
  36088. getElapsedTime() {
  36089. this.getDelta();
  36090. return this.elapsedTime;
  36091. }
  36092. /**
  36093. * Returns the delta time in seconds.
  36094. *
  36095. * @return {number} The delta time.
  36096. */
  36097. getDelta() {
  36098. let diff = 0;
  36099. if ( this.autoStart && ! this.running ) {
  36100. this.start();
  36101. return 0;
  36102. }
  36103. if ( this.running ) {
  36104. const newTime = performance.now();
  36105. diff = ( newTime - this.oldTime ) / 1000;
  36106. this.oldTime = newTime;
  36107. this.elapsedTime += diff;
  36108. }
  36109. return diff;
  36110. }
  36111. }
  36112. const _position$1 = /*@__PURE__*/ new Vector3();
  36113. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36114. const _scale$1 = /*@__PURE__*/ new Vector3();
  36115. const _forward = /*@__PURE__*/ new Vector3();
  36116. const _up = /*@__PURE__*/ new Vector3();
  36117. /**
  36118. * The class represents a virtual listener of the all positional and non-positional audio effects
  36119. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36120. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36121. *
  36122. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36123. * camera represents the 3D transformation of the listener.
  36124. *
  36125. * @augments Object3D
  36126. */
  36127. class AudioListener extends Object3D {
  36128. /**
  36129. * Constructs a new audio listener.
  36130. */
  36131. constructor() {
  36132. super();
  36133. this.type = 'AudioListener';
  36134. /**
  36135. * The native audio context.
  36136. *
  36137. * @type {AudioContext}
  36138. * @readonly
  36139. */
  36140. this.context = AudioContext.getContext();
  36141. /**
  36142. * The gain node used for volume control.
  36143. *
  36144. * @type {GainNode}
  36145. * @readonly
  36146. */
  36147. this.gain = this.context.createGain();
  36148. this.gain.connect( this.context.destination );
  36149. /**
  36150. * An optional filter.
  36151. *
  36152. * Defined via {@link AudioListener#setFilter}.
  36153. *
  36154. * @type {?AudioNode}
  36155. * @default null
  36156. * @readonly
  36157. */
  36158. this.filter = null;
  36159. /**
  36160. * Time delta values required for `linearRampToValueAtTime()` usage.
  36161. *
  36162. * @type {number}
  36163. * @default 0
  36164. * @readonly
  36165. */
  36166. this.timeDelta = 0;
  36167. // private
  36168. this._clock = new Clock();
  36169. }
  36170. /**
  36171. * Returns the listener's input node.
  36172. *
  36173. * This method is used by other audio nodes to connect to this listener.
  36174. *
  36175. * @return {GainNode} The input node.
  36176. */
  36177. getInput() {
  36178. return this.gain;
  36179. }
  36180. /**
  36181. * Removes the current filter from this listener.
  36182. *
  36183. * @return {AudioListener} A reference to this listener.
  36184. */
  36185. removeFilter() {
  36186. if ( this.filter !== null ) {
  36187. this.gain.disconnect( this.filter );
  36188. this.filter.disconnect( this.context.destination );
  36189. this.gain.connect( this.context.destination );
  36190. this.filter = null;
  36191. }
  36192. return this;
  36193. }
  36194. /**
  36195. * Returns the current set filter.
  36196. *
  36197. * @return {?AudioNode} The filter.
  36198. */
  36199. getFilter() {
  36200. return this.filter;
  36201. }
  36202. /**
  36203. * Sets the given filter to this listener.
  36204. *
  36205. * @param {AudioNode} value - The filter to set.
  36206. * @return {AudioListener} A reference to this listener.
  36207. */
  36208. setFilter( value ) {
  36209. if ( this.filter !== null ) {
  36210. this.gain.disconnect( this.filter );
  36211. this.filter.disconnect( this.context.destination );
  36212. } else {
  36213. this.gain.disconnect( this.context.destination );
  36214. }
  36215. this.filter = value;
  36216. this.gain.connect( this.filter );
  36217. this.filter.connect( this.context.destination );
  36218. return this;
  36219. }
  36220. /**
  36221. * Returns the applications master volume.
  36222. *
  36223. * @return {number} The master volume.
  36224. */
  36225. getMasterVolume() {
  36226. return this.gain.gain.value;
  36227. }
  36228. /**
  36229. * Sets the applications master volume. This volume setting affects
  36230. * all audio nodes in the scene.
  36231. *
  36232. * @param {number} value - The master volume to set.
  36233. * @return {AudioListener} A reference to this listener.
  36234. */
  36235. setMasterVolume( value ) {
  36236. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36237. return this;
  36238. }
  36239. updateMatrixWorld( force ) {
  36240. super.updateMatrixWorld( force );
  36241. const listener = this.context.listener;
  36242. this.timeDelta = this._clock.getDelta();
  36243. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36244. // the initial forward and up directions must be orthogonal
  36245. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36246. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36247. if ( listener.positionX ) {
  36248. // code path for Chrome (see #14393)
  36249. const endTime = this.context.currentTime + this.timeDelta;
  36250. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36251. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36252. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36253. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36254. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36255. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36256. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36257. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36258. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36259. } else {
  36260. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36261. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36262. }
  36263. }
  36264. }
  36265. /**
  36266. * Represents a non-positional ( global ) audio object.
  36267. *
  36268. * This and related audio modules make use of the [Web Audio API]{@link https://www.w3.org/TR/webaudio-1.1/}.
  36269. *
  36270. * ```js
  36271. * // create an AudioListener and add it to the camera
  36272. * const listener = new THREE.AudioListener();
  36273. * camera.add( listener );
  36274. *
  36275. * // create a global audio source
  36276. * const sound = new THREE.Audio( listener );
  36277. *
  36278. * // load a sound and set it as the Audio object's buffer
  36279. * const audioLoader = new THREE.AudioLoader();
  36280. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36281. * sound.setBuffer( buffer );
  36282. * sound.setLoop( true );
  36283. * sound.setVolume( 0.5 );
  36284. * sound.play();
  36285. * });
  36286. * ```
  36287. *
  36288. * @augments Object3D
  36289. */
  36290. class Audio extends Object3D {
  36291. /**
  36292. * Constructs a new audio.
  36293. *
  36294. * @param {AudioListener} listener - The global audio listener.
  36295. */
  36296. constructor( listener ) {
  36297. super();
  36298. this.type = 'Audio';
  36299. /**
  36300. * The global audio listener.
  36301. *
  36302. * @type {AudioListener}
  36303. * @readonly
  36304. */
  36305. this.listener = listener;
  36306. /**
  36307. * The audio context.
  36308. *
  36309. * @type {AudioContext}
  36310. * @readonly
  36311. */
  36312. this.context = listener.context;
  36313. /**
  36314. * The gain node used for volume control.
  36315. *
  36316. * @type {GainNode}
  36317. * @readonly
  36318. */
  36319. this.gain = this.context.createGain();
  36320. this.gain.connect( listener.getInput() );
  36321. /**
  36322. * Whether to start playback automatically or not.
  36323. *
  36324. * @type {boolean}
  36325. * @default false
  36326. */
  36327. this.autoplay = false;
  36328. /**
  36329. * A reference to an audio buffer.
  36330. *
  36331. * Defined via {@link Audio#setBuffer}.
  36332. *
  36333. * @type {?AudioBuffer}
  36334. * @default null
  36335. * @readonly
  36336. */
  36337. this.buffer = null;
  36338. /**
  36339. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36340. * +/- 1200 is an octave.
  36341. *
  36342. * Defined via {@link Audio#setDetune}.
  36343. *
  36344. * @type {number}
  36345. * @default 0
  36346. * @readonly
  36347. */
  36348. this.detune = 0;
  36349. /**
  36350. * Whether the audio should loop or not.
  36351. *
  36352. * Defined via {@link Audio#setLoop}.
  36353. *
  36354. * @type {boolean}
  36355. * @default false
  36356. * @readonly
  36357. */
  36358. this.loop = false;
  36359. /**
  36360. * Defines where in the audio buffer the replay should
  36361. * start, in seconds.
  36362. *
  36363. * @type {number}
  36364. * @default 0
  36365. */
  36366. this.loopStart = 0;
  36367. /**
  36368. * Defines where in the audio buffer the replay should
  36369. * stop, in seconds.
  36370. *
  36371. * @type {number}
  36372. * @default 0
  36373. */
  36374. this.loopEnd = 0;
  36375. /**
  36376. * An offset to the time within the audio buffer the playback
  36377. * should begin, in seconds.
  36378. *
  36379. * @type {number}
  36380. * @default 0
  36381. */
  36382. this.offset = 0;
  36383. /**
  36384. * Overrides the default duration of the audio.
  36385. *
  36386. * @type {undefined|number}
  36387. * @default undefined
  36388. */
  36389. this.duration = undefined;
  36390. /**
  36391. * The playback speed.
  36392. *
  36393. * Defined via {@link Audio#setPlaybackRate}.
  36394. *
  36395. * @type {number}
  36396. * @readonly
  36397. * @default 1
  36398. */
  36399. this.playbackRate = 1;
  36400. /**
  36401. * Indicates whether the audio is playing or not.
  36402. *
  36403. * This flag will be automatically set when using {@link Audio#play},
  36404. * {@link Audio#pause}, {@link Audio#stop}.
  36405. *
  36406. * @type {boolean}
  36407. * @readonly
  36408. * @default false
  36409. */
  36410. this.isPlaying = false;
  36411. /**
  36412. * Indicates whether the audio playback can be controlled
  36413. * with method like {@link Audio#play} or {@link Audio#pause}.
  36414. *
  36415. * This flag will be automatically set when audio sources are
  36416. * defined.
  36417. *
  36418. * @type {boolean}
  36419. * @readonly
  36420. * @default true
  36421. */
  36422. this.hasPlaybackControl = true;
  36423. /**
  36424. * Holds a reference to the current audio source.
  36425. *
  36426. * The property is automatically by one of the `set*()` methods.
  36427. *
  36428. * @type {?AudioNode}
  36429. * @readonly
  36430. * @default null
  36431. */
  36432. this.source = null;
  36433. /**
  36434. * Defines the source type.
  36435. *
  36436. * The property is automatically by one of the `set*()` methods.
  36437. *
  36438. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36439. * @readonly
  36440. * @default 'empty'
  36441. */
  36442. this.sourceType = 'empty';
  36443. this._startedAt = 0;
  36444. this._progress = 0;
  36445. this._connected = false;
  36446. /**
  36447. * Can be used to apply a variety of low-order filters to create
  36448. * more complex sound effects e.g. via `BiquadFilterNode`.
  36449. *
  36450. * The property is automatically set by {@link Audio#setFilters}.
  36451. *
  36452. * @type {Array<AudioNode>}
  36453. * @readonly
  36454. */
  36455. this.filters = [];
  36456. }
  36457. /**
  36458. * Returns the output audio node.
  36459. *
  36460. * @return {GainNode} The output node.
  36461. */
  36462. getOutput() {
  36463. return this.gain;
  36464. }
  36465. /**
  36466. * Sets the given audio node as the source of this instance.
  36467. *
  36468. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36469. *
  36470. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36471. * @return {Audio} A reference to this instance.
  36472. */
  36473. setNodeSource( audioNode ) {
  36474. this.hasPlaybackControl = false;
  36475. this.sourceType = 'audioNode';
  36476. this.source = audioNode;
  36477. this.connect();
  36478. return this;
  36479. }
  36480. /**
  36481. * Sets the given media element as the source of this instance.
  36482. *
  36483. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36484. *
  36485. * @param {HTMLMediaElement} mediaElement - The media element.
  36486. * @return {Audio} A reference to this instance.
  36487. */
  36488. setMediaElementSource( mediaElement ) {
  36489. this.hasPlaybackControl = false;
  36490. this.sourceType = 'mediaNode';
  36491. this.source = this.context.createMediaElementSource( mediaElement );
  36492. this.connect();
  36493. return this;
  36494. }
  36495. /**
  36496. * Sets the given media stream as the source of this instance.
  36497. *
  36498. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36499. *
  36500. * @param {MediaStream} mediaStream - The media stream.
  36501. * @return {Audio} A reference to this instance.
  36502. */
  36503. setMediaStreamSource( mediaStream ) {
  36504. this.hasPlaybackControl = false;
  36505. this.sourceType = 'mediaStreamNode';
  36506. this.source = this.context.createMediaStreamSource( mediaStream );
  36507. this.connect();
  36508. return this;
  36509. }
  36510. /**
  36511. * Sets the given audio buffer as the source of this instance.
  36512. *
  36513. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36514. *
  36515. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36516. * @return {Audio} A reference to this instance.
  36517. */
  36518. setBuffer( audioBuffer ) {
  36519. this.buffer = audioBuffer;
  36520. this.sourceType = 'buffer';
  36521. if ( this.autoplay ) this.play();
  36522. return this;
  36523. }
  36524. /**
  36525. * Starts the playback of the audio.
  36526. *
  36527. * Can only be used with compatible audio sources that allow playback control.
  36528. *
  36529. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36530. * @return {Audio|undefined} A reference to this instance.
  36531. */
  36532. play( delay = 0 ) {
  36533. if ( this.isPlaying === true ) {
  36534. warn( 'Audio: Audio is already playing.' );
  36535. return;
  36536. }
  36537. if ( this.hasPlaybackControl === false ) {
  36538. warn( 'Audio: this Audio has no playback control.' );
  36539. return;
  36540. }
  36541. this._startedAt = this.context.currentTime + delay;
  36542. const source = this.context.createBufferSource();
  36543. source.buffer = this.buffer;
  36544. source.loop = this.loop;
  36545. source.loopStart = this.loopStart;
  36546. source.loopEnd = this.loopEnd;
  36547. source.onended = this.onEnded.bind( this );
  36548. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36549. this.isPlaying = true;
  36550. this.source = source;
  36551. this.setDetune( this.detune );
  36552. this.setPlaybackRate( this.playbackRate );
  36553. return this.connect();
  36554. }
  36555. /**
  36556. * Pauses the playback of the audio.
  36557. *
  36558. * Can only be used with compatible audio sources that allow playback control.
  36559. *
  36560. * @return {Audio|undefined} A reference to this instance.
  36561. */
  36562. pause() {
  36563. if ( this.hasPlaybackControl === false ) {
  36564. warn( 'Audio: this Audio has no playback control.' );
  36565. return;
  36566. }
  36567. if ( this.isPlaying === true ) {
  36568. // update current progress
  36569. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36570. if ( this.loop === true ) {
  36571. // ensure _progress does not exceed duration with looped audios
  36572. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36573. }
  36574. this.source.stop();
  36575. this.source.onended = null;
  36576. this.isPlaying = false;
  36577. }
  36578. return this;
  36579. }
  36580. /**
  36581. * Stops the playback of the audio.
  36582. *
  36583. * Can only be used with compatible audio sources that allow playback control.
  36584. *
  36585. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36586. * @return {Audio|undefined} A reference to this instance.
  36587. */
  36588. stop( delay = 0 ) {
  36589. if ( this.hasPlaybackControl === false ) {
  36590. warn( 'Audio: this Audio has no playback control.' );
  36591. return;
  36592. }
  36593. this._progress = 0;
  36594. if ( this.source !== null ) {
  36595. this.source.stop( this.context.currentTime + delay );
  36596. this.source.onended = null;
  36597. }
  36598. this.isPlaying = false;
  36599. return this;
  36600. }
  36601. /**
  36602. * Connects to the audio source. This is used internally on
  36603. * initialisation and when setting / removing filters.
  36604. *
  36605. * @return {Audio} A reference to this instance.
  36606. */
  36607. connect() {
  36608. if ( this.filters.length > 0 ) {
  36609. this.source.connect( this.filters[ 0 ] );
  36610. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36611. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36612. }
  36613. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36614. } else {
  36615. this.source.connect( this.getOutput() );
  36616. }
  36617. this._connected = true;
  36618. return this;
  36619. }
  36620. /**
  36621. * Disconnects to the audio source. This is used internally on
  36622. * initialisation and when setting / removing filters.
  36623. *
  36624. * @return {Audio|undefined} A reference to this instance.
  36625. */
  36626. disconnect() {
  36627. if ( this._connected === false ) {
  36628. return;
  36629. }
  36630. if ( this.filters.length > 0 ) {
  36631. this.source.disconnect( this.filters[ 0 ] );
  36632. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36633. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36634. }
  36635. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36636. } else {
  36637. this.source.disconnect( this.getOutput() );
  36638. }
  36639. this._connected = false;
  36640. return this;
  36641. }
  36642. /**
  36643. * Returns the current set filters.
  36644. *
  36645. * @return {Array<AudioNode>} The list of filters.
  36646. */
  36647. getFilters() {
  36648. return this.filters;
  36649. }
  36650. /**
  36651. * Sets an array of filters and connects them with the audio source.
  36652. *
  36653. * @param {Array<AudioNode>} [value] - A list of filters.
  36654. * @return {Audio} A reference to this instance.
  36655. */
  36656. setFilters( value ) {
  36657. if ( ! value ) value = [];
  36658. if ( this._connected === true ) {
  36659. this.disconnect();
  36660. this.filters = value.slice();
  36661. this.connect();
  36662. } else {
  36663. this.filters = value.slice();
  36664. }
  36665. return this;
  36666. }
  36667. /**
  36668. * Defines the detuning of oscillation in cents.
  36669. *
  36670. * @param {number} value - The detuning of oscillation in cents.
  36671. * @return {Audio} A reference to this instance.
  36672. */
  36673. setDetune( value ) {
  36674. this.detune = value;
  36675. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36676. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36677. }
  36678. return this;
  36679. }
  36680. /**
  36681. * Returns the detuning of oscillation in cents.
  36682. *
  36683. * @return {number} The detuning of oscillation in cents.
  36684. */
  36685. getDetune() {
  36686. return this.detune;
  36687. }
  36688. /**
  36689. * Returns the first filter in the list of filters.
  36690. *
  36691. * @return {AudioNode|undefined} The first filter in the list of filters.
  36692. */
  36693. getFilter() {
  36694. return this.getFilters()[ 0 ];
  36695. }
  36696. /**
  36697. * Applies a single filter node to the audio.
  36698. *
  36699. * @param {AudioNode} [filter] - The filter to set.
  36700. * @return {Audio} A reference to this instance.
  36701. */
  36702. setFilter( filter ) {
  36703. return this.setFilters( filter ? [ filter ] : [] );
  36704. }
  36705. /**
  36706. * Sets the playback rate.
  36707. *
  36708. * Can only be used with compatible audio sources that allow playback control.
  36709. *
  36710. * @param {number} [value] - The playback rate to set.
  36711. * @return {Audio|undefined} A reference to this instance.
  36712. */
  36713. setPlaybackRate( value ) {
  36714. if ( this.hasPlaybackControl === false ) {
  36715. warn( 'Audio: this Audio has no playback control.' );
  36716. return;
  36717. }
  36718. this.playbackRate = value;
  36719. if ( this.isPlaying === true ) {
  36720. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36721. }
  36722. return this;
  36723. }
  36724. /**
  36725. * Returns the current playback rate.
  36726. * @return {number} The playback rate.
  36727. */
  36728. getPlaybackRate() {
  36729. return this.playbackRate;
  36730. }
  36731. /**
  36732. * Automatically called when playback finished.
  36733. */
  36734. onEnded() {
  36735. this.isPlaying = false;
  36736. this._progress = 0;
  36737. }
  36738. /**
  36739. * Returns the loop flag.
  36740. *
  36741. * Can only be used with compatible audio sources that allow playback control.
  36742. *
  36743. * @return {boolean} Whether the audio should loop or not.
  36744. */
  36745. getLoop() {
  36746. if ( this.hasPlaybackControl === false ) {
  36747. warn( 'Audio: this Audio has no playback control.' );
  36748. return false;
  36749. }
  36750. return this.loop;
  36751. }
  36752. /**
  36753. * Sets the loop flag.
  36754. *
  36755. * Can only be used with compatible audio sources that allow playback control.
  36756. *
  36757. * @param {boolean} value - Whether the audio should loop or not.
  36758. * @return {Audio|undefined} A reference to this instance.
  36759. */
  36760. setLoop( value ) {
  36761. if ( this.hasPlaybackControl === false ) {
  36762. warn( 'Audio: this Audio has no playback control.' );
  36763. return;
  36764. }
  36765. this.loop = value;
  36766. if ( this.isPlaying === true ) {
  36767. this.source.loop = this.loop;
  36768. }
  36769. return this;
  36770. }
  36771. /**
  36772. * Sets the loop start value which defines where in the audio buffer the replay should
  36773. * start, in seconds.
  36774. *
  36775. * @param {number} value - The loop start value.
  36776. * @return {Audio} A reference to this instance.
  36777. */
  36778. setLoopStart( value ) {
  36779. this.loopStart = value;
  36780. return this;
  36781. }
  36782. /**
  36783. * Sets the loop end value which defines where in the audio buffer the replay should
  36784. * stop, in seconds.
  36785. *
  36786. * @param {number} value - The loop end value.
  36787. * @return {Audio} A reference to this instance.
  36788. */
  36789. setLoopEnd( value ) {
  36790. this.loopEnd = value;
  36791. return this;
  36792. }
  36793. /**
  36794. * Returns the volume.
  36795. *
  36796. * @return {number} The volume.
  36797. */
  36798. getVolume() {
  36799. return this.gain.gain.value;
  36800. }
  36801. /**
  36802. * Sets the volume.
  36803. *
  36804. * @param {number} value - The volume to set.
  36805. * @return {Audio} A reference to this instance.
  36806. */
  36807. setVolume( value ) {
  36808. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36809. return this;
  36810. }
  36811. copy( source, recursive ) {
  36812. super.copy( source, recursive );
  36813. if ( source.sourceType !== 'buffer' ) {
  36814. warn( 'Audio: Audio source type cannot be copied.' );
  36815. return this;
  36816. }
  36817. this.autoplay = source.autoplay;
  36818. this.buffer = source.buffer;
  36819. this.detune = source.detune;
  36820. this.loop = source.loop;
  36821. this.loopStart = source.loopStart;
  36822. this.loopEnd = source.loopEnd;
  36823. this.offset = source.offset;
  36824. this.duration = source.duration;
  36825. this.playbackRate = source.playbackRate;
  36826. this.hasPlaybackControl = source.hasPlaybackControl;
  36827. this.sourceType = source.sourceType;
  36828. this.filters = source.filters.slice();
  36829. return this;
  36830. }
  36831. clone( recursive ) {
  36832. return new this.constructor( this.listener ).copy( this, recursive );
  36833. }
  36834. }
  36835. const _position = /*@__PURE__*/ new Vector3();
  36836. const _quaternion = /*@__PURE__*/ new Quaternion();
  36837. const _scale = /*@__PURE__*/ new Vector3();
  36838. const _orientation = /*@__PURE__*/ new Vector3();
  36839. /**
  36840. * Represents a positional audio object.
  36841. *
  36842. * ```js
  36843. * // create an AudioListener and add it to the camera
  36844. * const listener = new THREE.AudioListener();
  36845. * camera.add( listener );
  36846. *
  36847. * // create the PositionalAudio object (passing in the listener)
  36848. * const sound = new THREE.PositionalAudio( listener );
  36849. *
  36850. * // load a sound and set it as the PositionalAudio object's buffer
  36851. * const audioLoader = new THREE.AudioLoader();
  36852. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36853. * sound.setBuffer( buffer );
  36854. * sound.setRefDistance( 20 );
  36855. * sound.play();
  36856. * });
  36857. *
  36858. * // create an object for the sound to play from
  36859. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36860. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36861. * const mesh = new THREE.Mesh( sphere, material );
  36862. * scene.add( mesh );
  36863. *
  36864. * // finally add the sound to the mesh
  36865. * mesh.add( sound );
  36866. *
  36867. * @augments Audio
  36868. */
  36869. class PositionalAudio extends Audio {
  36870. /**
  36871. * Constructs a positional audio.
  36872. *
  36873. * @param {AudioListener} listener - The global audio listener.
  36874. */
  36875. constructor( listener ) {
  36876. super( listener );
  36877. /**
  36878. * The panner node represents the location, direction, and behavior of an audio
  36879. * source in 3D space.
  36880. *
  36881. * @type {PannerNode}
  36882. * @readonly
  36883. */
  36884. this.panner = this.context.createPanner();
  36885. this.panner.panningModel = 'HRTF';
  36886. this.panner.connect( this.gain );
  36887. }
  36888. connect() {
  36889. super.connect();
  36890. this.panner.connect( this.gain );
  36891. return this;
  36892. }
  36893. disconnect() {
  36894. super.disconnect();
  36895. this.panner.disconnect( this.gain );
  36896. return this;
  36897. }
  36898. getOutput() {
  36899. return this.panner;
  36900. }
  36901. /**
  36902. * Returns the current reference distance.
  36903. *
  36904. * @return {number} The reference distance.
  36905. */
  36906. getRefDistance() {
  36907. return this.panner.refDistance;
  36908. }
  36909. /**
  36910. * Defines the reference distance for reducing volume as the audio source moves
  36911. * further from the listener – i.e. the distance at which the volume reduction
  36912. * starts taking effect.
  36913. *
  36914. * @param {number} value - The reference distance to set.
  36915. * @return {PositionalAudio} A reference to this instance.
  36916. */
  36917. setRefDistance( value ) {
  36918. this.panner.refDistance = value;
  36919. return this;
  36920. }
  36921. /**
  36922. * Returns the current rolloff factor.
  36923. *
  36924. * @return {number} The rolloff factor.
  36925. */
  36926. getRolloffFactor() {
  36927. return this.panner.rolloffFactor;
  36928. }
  36929. /**
  36930. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36931. *
  36932. * @param {number} value - The rolloff factor.
  36933. * @return {PositionalAudio} A reference to this instance.
  36934. */
  36935. setRolloffFactor( value ) {
  36936. this.panner.rolloffFactor = value;
  36937. return this;
  36938. }
  36939. /**
  36940. * Returns the current distance model.
  36941. *
  36942. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36943. */
  36944. getDistanceModel() {
  36945. return this.panner.distanceModel;
  36946. }
  36947. /**
  36948. * Defines which algorithm to use to reduce the volume of the audio source
  36949. * as it moves away from the listener.
  36950. *
  36951. * Read [the spec]{@link https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype}
  36952. * for more details.
  36953. *
  36954. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36955. * @return {PositionalAudio} A reference to this instance.
  36956. */
  36957. setDistanceModel( value ) {
  36958. this.panner.distanceModel = value;
  36959. return this;
  36960. }
  36961. /**
  36962. * Returns the current max distance.
  36963. *
  36964. * @return {number} The max distance.
  36965. */
  36966. getMaxDistance() {
  36967. return this.panner.maxDistance;
  36968. }
  36969. /**
  36970. * Defines the maximum distance between the audio source and the listener,
  36971. * after which the volume is not reduced any further.
  36972. *
  36973. * This value is used only by the `linear` distance model.
  36974. *
  36975. * @param {number} value - The max distance.
  36976. * @return {PositionalAudio} A reference to this instance.
  36977. */
  36978. setMaxDistance( value ) {
  36979. this.panner.maxDistance = value;
  36980. return this;
  36981. }
  36982. /**
  36983. * Sets the directional cone in which the audio can be listened.
  36984. *
  36985. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  36986. * @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.
  36987. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  36988. * @return {PositionalAudio} A reference to this instance.
  36989. */
  36990. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  36991. this.panner.coneInnerAngle = coneInnerAngle;
  36992. this.panner.coneOuterAngle = coneOuterAngle;
  36993. this.panner.coneOuterGain = coneOuterGain;
  36994. return this;
  36995. }
  36996. updateMatrixWorld( force ) {
  36997. super.updateMatrixWorld( force );
  36998. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  36999. this.matrixWorld.decompose( _position, _quaternion, _scale );
  37000. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  37001. const panner = this.panner;
  37002. if ( panner.positionX ) {
  37003. // code path for Chrome and Firefox (see #14393)
  37004. const endTime = this.context.currentTime + this.listener.timeDelta;
  37005. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  37006. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  37007. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  37008. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  37009. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  37010. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  37011. } else {
  37012. panner.setPosition( _position.x, _position.y, _position.z );
  37013. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  37014. }
  37015. }
  37016. }
  37017. /**
  37018. * This class can be used to analyse audio data.
  37019. *
  37020. * ```js
  37021. * // create an AudioListener and add it to the camera
  37022. * const listener = new THREE.AudioListener();
  37023. * camera.add( listener );
  37024. *
  37025. * // create an Audio source
  37026. * const sound = new THREE.Audio( listener );
  37027. *
  37028. * // load a sound and set it as the Audio object's buffer
  37029. * const audioLoader = new THREE.AudioLoader();
  37030. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  37031. * sound.setBuffer( buffer );
  37032. * sound.setLoop(true);
  37033. * sound.setVolume(0.5);
  37034. * sound.play();
  37035. * });
  37036. *
  37037. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37038. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37039. *
  37040. * // get the average frequency of the sound
  37041. * const data = analyser.getAverageFrequency();
  37042. * ```
  37043. */
  37044. class AudioAnalyser {
  37045. /**
  37046. * Constructs a new audio analyzer.
  37047. *
  37048. * @param {Audio} audio - The audio to analyze.
  37049. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37050. */
  37051. constructor( audio, fftSize = 2048 ) {
  37052. /**
  37053. * The global audio listener.
  37054. *
  37055. * @type {AnalyserNode}
  37056. */
  37057. this.analyser = audio.context.createAnalyser();
  37058. this.analyser.fftSize = fftSize;
  37059. /**
  37060. * Holds the analyzed data.
  37061. *
  37062. * @type {Uint8Array}
  37063. */
  37064. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37065. audio.getOutput().connect( this.analyser );
  37066. }
  37067. /**
  37068. * Returns an array with frequency data of the audio.
  37069. *
  37070. * Each item in the array represents the decibel value for a specific frequency.
  37071. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37072. * For example, for 48000 sample rate, the last item of the array will represent
  37073. * the decibel value for 24000 Hz.
  37074. *
  37075. * @return {Uint8Array} The frequency data.
  37076. */
  37077. getFrequencyData() {
  37078. this.analyser.getByteFrequencyData( this.data );
  37079. return this.data;
  37080. }
  37081. /**
  37082. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37083. *
  37084. * @return {number} The average frequency.
  37085. */
  37086. getAverageFrequency() {
  37087. let value = 0;
  37088. const data = this.getFrequencyData();
  37089. for ( let i = 0; i < data.length; i ++ ) {
  37090. value += data[ i ];
  37091. }
  37092. return value / data.length;
  37093. }
  37094. }
  37095. /**
  37096. * Buffered scene graph property that allows weighted accumulation; used internally.
  37097. */
  37098. class PropertyMixer {
  37099. /**
  37100. * Constructs a new property mixer.
  37101. *
  37102. * @param {PropertyBinding} binding - The property binding.
  37103. * @param {string} typeName - The keyframe track type name.
  37104. * @param {number} valueSize - The keyframe track value size.
  37105. */
  37106. constructor( binding, typeName, valueSize ) {
  37107. /**
  37108. * The property binding.
  37109. *
  37110. * @type {PropertyBinding}
  37111. */
  37112. this.binding = binding;
  37113. /**
  37114. * The keyframe track value size.
  37115. *
  37116. * @type {number}
  37117. */
  37118. this.valueSize = valueSize;
  37119. let mixFunction,
  37120. mixFunctionAdditive,
  37121. setIdentity;
  37122. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37123. //
  37124. // interpolators can use .buffer as their .result
  37125. // the data then goes to 'incoming'
  37126. //
  37127. // 'accu0' and 'accu1' are used frame-interleaved for
  37128. // the cumulative result and are compared to detect
  37129. // changes
  37130. //
  37131. // 'orig' stores the original state of the property
  37132. //
  37133. // 'add' is used for additive cumulative results
  37134. //
  37135. // 'work' is optional and is only present for quaternion types. It is used
  37136. // to store intermediate quaternion multiplication results
  37137. switch ( typeName ) {
  37138. case 'quaternion':
  37139. mixFunction = this._slerp;
  37140. mixFunctionAdditive = this._slerpAdditive;
  37141. setIdentity = this._setAdditiveIdentityQuaternion;
  37142. this.buffer = new Float64Array( valueSize * 6 );
  37143. this._workIndex = 5;
  37144. break;
  37145. case 'string':
  37146. case 'bool':
  37147. mixFunction = this._select;
  37148. // Use the regular mix function and for additive on these types,
  37149. // additive is not relevant for non-numeric types
  37150. mixFunctionAdditive = this._select;
  37151. setIdentity = this._setAdditiveIdentityOther;
  37152. this.buffer = new Array( valueSize * 5 );
  37153. break;
  37154. default:
  37155. mixFunction = this._lerp;
  37156. mixFunctionAdditive = this._lerpAdditive;
  37157. setIdentity = this._setAdditiveIdentityNumeric;
  37158. this.buffer = new Float64Array( valueSize * 5 );
  37159. }
  37160. this._mixBufferRegion = mixFunction;
  37161. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37162. this._setIdentity = setIdentity;
  37163. this._origIndex = 3;
  37164. this._addIndex = 4;
  37165. /**
  37166. * TODO
  37167. *
  37168. * @type {number}
  37169. * @default 0
  37170. */
  37171. this.cumulativeWeight = 0;
  37172. /**
  37173. * TODO
  37174. *
  37175. * @type {number}
  37176. * @default 0
  37177. */
  37178. this.cumulativeWeightAdditive = 0;
  37179. /**
  37180. * TODO
  37181. *
  37182. * @type {number}
  37183. * @default 0
  37184. */
  37185. this.useCount = 0;
  37186. /**
  37187. * TODO
  37188. *
  37189. * @type {number}
  37190. * @default 0
  37191. */
  37192. this.referenceCount = 0;
  37193. }
  37194. /**
  37195. * Accumulates data in the `incoming` region into `accu<i>`.
  37196. *
  37197. * @param {number} accuIndex - The accumulation index.
  37198. * @param {number} weight - The weight.
  37199. */
  37200. accumulate( accuIndex, weight ) {
  37201. // note: happily accumulating nothing when weight = 0, the caller knows
  37202. // the weight and shouldn't have made the call in the first place
  37203. const buffer = this.buffer,
  37204. stride = this.valueSize,
  37205. offset = accuIndex * stride + stride;
  37206. let currentWeight = this.cumulativeWeight;
  37207. if ( currentWeight === 0 ) {
  37208. // accuN := incoming * weight
  37209. for ( let i = 0; i !== stride; ++ i ) {
  37210. buffer[ offset + i ] = buffer[ i ];
  37211. }
  37212. currentWeight = weight;
  37213. } else {
  37214. // accuN := accuN + incoming * weight
  37215. currentWeight += weight;
  37216. const mix = weight / currentWeight;
  37217. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37218. }
  37219. this.cumulativeWeight = currentWeight;
  37220. }
  37221. /**
  37222. * Accumulates data in the `incoming` region into `add`.
  37223. *
  37224. * @param {number} weight - The weight.
  37225. */
  37226. accumulateAdditive( weight ) {
  37227. const buffer = this.buffer,
  37228. stride = this.valueSize,
  37229. offset = stride * this._addIndex;
  37230. if ( this.cumulativeWeightAdditive === 0 ) {
  37231. // add = identity
  37232. this._setIdentity();
  37233. }
  37234. // add := add + incoming * weight
  37235. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37236. this.cumulativeWeightAdditive += weight;
  37237. }
  37238. /**
  37239. * Applies the state of `accu<i>` to the binding when accus differ.
  37240. *
  37241. * @param {number} accuIndex - The accumulation index.
  37242. */
  37243. apply( accuIndex ) {
  37244. const stride = this.valueSize,
  37245. buffer = this.buffer,
  37246. offset = accuIndex * stride + stride,
  37247. weight = this.cumulativeWeight,
  37248. weightAdditive = this.cumulativeWeightAdditive,
  37249. binding = this.binding;
  37250. this.cumulativeWeight = 0;
  37251. this.cumulativeWeightAdditive = 0;
  37252. if ( weight < 1 ) {
  37253. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37254. const originalValueOffset = stride * this._origIndex;
  37255. this._mixBufferRegion(
  37256. buffer, offset, originalValueOffset, 1 - weight, stride );
  37257. }
  37258. if ( weightAdditive > 0 ) {
  37259. // accuN := accuN + additive accuN
  37260. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37261. }
  37262. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37263. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37264. // value has changed -> update scene graph
  37265. binding.setValue( buffer, offset );
  37266. break;
  37267. }
  37268. }
  37269. }
  37270. /**
  37271. * Remembers the state of the bound property and copy it to both accus.
  37272. */
  37273. saveOriginalState() {
  37274. const binding = this.binding;
  37275. const buffer = this.buffer,
  37276. stride = this.valueSize,
  37277. originalValueOffset = stride * this._origIndex;
  37278. binding.getValue( buffer, originalValueOffset );
  37279. // accu[0..1] := orig -- initially detect changes against the original
  37280. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37281. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37282. }
  37283. // Add to identity for additive
  37284. this._setIdentity();
  37285. this.cumulativeWeight = 0;
  37286. this.cumulativeWeightAdditive = 0;
  37287. }
  37288. /**
  37289. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37290. */
  37291. restoreOriginalState() {
  37292. const originalValueOffset = this.valueSize * 3;
  37293. this.binding.setValue( this.buffer, originalValueOffset );
  37294. }
  37295. // internals
  37296. _setAdditiveIdentityNumeric() {
  37297. const startIndex = this._addIndex * this.valueSize;
  37298. const endIndex = startIndex + this.valueSize;
  37299. for ( let i = startIndex; i < endIndex; i ++ ) {
  37300. this.buffer[ i ] = 0;
  37301. }
  37302. }
  37303. _setAdditiveIdentityQuaternion() {
  37304. this._setAdditiveIdentityNumeric();
  37305. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37306. }
  37307. _setAdditiveIdentityOther() {
  37308. const startIndex = this._origIndex * this.valueSize;
  37309. const targetIndex = this._addIndex * this.valueSize;
  37310. for ( let i = 0; i < this.valueSize; i ++ ) {
  37311. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37312. }
  37313. }
  37314. // mix functions
  37315. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37316. if ( t >= 0.5 ) {
  37317. for ( let i = 0; i !== stride; ++ i ) {
  37318. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37319. }
  37320. }
  37321. }
  37322. _slerp( buffer, dstOffset, srcOffset, t ) {
  37323. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37324. }
  37325. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37326. const workOffset = this._workIndex * stride;
  37327. // Store result in intermediate buffer offset
  37328. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37329. // Slerp to the intermediate result
  37330. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37331. }
  37332. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37333. const s = 1 - t;
  37334. for ( let i = 0; i !== stride; ++ i ) {
  37335. const j = dstOffset + i;
  37336. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37337. }
  37338. }
  37339. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37340. for ( let i = 0; i !== stride; ++ i ) {
  37341. const j = dstOffset + i;
  37342. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37343. }
  37344. }
  37345. }
  37346. // Characters [].:/ are reserved for track binding syntax.
  37347. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37348. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37349. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37350. // only latin characters, and the unicode \p{L} is not yet supported. So
  37351. // instead, we exclude reserved characters and match everything else.
  37352. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37353. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37354. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37355. // be matched to parse the rest of the track name.
  37356. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37357. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37358. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37359. // Object on target node, and accessor. May not contain reserved
  37360. // characters. Accessor may contain any character except closing bracket.
  37361. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37362. // Property and accessor. May not contain reserved characters. Accessor may
  37363. // contain any non-bracket characters.
  37364. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37365. const _trackRe = new RegExp( ''
  37366. + '^'
  37367. + _directoryRe
  37368. + _nodeRe
  37369. + _objectRe
  37370. + _propertyRe
  37371. + '$'
  37372. );
  37373. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37374. class Composite {
  37375. constructor( targetGroup, path, optionalParsedPath ) {
  37376. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37377. this._targetGroup = targetGroup;
  37378. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37379. }
  37380. getValue( array, offset ) {
  37381. this.bind(); // bind all binding
  37382. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37383. binding = this._bindings[ firstValidIndex ];
  37384. // and only call .getValue on the first
  37385. if ( binding !== undefined ) binding.getValue( array, offset );
  37386. }
  37387. setValue( array, offset ) {
  37388. const bindings = this._bindings;
  37389. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37390. bindings[ i ].setValue( array, offset );
  37391. }
  37392. }
  37393. bind() {
  37394. const bindings = this._bindings;
  37395. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37396. bindings[ i ].bind();
  37397. }
  37398. }
  37399. unbind() {
  37400. const bindings = this._bindings;
  37401. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37402. bindings[ i ].unbind();
  37403. }
  37404. }
  37405. }
  37406. // Note: This class uses a State pattern on a per-method basis:
  37407. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37408. // prototype version of these methods with one that represents
  37409. // the bound state. When the property is not found, the methods
  37410. // become no-ops.
  37411. /**
  37412. * This holds a reference to a real property in the scene graph; used internally.
  37413. */
  37414. class PropertyBinding {
  37415. /**
  37416. * Constructs a new property binding.
  37417. *
  37418. * @param {Object} rootNode - The root node.
  37419. * @param {string} path - The path.
  37420. * @param {?Object} [parsedPath] - The parsed path.
  37421. */
  37422. constructor( rootNode, path, parsedPath ) {
  37423. /**
  37424. * The object path to the animated property.
  37425. *
  37426. * @type {string}
  37427. */
  37428. this.path = path;
  37429. /**
  37430. * An object holding information about the path.
  37431. *
  37432. * @type {Object}
  37433. */
  37434. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37435. /**
  37436. * The object owns the animated property.
  37437. *
  37438. * @type {?Object}
  37439. */
  37440. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37441. /**
  37442. * The root node.
  37443. *
  37444. * @type {Object3D|Skeleton}
  37445. */
  37446. this.rootNode = rootNode;
  37447. // initial state of these methods that calls 'bind'
  37448. this.getValue = this._getValue_unbound;
  37449. this.setValue = this._setValue_unbound;
  37450. }
  37451. /**
  37452. * Factory method for creating a property binding from the given parameters.
  37453. *
  37454. * @static
  37455. * @param {Object} root - The root node.
  37456. * @param {string} path - The path.
  37457. * @param {?Object} [parsedPath] - The parsed path.
  37458. * @return {PropertyBinding|Composite} The created property binding or composite.
  37459. */
  37460. static create( root, path, parsedPath ) {
  37461. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37462. return new PropertyBinding( root, path, parsedPath );
  37463. } else {
  37464. return new PropertyBinding.Composite( root, path, parsedPath );
  37465. }
  37466. }
  37467. /**
  37468. * Replaces spaces with underscores and removes unsupported characters from
  37469. * node names, to ensure compatibility with parseTrackName().
  37470. *
  37471. * @param {string} name - Node name to be sanitized.
  37472. * @return {string} The sanitized node name.
  37473. */
  37474. static sanitizeNodeName( name ) {
  37475. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37476. }
  37477. /**
  37478. * Parses the given track name (an object path to an animated property) and
  37479. * returns an object with information about the path. Matches strings in the following forms:
  37480. *
  37481. * - nodeName.property
  37482. * - nodeName.property[accessor]
  37483. * - nodeName.material.property[accessor]
  37484. * - uuid.property[accessor]
  37485. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37486. * - parentName/nodeName.property
  37487. * - parentName/parentName/nodeName.property[index]
  37488. * - .bone[Armature.DEF_cog].position
  37489. * - scene:helium_balloon_model:helium_balloon_model.position
  37490. *
  37491. * @static
  37492. * @param {string} trackName - The track name to parse.
  37493. * @return {Object} The parsed track name as an object.
  37494. */
  37495. static parseTrackName( trackName ) {
  37496. const matches = _trackRe.exec( trackName );
  37497. if ( matches === null ) {
  37498. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37499. }
  37500. const results = {
  37501. // directoryName: matches[ 1 ], // (tschw) currently unused
  37502. nodeName: matches[ 2 ],
  37503. objectName: matches[ 3 ],
  37504. objectIndex: matches[ 4 ],
  37505. propertyName: matches[ 5 ], // required
  37506. propertyIndex: matches[ 6 ]
  37507. };
  37508. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37509. if ( lastDot !== undefined && lastDot !== -1 ) {
  37510. const objectName = results.nodeName.substring( lastDot + 1 );
  37511. // Object names must be checked against an allowlist. Otherwise, there
  37512. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37513. // 'bar' could be the objectName, or part of a nodeName (which can
  37514. // include '.' characters).
  37515. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37516. results.nodeName = results.nodeName.substring( 0, lastDot );
  37517. results.objectName = objectName;
  37518. }
  37519. }
  37520. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37521. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37522. }
  37523. return results;
  37524. }
  37525. /**
  37526. * Searches for a node in the hierarchy of the given root object by the given
  37527. * node name.
  37528. *
  37529. * @static
  37530. * @param {Object} root - The root object.
  37531. * @param {string|number} nodeName - The name of the node.
  37532. * @return {?Object} The found node. Returns `null` if no object was found.
  37533. */
  37534. static findNode( root, nodeName ) {
  37535. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37536. return root;
  37537. }
  37538. // search into skeleton bones.
  37539. if ( root.skeleton ) {
  37540. const bone = root.skeleton.getBoneByName( nodeName );
  37541. if ( bone !== undefined ) {
  37542. return bone;
  37543. }
  37544. }
  37545. // search into node subtree.
  37546. if ( root.children ) {
  37547. const searchNodeSubtree = function ( children ) {
  37548. for ( let i = 0; i < children.length; i ++ ) {
  37549. const childNode = children[ i ];
  37550. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37551. return childNode;
  37552. }
  37553. const result = searchNodeSubtree( childNode.children );
  37554. if ( result ) return result;
  37555. }
  37556. return null;
  37557. };
  37558. const subTreeNode = searchNodeSubtree( root.children );
  37559. if ( subTreeNode ) {
  37560. return subTreeNode;
  37561. }
  37562. }
  37563. return null;
  37564. }
  37565. // these are used to "bind" a nonexistent property
  37566. _getValue_unavailable() {}
  37567. _setValue_unavailable() {}
  37568. // Getters
  37569. _getValue_direct( buffer, offset ) {
  37570. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37571. }
  37572. _getValue_array( buffer, offset ) {
  37573. const source = this.resolvedProperty;
  37574. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37575. buffer[ offset ++ ] = source[ i ];
  37576. }
  37577. }
  37578. _getValue_arrayElement( buffer, offset ) {
  37579. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37580. }
  37581. _getValue_toArray( buffer, offset ) {
  37582. this.resolvedProperty.toArray( buffer, offset );
  37583. }
  37584. // Direct
  37585. _setValue_direct( buffer, offset ) {
  37586. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37587. }
  37588. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37589. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37590. this.targetObject.needsUpdate = true;
  37591. }
  37592. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37593. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37594. this.targetObject.matrixWorldNeedsUpdate = true;
  37595. }
  37596. // EntireArray
  37597. _setValue_array( buffer, offset ) {
  37598. const dest = this.resolvedProperty;
  37599. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37600. dest[ i ] = buffer[ offset ++ ];
  37601. }
  37602. }
  37603. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37604. const dest = this.resolvedProperty;
  37605. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37606. dest[ i ] = buffer[ offset ++ ];
  37607. }
  37608. this.targetObject.needsUpdate = true;
  37609. }
  37610. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37611. const dest = this.resolvedProperty;
  37612. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37613. dest[ i ] = buffer[ offset ++ ];
  37614. }
  37615. this.targetObject.matrixWorldNeedsUpdate = true;
  37616. }
  37617. // ArrayElement
  37618. _setValue_arrayElement( buffer, offset ) {
  37619. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37620. }
  37621. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37622. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37623. this.targetObject.needsUpdate = true;
  37624. }
  37625. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37626. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37627. this.targetObject.matrixWorldNeedsUpdate = true;
  37628. }
  37629. // HasToFromArray
  37630. _setValue_fromArray( buffer, offset ) {
  37631. this.resolvedProperty.fromArray( buffer, offset );
  37632. }
  37633. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37634. this.resolvedProperty.fromArray( buffer, offset );
  37635. this.targetObject.needsUpdate = true;
  37636. }
  37637. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37638. this.resolvedProperty.fromArray( buffer, offset );
  37639. this.targetObject.matrixWorldNeedsUpdate = true;
  37640. }
  37641. _getValue_unbound( targetArray, offset ) {
  37642. this.bind();
  37643. this.getValue( targetArray, offset );
  37644. }
  37645. _setValue_unbound( sourceArray, offset ) {
  37646. this.bind();
  37647. this.setValue( sourceArray, offset );
  37648. }
  37649. /**
  37650. * Creates a getter / setter pair for the property tracked by this binding.
  37651. */
  37652. bind() {
  37653. let targetObject = this.node;
  37654. const parsedPath = this.parsedPath;
  37655. const objectName = parsedPath.objectName;
  37656. const propertyName = parsedPath.propertyName;
  37657. let propertyIndex = parsedPath.propertyIndex;
  37658. if ( ! targetObject ) {
  37659. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37660. this.node = targetObject;
  37661. }
  37662. // set fail state so we can just 'return' on error
  37663. this.getValue = this._getValue_unavailable;
  37664. this.setValue = this._setValue_unavailable;
  37665. // ensure there is a value node
  37666. if ( ! targetObject ) {
  37667. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37668. return;
  37669. }
  37670. if ( objectName ) {
  37671. let objectIndex = parsedPath.objectIndex;
  37672. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37673. switch ( objectName ) {
  37674. case 'materials':
  37675. if ( ! targetObject.material ) {
  37676. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37677. return;
  37678. }
  37679. if ( ! targetObject.material.materials ) {
  37680. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37681. return;
  37682. }
  37683. targetObject = targetObject.material.materials;
  37684. break;
  37685. case 'bones':
  37686. if ( ! targetObject.skeleton ) {
  37687. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37688. return;
  37689. }
  37690. // potential future optimization: skip this if propertyIndex is already an integer
  37691. // and convert the integer string to a true integer.
  37692. targetObject = targetObject.skeleton.bones;
  37693. // support resolving morphTarget names into indices.
  37694. for ( let i = 0; i < targetObject.length; i ++ ) {
  37695. if ( targetObject[ i ].name === objectIndex ) {
  37696. objectIndex = i;
  37697. break;
  37698. }
  37699. }
  37700. break;
  37701. case 'map':
  37702. if ( 'map' in targetObject ) {
  37703. targetObject = targetObject.map;
  37704. break;
  37705. }
  37706. if ( ! targetObject.material ) {
  37707. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37708. return;
  37709. }
  37710. if ( ! targetObject.material.map ) {
  37711. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37712. return;
  37713. }
  37714. targetObject = targetObject.material.map;
  37715. break;
  37716. default:
  37717. if ( targetObject[ objectName ] === undefined ) {
  37718. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37719. return;
  37720. }
  37721. targetObject = targetObject[ objectName ];
  37722. }
  37723. if ( objectIndex !== undefined ) {
  37724. if ( targetObject[ objectIndex ] === undefined ) {
  37725. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37726. return;
  37727. }
  37728. targetObject = targetObject[ objectIndex ];
  37729. }
  37730. }
  37731. // resolve property
  37732. const nodeProperty = targetObject[ propertyName ];
  37733. if ( nodeProperty === undefined ) {
  37734. const nodeName = parsedPath.nodeName;
  37735. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37736. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37737. return;
  37738. }
  37739. // determine versioning scheme
  37740. let versioning = this.Versioning.None;
  37741. this.targetObject = targetObject;
  37742. if ( targetObject.isMaterial === true ) {
  37743. versioning = this.Versioning.NeedsUpdate;
  37744. } else if ( targetObject.isObject3D === true ) {
  37745. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37746. }
  37747. // determine how the property gets bound
  37748. let bindingType = this.BindingType.Direct;
  37749. if ( propertyIndex !== undefined ) {
  37750. // access a sub element of the property array (only primitives are supported right now)
  37751. if ( propertyName === 'morphTargetInfluences' ) {
  37752. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37753. // support resolving morphTarget names into indices.
  37754. if ( ! targetObject.geometry ) {
  37755. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37756. return;
  37757. }
  37758. if ( ! targetObject.geometry.morphAttributes ) {
  37759. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37760. return;
  37761. }
  37762. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37763. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37764. }
  37765. }
  37766. bindingType = this.BindingType.ArrayElement;
  37767. this.resolvedProperty = nodeProperty;
  37768. this.propertyIndex = propertyIndex;
  37769. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37770. // must use copy for Object3D.Euler/Quaternion
  37771. bindingType = this.BindingType.HasFromToArray;
  37772. this.resolvedProperty = nodeProperty;
  37773. } else if ( Array.isArray( nodeProperty ) ) {
  37774. bindingType = this.BindingType.EntireArray;
  37775. this.resolvedProperty = nodeProperty;
  37776. } else {
  37777. this.propertyName = propertyName;
  37778. }
  37779. // select getter / setter
  37780. this.getValue = this.GetterByBindingType[ bindingType ];
  37781. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37782. }
  37783. /**
  37784. * Unbinds the property.
  37785. */
  37786. unbind() {
  37787. this.node = null;
  37788. // back to the prototype version of getValue / setValue
  37789. // note: avoiding to mutate the shape of 'this' via 'delete'
  37790. this.getValue = this._getValue_unbound;
  37791. this.setValue = this._setValue_unbound;
  37792. }
  37793. }
  37794. PropertyBinding.Composite = Composite;
  37795. PropertyBinding.prototype.BindingType = {
  37796. Direct: 0,
  37797. EntireArray: 1,
  37798. ArrayElement: 2,
  37799. HasFromToArray: 3
  37800. };
  37801. PropertyBinding.prototype.Versioning = {
  37802. None: 0,
  37803. NeedsUpdate: 1,
  37804. MatrixWorldNeedsUpdate: 2
  37805. };
  37806. PropertyBinding.prototype.GetterByBindingType = [
  37807. PropertyBinding.prototype._getValue_direct,
  37808. PropertyBinding.prototype._getValue_array,
  37809. PropertyBinding.prototype._getValue_arrayElement,
  37810. PropertyBinding.prototype._getValue_toArray,
  37811. ];
  37812. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37813. [
  37814. // Direct
  37815. PropertyBinding.prototype._setValue_direct,
  37816. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37817. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37818. ], [
  37819. // EntireArray
  37820. PropertyBinding.prototype._setValue_array,
  37821. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37822. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37823. ], [
  37824. // ArrayElement
  37825. PropertyBinding.prototype._setValue_arrayElement,
  37826. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37827. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37828. ], [
  37829. // HasToFromArray
  37830. PropertyBinding.prototype._setValue_fromArray,
  37831. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37832. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37833. ]
  37834. ];
  37835. /**
  37836. * A group of objects that receives a shared animation state.
  37837. *
  37838. * Usage:
  37839. *
  37840. * - Add objects you would otherwise pass as 'root' to the
  37841. * constructor or the .clipAction method of AnimationMixer.
  37842. * - Instead pass this object as 'root'.
  37843. * - You can also add and remove objects later when the mixer is running.
  37844. *
  37845. * Note:
  37846. *
  37847. * - Objects of this class appear as one object to the mixer,
  37848. * so cache control of the individual objects must be done on the group.
  37849. *
  37850. * Limitation:
  37851. *
  37852. * - The animated properties must be compatible among the all objects in the group.
  37853. * - A single property can either be controlled through a target group or directly, but not both.
  37854. */
  37855. class AnimationObjectGroup {
  37856. /**
  37857. * Constructs a new animation group.
  37858. *
  37859. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37860. */
  37861. constructor() {
  37862. /**
  37863. * This flag can be used for type testing.
  37864. *
  37865. * @type {boolean}
  37866. * @readonly
  37867. * @default true
  37868. */
  37869. this.isAnimationObjectGroup = true;
  37870. /**
  37871. * The UUID of the 3D object.
  37872. *
  37873. * @type {string}
  37874. * @readonly
  37875. */
  37876. this.uuid = generateUUID();
  37877. // cached objects followed by the active ones
  37878. this._objects = Array.prototype.slice.call( arguments );
  37879. this.nCachedObjects_ = 0; // threshold
  37880. // note: read by PropertyBinding.Composite
  37881. const indices = {};
  37882. this._indicesByUUID = indices; // for bookkeeping
  37883. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37884. indices[ arguments[ i ].uuid ] = i;
  37885. }
  37886. this._paths = []; // inside: string
  37887. this._parsedPaths = []; // inside: { we don't care, here }
  37888. this._bindings = []; // inside: Array< PropertyBinding >
  37889. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37890. const scope = this;
  37891. this.stats = {
  37892. objects: {
  37893. get total() {
  37894. return scope._objects.length;
  37895. },
  37896. get inUse() {
  37897. return this.total - scope.nCachedObjects_;
  37898. }
  37899. },
  37900. get bindingsPerObject() {
  37901. return scope._bindings.length;
  37902. }
  37903. };
  37904. }
  37905. /**
  37906. * Adds an arbitrary number of objects to this animation group.
  37907. *
  37908. * @param {...Object3D} arguments - The 3D objects to add.
  37909. */
  37910. add() {
  37911. const objects = this._objects,
  37912. indicesByUUID = this._indicesByUUID,
  37913. paths = this._paths,
  37914. parsedPaths = this._parsedPaths,
  37915. bindings = this._bindings,
  37916. nBindings = bindings.length;
  37917. let knownObject = undefined,
  37918. nObjects = objects.length,
  37919. nCachedObjects = this.nCachedObjects_;
  37920. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37921. const object = arguments[ i ],
  37922. uuid = object.uuid;
  37923. let index = indicesByUUID[ uuid ];
  37924. if ( index === undefined ) {
  37925. // unknown object -> add it to the ACTIVE region
  37926. index = nObjects ++;
  37927. indicesByUUID[ uuid ] = index;
  37928. objects.push( object );
  37929. // accounting is done, now do the same for all bindings
  37930. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37931. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37932. }
  37933. } else if ( index < nCachedObjects ) {
  37934. knownObject = objects[ index ];
  37935. // move existing object to the ACTIVE region
  37936. const firstActiveIndex = -- nCachedObjects,
  37937. lastCachedObject = objects[ firstActiveIndex ];
  37938. indicesByUUID[ lastCachedObject.uuid ] = index;
  37939. objects[ index ] = lastCachedObject;
  37940. indicesByUUID[ uuid ] = firstActiveIndex;
  37941. objects[ firstActiveIndex ] = object;
  37942. // accounting is done, now do the same for all bindings
  37943. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37944. const bindingsForPath = bindings[ j ],
  37945. lastCached = bindingsForPath[ firstActiveIndex ];
  37946. let binding = bindingsForPath[ index ];
  37947. bindingsForPath[ index ] = lastCached;
  37948. if ( binding === undefined ) {
  37949. // since we do not bother to create new bindings
  37950. // for objects that are cached, the binding may
  37951. // or may not exist
  37952. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37953. }
  37954. bindingsForPath[ firstActiveIndex ] = binding;
  37955. }
  37956. } else if ( objects[ index ] !== knownObject ) {
  37957. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  37958. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37959. } // else the object is already where we want it to be
  37960. } // for arguments
  37961. this.nCachedObjects_ = nCachedObjects;
  37962. }
  37963. /**
  37964. * Removes an arbitrary number of objects to this animation group
  37965. *
  37966. * @param {...Object3D} arguments - The 3D objects to remove.
  37967. */
  37968. remove() {
  37969. const objects = this._objects,
  37970. indicesByUUID = this._indicesByUUID,
  37971. bindings = this._bindings,
  37972. nBindings = bindings.length;
  37973. let nCachedObjects = this.nCachedObjects_;
  37974. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37975. const object = arguments[ i ],
  37976. uuid = object.uuid,
  37977. index = indicesByUUID[ uuid ];
  37978. if ( index !== undefined && index >= nCachedObjects ) {
  37979. // move existing object into the CACHED region
  37980. const lastCachedIndex = nCachedObjects ++,
  37981. firstActiveObject = objects[ lastCachedIndex ];
  37982. indicesByUUID[ firstActiveObject.uuid ] = index;
  37983. objects[ index ] = firstActiveObject;
  37984. indicesByUUID[ uuid ] = lastCachedIndex;
  37985. objects[ lastCachedIndex ] = object;
  37986. // accounting is done, now do the same for all bindings
  37987. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37988. const bindingsForPath = bindings[ j ],
  37989. firstActive = bindingsForPath[ lastCachedIndex ],
  37990. binding = bindingsForPath[ index ];
  37991. bindingsForPath[ index ] = firstActive;
  37992. bindingsForPath[ lastCachedIndex ] = binding;
  37993. }
  37994. }
  37995. } // for arguments
  37996. this.nCachedObjects_ = nCachedObjects;
  37997. }
  37998. /**
  37999. * Deallocates all memory resources for the passed 3D objects of this animation group.
  38000. *
  38001. * @param {...Object3D} arguments - The 3D objects to uncache.
  38002. */
  38003. uncache() {
  38004. const objects = this._objects,
  38005. indicesByUUID = this._indicesByUUID,
  38006. bindings = this._bindings,
  38007. nBindings = bindings.length;
  38008. let nCachedObjects = this.nCachedObjects_,
  38009. nObjects = objects.length;
  38010. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  38011. const object = arguments[ i ],
  38012. uuid = object.uuid,
  38013. index = indicesByUUID[ uuid ];
  38014. if ( index !== undefined ) {
  38015. delete indicesByUUID[ uuid ];
  38016. if ( index < nCachedObjects ) {
  38017. // object is cached, shrink the CACHED region
  38018. const firstActiveIndex = -- nCachedObjects,
  38019. lastCachedObject = objects[ firstActiveIndex ],
  38020. lastIndex = -- nObjects,
  38021. lastObject = objects[ lastIndex ];
  38022. // last cached object takes this object's place
  38023. indicesByUUID[ lastCachedObject.uuid ] = index;
  38024. objects[ index ] = lastCachedObject;
  38025. // last object goes to the activated slot and pop
  38026. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  38027. objects[ firstActiveIndex ] = lastObject;
  38028. objects.pop();
  38029. // accounting is done, now do the same for all bindings
  38030. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38031. const bindingsForPath = bindings[ j ],
  38032. lastCached = bindingsForPath[ firstActiveIndex ],
  38033. last = bindingsForPath[ lastIndex ];
  38034. bindingsForPath[ index ] = lastCached;
  38035. bindingsForPath[ firstActiveIndex ] = last;
  38036. bindingsForPath.pop();
  38037. }
  38038. } else {
  38039. // object is active, just swap with the last and pop
  38040. const lastIndex = -- nObjects,
  38041. lastObject = objects[ lastIndex ];
  38042. if ( lastIndex > 0 ) {
  38043. indicesByUUID[ lastObject.uuid ] = index;
  38044. }
  38045. objects[ index ] = lastObject;
  38046. objects.pop();
  38047. // accounting is done, now do the same for all bindings
  38048. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38049. const bindingsForPath = bindings[ j ];
  38050. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38051. bindingsForPath.pop();
  38052. }
  38053. } // cached or active
  38054. } // if object is known
  38055. } // for arguments
  38056. this.nCachedObjects_ = nCachedObjects;
  38057. }
  38058. // Internal interface used by befriended PropertyBinding.Composite:
  38059. subscribe_( path, parsedPath ) {
  38060. // returns an array of bindings for the given path that is changed
  38061. // according to the contained objects in the group
  38062. const indicesByPath = this._bindingsIndicesByPath;
  38063. let index = indicesByPath[ path ];
  38064. const bindings = this._bindings;
  38065. if ( index !== undefined ) return bindings[ index ];
  38066. const paths = this._paths,
  38067. parsedPaths = this._parsedPaths,
  38068. objects = this._objects,
  38069. nObjects = objects.length,
  38070. nCachedObjects = this.nCachedObjects_,
  38071. bindingsForPath = new Array( nObjects );
  38072. index = bindings.length;
  38073. indicesByPath[ path ] = index;
  38074. paths.push( path );
  38075. parsedPaths.push( parsedPath );
  38076. bindings.push( bindingsForPath );
  38077. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38078. const object = objects[ i ];
  38079. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38080. }
  38081. return bindingsForPath;
  38082. }
  38083. unsubscribe_( path ) {
  38084. // tells the group to forget about a property path and no longer
  38085. // update the array previously obtained with 'subscribe_'
  38086. const indicesByPath = this._bindingsIndicesByPath,
  38087. index = indicesByPath[ path ];
  38088. if ( index !== undefined ) {
  38089. const paths = this._paths,
  38090. parsedPaths = this._parsedPaths,
  38091. bindings = this._bindings,
  38092. lastBindingsIndex = bindings.length - 1,
  38093. lastBindings = bindings[ lastBindingsIndex ],
  38094. lastBindingsPath = path[ lastBindingsIndex ];
  38095. indicesByPath[ lastBindingsPath ] = index;
  38096. bindings[ index ] = lastBindings;
  38097. bindings.pop();
  38098. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38099. parsedPaths.pop();
  38100. paths[ index ] = paths[ lastBindingsIndex ];
  38101. paths.pop();
  38102. }
  38103. }
  38104. }
  38105. /**
  38106. * An instance of `AnimationAction` schedules the playback of an animation which is
  38107. * stored in {@link AnimationClip}.
  38108. */
  38109. class AnimationAction {
  38110. /**
  38111. * Constructs a new animation action.
  38112. *
  38113. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38114. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38115. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38116. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38117. */
  38118. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38119. this._mixer = mixer;
  38120. this._clip = clip;
  38121. this._localRoot = localRoot;
  38122. /**
  38123. * Defines how the animation is blended/combined when two or more animations
  38124. * are simultaneously played.
  38125. *
  38126. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38127. */
  38128. this.blendMode = blendMode;
  38129. const tracks = clip.tracks,
  38130. nTracks = tracks.length,
  38131. interpolants = new Array( nTracks );
  38132. const interpolantSettings = {
  38133. endingStart: ZeroCurvatureEnding,
  38134. endingEnd: ZeroCurvatureEnding
  38135. };
  38136. for ( let i = 0; i !== nTracks; ++ i ) {
  38137. const interpolant = tracks[ i ].createInterpolant( null );
  38138. interpolants[ i ] = interpolant;
  38139. interpolant.settings = interpolantSettings;
  38140. }
  38141. this._interpolantSettings = interpolantSettings;
  38142. this._interpolants = interpolants; // bound by the mixer
  38143. // inside: PropertyMixer (managed by the mixer)
  38144. this._propertyBindings = new Array( nTracks );
  38145. this._cacheIndex = null; // for the memory manager
  38146. this._byClipCacheIndex = null; // for the memory manager
  38147. this._timeScaleInterpolant = null;
  38148. this._weightInterpolant = null;
  38149. /**
  38150. * The loop mode, set via {@link AnimationAction#setLoop}.
  38151. *
  38152. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38153. * @default LoopRepeat
  38154. */
  38155. this.loop = LoopRepeat;
  38156. this._loopCount = -1;
  38157. // global mixer time when the action is to be started
  38158. // it's set back to 'null' upon start of the action
  38159. this._startTime = null;
  38160. /**
  38161. * The local time of this action (in seconds, starting with `0`).
  38162. *
  38163. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38164. * loop state).
  38165. *
  38166. * @type {number}
  38167. * @default Infinity
  38168. */
  38169. this.time = 0;
  38170. /**
  38171. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38172. * animation to pause. Negative values cause the animation to play backwards.
  38173. *
  38174. * @type {number}
  38175. * @default 1
  38176. */
  38177. this.timeScale = 1;
  38178. this._effectiveTimeScale = 1;
  38179. /**
  38180. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38181. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38182. * several actions.
  38183. *
  38184. * @type {number}
  38185. * @default 1
  38186. */
  38187. this.weight = 1;
  38188. this._effectiveWeight = 1;
  38189. /**
  38190. * The number of repetitions of the performed clip over the course of this action.
  38191. * Can be set via {@link AnimationAction#setLoop}.
  38192. *
  38193. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38194. * `THREE:LoopOnce`.
  38195. *
  38196. * @type {number}
  38197. * @default Infinity
  38198. */
  38199. this.repetitions = Infinity;
  38200. /**
  38201. * If set to `true`, the playback of the action is paused.
  38202. *
  38203. * @type {boolean}
  38204. * @default false
  38205. */
  38206. this.paused = false;
  38207. /**
  38208. * If set to `false`, the action is disabled so it has no impact.
  38209. *
  38210. * When the action is re-enabled, the animation continues from its current
  38211. * time (setting `enabled` to `false` doesn't reset the action).
  38212. *
  38213. * @type {boolean}
  38214. * @default true
  38215. */
  38216. this.enabled = true;
  38217. /**
  38218. * If set to true the animation will automatically be paused on its last frame.
  38219. *
  38220. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38221. * to `false` when the last loop of the action has finished, so that this action has
  38222. * no further impact.
  38223. *
  38224. * Note: This member has no impact if the action is interrupted (it
  38225. * has only an effect if its last loop has really finished).
  38226. *
  38227. * @type {boolean}
  38228. * @default false
  38229. */
  38230. this.clampWhenFinished = false;
  38231. /**
  38232. * Enables smooth interpolation without separate clips for start, loop and end.
  38233. *
  38234. * @type {boolean}
  38235. * @default true
  38236. */
  38237. this.zeroSlopeAtStart = true;
  38238. /**
  38239. * Enables smooth interpolation without separate clips for start, loop and end.
  38240. *
  38241. * @type {boolean}
  38242. * @default true
  38243. */
  38244. this.zeroSlopeAtEnd = true;
  38245. }
  38246. /**
  38247. * Starts the playback of the animation.
  38248. *
  38249. * @return {AnimationAction} A reference to this animation action.
  38250. */
  38251. play() {
  38252. this._mixer._activateAction( this );
  38253. return this;
  38254. }
  38255. /**
  38256. * Stops the playback of the animation.
  38257. *
  38258. * @return {AnimationAction} A reference to this animation action.
  38259. */
  38260. stop() {
  38261. this._mixer._deactivateAction( this );
  38262. return this.reset();
  38263. }
  38264. /**
  38265. * Resets the playback of the animation.
  38266. *
  38267. * @return {AnimationAction} A reference to this animation action.
  38268. */
  38269. reset() {
  38270. this.paused = false;
  38271. this.enabled = true;
  38272. this.time = 0; // restart clip
  38273. this._loopCount = -1;// forget previous loops
  38274. this._startTime = null;// forget scheduling
  38275. return this.stopFading().stopWarping();
  38276. }
  38277. /**
  38278. * Returns `true` if the animation is running.
  38279. *
  38280. * @return {boolean} Whether the animation is running or not.
  38281. */
  38282. isRunning() {
  38283. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38284. this._startTime === null && this._mixer._isActiveAction( this );
  38285. }
  38286. /**
  38287. * Returns `true` when {@link AnimationAction#play} has been called.
  38288. *
  38289. * @return {boolean} Whether the animation is scheduled or not.
  38290. */
  38291. isScheduled() {
  38292. return this._mixer._isActiveAction( this );
  38293. }
  38294. /**
  38295. * Defines the time when the animation should start.
  38296. *
  38297. * @param {number} time - The start time in seconds.
  38298. * @return {AnimationAction} A reference to this animation action.
  38299. */
  38300. startAt( time ) {
  38301. this._startTime = time;
  38302. return this;
  38303. }
  38304. /**
  38305. * Configures the loop settings for this action.
  38306. *
  38307. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38308. * @param {number} repetitions - The number of repetitions.
  38309. * @return {AnimationAction} A reference to this animation action.
  38310. */
  38311. setLoop( mode, repetitions ) {
  38312. this.loop = mode;
  38313. this.repetitions = repetitions;
  38314. return this;
  38315. }
  38316. /**
  38317. * Sets the effective weight of this action.
  38318. *
  38319. * An action has no effect and thus an effective weight of zero when the
  38320. * action is disabled.
  38321. *
  38322. * @param {number} weight - The weight to set.
  38323. * @return {AnimationAction} A reference to this animation action.
  38324. */
  38325. setEffectiveWeight( weight ) {
  38326. this.weight = weight;
  38327. // note: same logic as when updated at runtime
  38328. this._effectiveWeight = this.enabled ? weight : 0;
  38329. return this.stopFading();
  38330. }
  38331. /**
  38332. * Returns the effective weight of this action.
  38333. *
  38334. * @return {number} The effective weight.
  38335. */
  38336. getEffectiveWeight() {
  38337. return this._effectiveWeight;
  38338. }
  38339. /**
  38340. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38341. * within the passed time interval.
  38342. *
  38343. * @param {number} duration - The duration of the fade.
  38344. * @return {AnimationAction} A reference to this animation action.
  38345. */
  38346. fadeIn( duration ) {
  38347. return this._scheduleFading( duration, 0, 1 );
  38348. }
  38349. /**
  38350. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38351. * within the passed time interval.
  38352. *
  38353. * @param {number} duration - The duration of the fade.
  38354. * @return {AnimationAction} A reference to this animation action.
  38355. */
  38356. fadeOut( duration ) {
  38357. return this._scheduleFading( duration, 1, 0 );
  38358. }
  38359. /**
  38360. * Causes this action to fade in and the given action to fade out,
  38361. * within the passed time interval.
  38362. *
  38363. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38364. * @param {number} duration - The duration of the fade.
  38365. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38366. * @return {AnimationAction} A reference to this animation action.
  38367. */
  38368. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38369. fadeOutAction.fadeOut( duration );
  38370. this.fadeIn( duration );
  38371. if ( warp === true ) {
  38372. const fadeInDuration = this._clip.duration,
  38373. fadeOutDuration = fadeOutAction._clip.duration,
  38374. startEndRatio = fadeOutDuration / fadeInDuration,
  38375. endStartRatio = fadeInDuration / fadeOutDuration;
  38376. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38377. this.warp( endStartRatio, 1.0, duration );
  38378. }
  38379. return this;
  38380. }
  38381. /**
  38382. * Causes this action to fade out and the given action to fade in,
  38383. * within the passed time interval.
  38384. *
  38385. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38386. * @param {number} duration - The duration of the fade.
  38387. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38388. * @return {AnimationAction} A reference to this animation action.
  38389. */
  38390. crossFadeTo( fadeInAction, duration, warp = false ) {
  38391. return fadeInAction.crossFadeFrom( this, duration, warp );
  38392. }
  38393. /**
  38394. * Stops any fading which is applied to this action.
  38395. *
  38396. * @return {AnimationAction} A reference to this animation action.
  38397. */
  38398. stopFading() {
  38399. const weightInterpolant = this._weightInterpolant;
  38400. if ( weightInterpolant !== null ) {
  38401. this._weightInterpolant = null;
  38402. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38403. }
  38404. return this;
  38405. }
  38406. /**
  38407. * Sets the effective time scale of this action.
  38408. *
  38409. * An action has no effect and thus an effective time scale of zero when the
  38410. * action is paused.
  38411. *
  38412. * @param {number} timeScale - The time scale to set.
  38413. * @return {AnimationAction} A reference to this animation action.
  38414. */
  38415. setEffectiveTimeScale( timeScale ) {
  38416. this.timeScale = timeScale;
  38417. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38418. return this.stopWarping();
  38419. }
  38420. /**
  38421. * Returns the effective time scale of this action.
  38422. *
  38423. * @return {number} The effective time scale.
  38424. */
  38425. getEffectiveTimeScale() {
  38426. return this._effectiveTimeScale;
  38427. }
  38428. /**
  38429. * Sets the duration for a single loop of this action.
  38430. *
  38431. * @param {number} duration - The duration to set.
  38432. * @return {AnimationAction} A reference to this animation action.
  38433. */
  38434. setDuration( duration ) {
  38435. this.timeScale = this._clip.duration / duration;
  38436. return this.stopWarping();
  38437. }
  38438. /**
  38439. * Synchronizes this action with the passed other action.
  38440. *
  38441. * @param {AnimationAction} action - The action to sync with.
  38442. * @return {AnimationAction} A reference to this animation action.
  38443. */
  38444. syncWith( action ) {
  38445. this.time = action.time;
  38446. this.timeScale = action.timeScale;
  38447. return this.stopWarping();
  38448. }
  38449. /**
  38450. * Decelerates this animation's speed to `0` within the passed time interval.
  38451. *
  38452. * @param {number} duration - The duration.
  38453. * @return {AnimationAction} A reference to this animation action.
  38454. */
  38455. halt( duration ) {
  38456. return this.warp( this._effectiveTimeScale, 0, duration );
  38457. }
  38458. /**
  38459. * Changes the playback speed, within the passed time interval, by modifying
  38460. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38461. * `endTimeScale`.
  38462. *
  38463. * @param {number} startTimeScale - The start time scale.
  38464. * @param {number} endTimeScale - The end time scale.
  38465. * @param {number} duration - The duration.
  38466. * @return {AnimationAction} A reference to this animation action.
  38467. */
  38468. warp( startTimeScale, endTimeScale, duration ) {
  38469. const mixer = this._mixer,
  38470. now = mixer.time,
  38471. timeScale = this.timeScale;
  38472. let interpolant = this._timeScaleInterpolant;
  38473. if ( interpolant === null ) {
  38474. interpolant = mixer._lendControlInterpolant();
  38475. this._timeScaleInterpolant = interpolant;
  38476. }
  38477. const times = interpolant.parameterPositions,
  38478. values = interpolant.sampleValues;
  38479. times[ 0 ] = now;
  38480. times[ 1 ] = now + duration;
  38481. values[ 0 ] = startTimeScale / timeScale;
  38482. values[ 1 ] = endTimeScale / timeScale;
  38483. return this;
  38484. }
  38485. /**
  38486. * Stops any scheduled warping which is applied to this action.
  38487. *
  38488. * @return {AnimationAction} A reference to this animation action.
  38489. */
  38490. stopWarping() {
  38491. const timeScaleInterpolant = this._timeScaleInterpolant;
  38492. if ( timeScaleInterpolant !== null ) {
  38493. this._timeScaleInterpolant = null;
  38494. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38495. }
  38496. return this;
  38497. }
  38498. /**
  38499. * Returns the animation mixer of this animation action.
  38500. *
  38501. * @return {AnimationMixer} The animation mixer.
  38502. */
  38503. getMixer() {
  38504. return this._mixer;
  38505. }
  38506. /**
  38507. * Returns the animation clip of this animation action.
  38508. *
  38509. * @return {AnimationClip} The animation clip.
  38510. */
  38511. getClip() {
  38512. return this._clip;
  38513. }
  38514. /**
  38515. * Returns the root object of this animation action.
  38516. *
  38517. * @return {Object3D} The root object.
  38518. */
  38519. getRoot() {
  38520. return this._localRoot || this._mixer._root;
  38521. }
  38522. // Interna
  38523. _update( time, deltaTime, timeDirection, accuIndex ) {
  38524. // called by the mixer
  38525. if ( ! this.enabled ) {
  38526. // call ._updateWeight() to update ._effectiveWeight
  38527. this._updateWeight( time );
  38528. return;
  38529. }
  38530. const startTime = this._startTime;
  38531. if ( startTime !== null ) {
  38532. // check for scheduled start of action
  38533. const timeRunning = ( time - startTime ) * timeDirection;
  38534. if ( timeRunning < 0 || timeDirection === 0 ) {
  38535. deltaTime = 0;
  38536. } else {
  38537. this._startTime = null; // unschedule
  38538. deltaTime = timeDirection * timeRunning;
  38539. }
  38540. }
  38541. // apply time scale and advance time
  38542. deltaTime *= this._updateTimeScale( time );
  38543. const clipTime = this._updateTime( deltaTime );
  38544. // note: _updateTime may disable the action resulting in
  38545. // an effective weight of 0
  38546. const weight = this._updateWeight( time );
  38547. if ( weight > 0 ) {
  38548. const interpolants = this._interpolants;
  38549. const propertyMixers = this._propertyBindings;
  38550. switch ( this.blendMode ) {
  38551. case AdditiveAnimationBlendMode:
  38552. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38553. interpolants[ j ].evaluate( clipTime );
  38554. propertyMixers[ j ].accumulateAdditive( weight );
  38555. }
  38556. break;
  38557. case NormalAnimationBlendMode:
  38558. default:
  38559. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38560. interpolants[ j ].evaluate( clipTime );
  38561. propertyMixers[ j ].accumulate( accuIndex, weight );
  38562. }
  38563. }
  38564. }
  38565. }
  38566. _updateWeight( time ) {
  38567. let weight = 0;
  38568. if ( this.enabled ) {
  38569. weight = this.weight;
  38570. const interpolant = this._weightInterpolant;
  38571. if ( interpolant !== null ) {
  38572. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38573. weight *= interpolantValue;
  38574. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38575. this.stopFading();
  38576. if ( interpolantValue === 0 ) {
  38577. // faded out, disable
  38578. this.enabled = false;
  38579. }
  38580. }
  38581. }
  38582. }
  38583. this._effectiveWeight = weight;
  38584. return weight;
  38585. }
  38586. _updateTimeScale( time ) {
  38587. let timeScale = 0;
  38588. if ( ! this.paused ) {
  38589. timeScale = this.timeScale;
  38590. const interpolant = this._timeScaleInterpolant;
  38591. if ( interpolant !== null ) {
  38592. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38593. timeScale *= interpolantValue;
  38594. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38595. this.stopWarping();
  38596. if ( timeScale === 0 ) {
  38597. // motion has halted, pause
  38598. this.paused = true;
  38599. } else {
  38600. // warp done - apply final time scale
  38601. this.timeScale = timeScale;
  38602. }
  38603. }
  38604. }
  38605. }
  38606. this._effectiveTimeScale = timeScale;
  38607. return timeScale;
  38608. }
  38609. _updateTime( deltaTime ) {
  38610. const duration = this._clip.duration;
  38611. const loop = this.loop;
  38612. let time = this.time + deltaTime;
  38613. let loopCount = this._loopCount;
  38614. const pingPong = ( loop === LoopPingPong );
  38615. if ( deltaTime === 0 ) {
  38616. if ( loopCount === -1 ) return time;
  38617. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38618. }
  38619. if ( loop === LoopOnce ) {
  38620. if ( loopCount === -1 ) {
  38621. // just started
  38622. this._loopCount = 0;
  38623. this._setEndings( true, true, false );
  38624. }
  38625. handle_stop: {
  38626. if ( time >= duration ) {
  38627. time = duration;
  38628. } else if ( time < 0 ) {
  38629. time = 0;
  38630. } else {
  38631. this.time = time;
  38632. break handle_stop;
  38633. }
  38634. if ( this.clampWhenFinished ) this.paused = true;
  38635. else this.enabled = false;
  38636. this.time = time;
  38637. this._mixer.dispatchEvent( {
  38638. type: 'finished', action: this,
  38639. direction: deltaTime < 0 ? -1 : 1
  38640. } );
  38641. }
  38642. } else { // repetitive Repeat or PingPong
  38643. if ( loopCount === -1 ) {
  38644. // just started
  38645. if ( deltaTime >= 0 ) {
  38646. loopCount = 0;
  38647. this._setEndings( true, this.repetitions === 0, pingPong );
  38648. } else {
  38649. // when looping in reverse direction, the initial
  38650. // transition through zero counts as a repetition,
  38651. // so leave loopCount at -1
  38652. this._setEndings( this.repetitions === 0, true, pingPong );
  38653. }
  38654. }
  38655. if ( time >= duration || time < 0 ) {
  38656. // wrap around
  38657. const loopDelta = Math.floor( time / duration ); // signed
  38658. time -= duration * loopDelta;
  38659. loopCount += Math.abs( loopDelta );
  38660. const pending = this.repetitions - loopCount;
  38661. if ( pending <= 0 ) {
  38662. // have to stop (switch state, clamp time, fire event)
  38663. if ( this.clampWhenFinished ) this.paused = true;
  38664. else this.enabled = false;
  38665. time = deltaTime > 0 ? duration : 0;
  38666. this.time = time;
  38667. this._mixer.dispatchEvent( {
  38668. type: 'finished', action: this,
  38669. direction: deltaTime > 0 ? 1 : -1
  38670. } );
  38671. } else {
  38672. // keep running
  38673. if ( pending === 1 ) {
  38674. // entering the last round
  38675. const atStart = deltaTime < 0;
  38676. this._setEndings( atStart, ! atStart, pingPong );
  38677. } else {
  38678. this._setEndings( false, false, pingPong );
  38679. }
  38680. this._loopCount = loopCount;
  38681. this.time = time;
  38682. this._mixer.dispatchEvent( {
  38683. type: 'loop', action: this, loopDelta: loopDelta
  38684. } );
  38685. }
  38686. } else {
  38687. this.time = time;
  38688. }
  38689. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38690. // invert time for the "pong round"
  38691. return duration - time;
  38692. }
  38693. }
  38694. return time;
  38695. }
  38696. _setEndings( atStart, atEnd, pingPong ) {
  38697. const settings = this._interpolantSettings;
  38698. if ( pingPong ) {
  38699. settings.endingStart = ZeroSlopeEnding;
  38700. settings.endingEnd = ZeroSlopeEnding;
  38701. } else {
  38702. // assuming for LoopOnce atStart == atEnd == true
  38703. if ( atStart ) {
  38704. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38705. } else {
  38706. settings.endingStart = WrapAroundEnding;
  38707. }
  38708. if ( atEnd ) {
  38709. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38710. } else {
  38711. settings.endingEnd = WrapAroundEnding;
  38712. }
  38713. }
  38714. }
  38715. _scheduleFading( duration, weightNow, weightThen ) {
  38716. const mixer = this._mixer, now = mixer.time;
  38717. let interpolant = this._weightInterpolant;
  38718. if ( interpolant === null ) {
  38719. interpolant = mixer._lendControlInterpolant();
  38720. this._weightInterpolant = interpolant;
  38721. }
  38722. const times = interpolant.parameterPositions,
  38723. values = interpolant.sampleValues;
  38724. times[ 0 ] = now;
  38725. values[ 0 ] = weightNow;
  38726. times[ 1 ] = now + duration;
  38727. values[ 1 ] = weightThen;
  38728. return this;
  38729. }
  38730. }
  38731. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38732. /**
  38733. * `AnimationMixer` is a player for animations on a particular object in
  38734. * the scene. When multiple objects in the scene are animated independently,
  38735. * one `AnimationMixer` may be used for each object.
  38736. */
  38737. class AnimationMixer extends EventDispatcher {
  38738. /**
  38739. * Constructs a new animation mixer.
  38740. *
  38741. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38742. */
  38743. constructor( root ) {
  38744. super();
  38745. this._root = root;
  38746. this._initMemoryManager();
  38747. this._accuIndex = 0;
  38748. /**
  38749. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38750. *
  38751. * @type {number}
  38752. * @default 0
  38753. */
  38754. this.time = 0;
  38755. /**
  38756. * A scaling factor for the global time.
  38757. *
  38758. * Note: Setting this member to `0` and later back to `1` is a
  38759. * possibility to pause/unpause all actions that are controlled by this
  38760. * mixer.
  38761. *
  38762. * @type {number}
  38763. * @default 1
  38764. */
  38765. this.timeScale = 1.0;
  38766. }
  38767. _bindAction( action, prototypeAction ) {
  38768. const root = action._localRoot || this._root,
  38769. tracks = action._clip.tracks,
  38770. nTracks = tracks.length,
  38771. bindings = action._propertyBindings,
  38772. interpolants = action._interpolants,
  38773. rootUuid = root.uuid,
  38774. bindingsByRoot = this._bindingsByRootAndName;
  38775. let bindingsByName = bindingsByRoot[ rootUuid ];
  38776. if ( bindingsByName === undefined ) {
  38777. bindingsByName = {};
  38778. bindingsByRoot[ rootUuid ] = bindingsByName;
  38779. }
  38780. for ( let i = 0; i !== nTracks; ++ i ) {
  38781. const track = tracks[ i ],
  38782. trackName = track.name;
  38783. let binding = bindingsByName[ trackName ];
  38784. if ( binding !== undefined ) {
  38785. ++ binding.referenceCount;
  38786. bindings[ i ] = binding;
  38787. } else {
  38788. binding = bindings[ i ];
  38789. if ( binding !== undefined ) {
  38790. // existing binding, make sure the cache knows
  38791. if ( binding._cacheIndex === null ) {
  38792. ++ binding.referenceCount;
  38793. this._addInactiveBinding( binding, rootUuid, trackName );
  38794. }
  38795. continue;
  38796. }
  38797. const path = prototypeAction && prototypeAction.
  38798. _propertyBindings[ i ].binding.parsedPath;
  38799. binding = new PropertyMixer(
  38800. PropertyBinding.create( root, trackName, path ),
  38801. track.ValueTypeName, track.getValueSize() );
  38802. ++ binding.referenceCount;
  38803. this._addInactiveBinding( binding, rootUuid, trackName );
  38804. bindings[ i ] = binding;
  38805. }
  38806. interpolants[ i ].resultBuffer = binding.buffer;
  38807. }
  38808. }
  38809. _activateAction( action ) {
  38810. if ( ! this._isActiveAction( action ) ) {
  38811. if ( action._cacheIndex === null ) {
  38812. // this action has been forgotten by the cache, but the user
  38813. // appears to be still using it -> rebind
  38814. const rootUuid = ( action._localRoot || this._root ).uuid,
  38815. clipUuid = action._clip.uuid,
  38816. actionsForClip = this._actionsByClip[ clipUuid ];
  38817. this._bindAction( action,
  38818. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38819. this._addInactiveAction( action, clipUuid, rootUuid );
  38820. }
  38821. const bindings = action._propertyBindings;
  38822. // increment reference counts / sort out state
  38823. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38824. const binding = bindings[ i ];
  38825. if ( binding.useCount ++ === 0 ) {
  38826. this._lendBinding( binding );
  38827. binding.saveOriginalState();
  38828. }
  38829. }
  38830. this._lendAction( action );
  38831. }
  38832. }
  38833. _deactivateAction( action ) {
  38834. if ( this._isActiveAction( action ) ) {
  38835. const bindings = action._propertyBindings;
  38836. // decrement reference counts / sort out state
  38837. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38838. const binding = bindings[ i ];
  38839. if ( -- binding.useCount === 0 ) {
  38840. binding.restoreOriginalState();
  38841. this._takeBackBinding( binding );
  38842. }
  38843. }
  38844. this._takeBackAction( action );
  38845. }
  38846. }
  38847. // Memory manager
  38848. _initMemoryManager() {
  38849. this._actions = []; // 'nActiveActions' followed by inactive ones
  38850. this._nActiveActions = 0;
  38851. this._actionsByClip = {};
  38852. // inside:
  38853. // {
  38854. // knownActions: Array< AnimationAction > - used as prototypes
  38855. // actionByRoot: AnimationAction - lookup
  38856. // }
  38857. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38858. this._nActiveBindings = 0;
  38859. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38860. this._controlInterpolants = []; // same game as above
  38861. this._nActiveControlInterpolants = 0;
  38862. const scope = this;
  38863. this.stats = {
  38864. actions: {
  38865. get total() {
  38866. return scope._actions.length;
  38867. },
  38868. get inUse() {
  38869. return scope._nActiveActions;
  38870. }
  38871. },
  38872. bindings: {
  38873. get total() {
  38874. return scope._bindings.length;
  38875. },
  38876. get inUse() {
  38877. return scope._nActiveBindings;
  38878. }
  38879. },
  38880. controlInterpolants: {
  38881. get total() {
  38882. return scope._controlInterpolants.length;
  38883. },
  38884. get inUse() {
  38885. return scope._nActiveControlInterpolants;
  38886. }
  38887. }
  38888. };
  38889. }
  38890. // Memory management for AnimationAction objects
  38891. _isActiveAction( action ) {
  38892. const index = action._cacheIndex;
  38893. return index !== null && index < this._nActiveActions;
  38894. }
  38895. _addInactiveAction( action, clipUuid, rootUuid ) {
  38896. const actions = this._actions,
  38897. actionsByClip = this._actionsByClip;
  38898. let actionsForClip = actionsByClip[ clipUuid ];
  38899. if ( actionsForClip === undefined ) {
  38900. actionsForClip = {
  38901. knownActions: [ action ],
  38902. actionByRoot: {}
  38903. };
  38904. action._byClipCacheIndex = 0;
  38905. actionsByClip[ clipUuid ] = actionsForClip;
  38906. } else {
  38907. const knownActions = actionsForClip.knownActions;
  38908. action._byClipCacheIndex = knownActions.length;
  38909. knownActions.push( action );
  38910. }
  38911. action._cacheIndex = actions.length;
  38912. actions.push( action );
  38913. actionsForClip.actionByRoot[ rootUuid ] = action;
  38914. }
  38915. _removeInactiveAction( action ) {
  38916. const actions = this._actions,
  38917. lastInactiveAction = actions[ actions.length - 1 ],
  38918. cacheIndex = action._cacheIndex;
  38919. lastInactiveAction._cacheIndex = cacheIndex;
  38920. actions[ cacheIndex ] = lastInactiveAction;
  38921. actions.pop();
  38922. action._cacheIndex = null;
  38923. const clipUuid = action._clip.uuid,
  38924. actionsByClip = this._actionsByClip,
  38925. actionsForClip = actionsByClip[ clipUuid ],
  38926. knownActionsForClip = actionsForClip.knownActions,
  38927. lastKnownAction =
  38928. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38929. byClipCacheIndex = action._byClipCacheIndex;
  38930. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38931. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38932. knownActionsForClip.pop();
  38933. action._byClipCacheIndex = null;
  38934. const actionByRoot = actionsForClip.actionByRoot,
  38935. rootUuid = ( action._localRoot || this._root ).uuid;
  38936. delete actionByRoot[ rootUuid ];
  38937. if ( knownActionsForClip.length === 0 ) {
  38938. delete actionsByClip[ clipUuid ];
  38939. }
  38940. this._removeInactiveBindingsForAction( action );
  38941. }
  38942. _removeInactiveBindingsForAction( action ) {
  38943. const bindings = action._propertyBindings;
  38944. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38945. const binding = bindings[ i ];
  38946. if ( -- binding.referenceCount === 0 ) {
  38947. this._removeInactiveBinding( binding );
  38948. }
  38949. }
  38950. }
  38951. _lendAction( action ) {
  38952. // [ active actions | inactive actions ]
  38953. // [ active actions >| inactive actions ]
  38954. // s a
  38955. // <-swap->
  38956. // a s
  38957. const actions = this._actions,
  38958. prevIndex = action._cacheIndex,
  38959. lastActiveIndex = this._nActiveActions ++,
  38960. firstInactiveAction = actions[ lastActiveIndex ];
  38961. action._cacheIndex = lastActiveIndex;
  38962. actions[ lastActiveIndex ] = action;
  38963. firstInactiveAction._cacheIndex = prevIndex;
  38964. actions[ prevIndex ] = firstInactiveAction;
  38965. }
  38966. _takeBackAction( action ) {
  38967. // [ active actions | inactive actions ]
  38968. // [ active actions |< inactive actions ]
  38969. // a s
  38970. // <-swap->
  38971. // s a
  38972. const actions = this._actions,
  38973. prevIndex = action._cacheIndex,
  38974. firstInactiveIndex = -- this._nActiveActions,
  38975. lastActiveAction = actions[ firstInactiveIndex ];
  38976. action._cacheIndex = firstInactiveIndex;
  38977. actions[ firstInactiveIndex ] = action;
  38978. lastActiveAction._cacheIndex = prevIndex;
  38979. actions[ prevIndex ] = lastActiveAction;
  38980. }
  38981. // Memory management for PropertyMixer objects
  38982. _addInactiveBinding( binding, rootUuid, trackName ) {
  38983. const bindingsByRoot = this._bindingsByRootAndName,
  38984. bindings = this._bindings;
  38985. let bindingByName = bindingsByRoot[ rootUuid ];
  38986. if ( bindingByName === undefined ) {
  38987. bindingByName = {};
  38988. bindingsByRoot[ rootUuid ] = bindingByName;
  38989. }
  38990. bindingByName[ trackName ] = binding;
  38991. binding._cacheIndex = bindings.length;
  38992. bindings.push( binding );
  38993. }
  38994. _removeInactiveBinding( binding ) {
  38995. const bindings = this._bindings,
  38996. propBinding = binding.binding,
  38997. rootUuid = propBinding.rootNode.uuid,
  38998. trackName = propBinding.path,
  38999. bindingsByRoot = this._bindingsByRootAndName,
  39000. bindingByName = bindingsByRoot[ rootUuid ],
  39001. lastInactiveBinding = bindings[ bindings.length - 1 ],
  39002. cacheIndex = binding._cacheIndex;
  39003. lastInactiveBinding._cacheIndex = cacheIndex;
  39004. bindings[ cacheIndex ] = lastInactiveBinding;
  39005. bindings.pop();
  39006. delete bindingByName[ trackName ];
  39007. if ( Object.keys( bindingByName ).length === 0 ) {
  39008. delete bindingsByRoot[ rootUuid ];
  39009. }
  39010. }
  39011. _lendBinding( binding ) {
  39012. const bindings = this._bindings,
  39013. prevIndex = binding._cacheIndex,
  39014. lastActiveIndex = this._nActiveBindings ++,
  39015. firstInactiveBinding = bindings[ lastActiveIndex ];
  39016. binding._cacheIndex = lastActiveIndex;
  39017. bindings[ lastActiveIndex ] = binding;
  39018. firstInactiveBinding._cacheIndex = prevIndex;
  39019. bindings[ prevIndex ] = firstInactiveBinding;
  39020. }
  39021. _takeBackBinding( binding ) {
  39022. const bindings = this._bindings,
  39023. prevIndex = binding._cacheIndex,
  39024. firstInactiveIndex = -- this._nActiveBindings,
  39025. lastActiveBinding = bindings[ firstInactiveIndex ];
  39026. binding._cacheIndex = firstInactiveIndex;
  39027. bindings[ firstInactiveIndex ] = binding;
  39028. lastActiveBinding._cacheIndex = prevIndex;
  39029. bindings[ prevIndex ] = lastActiveBinding;
  39030. }
  39031. // Memory management of Interpolants for weight and time scale
  39032. _lendControlInterpolant() {
  39033. const interpolants = this._controlInterpolants,
  39034. lastActiveIndex = this._nActiveControlInterpolants ++;
  39035. let interpolant = interpolants[ lastActiveIndex ];
  39036. if ( interpolant === undefined ) {
  39037. interpolant = new LinearInterpolant(
  39038. new Float32Array( 2 ), new Float32Array( 2 ),
  39039. 1, _controlInterpolantsResultBuffer );
  39040. interpolant.__cacheIndex = lastActiveIndex;
  39041. interpolants[ lastActiveIndex ] = interpolant;
  39042. }
  39043. return interpolant;
  39044. }
  39045. _takeBackControlInterpolant( interpolant ) {
  39046. const interpolants = this._controlInterpolants,
  39047. prevIndex = interpolant.__cacheIndex,
  39048. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39049. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39050. interpolant.__cacheIndex = firstInactiveIndex;
  39051. interpolants[ firstInactiveIndex ] = interpolant;
  39052. lastActiveInterpolant.__cacheIndex = prevIndex;
  39053. interpolants[ prevIndex ] = lastActiveInterpolant;
  39054. }
  39055. /**
  39056. * Returns an instance of {@link AnimationAction} for the passed clip.
  39057. *
  39058. * If an action fitting the clip and root parameters doesn't yet exist, it
  39059. * will be created by this method. Calling this method several times with the
  39060. * same clip and root parameters always returns the same action.
  39061. *
  39062. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39063. * @param {Object3D} [optionalRoot] - An alternative root object.
  39064. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39065. * @return {?AnimationAction} The animation action.
  39066. */
  39067. clipAction( clip, optionalRoot, blendMode ) {
  39068. const root = optionalRoot || this._root,
  39069. rootUuid = root.uuid;
  39070. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39071. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39072. const actionsForClip = this._actionsByClip[ clipUuid ];
  39073. let prototypeAction = null;
  39074. if ( blendMode === undefined ) {
  39075. if ( clipObject !== null ) {
  39076. blendMode = clipObject.blendMode;
  39077. } else {
  39078. blendMode = NormalAnimationBlendMode;
  39079. }
  39080. }
  39081. if ( actionsForClip !== undefined ) {
  39082. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39083. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39084. return existingAction;
  39085. }
  39086. // we know the clip, so we don't have to parse all
  39087. // the bindings again but can just copy
  39088. prototypeAction = actionsForClip.knownActions[ 0 ];
  39089. // also, take the clip from the prototype action
  39090. if ( clipObject === null )
  39091. clipObject = prototypeAction._clip;
  39092. }
  39093. // clip must be known when specified via string
  39094. if ( clipObject === null ) return null;
  39095. // allocate all resources required to run it
  39096. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39097. this._bindAction( newAction, prototypeAction );
  39098. // and make the action known to the memory manager
  39099. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39100. return newAction;
  39101. }
  39102. /**
  39103. * Returns an existing animation action for the passed clip.
  39104. *
  39105. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39106. * @param {Object3D} [optionalRoot] - An alternative root object.
  39107. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39108. */
  39109. existingAction( clip, optionalRoot ) {
  39110. const root = optionalRoot || this._root,
  39111. rootUuid = root.uuid,
  39112. clipObject = typeof clip === 'string' ?
  39113. AnimationClip.findByName( root, clip ) : clip,
  39114. clipUuid = clipObject ? clipObject.uuid : clip,
  39115. actionsForClip = this._actionsByClip[ clipUuid ];
  39116. if ( actionsForClip !== undefined ) {
  39117. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39118. }
  39119. return null;
  39120. }
  39121. /**
  39122. * Deactivates all previously scheduled actions on this mixer.
  39123. *
  39124. * @return {AnimationMixer} A reference to this animation mixer.
  39125. */
  39126. stopAllAction() {
  39127. const actions = this._actions,
  39128. nActions = this._nActiveActions;
  39129. for ( let i = nActions - 1; i >= 0; -- i ) {
  39130. actions[ i ].stop();
  39131. }
  39132. return this;
  39133. }
  39134. /**
  39135. * Advances the global mixer time and updates the animation.
  39136. *
  39137. * This is usually done in the render loop by passing the delta
  39138. * time from {@link Clock} or {@link Timer}.
  39139. *
  39140. * @param {number} deltaTime - The delta time in seconds.
  39141. * @return {AnimationMixer} A reference to this animation mixer.
  39142. */
  39143. update( deltaTime ) {
  39144. deltaTime *= this.timeScale;
  39145. const actions = this._actions,
  39146. nActions = this._nActiveActions,
  39147. time = this.time += deltaTime,
  39148. timeDirection = Math.sign( deltaTime ),
  39149. accuIndex = this._accuIndex ^= 1;
  39150. // run active actions
  39151. for ( let i = 0; i !== nActions; ++ i ) {
  39152. const action = actions[ i ];
  39153. action._update( time, deltaTime, timeDirection, accuIndex );
  39154. }
  39155. // update scene graph
  39156. const bindings = this._bindings,
  39157. nBindings = this._nActiveBindings;
  39158. for ( let i = 0; i !== nBindings; ++ i ) {
  39159. bindings[ i ].apply( accuIndex );
  39160. }
  39161. return this;
  39162. }
  39163. /**
  39164. * Sets the global mixer to a specific time and updates the animation accordingly.
  39165. *
  39166. * This is useful when you need to jump to an exact time in an animation. The
  39167. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39168. *
  39169. * @param {number} time - The time to set in seconds.
  39170. * @return {AnimationMixer} A reference to this animation mixer.
  39171. */
  39172. setTime( time ) {
  39173. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39174. for ( let i = 0; i < this._actions.length; i ++ ) {
  39175. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39176. }
  39177. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39178. }
  39179. /**
  39180. * Returns this mixer's root object.
  39181. *
  39182. * @return {Object3D} The mixer's root object.
  39183. */
  39184. getRoot() {
  39185. return this._root;
  39186. }
  39187. /**
  39188. * Deallocates all memory resources for a clip. Before using this method make
  39189. * sure to call {@link AnimationAction#stop} for all related actions.
  39190. *
  39191. * @param {AnimationClip} clip - The clip to uncache.
  39192. */
  39193. uncacheClip( clip ) {
  39194. const actions = this._actions,
  39195. clipUuid = clip.uuid,
  39196. actionsByClip = this._actionsByClip,
  39197. actionsForClip = actionsByClip[ clipUuid ];
  39198. if ( actionsForClip !== undefined ) {
  39199. // note: just calling _removeInactiveAction would mess up the
  39200. // iteration state and also require updating the state we can
  39201. // just throw away
  39202. const actionsToRemove = actionsForClip.knownActions;
  39203. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39204. const action = actionsToRemove[ i ];
  39205. this._deactivateAction( action );
  39206. const cacheIndex = action._cacheIndex,
  39207. lastInactiveAction = actions[ actions.length - 1 ];
  39208. action._cacheIndex = null;
  39209. action._byClipCacheIndex = null;
  39210. lastInactiveAction._cacheIndex = cacheIndex;
  39211. actions[ cacheIndex ] = lastInactiveAction;
  39212. actions.pop();
  39213. this._removeInactiveBindingsForAction( action );
  39214. }
  39215. delete actionsByClip[ clipUuid ];
  39216. }
  39217. }
  39218. /**
  39219. * Deallocates all memory resources for a root object. Before using this
  39220. * method make sure to call {@link AnimationAction#stop} for all related
  39221. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39222. * mixer operates on a single root.
  39223. *
  39224. * @param {Object3D} root - The root object to uncache.
  39225. */
  39226. uncacheRoot( root ) {
  39227. const rootUuid = root.uuid,
  39228. actionsByClip = this._actionsByClip;
  39229. for ( const clipUuid in actionsByClip ) {
  39230. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39231. action = actionByRoot[ rootUuid ];
  39232. if ( action !== undefined ) {
  39233. this._deactivateAction( action );
  39234. this._removeInactiveAction( action );
  39235. }
  39236. }
  39237. const bindingsByRoot = this._bindingsByRootAndName,
  39238. bindingByName = bindingsByRoot[ rootUuid ];
  39239. if ( bindingByName !== undefined ) {
  39240. for ( const trackName in bindingByName ) {
  39241. const binding = bindingByName[ trackName ];
  39242. binding.restoreOriginalState();
  39243. this._removeInactiveBinding( binding );
  39244. }
  39245. }
  39246. }
  39247. /**
  39248. * Deallocates all memory resources for an action. The action is identified by the
  39249. * given clip and an optional root object. Before using this method make
  39250. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39251. *
  39252. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39253. * @param {Object3D} [optionalRoot] - An alternative root object.
  39254. */
  39255. uncacheAction( clip, optionalRoot ) {
  39256. const action = this.existingAction( clip, optionalRoot );
  39257. if ( action !== null ) {
  39258. this._deactivateAction( action );
  39259. this._removeInactiveAction( action );
  39260. }
  39261. }
  39262. }
  39263. /**
  39264. * Represents a 3D render target.
  39265. *
  39266. * @augments RenderTarget
  39267. */
  39268. class RenderTarget3D extends RenderTarget {
  39269. /**
  39270. * Constructs a new 3D render target.
  39271. *
  39272. * @param {number} [width=1] - The width of the render target.
  39273. * @param {number} [height=1] - The height of the render target.
  39274. * @param {number} [depth=1] - The height of the render target.
  39275. * @param {RenderTarget~Options} [options] - The configuration object.
  39276. */
  39277. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39278. super( width, height, options );
  39279. /**
  39280. * This flag can be used for type testing.
  39281. *
  39282. * @type {boolean}
  39283. * @readonly
  39284. * @default true
  39285. */
  39286. this.isRenderTarget3D = true;
  39287. this.depth = depth;
  39288. /**
  39289. * Overwritten with a different texture type.
  39290. *
  39291. * @type {Data3DTexture}
  39292. */
  39293. this.texture = new Data3DTexture( null, width, height, depth );
  39294. this._setTextureOptions( options );
  39295. this.texture.isRenderTargetTexture = true;
  39296. }
  39297. }
  39298. /**
  39299. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39300. *
  39301. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39302. * ```js
  39303. * uniforms: {
  39304. * time: { value: 1.0 },
  39305. * resolution: new Uniform( new Vector2() )
  39306. * };
  39307. * ```
  39308. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39309. * in {@link WebGLRenderer}.
  39310. */
  39311. class Uniform {
  39312. /**
  39313. * Constructs a new uniform.
  39314. *
  39315. * @param {any} value - The uniform value.
  39316. */
  39317. constructor( value ) {
  39318. /**
  39319. * The uniform value.
  39320. *
  39321. * @type {any}
  39322. */
  39323. this.value = value;
  39324. }
  39325. /**
  39326. * Returns a new uniform with copied values from this instance.
  39327. * If the value has a `clone()` method, the value is cloned as well.
  39328. *
  39329. * @return {Uniform} A clone of this instance.
  39330. */
  39331. clone() {
  39332. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39333. }
  39334. }
  39335. let _id = 0;
  39336. /**
  39337. * A class for managing multiple uniforms in a single group. The renderer will process
  39338. * such a definition as a single UBO.
  39339. *
  39340. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39341. * in {@link WebGLRenderer}.
  39342. *
  39343. * @augments EventDispatcher
  39344. */
  39345. class UniformsGroup extends EventDispatcher {
  39346. /**
  39347. * Constructs a new uniforms group.
  39348. */
  39349. constructor() {
  39350. super();
  39351. /**
  39352. * This flag can be used for type testing.
  39353. *
  39354. * @type {boolean}
  39355. * @readonly
  39356. * @default true
  39357. */
  39358. this.isUniformsGroup = true;
  39359. /**
  39360. * The ID of the 3D object.
  39361. *
  39362. * @name UniformsGroup#id
  39363. * @type {number}
  39364. * @readonly
  39365. */
  39366. Object.defineProperty( this, 'id', { value: _id ++ } );
  39367. /**
  39368. * The name of the uniforms group.
  39369. *
  39370. * @type {string}
  39371. */
  39372. this.name = '';
  39373. /**
  39374. * The buffer usage.
  39375. *
  39376. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39377. * @default StaticDrawUsage
  39378. */
  39379. this.usage = StaticDrawUsage;
  39380. /**
  39381. * An array holding the uniforms.
  39382. *
  39383. * @type {Array<Uniform>}
  39384. */
  39385. this.uniforms = [];
  39386. }
  39387. /**
  39388. * Adds the given uniform to this uniforms group.
  39389. *
  39390. * @param {Uniform} uniform - The uniform to add.
  39391. * @return {UniformsGroup} A reference to this uniforms group.
  39392. */
  39393. add( uniform ) {
  39394. this.uniforms.push( uniform );
  39395. return this;
  39396. }
  39397. /**
  39398. * Removes the given uniform from this uniforms group.
  39399. *
  39400. * @param {Uniform} uniform - The uniform to remove.
  39401. * @return {UniformsGroup} A reference to this uniforms group.
  39402. */
  39403. remove( uniform ) {
  39404. const index = this.uniforms.indexOf( uniform );
  39405. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39406. return this;
  39407. }
  39408. /**
  39409. * Sets the name of this uniforms group.
  39410. *
  39411. * @param {string} name - The name to set.
  39412. * @return {UniformsGroup} A reference to this uniforms group.
  39413. */
  39414. setName( name ) {
  39415. this.name = name;
  39416. return this;
  39417. }
  39418. /**
  39419. * Sets the usage of this uniforms group.
  39420. *
  39421. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39422. * @return {UniformsGroup} A reference to this uniforms group.
  39423. */
  39424. setUsage( value ) {
  39425. this.usage = value;
  39426. return this;
  39427. }
  39428. /**
  39429. * Frees the GPU-related resources allocated by this instance. Call this
  39430. * method whenever this instance is no longer used in your app.
  39431. *
  39432. * @fires Texture#dispose
  39433. */
  39434. dispose() {
  39435. this.dispatchEvent( { type: 'dispose' } );
  39436. }
  39437. /**
  39438. * Copies the values of the given uniforms group to this instance.
  39439. *
  39440. * @param {UniformsGroup} source - The uniforms group to copy.
  39441. * @return {UniformsGroup} A reference to this uniforms group.
  39442. */
  39443. copy( source ) {
  39444. this.name = source.name;
  39445. this.usage = source.usage;
  39446. const uniformsSource = source.uniforms;
  39447. this.uniforms.length = 0;
  39448. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39449. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39450. for ( let j = 0; j < uniforms.length; j ++ ) {
  39451. this.uniforms.push( uniforms[ j ].clone() );
  39452. }
  39453. }
  39454. return this;
  39455. }
  39456. /**
  39457. * Returns a new uniforms group with copied values from this instance.
  39458. *
  39459. * @return {UniformsGroup} A clone of this instance.
  39460. */
  39461. clone() {
  39462. return new this.constructor().copy( this );
  39463. }
  39464. }
  39465. /**
  39466. * An instanced version of an interleaved buffer.
  39467. *
  39468. * @augments InterleavedBuffer
  39469. */
  39470. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39471. /**
  39472. * Constructs a new instanced interleaved buffer.
  39473. *
  39474. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39475. * @param {number} stride - The number of typed-array elements per vertex.
  39476. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39477. */
  39478. constructor( array, stride, meshPerAttribute = 1 ) {
  39479. super( array, stride );
  39480. /**
  39481. * This flag can be used for type testing.
  39482. *
  39483. * @type {boolean}
  39484. * @readonly
  39485. * @default true
  39486. */
  39487. this.isInstancedInterleavedBuffer = true;
  39488. /**
  39489. * Defines how often a value of this buffer attribute should be repeated,
  39490. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39491. *
  39492. * @type {number}
  39493. * @default 1
  39494. */
  39495. this.meshPerAttribute = meshPerAttribute;
  39496. }
  39497. copy( source ) {
  39498. super.copy( source );
  39499. this.meshPerAttribute = source.meshPerAttribute;
  39500. return this;
  39501. }
  39502. clone( data ) {
  39503. const ib = super.clone( data );
  39504. ib.meshPerAttribute = this.meshPerAttribute;
  39505. return ib;
  39506. }
  39507. toJSON( data ) {
  39508. const json = super.toJSON( data );
  39509. json.isInstancedInterleavedBuffer = true;
  39510. json.meshPerAttribute = this.meshPerAttribute;
  39511. return json;
  39512. }
  39513. }
  39514. /**
  39515. * An alternative version of a buffer attribute with more control over the VBO.
  39516. *
  39517. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39518. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39519. *
  39520. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39521. * or even produces the VBOs in question.
  39522. *
  39523. * Notice that this class can only be used with {@link WebGLRenderer}.
  39524. */
  39525. class GLBufferAttribute {
  39526. /**
  39527. * Constructs a new GL buffer attribute.
  39528. *
  39529. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39530. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39531. * @param {number} itemSize - The item size.
  39532. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39533. * @param {number} count - The expected number of vertices in VBO.
  39534. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39535. */
  39536. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39537. /**
  39538. * This flag can be used for type testing.
  39539. *
  39540. * @type {boolean}
  39541. * @readonly
  39542. * @default true
  39543. */
  39544. this.isGLBufferAttribute = true;
  39545. /**
  39546. * The name of the buffer attribute.
  39547. *
  39548. * @type {string}
  39549. */
  39550. this.name = '';
  39551. /**
  39552. * The native WebGL buffer.
  39553. *
  39554. * @type {WebGLBuffer}
  39555. */
  39556. this.buffer = buffer;
  39557. /**
  39558. * The native data type.
  39559. *
  39560. * @type {number}
  39561. */
  39562. this.type = type;
  39563. /**
  39564. * The item size, see {@link BufferAttribute#itemSize}.
  39565. *
  39566. * @type {number}
  39567. */
  39568. this.itemSize = itemSize;
  39569. /**
  39570. * The corresponding size (in bytes) for the given `type` parameter.
  39571. *
  39572. * @type {number}
  39573. */
  39574. this.elementSize = elementSize;
  39575. /**
  39576. * The expected number of vertices in VBO.
  39577. *
  39578. * @type {number}
  39579. */
  39580. this.count = count;
  39581. /**
  39582. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39583. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39584. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39585. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39586. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39587. *
  39588. * @type {boolean}
  39589. */
  39590. this.normalized = normalized;
  39591. /**
  39592. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39593. *
  39594. * @type {number}
  39595. */
  39596. this.version = 0;
  39597. }
  39598. /**
  39599. * Flag to indicate that this attribute has changed and should be re-sent to
  39600. * the GPU. Set this to `true` when you modify the value of the array.
  39601. *
  39602. * @type {number}
  39603. * @default false
  39604. * @param {boolean} value
  39605. */
  39606. set needsUpdate( value ) {
  39607. if ( value === true ) this.version ++;
  39608. }
  39609. /**
  39610. * Sets the given native WebGL buffer.
  39611. *
  39612. * @param {WebGLBuffer} buffer - The buffer to set.
  39613. * @return {BufferAttribute} A reference to this instance.
  39614. */
  39615. setBuffer( buffer ) {
  39616. this.buffer = buffer;
  39617. return this;
  39618. }
  39619. /**
  39620. * Sets the given native data type and element size.
  39621. *
  39622. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39623. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39624. * @return {BufferAttribute} A reference to this instance.
  39625. */
  39626. setType( type, elementSize ) {
  39627. this.type = type;
  39628. this.elementSize = elementSize;
  39629. return this;
  39630. }
  39631. /**
  39632. * Sets the item size.
  39633. *
  39634. * @param {number} itemSize - The item size.
  39635. * @return {BufferAttribute} A reference to this instance.
  39636. */
  39637. setItemSize( itemSize ) {
  39638. this.itemSize = itemSize;
  39639. return this;
  39640. }
  39641. /**
  39642. * Sets the count (the expected number of vertices in VBO).
  39643. *
  39644. * @param {number} count - The count.
  39645. * @return {BufferAttribute} A reference to this instance.
  39646. */
  39647. setCount( count ) {
  39648. this.count = count;
  39649. return this;
  39650. }
  39651. }
  39652. const _matrix = /*@__PURE__*/ new Matrix4();
  39653. /**
  39654. * This class is designed to assist with raycasting. Raycasting is used for
  39655. * mouse picking (working out what objects in the 3d space the mouse is over)
  39656. * amongst other things.
  39657. */
  39658. class Raycaster {
  39659. /**
  39660. * Constructs a new raycaster.
  39661. *
  39662. * @param {Vector3} origin - The origin vector where the ray casts from.
  39663. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39664. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39665. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39666. */
  39667. constructor( origin, direction, near = 0, far = Infinity ) {
  39668. /**
  39669. * The ray used for raycasting.
  39670. *
  39671. * @type {Ray}
  39672. */
  39673. this.ray = new Ray( origin, direction );
  39674. /**
  39675. * All results returned are further away than near. Near can't be negative.
  39676. *
  39677. * @type {number}
  39678. * @default 0
  39679. */
  39680. this.near = near;
  39681. /**
  39682. * All results returned are further away than near. Near can't be negative.
  39683. *
  39684. * @type {number}
  39685. * @default Infinity
  39686. */
  39687. this.far = far;
  39688. /**
  39689. * The camera to use when raycasting against view-dependent objects such as
  39690. * billboarded objects like sprites. This field can be set manually or
  39691. * is set when calling `setFromCamera()`.
  39692. *
  39693. * @type {?Camera}
  39694. * @default null
  39695. */
  39696. this.camera = null;
  39697. /**
  39698. * Allows to selectively ignore 3D objects when performing intersection tests.
  39699. * The following code example ensures that only 3D objects on layer `1` will be
  39700. * honored by raycaster.
  39701. * ```js
  39702. * raycaster.layers.set( 1 );
  39703. * object.layers.enable( 1 );
  39704. * ```
  39705. *
  39706. * @type {Layers}
  39707. */
  39708. this.layers = new Layers();
  39709. /**
  39710. * A parameter object that configures the raycasting. It has the structure:
  39711. *
  39712. * ```
  39713. * {
  39714. * Mesh: {},
  39715. * Line: { threshold: 1 },
  39716. * LOD: {},
  39717. * Points: { threshold: 1 },
  39718. * Sprite: {}
  39719. * }
  39720. * ```
  39721. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39722. *
  39723. * @type {Object}
  39724. */
  39725. this.params = {
  39726. Mesh: {},
  39727. Line: { threshold: 1 },
  39728. LOD: {},
  39729. Points: { threshold: 1 },
  39730. Sprite: {}
  39731. };
  39732. }
  39733. /**
  39734. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39735. *
  39736. * @param {Vector3} origin - The origin vector where the ray casts from.
  39737. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39738. */
  39739. set( origin, direction ) {
  39740. // direction is assumed to be normalized (for accurate distance calculations)
  39741. this.ray.set( origin, direction );
  39742. }
  39743. /**
  39744. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39745. *
  39746. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39747. * X and Y components should be between `-1` and `1`.
  39748. * @param {Camera} camera - The camera from which the ray should originate.
  39749. */
  39750. setFromCamera( coords, camera ) {
  39751. if ( camera.isPerspectiveCamera ) {
  39752. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39753. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39754. this.camera = camera;
  39755. } else if ( camera.isOrthographicCamera ) {
  39756. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39757. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39758. this.camera = camera;
  39759. } else {
  39760. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39761. }
  39762. }
  39763. /**
  39764. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39765. *
  39766. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39767. * @return {Raycaster} A reference to this raycaster.
  39768. */
  39769. setFromXRController( controller ) {
  39770. _matrix.identity().extractRotation( controller.matrixWorld );
  39771. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39772. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39773. return this;
  39774. }
  39775. /**
  39776. * The intersection point of a raycaster intersection test.
  39777. * @typedef {Object} Raycaster~Intersection
  39778. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39779. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39780. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39781. * @property {Vector3} point - The intersection point, in world coordinates.
  39782. * @property {Object} face - The face that has been intersected.
  39783. * @property {number} faceIndex - The face index.
  39784. * @property {Object3D} object - The 3D object that has been intersected.
  39785. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39786. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39787. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  39788. * @property {number} instanceId - The index number of the instance where the ray
  39789. * intersects the {@link InstancedMesh}.
  39790. */
  39791. /**
  39792. * Checks all intersection between the ray and the object with or without the
  39793. * descendants. Intersections are returned sorted by distance, closest first.
  39794. *
  39795. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39796. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39797. * differently to ray casting than lines or points.
  39798. *
  39799. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39800. * to be detected; intersections of the ray passing through the back of a face will not
  39801. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39802. * to `THREE.DoubleSide`.
  39803. *
  39804. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39805. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39806. * Otherwise it only checks intersection with the object.
  39807. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39808. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39809. */
  39810. intersectObject( object, recursive = true, intersects = [] ) {
  39811. intersect( object, this, intersects, recursive );
  39812. intersects.sort( ascSort );
  39813. return intersects;
  39814. }
  39815. /**
  39816. * Checks all intersection between the ray and the objects with or without
  39817. * the descendants. Intersections are returned sorted by distance, closest first.
  39818. *
  39819. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39820. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39821. * Otherwise it only checks intersection with the object.
  39822. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39823. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39824. */
  39825. intersectObjects( objects, recursive = true, intersects = [] ) {
  39826. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39827. intersect( objects[ i ], this, intersects, recursive );
  39828. }
  39829. intersects.sort( ascSort );
  39830. return intersects;
  39831. }
  39832. }
  39833. function ascSort( a, b ) {
  39834. return a.distance - b.distance;
  39835. }
  39836. function intersect( object, raycaster, intersects, recursive ) {
  39837. let propagate = true;
  39838. if ( object.layers.test( raycaster.layers ) ) {
  39839. const result = object.raycast( raycaster, intersects );
  39840. if ( result === false ) propagate = false;
  39841. }
  39842. if ( propagate === true && recursive === true ) {
  39843. const children = object.children;
  39844. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39845. intersect( children[ i ], raycaster, intersects, true );
  39846. }
  39847. }
  39848. }
  39849. /**
  39850. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39851. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39852. *
  39853. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39854. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39855. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39856. * is inactive (e.g. tab switched or browser hidden).
  39857. *
  39858. * ```js
  39859. * const timer = new Timer();
  39860. * timer.connect( document ); // use Page Visibility API
  39861. * ```
  39862. */
  39863. class Timer {
  39864. /**
  39865. * Constructs a new timer.
  39866. */
  39867. constructor() {
  39868. this._previousTime = 0;
  39869. this._currentTime = 0;
  39870. this._startTime = performance.now();
  39871. this._delta = 0;
  39872. this._elapsed = 0;
  39873. this._timescale = 1;
  39874. this._document = null;
  39875. this._pageVisibilityHandler = null;
  39876. }
  39877. /**
  39878. * Connect the timer to the given document.Calling this method is not mandatory to
  39879. * use the timer but enables the usage of the Page Visibility API to avoid large time
  39880. * delta values.
  39881. *
  39882. * @param {Document} document - The document.
  39883. */
  39884. connect( document ) {
  39885. this._document = document;
  39886. // use Page Visibility API to avoid large time delta values
  39887. if ( document.hidden !== undefined ) {
  39888. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  39889. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  39890. }
  39891. }
  39892. /**
  39893. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  39894. */
  39895. disconnect() {
  39896. if ( this._pageVisibilityHandler !== null ) {
  39897. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  39898. this._pageVisibilityHandler = null;
  39899. }
  39900. this._document = null;
  39901. }
  39902. /**
  39903. * Returns the time delta in seconds.
  39904. *
  39905. * @return {number} The time delta in second.
  39906. */
  39907. getDelta() {
  39908. return this._delta / 1000;
  39909. }
  39910. /**
  39911. * Returns the elapsed time in seconds.
  39912. *
  39913. * @return {number} The elapsed time in second.
  39914. */
  39915. getElapsed() {
  39916. return this._elapsed / 1000;
  39917. }
  39918. /**
  39919. * Returns the timescale.
  39920. *
  39921. * @return {number} The timescale.
  39922. */
  39923. getTimescale() {
  39924. return this._timescale;
  39925. }
  39926. /**
  39927. * Sets the given timescale which scale the time delta computation
  39928. * in `update()`.
  39929. *
  39930. * @param {number} timescale - The timescale to set.
  39931. * @return {Timer} A reference to this timer.
  39932. */
  39933. setTimescale( timescale ) {
  39934. this._timescale = timescale;
  39935. return this;
  39936. }
  39937. /**
  39938. * Resets the time computation for the current simulation step.
  39939. *
  39940. * @return {Timer} A reference to this timer.
  39941. */
  39942. reset() {
  39943. this._currentTime = performance.now() - this._startTime;
  39944. return this;
  39945. }
  39946. /**
  39947. * Can be used to free all internal resources. Usually called when
  39948. * the timer instance isn't required anymore.
  39949. */
  39950. dispose() {
  39951. this.disconnect();
  39952. }
  39953. /**
  39954. * Updates the internal state of the timer. This method should be called
  39955. * once per simulation step and before you perform queries against the timer
  39956. * (e.g. via `getDelta()`).
  39957. *
  39958. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  39959. * from the `requestAnimationFrame` callback argument. If not provided, the current
  39960. * time will be determined with `performance.now`.
  39961. * @return {Timer} A reference to this timer.
  39962. */
  39963. update( timestamp ) {
  39964. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  39965. this._delta = 0;
  39966. } else {
  39967. this._previousTime = this._currentTime;
  39968. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  39969. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  39970. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  39971. }
  39972. return this;
  39973. }
  39974. }
  39975. function handleVisibilityChange() {
  39976. if ( this._document.hidden === false ) this.reset();
  39977. }
  39978. /**
  39979. * This class can be used to represent points in 3D space as
  39980. * [Spherical coordinates]{@link https://en.wikipedia.org/wiki/Spherical_coordinate_system}.
  39981. */
  39982. class Spherical {
  39983. /**
  39984. * Constructs a new spherical.
  39985. *
  39986. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39987. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  39988. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  39989. */
  39990. constructor( radius = 1, phi = 0, theta = 0 ) {
  39991. /**
  39992. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39993. *
  39994. * @type {number}
  39995. * @default 1
  39996. */
  39997. this.radius = radius;
  39998. /**
  39999. * The polar angle in radians from the y (up) axis.
  40000. *
  40001. * @type {number}
  40002. * @default 0
  40003. */
  40004. this.phi = phi;
  40005. /**
  40006. * The equator/azimuthal angle in radians around the y (up) axis.
  40007. *
  40008. * @type {number}
  40009. * @default 0
  40010. */
  40011. this.theta = theta;
  40012. }
  40013. /**
  40014. * Sets the spherical components by copying the given values.
  40015. *
  40016. * @param {number} radius - The radius.
  40017. * @param {number} phi - The polar angle.
  40018. * @param {number} theta - The azimuthal angle.
  40019. * @return {Spherical} A reference to this spherical.
  40020. */
  40021. set( radius, phi, theta ) {
  40022. this.radius = radius;
  40023. this.phi = phi;
  40024. this.theta = theta;
  40025. return this;
  40026. }
  40027. /**
  40028. * Copies the values of the given spherical to this instance.
  40029. *
  40030. * @param {Spherical} other - The spherical to copy.
  40031. * @return {Spherical} A reference to this spherical.
  40032. */
  40033. copy( other ) {
  40034. this.radius = other.radius;
  40035. this.phi = other.phi;
  40036. this.theta = other.theta;
  40037. return this;
  40038. }
  40039. /**
  40040. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40041. * `0.000001`.
  40042. *
  40043. * @return {Spherical} A reference to this spherical.
  40044. */
  40045. makeSafe() {
  40046. const EPS = 0.000001;
  40047. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40048. return this;
  40049. }
  40050. /**
  40051. * Sets the spherical components from the given vector which is assumed to hold
  40052. * Cartesian coordinates.
  40053. *
  40054. * @param {Vector3} v - The vector to set.
  40055. * @return {Spherical} A reference to this spherical.
  40056. */
  40057. setFromVector3( v ) {
  40058. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40059. }
  40060. /**
  40061. * Sets the spherical components from the given Cartesian coordinates.
  40062. *
  40063. * @param {number} x - The x value.
  40064. * @param {number} y - The y value.
  40065. * @param {number} z - The z value.
  40066. * @return {Spherical} A reference to this spherical.
  40067. */
  40068. setFromCartesianCoords( x, y, z ) {
  40069. this.radius = Math.sqrt( x * x + y * y + z * z );
  40070. if ( this.radius === 0 ) {
  40071. this.theta = 0;
  40072. this.phi = 0;
  40073. } else {
  40074. this.theta = Math.atan2( x, z );
  40075. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40076. }
  40077. return this;
  40078. }
  40079. /**
  40080. * Returns a new spherical with copied values from this instance.
  40081. *
  40082. * @return {Spherical} A clone of this instance.
  40083. */
  40084. clone() {
  40085. return new this.constructor().copy( this );
  40086. }
  40087. }
  40088. /**
  40089. * This class can be used to represent points in 3D space as
  40090. * [Cylindrical coordinates]{@link https://en.wikipedia.org/wiki/Cylindrical_coordinate_system}.
  40091. */
  40092. class Cylindrical {
  40093. /**
  40094. * Constructs a new cylindrical.
  40095. *
  40096. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40097. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40098. * @param {number} [y=0] - The height above the x-z plane.
  40099. */
  40100. constructor( radius = 1, theta = 0, y = 0 ) {
  40101. /**
  40102. * The distance from the origin to a point in the x-z plane.
  40103. *
  40104. * @type {number}
  40105. * @default 1
  40106. */
  40107. this.radius = radius;
  40108. /**
  40109. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40110. *
  40111. * @type {number}
  40112. * @default 0
  40113. */
  40114. this.theta = theta;
  40115. /**
  40116. * The height above the x-z plane.
  40117. *
  40118. * @type {number}
  40119. * @default 0
  40120. */
  40121. this.y = y;
  40122. }
  40123. /**
  40124. * Sets the cylindrical components by copying the given values.
  40125. *
  40126. * @param {number} radius - The radius.
  40127. * @param {number} theta - The theta angle.
  40128. * @param {number} y - The height value.
  40129. * @return {Cylindrical} A reference to this cylindrical.
  40130. */
  40131. set( radius, theta, y ) {
  40132. this.radius = radius;
  40133. this.theta = theta;
  40134. this.y = y;
  40135. return this;
  40136. }
  40137. /**
  40138. * Copies the values of the given cylindrical to this instance.
  40139. *
  40140. * @param {Cylindrical} other - The cylindrical to copy.
  40141. * @return {Cylindrical} A reference to this cylindrical.
  40142. */
  40143. copy( other ) {
  40144. this.radius = other.radius;
  40145. this.theta = other.theta;
  40146. this.y = other.y;
  40147. return this;
  40148. }
  40149. /**
  40150. * Sets the cylindrical components from the given vector which is assumed to hold
  40151. * Cartesian coordinates.
  40152. *
  40153. * @param {Vector3} v - The vector to set.
  40154. * @return {Cylindrical} A reference to this cylindrical.
  40155. */
  40156. setFromVector3( v ) {
  40157. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40158. }
  40159. /**
  40160. * Sets the cylindrical components from the given Cartesian coordinates.
  40161. *
  40162. * @param {number} x - The x value.
  40163. * @param {number} y - The x value.
  40164. * @param {number} z - The x value.
  40165. * @return {Cylindrical} A reference to this cylindrical.
  40166. */
  40167. setFromCartesianCoords( x, y, z ) {
  40168. this.radius = Math.sqrt( x * x + z * z );
  40169. this.theta = Math.atan2( x, z );
  40170. this.y = y;
  40171. return this;
  40172. }
  40173. /**
  40174. * Returns a new cylindrical with copied values from this instance.
  40175. *
  40176. * @return {Cylindrical} A clone of this instance.
  40177. */
  40178. clone() {
  40179. return new this.constructor().copy( this );
  40180. }
  40181. }
  40182. /**
  40183. * Represents a 2x2 matrix.
  40184. *
  40185. * A Note on Row-Major and Column-Major Ordering:
  40186. *
  40187. * The constructor and {@link Matrix2#set} method take arguments in
  40188. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  40189. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40190. * This means that calling:
  40191. * ```js
  40192. * const m = new THREE.Matrix2();
  40193. * m.set( 11, 12,
  40194. * 21, 22 );
  40195. * ```
  40196. * will result in the elements array containing:
  40197. * ```js
  40198. * m.elements = [ 11, 21,
  40199. * 12, 22 ];
  40200. * ```
  40201. * and internally all calculations are performed using column-major ordering.
  40202. * However, as the actual ordering makes no difference mathematically and
  40203. * most people are used to thinking about matrices in row-major order, the
  40204. * three.js documentation shows matrices in row-major order. Just bear in
  40205. * mind that if you are reading the source code, you'll have to take the
  40206. * transpose of any matrices outlined here to make sense of the calculations.
  40207. */
  40208. class Matrix2 {
  40209. /**
  40210. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40211. * in row-major order. If no arguments are provided, the constructor
  40212. * initializes the matrix as an identity matrix.
  40213. *
  40214. * @param {number} [n11] - 1-1 matrix element.
  40215. * @param {number} [n12] - 1-2 matrix element.
  40216. * @param {number} [n21] - 2-1 matrix element.
  40217. * @param {number} [n22] - 2-2 matrix element.
  40218. */
  40219. constructor( n11, n12, n21, n22 ) {
  40220. /**
  40221. * This flag can be used for type testing.
  40222. *
  40223. * @type {boolean}
  40224. * @readonly
  40225. * @default true
  40226. */
  40227. Matrix2.prototype.isMatrix2 = true;
  40228. /**
  40229. * A column-major list of matrix values.
  40230. *
  40231. * @type {Array<number>}
  40232. */
  40233. this.elements = [
  40234. 1, 0,
  40235. 0, 1,
  40236. ];
  40237. if ( n11 !== undefined ) {
  40238. this.set( n11, n12, n21, n22 );
  40239. }
  40240. }
  40241. /**
  40242. * Sets this matrix to the 2x2 identity matrix.
  40243. *
  40244. * @return {Matrix2} A reference to this matrix.
  40245. */
  40246. identity() {
  40247. this.set(
  40248. 1, 0,
  40249. 0, 1,
  40250. );
  40251. return this;
  40252. }
  40253. /**
  40254. * Sets the elements of the matrix from the given array.
  40255. *
  40256. * @param {Array<number>} array - The matrix elements in column-major order.
  40257. * @param {number} [offset=0] - Index of the first element in the array.
  40258. * @return {Matrix2} A reference to this matrix.
  40259. */
  40260. fromArray( array, offset = 0 ) {
  40261. for ( let i = 0; i < 4; i ++ ) {
  40262. this.elements[ i ] = array[ i + offset ];
  40263. }
  40264. return this;
  40265. }
  40266. /**
  40267. * Sets the elements of the matrix.The arguments are supposed to be
  40268. * in row-major order.
  40269. *
  40270. * @param {number} n11 - 1-1 matrix element.
  40271. * @param {number} n12 - 1-2 matrix element.
  40272. * @param {number} n21 - 2-1 matrix element.
  40273. * @param {number} n22 - 2-2 matrix element.
  40274. * @return {Matrix2} A reference to this matrix.
  40275. */
  40276. set( n11, n12, n21, n22 ) {
  40277. const te = this.elements;
  40278. te[ 0 ] = n11; te[ 2 ] = n12;
  40279. te[ 1 ] = n21; te[ 3 ] = n22;
  40280. return this;
  40281. }
  40282. }
  40283. const _vector$4 = /*@__PURE__*/ new Vector2();
  40284. /**
  40285. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40286. */
  40287. class Box2 {
  40288. /**
  40289. * Constructs a new bounding box.
  40290. *
  40291. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40292. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40293. */
  40294. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40295. /**
  40296. * This flag can be used for type testing.
  40297. *
  40298. * @type {boolean}
  40299. * @readonly
  40300. * @default true
  40301. */
  40302. this.isBox2 = true;
  40303. /**
  40304. * The lower boundary of the box.
  40305. *
  40306. * @type {Vector2}
  40307. */
  40308. this.min = min;
  40309. /**
  40310. * The upper boundary of the box.
  40311. *
  40312. * @type {Vector2}
  40313. */
  40314. this.max = max;
  40315. }
  40316. /**
  40317. * Sets the lower and upper boundaries of this box.
  40318. * Please note that this method only copies the values from the given objects.
  40319. *
  40320. * @param {Vector2} min - The lower boundary of the box.
  40321. * @param {Vector2} max - The upper boundary of the box.
  40322. * @return {Box2} A reference to this bounding box.
  40323. */
  40324. set( min, max ) {
  40325. this.min.copy( min );
  40326. this.max.copy( max );
  40327. return this;
  40328. }
  40329. /**
  40330. * Sets the upper and lower bounds of this box so it encloses the position data
  40331. * in the given array.
  40332. *
  40333. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40334. * @return {Box2} A reference to this bounding box.
  40335. */
  40336. setFromPoints( points ) {
  40337. this.makeEmpty();
  40338. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40339. this.expandByPoint( points[ i ] );
  40340. }
  40341. return this;
  40342. }
  40343. /**
  40344. * Centers this box on the given center vector and sets this box's width, height and
  40345. * depth to the given size values.
  40346. *
  40347. * @param {Vector2} center - The center of the box.
  40348. * @param {Vector2} size - The x and y dimensions of the box.
  40349. * @return {Box2} A reference to this bounding box.
  40350. */
  40351. setFromCenterAndSize( center, size ) {
  40352. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40353. this.min.copy( center ).sub( halfSize );
  40354. this.max.copy( center ).add( halfSize );
  40355. return this;
  40356. }
  40357. /**
  40358. * Returns a new box with copied values from this instance.
  40359. *
  40360. * @return {Box2} A clone of this instance.
  40361. */
  40362. clone() {
  40363. return new this.constructor().copy( this );
  40364. }
  40365. /**
  40366. * Copies the values of the given box to this instance.
  40367. *
  40368. * @param {Box2} box - The box to copy.
  40369. * @return {Box2} A reference to this bounding box.
  40370. */
  40371. copy( box ) {
  40372. this.min.copy( box.min );
  40373. this.max.copy( box.max );
  40374. return this;
  40375. }
  40376. /**
  40377. * Makes this box empty which means in encloses a zero space in 2D.
  40378. *
  40379. * @return {Box2} A reference to this bounding box.
  40380. */
  40381. makeEmpty() {
  40382. this.min.x = this.min.y = + Infinity;
  40383. this.max.x = this.max.y = - Infinity;
  40384. return this;
  40385. }
  40386. /**
  40387. * Returns true if this box includes zero points within its bounds.
  40388. * Note that a box with equal lower and upper bounds still includes one
  40389. * point, the one both bounds share.
  40390. *
  40391. * @return {boolean} Whether this box is empty or not.
  40392. */
  40393. isEmpty() {
  40394. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40395. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40396. }
  40397. /**
  40398. * Returns the center point of this box.
  40399. *
  40400. * @param {Vector2} target - The target vector that is used to store the method's result.
  40401. * @return {Vector2} The center point.
  40402. */
  40403. getCenter( target ) {
  40404. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40405. }
  40406. /**
  40407. * Returns the dimensions of this box.
  40408. *
  40409. * @param {Vector2} target - The target vector that is used to store the method's result.
  40410. * @return {Vector2} The size.
  40411. */
  40412. getSize( target ) {
  40413. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40414. }
  40415. /**
  40416. * Expands the boundaries of this box to include the given point.
  40417. *
  40418. * @param {Vector2} point - The point that should be included by the bounding box.
  40419. * @return {Box2} A reference to this bounding box.
  40420. */
  40421. expandByPoint( point ) {
  40422. this.min.min( point );
  40423. this.max.max( point );
  40424. return this;
  40425. }
  40426. /**
  40427. * Expands this box equilaterally by the given vector. The width of this
  40428. * box will be expanded by the x component of the vector in both
  40429. * directions. The height of this box will be expanded by the y component of
  40430. * the vector in both directions.
  40431. *
  40432. * @param {Vector2} vector - The vector that should expand the bounding box.
  40433. * @return {Box2} A reference to this bounding box.
  40434. */
  40435. expandByVector( vector ) {
  40436. this.min.sub( vector );
  40437. this.max.add( vector );
  40438. return this;
  40439. }
  40440. /**
  40441. * Expands each dimension of the box by the given scalar. If negative, the
  40442. * dimensions of the box will be contracted.
  40443. *
  40444. * @param {number} scalar - The scalar value that should expand the bounding box.
  40445. * @return {Box2} A reference to this bounding box.
  40446. */
  40447. expandByScalar( scalar ) {
  40448. this.min.addScalar( - scalar );
  40449. this.max.addScalar( scalar );
  40450. return this;
  40451. }
  40452. /**
  40453. * Returns `true` if the given point lies within or on the boundaries of this box.
  40454. *
  40455. * @param {Vector2} point - The point to test.
  40456. * @return {boolean} Whether the bounding box contains the given point or not.
  40457. */
  40458. containsPoint( point ) {
  40459. return point.x >= this.min.x && point.x <= this.max.x &&
  40460. point.y >= this.min.y && point.y <= this.max.y;
  40461. }
  40462. /**
  40463. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40464. * If this box and the given one are identical, this function also returns `true`.
  40465. *
  40466. * @param {Box2} box - The bounding box to test.
  40467. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40468. */
  40469. containsBox( box ) {
  40470. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40471. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40472. }
  40473. /**
  40474. * Returns a point as a proportion of this box's width and height.
  40475. *
  40476. * @param {Vector2} point - A point in 2D space.
  40477. * @param {Vector2} target - The target vector that is used to store the method's result.
  40478. * @return {Vector2} A point as a proportion of this box's width and height.
  40479. */
  40480. getParameter( point, target ) {
  40481. // This can potentially have a divide by zero if the box
  40482. // has a size dimension of 0.
  40483. return target.set(
  40484. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40485. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40486. );
  40487. }
  40488. /**
  40489. * Returns `true` if the given bounding box intersects with this bounding box.
  40490. *
  40491. * @param {Box2} box - The bounding box to test.
  40492. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40493. */
  40494. intersectsBox( box ) {
  40495. // using 4 splitting planes to rule out intersections
  40496. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40497. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40498. }
  40499. /**
  40500. * Clamps the given point within the bounds of this box.
  40501. *
  40502. * @param {Vector2} point - The point to clamp.
  40503. * @param {Vector2} target - The target vector that is used to store the method's result.
  40504. * @return {Vector2} The clamped point.
  40505. */
  40506. clampPoint( point, target ) {
  40507. return target.copy( point ).clamp( this.min, this.max );
  40508. }
  40509. /**
  40510. * Returns the euclidean distance from any edge of this box to the specified point. If
  40511. * the given point lies inside of this box, the distance will be `0`.
  40512. *
  40513. * @param {Vector2} point - The point to compute the distance to.
  40514. * @return {number} The euclidean distance.
  40515. */
  40516. distanceToPoint( point ) {
  40517. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40518. }
  40519. /**
  40520. * Computes the intersection of this bounding box and the given one, setting the upper
  40521. * bound of this box to the lesser of the two boxes' upper bounds and the
  40522. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40523. * there's no overlap, makes this box empty.
  40524. *
  40525. * @param {Box2} box - The bounding box to intersect with.
  40526. * @return {Box2} A reference to this bounding box.
  40527. */
  40528. intersect( box ) {
  40529. this.min.max( box.min );
  40530. this.max.min( box.max );
  40531. if ( this.isEmpty() ) this.makeEmpty();
  40532. return this;
  40533. }
  40534. /**
  40535. * Computes the union of this box and another and the given one, setting the upper
  40536. * bound of this box to the greater of the two boxes' upper bounds and the
  40537. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40538. *
  40539. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40540. * @return {Box2} A reference to this bounding box.
  40541. */
  40542. union( box ) {
  40543. this.min.min( box.min );
  40544. this.max.max( box.max );
  40545. return this;
  40546. }
  40547. /**
  40548. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40549. * effectively moving it in 2D space.
  40550. *
  40551. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40552. * @return {Box2} A reference to this bounding box.
  40553. */
  40554. translate( offset ) {
  40555. this.min.add( offset );
  40556. this.max.add( offset );
  40557. return this;
  40558. }
  40559. /**
  40560. * Returns `true` if this bounding box is equal with the given one.
  40561. *
  40562. * @param {Box2} box - The box to test for equality.
  40563. * @return {boolean} Whether this bounding box is equal with the given one.
  40564. */
  40565. equals( box ) {
  40566. return box.min.equals( this.min ) && box.max.equals( this.max );
  40567. }
  40568. }
  40569. const _startP = /*@__PURE__*/ new Vector3();
  40570. const _startEnd = /*@__PURE__*/ new Vector3();
  40571. const _d1 = /*@__PURE__*/ new Vector3();
  40572. const _d2 = /*@__PURE__*/ new Vector3();
  40573. const _r = /*@__PURE__*/ new Vector3();
  40574. const _c1 = /*@__PURE__*/ new Vector3();
  40575. const _c2 = /*@__PURE__*/ new Vector3();
  40576. /**
  40577. * An analytical line segment in 3D space represented by a start and end point.
  40578. */
  40579. class Line3 {
  40580. /**
  40581. * Constructs a new line segment.
  40582. *
  40583. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40584. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40585. */
  40586. constructor( start = new Vector3(), end = new Vector3() ) {
  40587. /**
  40588. * Start of the line segment.
  40589. *
  40590. * @type {Vector3}
  40591. */
  40592. this.start = start;
  40593. /**
  40594. * End of the line segment.
  40595. *
  40596. * @type {Vector3}
  40597. */
  40598. this.end = end;
  40599. }
  40600. /**
  40601. * Sets the start and end values by copying the given vectors.
  40602. *
  40603. * @param {Vector3} start - The start point.
  40604. * @param {Vector3} end - The end point.
  40605. * @return {Line3} A reference to this line segment.
  40606. */
  40607. set( start, end ) {
  40608. this.start.copy( start );
  40609. this.end.copy( end );
  40610. return this;
  40611. }
  40612. /**
  40613. * Copies the values of the given line segment to this instance.
  40614. *
  40615. * @param {Line3} line - The line segment to copy.
  40616. * @return {Line3} A reference to this line segment.
  40617. */
  40618. copy( line ) {
  40619. this.start.copy( line.start );
  40620. this.end.copy( line.end );
  40621. return this;
  40622. }
  40623. /**
  40624. * Returns the center of the line segment.
  40625. *
  40626. * @param {Vector3} target - The target vector that is used to store the method's result.
  40627. * @return {Vector3} The center point.
  40628. */
  40629. getCenter( target ) {
  40630. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40631. }
  40632. /**
  40633. * Returns the delta vector of the line segment's start and end point.
  40634. *
  40635. * @param {Vector3} target - The target vector that is used to store the method's result.
  40636. * @return {Vector3} The delta vector.
  40637. */
  40638. delta( target ) {
  40639. return target.subVectors( this.end, this.start );
  40640. }
  40641. /**
  40642. * Returns the squared Euclidean distance between the line' start and end point.
  40643. *
  40644. * @return {number} The squared Euclidean distance.
  40645. */
  40646. distanceSq() {
  40647. return this.start.distanceToSquared( this.end );
  40648. }
  40649. /**
  40650. * Returns the Euclidean distance between the line' start and end point.
  40651. *
  40652. * @return {number} The Euclidean distance.
  40653. */
  40654. distance() {
  40655. return this.start.distanceTo( this.end );
  40656. }
  40657. /**
  40658. * Returns a vector at a certain position along the line segment.
  40659. *
  40660. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40661. * @param {Vector3} target - The target vector that is used to store the method's result.
  40662. * @return {Vector3} The delta vector.
  40663. */
  40664. at( t, target ) {
  40665. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40666. }
  40667. /**
  40668. * Returns a point parameter based on the closest point as projected on the line segment.
  40669. *
  40670. * @param {Vector3} point - The point for which to return a point parameter.
  40671. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40672. * @return {number} The point parameter.
  40673. */
  40674. closestPointToPointParameter( point, clampToLine ) {
  40675. _startP.subVectors( point, this.start );
  40676. _startEnd.subVectors( this.end, this.start );
  40677. const startEnd2 = _startEnd.dot( _startEnd );
  40678. const startEnd_startP = _startEnd.dot( _startP );
  40679. let t = startEnd_startP / startEnd2;
  40680. if ( clampToLine ) {
  40681. t = clamp( t, 0, 1 );
  40682. }
  40683. return t;
  40684. }
  40685. /**
  40686. * Returns the closest point on the line for a given point.
  40687. *
  40688. * @param {Vector3} point - The point to compute the closest point on the line for.
  40689. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40690. * @param {Vector3} target - The target vector that is used to store the method's result.
  40691. * @return {Vector3} The closest point on the line.
  40692. */
  40693. closestPointToPoint( point, clampToLine, target ) {
  40694. const t = this.closestPointToPointParameter( point, clampToLine );
  40695. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40696. }
  40697. /**
  40698. * Returns the closest squared distance between this line segment and the given one.
  40699. *
  40700. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40701. * @param {Vector3} [c1] - The closest point on this line segment.
  40702. * @param {Vector3} [c2] - The closest point on the given line segment.
  40703. * @return {number} The squared distance between this line segment and the given one.
  40704. */
  40705. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40706. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40707. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40708. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40709. // distance between between S1(s) and S2(t)
  40710. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40711. let s, t;
  40712. const p1 = this.start;
  40713. const p2 = line.start;
  40714. const q1 = this.end;
  40715. const q2 = line.end;
  40716. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40717. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40718. _r.subVectors( p1, p2 );
  40719. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40720. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40721. const f = _d2.dot( _r );
  40722. // Check if either or both segments degenerate into points
  40723. if ( a <= EPSILON && e <= EPSILON ) {
  40724. // Both segments degenerate into points
  40725. c1.copy( p1 );
  40726. c2.copy( p2 );
  40727. c1.sub( c2 );
  40728. return c1.dot( c1 );
  40729. }
  40730. if ( a <= EPSILON ) {
  40731. // First segment degenerates into a point
  40732. s = 0;
  40733. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40734. t = clamp( t, 0, 1 );
  40735. } else {
  40736. const c = _d1.dot( _r );
  40737. if ( e <= EPSILON ) {
  40738. // Second segment degenerates into a point
  40739. t = 0;
  40740. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40741. } else {
  40742. // The general nondegenerate case starts here
  40743. const b = _d1.dot( _d2 );
  40744. const denom = a * e - b * b; // Always nonnegative
  40745. // If segments not parallel, compute closest point on L1 to L2 and
  40746. // clamp to segment S1. Else pick arbitrary s (here 0)
  40747. if ( denom !== 0 ) {
  40748. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40749. } else {
  40750. s = 0;
  40751. }
  40752. // Compute point on L2 closest to S1(s) using
  40753. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40754. t = ( b * s + f ) / e;
  40755. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40756. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40757. // and clamp s to [0, 1]
  40758. if ( t < 0 ) {
  40759. t = 0.;
  40760. s = clamp( - c / a, 0, 1 );
  40761. } else if ( t > 1 ) {
  40762. t = 1;
  40763. s = clamp( ( b - c ) / a, 0, 1 );
  40764. }
  40765. }
  40766. }
  40767. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40768. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40769. c1.sub( c2 );
  40770. return c1.dot( c1 );
  40771. }
  40772. /**
  40773. * Applies a 4x4 transformation matrix to this line segment.
  40774. *
  40775. * @param {Matrix4} matrix - The transformation matrix.
  40776. * @return {Line3} A reference to this line segment.
  40777. */
  40778. applyMatrix4( matrix ) {
  40779. this.start.applyMatrix4( matrix );
  40780. this.end.applyMatrix4( matrix );
  40781. return this;
  40782. }
  40783. /**
  40784. * Returns `true` if this line segment is equal with the given one.
  40785. *
  40786. * @param {Line3} line - The line segment to test for equality.
  40787. * @return {boolean} Whether this line segment is equal with the given one.
  40788. */
  40789. equals( line ) {
  40790. return line.start.equals( this.start ) && line.end.equals( this.end );
  40791. }
  40792. /**
  40793. * Returns a new line segment with copied values from this instance.
  40794. *
  40795. * @return {Line3} A clone of this instance.
  40796. */
  40797. clone() {
  40798. return new this.constructor().copy( this );
  40799. }
  40800. }
  40801. const _vector$3 = /*@__PURE__*/ new Vector3();
  40802. /**
  40803. * This displays a cone shaped helper object for a {@link SpotLight}.
  40804. *
  40805. * ```js
  40806. * const spotLight = new THREE.SpotLight( 0xffffff );
  40807. * spotLight.position.set( 10, 10, 10 );
  40808. * scene.add( spotLight );
  40809. *
  40810. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40811. * scene.add( spotLightHelper );
  40812. * ```
  40813. *
  40814. * @augments Object3D
  40815. */
  40816. class SpotLightHelper extends Object3D {
  40817. /**
  40818. * Constructs a new spot light helper.
  40819. *
  40820. * @param {HemisphereLight} light - The light to be visualized.
  40821. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40822. * the color of the light.
  40823. */
  40824. constructor( light, color ) {
  40825. super();
  40826. /**
  40827. * The light being visualized.
  40828. *
  40829. * @type {SpotLight}
  40830. */
  40831. this.light = light;
  40832. this.matrixAutoUpdate = false;
  40833. /**
  40834. * The color parameter passed in the constructor.
  40835. * If not set, the helper will take the color of the light.
  40836. *
  40837. * @type {number|Color|string}
  40838. */
  40839. this.color = color;
  40840. this.type = 'SpotLightHelper';
  40841. const geometry = new BufferGeometry();
  40842. const positions = [
  40843. 0, 0, 0, 0, 0, 1,
  40844. 0, 0, 0, 1, 0, 1,
  40845. 0, 0, 0, -1, 0, 1,
  40846. 0, 0, 0, 0, 1, 1,
  40847. 0, 0, 0, 0, -1, 1
  40848. ];
  40849. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40850. const p1 = ( i / l ) * Math.PI * 2;
  40851. const p2 = ( j / l ) * Math.PI * 2;
  40852. positions.push(
  40853. Math.cos( p1 ), Math.sin( p1 ), 1,
  40854. Math.cos( p2 ), Math.sin( p2 ), 1
  40855. );
  40856. }
  40857. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40858. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40859. this.cone = new LineSegments( geometry, material );
  40860. this.add( this.cone );
  40861. this.update();
  40862. }
  40863. /**
  40864. * Frees the GPU-related resources allocated by this instance. Call this
  40865. * method whenever this instance is no longer used in your app.
  40866. */
  40867. dispose() {
  40868. this.cone.geometry.dispose();
  40869. this.cone.material.dispose();
  40870. }
  40871. /**
  40872. * Updates the helper to match the position and direction of the
  40873. * light being visualized.
  40874. */
  40875. update() {
  40876. this.light.updateWorldMatrix( true, false );
  40877. this.light.target.updateWorldMatrix( true, false );
  40878. // update the local matrix based on the parent and light target transforms
  40879. if ( this.parent ) {
  40880. this.parent.updateWorldMatrix( true );
  40881. this.matrix
  40882. .copy( this.parent.matrixWorld )
  40883. .invert()
  40884. .multiply( this.light.matrixWorld );
  40885. } else {
  40886. this.matrix.copy( this.light.matrixWorld );
  40887. }
  40888. this.matrixWorld.copy( this.light.matrixWorld );
  40889. const coneLength = this.light.distance ? this.light.distance : 1000;
  40890. const coneWidth = coneLength * Math.tan( this.light.angle );
  40891. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40892. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40893. this.cone.lookAt( _vector$3 );
  40894. if ( this.color !== undefined ) {
  40895. this.cone.material.color.set( this.color );
  40896. } else {
  40897. this.cone.material.color.copy( this.light.color );
  40898. }
  40899. }
  40900. }
  40901. const _vector$2 = /*@__PURE__*/ new Vector3();
  40902. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40903. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40904. /**
  40905. * A helper object to assist with visualizing a {@link Skeleton}.
  40906. *
  40907. * ```js
  40908. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40909. * scene.add( helper );
  40910. * ```
  40911. *
  40912. * @augments LineSegments
  40913. */
  40914. class SkeletonHelper extends LineSegments {
  40915. /**
  40916. * Constructs a new skeleton helper.
  40917. *
  40918. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40919. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40920. */
  40921. constructor( object ) {
  40922. const bones = getBoneList( object );
  40923. const geometry = new BufferGeometry();
  40924. const vertices = [];
  40925. const colors = [];
  40926. for ( let i = 0; i < bones.length; i ++ ) {
  40927. const bone = bones[ i ];
  40928. if ( bone.parent && bone.parent.isBone ) {
  40929. vertices.push( 0, 0, 0 );
  40930. vertices.push( 0, 0, 0 );
  40931. colors.push( 0, 0, 0 );
  40932. colors.push( 0, 0, 0 );
  40933. }
  40934. }
  40935. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40936. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40937. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40938. super( geometry, material );
  40939. /**
  40940. * This flag can be used for type testing.
  40941. *
  40942. * @type {boolean}
  40943. * @readonly
  40944. * @default true
  40945. */
  40946. this.isSkeletonHelper = true;
  40947. this.type = 'SkeletonHelper';
  40948. /**
  40949. * The object being visualized.
  40950. *
  40951. * @type {Object3D}
  40952. */
  40953. this.root = object;
  40954. /**
  40955. * The list of bones that the helper visualizes.
  40956. *
  40957. * @type {Array<Bone>}
  40958. */
  40959. this.bones = bones;
  40960. this.matrix = object.matrixWorld;
  40961. this.matrixAutoUpdate = false;
  40962. // colors
  40963. const color1 = new Color( 0x0000ff );
  40964. const color2 = new Color( 0x00ff00 );
  40965. this.setColors( color1, color2 );
  40966. }
  40967. updateMatrixWorld( force ) {
  40968. const bones = this.bones;
  40969. const geometry = this.geometry;
  40970. const position = geometry.getAttribute( 'position' );
  40971. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  40972. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  40973. const bone = bones[ i ];
  40974. if ( bone.parent && bone.parent.isBone ) {
  40975. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  40976. _vector$2.setFromMatrixPosition( _boneMatrix );
  40977. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  40978. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  40979. _vector$2.setFromMatrixPosition( _boneMatrix );
  40980. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  40981. j += 2;
  40982. }
  40983. }
  40984. geometry.getAttribute( 'position' ).needsUpdate = true;
  40985. super.updateMatrixWorld( force );
  40986. }
  40987. /**
  40988. * Defines the colors of the helper.
  40989. *
  40990. * @param {Color} color1 - The first line color for each bone.
  40991. * @param {Color} color2 - The second line color for each bone.
  40992. * @return {SkeletonHelper} A reference to this helper.
  40993. */
  40994. setColors( color1, color2 ) {
  40995. const geometry = this.geometry;
  40996. const colorAttribute = geometry.getAttribute( 'color' );
  40997. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  40998. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  40999. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  41000. }
  41001. colorAttribute.needsUpdate = true;
  41002. return this;
  41003. }
  41004. /**
  41005. * Frees the GPU-related resources allocated by this instance. Call this
  41006. * method whenever this instance is no longer used in your app.
  41007. */
  41008. dispose() {
  41009. this.geometry.dispose();
  41010. this.material.dispose();
  41011. }
  41012. }
  41013. function getBoneList( object ) {
  41014. const boneList = [];
  41015. if ( object.isBone === true ) {
  41016. boneList.push( object );
  41017. }
  41018. for ( let i = 0; i < object.children.length; i ++ ) {
  41019. boneList.push( ...getBoneList( object.children[ i ] ) );
  41020. }
  41021. return boneList;
  41022. }
  41023. /**
  41024. * This displays a helper object consisting of a spherical mesh for
  41025. * visualizing an instance of {@link PointLight}.
  41026. *
  41027. * ```js
  41028. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  41029. * pointLight.position.set( 10, 10, 10 );
  41030. * scene.add( pointLight );
  41031. *
  41032. * const sphereSize = 1;
  41033. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41034. * scene.add( pointLightHelper );
  41035. * ```
  41036. *
  41037. * @augments Mesh
  41038. */
  41039. class PointLightHelper extends Mesh {
  41040. /**
  41041. * Constructs a new point light helper.
  41042. *
  41043. * @param {PointLight} light - The light to be visualized.
  41044. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41045. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41046. * the color of the light.
  41047. */
  41048. constructor( light, sphereSize, color ) {
  41049. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41050. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41051. super( geometry, material );
  41052. /**
  41053. * The light being visualized.
  41054. *
  41055. * @type {HemisphereLight}
  41056. */
  41057. this.light = light;
  41058. /**
  41059. * The color parameter passed in the constructor.
  41060. * If not set, the helper will take the color of the light.
  41061. *
  41062. * @type {number|Color|string}
  41063. */
  41064. this.color = color;
  41065. this.type = 'PointLightHelper';
  41066. this.matrix = this.light.matrixWorld;
  41067. this.matrixAutoUpdate = false;
  41068. this.update();
  41069. /*
  41070. // TODO: delete this comment?
  41071. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41072. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41073. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41074. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41075. const d = light.distance;
  41076. if ( d === 0.0 ) {
  41077. this.lightDistance.visible = false;
  41078. } else {
  41079. this.lightDistance.scale.set( d, d, d );
  41080. }
  41081. this.add( this.lightDistance );
  41082. */
  41083. }
  41084. /**
  41085. * Frees the GPU-related resources allocated by this instance. Call this
  41086. * method whenever this instance is no longer used in your app.
  41087. */
  41088. dispose() {
  41089. this.geometry.dispose();
  41090. this.material.dispose();
  41091. }
  41092. /**
  41093. * Updates the helper to match the position of the
  41094. * light being visualized.
  41095. */
  41096. update() {
  41097. this.light.updateWorldMatrix( true, false );
  41098. if ( this.color !== undefined ) {
  41099. this.material.color.set( this.color );
  41100. } else {
  41101. this.material.color.copy( this.light.color );
  41102. }
  41103. /*
  41104. const d = this.light.distance;
  41105. if ( d === 0.0 ) {
  41106. this.lightDistance.visible = false;
  41107. } else {
  41108. this.lightDistance.visible = true;
  41109. this.lightDistance.scale.set( d, d, d );
  41110. }
  41111. */
  41112. }
  41113. }
  41114. const _vector$1 = /*@__PURE__*/ new Vector3();
  41115. const _color1 = /*@__PURE__*/ new Color();
  41116. const _color2 = /*@__PURE__*/ new Color();
  41117. /**
  41118. * Creates a visual aid consisting of a spherical mesh for a
  41119. * given {@link HemisphereLight}.
  41120. *
  41121. * ```js
  41122. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41123. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41124. * scene.add( helper );
  41125. * ```
  41126. *
  41127. * @augments Object3D
  41128. */
  41129. class HemisphereLightHelper extends Object3D {
  41130. /**
  41131. * Constructs a new hemisphere light helper.
  41132. *
  41133. * @param {HemisphereLight} light - The light to be visualized.
  41134. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41135. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41136. * the color of the light.
  41137. */
  41138. constructor( light, size, color ) {
  41139. super();
  41140. /**
  41141. * The light being visualized.
  41142. *
  41143. * @type {HemisphereLight}
  41144. */
  41145. this.light = light;
  41146. this.matrix = light.matrixWorld;
  41147. this.matrixAutoUpdate = false;
  41148. /**
  41149. * The color parameter passed in the constructor.
  41150. * If not set, the helper will take the color of the light.
  41151. *
  41152. * @type {number|Color|string}
  41153. */
  41154. this.color = color;
  41155. this.type = 'HemisphereLightHelper';
  41156. const geometry = new OctahedronGeometry( size );
  41157. geometry.rotateY( Math.PI * 0.5 );
  41158. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41159. if ( this.color === undefined ) this.material.vertexColors = true;
  41160. const position = geometry.getAttribute( 'position' );
  41161. const colors = new Float32Array( position.count * 3 );
  41162. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41163. this.add( new Mesh( geometry, this.material ) );
  41164. this.update();
  41165. }
  41166. /**
  41167. * Frees the GPU-related resources allocated by this instance. Call this
  41168. * method whenever this instance is no longer used in your app.
  41169. */
  41170. dispose() {
  41171. this.children[ 0 ].geometry.dispose();
  41172. this.children[ 0 ].material.dispose();
  41173. }
  41174. /**
  41175. * Updates the helper to match the position and direction of the
  41176. * light being visualized.
  41177. */
  41178. update() {
  41179. const mesh = this.children[ 0 ];
  41180. if ( this.color !== undefined ) {
  41181. this.material.color.set( this.color );
  41182. } else {
  41183. const colors = mesh.geometry.getAttribute( 'color' );
  41184. _color1.copy( this.light.color );
  41185. _color2.copy( this.light.groundColor );
  41186. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41187. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41188. colors.setXYZ( i, color.r, color.g, color.b );
  41189. }
  41190. colors.needsUpdate = true;
  41191. }
  41192. this.light.updateWorldMatrix( true, false );
  41193. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41194. }
  41195. }
  41196. /**
  41197. * The helper is an object to define grids. Grids are two-dimensional
  41198. * arrays of lines.
  41199. *
  41200. * ```js
  41201. * const size = 10;
  41202. * const divisions = 10;
  41203. *
  41204. * const gridHelper = new THREE.GridHelper( size, divisions );
  41205. * scene.add( gridHelper );
  41206. * ```
  41207. *
  41208. * @augments LineSegments
  41209. */
  41210. class GridHelper extends LineSegments {
  41211. /**
  41212. * Constructs a new grid helper.
  41213. *
  41214. * @param {number} [size=10] - The size of the grid.
  41215. * @param {number} [divisions=10] - The number of divisions across the grid.
  41216. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41217. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41218. */
  41219. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41220. color1 = new Color( color1 );
  41221. color2 = new Color( color2 );
  41222. const center = divisions / 2;
  41223. const step = size / divisions;
  41224. const halfSize = size / 2;
  41225. const vertices = [], colors = [];
  41226. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41227. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41228. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41229. const color = i === center ? color1 : color2;
  41230. color.toArray( colors, j ); j += 3;
  41231. color.toArray( colors, j ); j += 3;
  41232. color.toArray( colors, j ); j += 3;
  41233. color.toArray( colors, j ); j += 3;
  41234. }
  41235. const geometry = new BufferGeometry();
  41236. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41237. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41238. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41239. super( geometry, material );
  41240. this.type = 'GridHelper';
  41241. }
  41242. /**
  41243. * Frees the GPU-related resources allocated by this instance. Call this
  41244. * method whenever this instance is no longer used in your app.
  41245. */
  41246. dispose() {
  41247. this.geometry.dispose();
  41248. this.material.dispose();
  41249. }
  41250. }
  41251. /**
  41252. * This helper is an object to define polar grids. Grids are
  41253. * two-dimensional arrays of lines.
  41254. *
  41255. * ```js
  41256. * const radius = 10;
  41257. * const sectors = 16;
  41258. * const rings = 8;
  41259. * const divisions = 64;
  41260. *
  41261. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41262. * scene.add( helper );
  41263. * ```
  41264. *
  41265. * @augments LineSegments
  41266. */
  41267. class PolarGridHelper extends LineSegments {
  41268. /**
  41269. * Constructs a new polar grid helper.
  41270. *
  41271. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41272. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41273. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41274. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41275. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41276. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41277. */
  41278. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41279. color1 = new Color( color1 );
  41280. color2 = new Color( color2 );
  41281. const vertices = [];
  41282. const colors = [];
  41283. // create the sectors
  41284. if ( sectors > 1 ) {
  41285. for ( let i = 0; i < sectors; i ++ ) {
  41286. const v = ( i / sectors ) * ( Math.PI * 2 );
  41287. const x = Math.sin( v ) * radius;
  41288. const z = Math.cos( v ) * radius;
  41289. vertices.push( 0, 0, 0 );
  41290. vertices.push( x, 0, z );
  41291. const color = ( i & 1 ) ? color1 : color2;
  41292. colors.push( color.r, color.g, color.b );
  41293. colors.push( color.r, color.g, color.b );
  41294. }
  41295. }
  41296. // create the rings
  41297. for ( let i = 0; i < rings; i ++ ) {
  41298. const color = ( i & 1 ) ? color1 : color2;
  41299. const r = radius - ( radius / rings * i );
  41300. for ( let j = 0; j < divisions; j ++ ) {
  41301. // first vertex
  41302. let v = ( j / divisions ) * ( Math.PI * 2 );
  41303. let x = Math.sin( v ) * r;
  41304. let z = Math.cos( v ) * r;
  41305. vertices.push( x, 0, z );
  41306. colors.push( color.r, color.g, color.b );
  41307. // second vertex
  41308. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41309. x = Math.sin( v ) * r;
  41310. z = Math.cos( v ) * r;
  41311. vertices.push( x, 0, z );
  41312. colors.push( color.r, color.g, color.b );
  41313. }
  41314. }
  41315. const geometry = new BufferGeometry();
  41316. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41317. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41318. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41319. super( geometry, material );
  41320. this.type = 'PolarGridHelper';
  41321. }
  41322. /**
  41323. * Frees the GPU-related resources allocated by this instance. Call this
  41324. * method whenever this instance is no longer used in your app.
  41325. */
  41326. dispose() {
  41327. this.geometry.dispose();
  41328. this.material.dispose();
  41329. }
  41330. }
  41331. const _v1 = /*@__PURE__*/ new Vector3();
  41332. const _v2 = /*@__PURE__*/ new Vector3();
  41333. const _v3 = /*@__PURE__*/ new Vector3();
  41334. /**
  41335. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41336. * effect on the scene. This consists of plane and a line representing the
  41337. * light's position and direction.
  41338. *
  41339. * ```js
  41340. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41341. * scene.add( light );
  41342. *
  41343. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41344. * scene.add( helper );
  41345. * ```
  41346. *
  41347. * @augments Object3D
  41348. */
  41349. class DirectionalLightHelper extends Object3D {
  41350. /**
  41351. * Constructs a new directional light helper.
  41352. *
  41353. * @param {DirectionalLight} light - The light to be visualized.
  41354. * @param {number} [size=1] - The dimensions of the plane.
  41355. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41356. * the color of the light.
  41357. */
  41358. constructor( light, size, color ) {
  41359. super();
  41360. /**
  41361. * The light being visualized.
  41362. *
  41363. * @type {DirectionalLight}
  41364. */
  41365. this.light = light;
  41366. this.matrix = light.matrixWorld;
  41367. this.matrixAutoUpdate = false;
  41368. /**
  41369. * The color parameter passed in the constructor.
  41370. * If not set, the helper will take the color of the light.
  41371. *
  41372. * @type {number|Color|string}
  41373. */
  41374. this.color = color;
  41375. this.type = 'DirectionalLightHelper';
  41376. if ( size === undefined ) size = 1;
  41377. let geometry = new BufferGeometry();
  41378. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41379. - size, size, 0,
  41380. size, size, 0,
  41381. size, - size, 0,
  41382. - size, - size, 0,
  41383. - size, size, 0
  41384. ], 3 ) );
  41385. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41386. /**
  41387. * Contains the line showing the location of the directional light.
  41388. *
  41389. * @type {Line}
  41390. */
  41391. this.lightPlane = new Line( geometry, material );
  41392. this.add( this.lightPlane );
  41393. geometry = new BufferGeometry();
  41394. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41395. /**
  41396. * Represents the target line of the directional light.
  41397. *
  41398. * @type {Line}
  41399. */
  41400. this.targetLine = new Line( geometry, material );
  41401. this.add( this.targetLine );
  41402. this.update();
  41403. }
  41404. /**
  41405. * Frees the GPU-related resources allocated by this instance. Call this
  41406. * method whenever this instance is no longer used in your app.
  41407. */
  41408. dispose() {
  41409. this.lightPlane.geometry.dispose();
  41410. this.lightPlane.material.dispose();
  41411. this.targetLine.geometry.dispose();
  41412. this.targetLine.material.dispose();
  41413. }
  41414. /**
  41415. * Updates the helper to match the position and direction of the
  41416. * light being visualized.
  41417. */
  41418. update() {
  41419. this.light.updateWorldMatrix( true, false );
  41420. this.light.target.updateWorldMatrix( true, false );
  41421. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41422. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41423. _v3.subVectors( _v2, _v1 );
  41424. this.lightPlane.lookAt( _v2 );
  41425. if ( this.color !== undefined ) {
  41426. this.lightPlane.material.color.set( this.color );
  41427. this.targetLine.material.color.set( this.color );
  41428. } else {
  41429. this.lightPlane.material.color.copy( this.light.color );
  41430. this.targetLine.material.color.copy( this.light.color );
  41431. }
  41432. this.targetLine.lookAt( _v2 );
  41433. this.targetLine.scale.z = _v3.length();
  41434. }
  41435. }
  41436. const _vector = /*@__PURE__*/ new Vector3();
  41437. const _camera = /*@__PURE__*/ new Camera();
  41438. /**
  41439. * This helps with visualizing what a camera contains in its frustum. It
  41440. * visualizes the frustum of a camera using a line segments.
  41441. *
  41442. * Based on frustum visualization in [lightgl.js shadowmap example]{@link https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html}.
  41443. *
  41444. * `CameraHelper` must be a child of the scene.
  41445. *
  41446. * ```js
  41447. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41448. * const helper = new THREE.CameraHelper( camera );
  41449. * scene.add( helper );
  41450. * ```
  41451. *
  41452. * @augments LineSegments
  41453. */
  41454. class CameraHelper extends LineSegments {
  41455. /**
  41456. * Constructs a new arrow helper.
  41457. *
  41458. * @param {Camera} camera - The camera to visualize.
  41459. */
  41460. constructor( camera ) {
  41461. const geometry = new BufferGeometry();
  41462. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41463. const vertices = [];
  41464. const colors = [];
  41465. const pointMap = {};
  41466. // near
  41467. addLine( 'n1', 'n2' );
  41468. addLine( 'n2', 'n4' );
  41469. addLine( 'n4', 'n3' );
  41470. addLine( 'n3', 'n1' );
  41471. // far
  41472. addLine( 'f1', 'f2' );
  41473. addLine( 'f2', 'f4' );
  41474. addLine( 'f4', 'f3' );
  41475. addLine( 'f3', 'f1' );
  41476. // sides
  41477. addLine( 'n1', 'f1' );
  41478. addLine( 'n2', 'f2' );
  41479. addLine( 'n3', 'f3' );
  41480. addLine( 'n4', 'f4' );
  41481. // cone
  41482. addLine( 'p', 'n1' );
  41483. addLine( 'p', 'n2' );
  41484. addLine( 'p', 'n3' );
  41485. addLine( 'p', 'n4' );
  41486. // up
  41487. addLine( 'u1', 'u2' );
  41488. addLine( 'u2', 'u3' );
  41489. addLine( 'u3', 'u1' );
  41490. // target
  41491. addLine( 'c', 't' );
  41492. addLine( 'p', 'c' );
  41493. // cross
  41494. addLine( 'cn1', 'cn2' );
  41495. addLine( 'cn3', 'cn4' );
  41496. addLine( 'cf1', 'cf2' );
  41497. addLine( 'cf3', 'cf4' );
  41498. function addLine( a, b ) {
  41499. addPoint( a );
  41500. addPoint( b );
  41501. }
  41502. function addPoint( id ) {
  41503. vertices.push( 0, 0, 0 );
  41504. colors.push( 0, 0, 0 );
  41505. if ( pointMap[ id ] === undefined ) {
  41506. pointMap[ id ] = [];
  41507. }
  41508. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41509. }
  41510. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41511. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41512. super( geometry, material );
  41513. this.type = 'CameraHelper';
  41514. /**
  41515. * The camera being visualized.
  41516. *
  41517. * @type {Camera}
  41518. */
  41519. this.camera = camera;
  41520. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41521. this.matrix = camera.matrixWorld;
  41522. this.matrixAutoUpdate = false;
  41523. /**
  41524. * This contains the points used to visualize the camera.
  41525. *
  41526. * @type {Object<string,Array<number>>}
  41527. */
  41528. this.pointMap = pointMap;
  41529. this.update();
  41530. // colors
  41531. const colorFrustum = new Color( 0xffaa00 );
  41532. const colorCone = new Color( 0xff0000 );
  41533. const colorUp = new Color( 0x00aaff );
  41534. const colorTarget = new Color( 0xffffff );
  41535. const colorCross = new Color( 0x333333 );
  41536. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41537. }
  41538. /**
  41539. * Defines the colors of the helper.
  41540. *
  41541. * @param {Color} frustum - The frustum line color.
  41542. * @param {Color} cone - The cone line color.
  41543. * @param {Color} up - The up line color.
  41544. * @param {Color} target - The target line color.
  41545. * @param {Color} cross - The cross line color.
  41546. * @return {CameraHelper} A reference to this helper.
  41547. */
  41548. setColors( frustum, cone, up, target, cross ) {
  41549. const geometry = this.geometry;
  41550. const colorAttribute = geometry.getAttribute( 'color' );
  41551. // near
  41552. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41553. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41554. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41555. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41556. // far
  41557. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41558. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41559. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41560. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41561. // sides
  41562. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41563. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41564. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41565. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41566. // cone
  41567. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41568. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41569. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41570. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41571. // up
  41572. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41573. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41574. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41575. // target
  41576. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41577. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41578. // cross
  41579. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41580. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41581. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41582. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41583. colorAttribute.needsUpdate = true;
  41584. return this;
  41585. }
  41586. /**
  41587. * Updates the helper based on the projection matrix of the camera.
  41588. */
  41589. update() {
  41590. const geometry = this.geometry;
  41591. const pointMap = this.pointMap;
  41592. const w = 1, h = 1;
  41593. let nearZ, farZ;
  41594. // we need just camera projection matrix inverse
  41595. // world matrix must be identity
  41596. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41597. // Adjust z values based on coordinate system
  41598. if ( this.camera.reversedDepth === true ) {
  41599. nearZ = 1;
  41600. farZ = 0;
  41601. } else {
  41602. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41603. nearZ = -1;
  41604. farZ = 1;
  41605. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41606. nearZ = 0;
  41607. farZ = 1;
  41608. } else {
  41609. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41610. }
  41611. }
  41612. // center / target
  41613. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41614. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41615. // near
  41616. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41617. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41618. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41619. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41620. // far
  41621. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41622. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41623. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41624. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41625. // up
  41626. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41627. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41628. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41629. // cross
  41630. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41631. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41632. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41633. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41634. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41635. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41636. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41637. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41638. geometry.getAttribute( 'position' ).needsUpdate = true;
  41639. }
  41640. /**
  41641. * Frees the GPU-related resources allocated by this instance. Call this
  41642. * method whenever this instance is no longer used in your app.
  41643. */
  41644. dispose() {
  41645. this.geometry.dispose();
  41646. this.material.dispose();
  41647. }
  41648. }
  41649. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41650. _vector.set( x, y, z ).unproject( camera );
  41651. const points = pointMap[ point ];
  41652. if ( points !== undefined ) {
  41653. const position = geometry.getAttribute( 'position' );
  41654. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41655. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41656. }
  41657. }
  41658. }
  41659. const _box = /*@__PURE__*/ new Box3();
  41660. /**
  41661. * Helper object to graphically show the world-axis-aligned bounding box
  41662. * around an object. The actual bounding box is handled with {@link Box3},
  41663. * this is just a visual helper for debugging. It can be automatically
  41664. * resized with {@link BoxHelper#update} when the object it's created from
  41665. * is transformed. Note that the object must have a geometry for this to work,
  41666. * so it won't work with sprites.
  41667. *
  41668. * ```js
  41669. * const sphere = new THREE.SphereGeometry();
  41670. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41671. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41672. * scene.add( box );
  41673. * ```
  41674. *
  41675. * @augments LineSegments
  41676. */
  41677. class BoxHelper extends LineSegments {
  41678. /**
  41679. * Constructs a new box helper.
  41680. *
  41681. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41682. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41683. */
  41684. constructor( object, color = 0xffff00 ) {
  41685. 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 ] );
  41686. const positions = new Float32Array( 8 * 3 );
  41687. const geometry = new BufferGeometry();
  41688. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41689. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41690. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41691. /**
  41692. * The 3D object being visualized.
  41693. *
  41694. * @type {Object3D}
  41695. */
  41696. this.object = object;
  41697. this.type = 'BoxHelper';
  41698. this.matrixAutoUpdate = false;
  41699. this.update();
  41700. }
  41701. /**
  41702. * Updates the helper's geometry to match the dimensions of the object,
  41703. * including any children.
  41704. */
  41705. update() {
  41706. if ( this.object !== undefined ) {
  41707. _box.setFromObject( this.object );
  41708. }
  41709. if ( _box.isEmpty() ) return;
  41710. const min = _box.min;
  41711. const max = _box.max;
  41712. /*
  41713. 5____4
  41714. 1/___0/|
  41715. | 6__|_7
  41716. 2/___3/
  41717. 0: max.x, max.y, max.z
  41718. 1: min.x, max.y, max.z
  41719. 2: min.x, min.y, max.z
  41720. 3: max.x, min.y, max.z
  41721. 4: max.x, max.y, min.z
  41722. 5: min.x, max.y, min.z
  41723. 6: min.x, min.y, min.z
  41724. 7: max.x, min.y, min.z
  41725. */
  41726. const position = this.geometry.attributes.position;
  41727. const array = position.array;
  41728. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41729. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41730. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41731. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41732. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41733. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41734. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41735. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41736. position.needsUpdate = true;
  41737. this.geometry.computeBoundingSphere();
  41738. }
  41739. /**
  41740. * Updates the wireframe box for the passed object.
  41741. *
  41742. * @param {Object3D} object - The 3D object to create the helper for.
  41743. * @return {BoxHelper} A reference to this instance.
  41744. */
  41745. setFromObject( object ) {
  41746. this.object = object;
  41747. this.update();
  41748. return this;
  41749. }
  41750. copy( source, recursive ) {
  41751. super.copy( source, recursive );
  41752. this.object = source.object;
  41753. return this;
  41754. }
  41755. /**
  41756. * Frees the GPU-related resources allocated by this instance. Call this
  41757. * method whenever this instance is no longer used in your app.
  41758. */
  41759. dispose() {
  41760. this.geometry.dispose();
  41761. this.material.dispose();
  41762. }
  41763. }
  41764. /**
  41765. * A helper object to visualize an instance of {@link Box3}.
  41766. *
  41767. * ```js
  41768. * const box = new THREE.Box3();
  41769. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41770. *
  41771. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41772. * scene.add( helper )
  41773. * ```
  41774. *
  41775. * @augments LineSegments
  41776. */
  41777. class Box3Helper extends LineSegments {
  41778. /**
  41779. * Constructs a new box3 helper.
  41780. *
  41781. * @param {Box3} box - The box to visualize.
  41782. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41783. */
  41784. constructor( box, color = 0xffff00 ) {
  41785. 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 ] );
  41786. 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 ];
  41787. const geometry = new BufferGeometry();
  41788. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41789. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41790. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41791. /**
  41792. * The box being visualized.
  41793. *
  41794. * @type {Box3}
  41795. */
  41796. this.box = box;
  41797. this.type = 'Box3Helper';
  41798. this.geometry.computeBoundingSphere();
  41799. }
  41800. updateMatrixWorld( force ) {
  41801. const box = this.box;
  41802. if ( box.isEmpty() ) return;
  41803. box.getCenter( this.position );
  41804. box.getSize( this.scale );
  41805. this.scale.multiplyScalar( 0.5 );
  41806. super.updateMatrixWorld( force );
  41807. }
  41808. /**
  41809. * Frees the GPU-related resources allocated by this instance. Call this
  41810. * method whenever this instance is no longer used in your app.
  41811. */
  41812. dispose() {
  41813. this.geometry.dispose();
  41814. this.material.dispose();
  41815. }
  41816. }
  41817. /**
  41818. * A helper object to visualize an instance of {@link Plane}.
  41819. *
  41820. * ```js
  41821. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41822. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41823. * scene.add( helper );
  41824. * ```
  41825. *
  41826. * @augments Line
  41827. */
  41828. class PlaneHelper extends Line {
  41829. /**
  41830. * Constructs a new plane helper.
  41831. *
  41832. * @param {Plane} plane - The plane to be visualized.
  41833. * @param {number} [size=1] - The side length of plane helper.
  41834. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41835. */
  41836. constructor( plane, size = 1, hex = 0xffff00 ) {
  41837. const color = hex;
  41838. 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 ];
  41839. const geometry = new BufferGeometry();
  41840. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41841. geometry.computeBoundingSphere();
  41842. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41843. this.type = 'PlaneHelper';
  41844. /**
  41845. * The plane being visualized.
  41846. *
  41847. * @type {Plane}
  41848. */
  41849. this.plane = plane;
  41850. /**
  41851. * The side length of plane helper.
  41852. *
  41853. * @type {number}
  41854. * @default 1
  41855. */
  41856. this.size = size;
  41857. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41858. const geometry2 = new BufferGeometry();
  41859. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41860. geometry2.computeBoundingSphere();
  41861. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41862. }
  41863. updateMatrixWorld( force ) {
  41864. this.position.set( 0, 0, 0 );
  41865. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41866. this.lookAt( this.plane.normal );
  41867. this.translateZ( - this.plane.constant );
  41868. super.updateMatrixWorld( force );
  41869. }
  41870. /**
  41871. * Updates the helper to match the position and direction of the
  41872. * light being visualized.
  41873. */
  41874. dispose() {
  41875. this.geometry.dispose();
  41876. this.material.dispose();
  41877. this.children[ 0 ].geometry.dispose();
  41878. this.children[ 0 ].material.dispose();
  41879. }
  41880. }
  41881. const _axis = /*@__PURE__*/ new Vector3();
  41882. let _lineGeometry, _coneGeometry;
  41883. /**
  41884. * An 3D arrow object for visualizing directions.
  41885. *
  41886. * ```js
  41887. * const dir = new THREE.Vector3( 1, 2, 0 );
  41888. *
  41889. * //normalize the direction vector (convert to vector of length 1)
  41890. * dir.normalize();
  41891. *
  41892. * const origin = new THREE.Vector3( 0, 0, 0 );
  41893. * const length = 1;
  41894. * const hex = 0xffff00;
  41895. *
  41896. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41897. * scene.add( arrowHelper );
  41898. * ```
  41899. *
  41900. * @augments Object3D
  41901. */
  41902. class ArrowHelper extends Object3D {
  41903. /**
  41904. * Constructs a new arrow helper.
  41905. *
  41906. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41907. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41908. * @param {number} [length=1] - Length of the arrow in world units.
  41909. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41910. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41911. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41912. */
  41913. 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 ) {
  41914. super();
  41915. this.type = 'ArrowHelper';
  41916. if ( _lineGeometry === undefined ) {
  41917. _lineGeometry = new BufferGeometry();
  41918. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41919. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41920. _coneGeometry.translate( 0, -0.5, 0 );
  41921. }
  41922. this.position.copy( origin );
  41923. /**
  41924. * The line part of the arrow helper.
  41925. *
  41926. * @type {Line}
  41927. */
  41928. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41929. this.line.matrixAutoUpdate = false;
  41930. this.add( this.line );
  41931. /**
  41932. * The cone part of the arrow helper.
  41933. *
  41934. * @type {Mesh}
  41935. */
  41936. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41937. this.cone.matrixAutoUpdate = false;
  41938. this.add( this.cone );
  41939. this.setDirection( dir );
  41940. this.setLength( length, headLength, headWidth );
  41941. }
  41942. /**
  41943. * Sets the direction of the helper.
  41944. *
  41945. * @param {Vector3} dir - The normalized direction vector.
  41946. */
  41947. setDirection( dir ) {
  41948. // dir is assumed to be normalized
  41949. if ( dir.y > 0.99999 ) {
  41950. this.quaternion.set( 0, 0, 0, 1 );
  41951. } else if ( dir.y < -0.99999 ) {
  41952. this.quaternion.set( 1, 0, 0, 0 );
  41953. } else {
  41954. _axis.set( dir.z, 0, - dir.x ).normalize();
  41955. const radians = Math.acos( dir.y );
  41956. this.quaternion.setFromAxisAngle( _axis, radians );
  41957. }
  41958. }
  41959. /**
  41960. * Sets the length of the helper.
  41961. *
  41962. * @param {number} length - Length of the arrow in world units.
  41963. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41964. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41965. */
  41966. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  41967. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  41968. this.line.updateMatrix();
  41969. this.cone.scale.set( headWidth, headLength, headWidth );
  41970. this.cone.position.y = length;
  41971. this.cone.updateMatrix();
  41972. }
  41973. /**
  41974. * Sets the color of the helper.
  41975. *
  41976. * @param {number|Color|string} color - The color to set.
  41977. */
  41978. setColor( color ) {
  41979. this.line.material.color.set( color );
  41980. this.cone.material.color.set( color );
  41981. }
  41982. copy( source ) {
  41983. super.copy( source, false );
  41984. this.line.copy( source.line );
  41985. this.cone.copy( source.cone );
  41986. return this;
  41987. }
  41988. /**
  41989. * Frees the GPU-related resources allocated by this instance. Call this
  41990. * method whenever this instance is no longer used in your app.
  41991. */
  41992. dispose() {
  41993. this.line.geometry.dispose();
  41994. this.line.material.dispose();
  41995. this.cone.geometry.dispose();
  41996. this.cone.material.dispose();
  41997. }
  41998. }
  41999. /**
  42000. * An axis object to visualize the 3 axes in a simple way.
  42001. * The X axis is red. The Y axis is green. The Z axis is blue.
  42002. *
  42003. * ```js
  42004. * const axesHelper = new THREE.AxesHelper( 5 );
  42005. * scene.add( axesHelper );
  42006. * ```
  42007. *
  42008. * @augments LineSegments
  42009. */
  42010. class AxesHelper extends LineSegments {
  42011. /**
  42012. * Constructs a new axes helper.
  42013. *
  42014. * @param {number} [size=1] - Size of the lines representing the axes.
  42015. */
  42016. constructor( size = 1 ) {
  42017. const vertices = [
  42018. 0, 0, 0, size, 0, 0,
  42019. 0, 0, 0, 0, size, 0,
  42020. 0, 0, 0, 0, 0, size
  42021. ];
  42022. const colors = [
  42023. 1, 0, 0, 1, 0.6, 0,
  42024. 0, 1, 0, 0.6, 1, 0,
  42025. 0, 0, 1, 0, 0.6, 1
  42026. ];
  42027. const geometry = new BufferGeometry();
  42028. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  42029. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  42030. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  42031. super( geometry, material );
  42032. this.type = 'AxesHelper';
  42033. }
  42034. /**
  42035. * Defines the colors of the axes helper.
  42036. *
  42037. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42038. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42039. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42040. * @return {AxesHelper} A reference to this axes helper.
  42041. */
  42042. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42043. const color = new Color();
  42044. const array = this.geometry.attributes.color.array;
  42045. color.set( xAxisColor );
  42046. color.toArray( array, 0 );
  42047. color.toArray( array, 3 );
  42048. color.set( yAxisColor );
  42049. color.toArray( array, 6 );
  42050. color.toArray( array, 9 );
  42051. color.set( zAxisColor );
  42052. color.toArray( array, 12 );
  42053. color.toArray( array, 15 );
  42054. this.geometry.attributes.color.needsUpdate = true;
  42055. return this;
  42056. }
  42057. /**
  42058. * Frees the GPU-related resources allocated by this instance. Call this
  42059. * method whenever this instance is no longer used in your app.
  42060. */
  42061. dispose() {
  42062. this.geometry.dispose();
  42063. this.material.dispose();
  42064. }
  42065. }
  42066. /**
  42067. * This class is used to convert a series of paths to an array of
  42068. * shapes. It is specifically used in context of fonts and SVG.
  42069. */
  42070. class ShapePath {
  42071. /**
  42072. * Constructs a new shape path.
  42073. */
  42074. constructor() {
  42075. this.type = 'ShapePath';
  42076. /**
  42077. * The color of the shape.
  42078. *
  42079. * @type {Color}
  42080. */
  42081. this.color = new Color();
  42082. /**
  42083. * The paths that have been generated for this shape.
  42084. *
  42085. * @type {Array<Path>}
  42086. * @default null
  42087. */
  42088. this.subPaths = [];
  42089. /**
  42090. * The current path that is being generated.
  42091. *
  42092. * @type {?Path}
  42093. * @default null
  42094. */
  42095. this.currentPath = null;
  42096. }
  42097. /**
  42098. * Creates a new path and moves it current point to the given one.
  42099. *
  42100. * @param {number} x - The x coordinate.
  42101. * @param {number} y - The y coordinate.
  42102. * @return {ShapePath} A reference to this shape path.
  42103. */
  42104. moveTo( x, y ) {
  42105. this.currentPath = new Path();
  42106. this.subPaths.push( this.currentPath );
  42107. this.currentPath.moveTo( x, y );
  42108. return this;
  42109. }
  42110. /**
  42111. * Adds an instance of {@link LineCurve} to the path by connecting
  42112. * the current point with the given one.
  42113. *
  42114. * @param {number} x - The x coordinate of the end point.
  42115. * @param {number} y - The y coordinate of the end point.
  42116. * @return {ShapePath} A reference to this shape path.
  42117. */
  42118. lineTo( x, y ) {
  42119. this.currentPath.lineTo( x, y );
  42120. return this;
  42121. }
  42122. /**
  42123. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42124. * the current point with the given one.
  42125. *
  42126. * @param {number} aCPx - The x coordinate of the control point.
  42127. * @param {number} aCPy - The y coordinate of the control point.
  42128. * @param {number} aX - The x coordinate of the end point.
  42129. * @param {number} aY - The y coordinate of the end point.
  42130. * @return {ShapePath} A reference to this shape path.
  42131. */
  42132. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42133. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42134. return this;
  42135. }
  42136. /**
  42137. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42138. * the current point with the given one.
  42139. *
  42140. * @param {number} aCP1x - The x coordinate of the first control point.
  42141. * @param {number} aCP1y - The y coordinate of the first control point.
  42142. * @param {number} aCP2x - The x coordinate of the second control point.
  42143. * @param {number} aCP2y - The y coordinate of the second control point.
  42144. * @param {number} aX - The x coordinate of the end point.
  42145. * @param {number} aY - The y coordinate of the end point.
  42146. * @return {ShapePath} A reference to this shape path.
  42147. */
  42148. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42149. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42150. return this;
  42151. }
  42152. /**
  42153. * Adds an instance of {@link SplineCurve} to the path by connecting
  42154. * the current point with the given list of points.
  42155. *
  42156. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42157. * @return {ShapePath} A reference to this shape path.
  42158. */
  42159. splineThru( pts ) {
  42160. this.currentPath.splineThru( pts );
  42161. return this;
  42162. }
  42163. /**
  42164. * Converts the paths into an array of shapes.
  42165. *
  42166. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42167. * If this flag is set to `true`, then those are flipped.
  42168. * @return {Array<Shape>} An array of shapes.
  42169. */
  42170. toShapes( isCCW ) {
  42171. function toShapesNoHoles( inSubpaths ) {
  42172. const shapes = [];
  42173. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42174. const tmpPath = inSubpaths[ i ];
  42175. const tmpShape = new Shape();
  42176. tmpShape.curves = tmpPath.curves;
  42177. shapes.push( tmpShape );
  42178. }
  42179. return shapes;
  42180. }
  42181. function isPointInsidePolygon( inPt, inPolygon ) {
  42182. const polyLen = inPolygon.length;
  42183. // inPt on polygon contour => immediate success or
  42184. // toggling of inside/outside at every single! intersection point of an edge
  42185. // with the horizontal line through inPt, left of inPt
  42186. // not counting lowerY endpoints of edges and whole edges on that line
  42187. let inside = false;
  42188. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42189. let edgeLowPt = inPolygon[ p ];
  42190. let edgeHighPt = inPolygon[ q ];
  42191. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42192. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42193. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42194. // not parallel
  42195. if ( edgeDy < 0 ) {
  42196. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42197. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42198. }
  42199. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42200. if ( inPt.y === edgeLowPt.y ) {
  42201. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42202. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42203. } else {
  42204. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42205. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42206. if ( perpEdge < 0 ) continue;
  42207. inside = ! inside; // true intersection left of inPt
  42208. }
  42209. } else {
  42210. // parallel or collinear
  42211. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42212. // edge lies on the same horizontal line as inPt
  42213. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42214. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42215. // continue;
  42216. }
  42217. }
  42218. return inside;
  42219. }
  42220. const isClockWise = ShapeUtils.isClockWise;
  42221. const subPaths = this.subPaths;
  42222. if ( subPaths.length === 0 ) return [];
  42223. let solid, tmpPath, tmpShape;
  42224. const shapes = [];
  42225. if ( subPaths.length === 1 ) {
  42226. tmpPath = subPaths[ 0 ];
  42227. tmpShape = new Shape();
  42228. tmpShape.curves = tmpPath.curves;
  42229. shapes.push( tmpShape );
  42230. return shapes;
  42231. }
  42232. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42233. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42234. // log("Holes first", holesFirst);
  42235. const betterShapeHoles = [];
  42236. const newShapes = [];
  42237. let newShapeHoles = [];
  42238. let mainIdx = 0;
  42239. let tmpPoints;
  42240. newShapes[ mainIdx ] = undefined;
  42241. newShapeHoles[ mainIdx ] = [];
  42242. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42243. tmpPath = subPaths[ i ];
  42244. tmpPoints = tmpPath.getPoints();
  42245. solid = isClockWise( tmpPoints );
  42246. solid = isCCW ? ! solid : solid;
  42247. if ( solid ) {
  42248. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42249. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42250. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42251. if ( holesFirst ) mainIdx ++;
  42252. newShapeHoles[ mainIdx ] = [];
  42253. //log('cw', i);
  42254. } else {
  42255. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42256. //log('ccw', i);
  42257. }
  42258. }
  42259. // only Holes? -> probably all Shapes with wrong orientation
  42260. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42261. if ( newShapes.length > 1 ) {
  42262. let ambiguous = false;
  42263. let toChange = 0;
  42264. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42265. betterShapeHoles[ sIdx ] = [];
  42266. }
  42267. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42268. const sho = newShapeHoles[ sIdx ];
  42269. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42270. const ho = sho[ hIdx ];
  42271. let hole_unassigned = true;
  42272. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42273. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42274. if ( sIdx !== s2Idx ) toChange ++;
  42275. if ( hole_unassigned ) {
  42276. hole_unassigned = false;
  42277. betterShapeHoles[ s2Idx ].push( ho );
  42278. } else {
  42279. ambiguous = true;
  42280. }
  42281. }
  42282. }
  42283. if ( hole_unassigned ) {
  42284. betterShapeHoles[ sIdx ].push( ho );
  42285. }
  42286. }
  42287. }
  42288. if ( toChange > 0 && ambiguous === false ) {
  42289. newShapeHoles = betterShapeHoles;
  42290. }
  42291. }
  42292. let tmpHoles;
  42293. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42294. tmpShape = newShapes[ i ].s;
  42295. shapes.push( tmpShape );
  42296. tmpHoles = newShapeHoles[ i ];
  42297. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42298. tmpShape.holes.push( tmpHoles[ j ].h );
  42299. }
  42300. }
  42301. //log("shape", shapes);
  42302. return shapes;
  42303. }
  42304. }
  42305. /**
  42306. * Abstract base class for controls.
  42307. *
  42308. * @abstract
  42309. * @augments EventDispatcher
  42310. */
  42311. class Controls extends EventDispatcher {
  42312. /**
  42313. * Constructs a new controls instance.
  42314. *
  42315. * @param {Object3D} object - The object that is managed by the controls.
  42316. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42317. */
  42318. constructor( object, domElement = null ) {
  42319. super();
  42320. /**
  42321. * The object that is managed by the controls.
  42322. *
  42323. * @type {Object3D}
  42324. */
  42325. this.object = object;
  42326. /**
  42327. * The HTML element used for event listeners.
  42328. *
  42329. * @type {?HTMLElement}
  42330. * @default null
  42331. */
  42332. this.domElement = domElement;
  42333. /**
  42334. * Whether the controls responds to user input or not.
  42335. *
  42336. * @type {boolean}
  42337. * @default true
  42338. */
  42339. this.enabled = true;
  42340. /**
  42341. * The internal state of the controls.
  42342. *
  42343. * @type {number}
  42344. * @default -1
  42345. */
  42346. this.state = -1;
  42347. /**
  42348. * This object defines the keyboard input of the controls.
  42349. *
  42350. * @type {Object}
  42351. */
  42352. this.keys = {};
  42353. /**
  42354. * This object defines what type of actions are assigned to the available mouse buttons.
  42355. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42356. *
  42357. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42358. */
  42359. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42360. /**
  42361. * This object defines what type of actions are assigned to what kind of touch interaction.
  42362. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42363. *
  42364. * @type {{ONE: ?number, TWO: ?number}}
  42365. */
  42366. this.touches = { ONE: null, TWO: null };
  42367. }
  42368. /**
  42369. * Connects the controls to the DOM. This method has so called "side effects" since
  42370. * it adds the module's event listeners to the DOM.
  42371. *
  42372. * @param {HTMLElement} element - The DOM element to connect to.
  42373. */
  42374. connect( element ) {
  42375. if ( element === undefined ) {
  42376. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42377. return;
  42378. }
  42379. if ( this.domElement !== null ) this.disconnect();
  42380. this.domElement = element;
  42381. }
  42382. /**
  42383. * Disconnects the controls from the DOM.
  42384. */
  42385. disconnect() {}
  42386. /**
  42387. * Call this method if you no longer want use to the controls. It frees all internal
  42388. * resources and removes all event listeners.
  42389. */
  42390. dispose() {}
  42391. /**
  42392. * Controls should implement this method if they have to update their internal state
  42393. * per simulation step.
  42394. *
  42395. * @param {number} [delta] - The time delta in seconds.
  42396. */
  42397. update( /* delta */ ) {}
  42398. }
  42399. /**
  42400. * Scales the texture as large as possible within its surface without cropping
  42401. * or stretching the texture. The method preserves the original aspect ratio of
  42402. * the texture. Akin to CSS `object-fit: contain`
  42403. *
  42404. * @param {Texture} texture - The texture.
  42405. * @param {number} aspect - The texture's aspect ratio.
  42406. * @return {Texture} The updated texture.
  42407. */
  42408. function contain( texture, aspect ) {
  42409. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42410. if ( imageAspect > aspect ) {
  42411. texture.repeat.x = 1;
  42412. texture.repeat.y = imageAspect / aspect;
  42413. texture.offset.x = 0;
  42414. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42415. } else {
  42416. texture.repeat.x = aspect / imageAspect;
  42417. texture.repeat.y = 1;
  42418. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42419. texture.offset.y = 0;
  42420. }
  42421. return texture;
  42422. }
  42423. /**
  42424. * Scales the texture to the smallest possible size to fill the surface, leaving
  42425. * no empty space. The method preserves the original aspect ratio of the texture.
  42426. * Akin to CSS `object-fit: cover`.
  42427. *
  42428. * @param {Texture} texture - The texture.
  42429. * @param {number} aspect - The texture's aspect ratio.
  42430. * @return {Texture} The updated texture.
  42431. */
  42432. function cover( texture, aspect ) {
  42433. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42434. if ( imageAspect > aspect ) {
  42435. texture.repeat.x = aspect / imageAspect;
  42436. texture.repeat.y = 1;
  42437. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42438. texture.offset.y = 0;
  42439. } else {
  42440. texture.repeat.x = 1;
  42441. texture.repeat.y = imageAspect / aspect;
  42442. texture.offset.x = 0;
  42443. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42444. }
  42445. return texture;
  42446. }
  42447. /**
  42448. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42449. *
  42450. * @param {Texture} texture - The texture.
  42451. * @return {Texture} The updated texture.
  42452. */
  42453. function fill( texture ) {
  42454. texture.repeat.x = 1;
  42455. texture.repeat.y = 1;
  42456. texture.offset.x = 0;
  42457. texture.offset.y = 0;
  42458. return texture;
  42459. }
  42460. /**
  42461. * Determines how many bytes must be used to represent the texture.
  42462. *
  42463. * @param {number} width - The width of the texture.
  42464. * @param {number} height - The height of the texture.
  42465. * @param {number} format - The texture's format.
  42466. * @param {number} type - The texture's type.
  42467. * @return {number} The byte length.
  42468. */
  42469. function getByteLength( width, height, format, type ) {
  42470. const typeByteLength = getTextureTypeByteLength( type );
  42471. switch ( format ) {
  42472. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42473. case AlphaFormat:
  42474. return width * height;
  42475. case RedFormat:
  42476. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42477. case RedIntegerFormat:
  42478. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42479. case RGFormat:
  42480. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42481. case RGIntegerFormat:
  42482. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42483. case RGBFormat:
  42484. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42485. case RGBAFormat:
  42486. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42487. case RGBAIntegerFormat:
  42488. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42489. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42490. case RGB_S3TC_DXT1_Format:
  42491. case RGBA_S3TC_DXT1_Format:
  42492. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42493. case RGBA_S3TC_DXT3_Format:
  42494. case RGBA_S3TC_DXT5_Format:
  42495. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42496. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42497. case RGB_PVRTC_2BPPV1_Format:
  42498. case RGBA_PVRTC_2BPPV1_Format:
  42499. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42500. case RGB_PVRTC_4BPPV1_Format:
  42501. case RGBA_PVRTC_4BPPV1_Format:
  42502. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42503. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42504. case RGB_ETC1_Format:
  42505. case RGB_ETC2_Format:
  42506. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42507. case RGBA_ETC2_EAC_Format:
  42508. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42509. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42510. case RGBA_ASTC_4x4_Format:
  42511. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42512. case RGBA_ASTC_5x4_Format:
  42513. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42514. case RGBA_ASTC_5x5_Format:
  42515. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42516. case RGBA_ASTC_6x5_Format:
  42517. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42518. case RGBA_ASTC_6x6_Format:
  42519. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42520. case RGBA_ASTC_8x5_Format:
  42521. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42522. case RGBA_ASTC_8x6_Format:
  42523. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42524. case RGBA_ASTC_8x8_Format:
  42525. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42526. case RGBA_ASTC_10x5_Format:
  42527. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42528. case RGBA_ASTC_10x6_Format:
  42529. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42530. case RGBA_ASTC_10x8_Format:
  42531. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42532. case RGBA_ASTC_10x10_Format:
  42533. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42534. case RGBA_ASTC_12x10_Format:
  42535. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42536. case RGBA_ASTC_12x12_Format:
  42537. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42538. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42539. case RGBA_BPTC_Format:
  42540. case RGB_BPTC_SIGNED_Format:
  42541. case RGB_BPTC_UNSIGNED_Format:
  42542. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42543. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42544. case RED_RGTC1_Format:
  42545. case SIGNED_RED_RGTC1_Format:
  42546. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42547. case RED_GREEN_RGTC2_Format:
  42548. case SIGNED_RED_GREEN_RGTC2_Format:
  42549. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42550. }
  42551. throw new Error(
  42552. `Unable to determine texture byte length for ${format} format.`,
  42553. );
  42554. }
  42555. function getTextureTypeByteLength( type ) {
  42556. switch ( type ) {
  42557. case UnsignedByteType:
  42558. case ByteType:
  42559. return { byteLength: 1, components: 1 };
  42560. case UnsignedShortType:
  42561. case ShortType:
  42562. case HalfFloatType:
  42563. return { byteLength: 2, components: 1 };
  42564. case UnsignedShort4444Type:
  42565. case UnsignedShort5551Type:
  42566. return { byteLength: 2, components: 4 };
  42567. case UnsignedIntType:
  42568. case IntType:
  42569. case FloatType:
  42570. return { byteLength: 4, components: 1 };
  42571. case UnsignedInt5999Type:
  42572. case UnsignedInt101111Type:
  42573. return { byteLength: 4, components: 3 };
  42574. }
  42575. throw new Error( `Unknown texture type ${type}.` );
  42576. }
  42577. /**
  42578. * A class containing utility functions for textures.
  42579. *
  42580. * @hideconstructor
  42581. */
  42582. class TextureUtils {
  42583. /**
  42584. * Scales the texture as large as possible within its surface without cropping
  42585. * or stretching the texture. The method preserves the original aspect ratio of
  42586. * the texture. Akin to CSS `object-fit: contain`
  42587. *
  42588. * @param {Texture} texture - The texture.
  42589. * @param {number} aspect - The texture's aspect ratio.
  42590. * @return {Texture} The updated texture.
  42591. */
  42592. static contain( texture, aspect ) {
  42593. return contain( texture, aspect );
  42594. }
  42595. /**
  42596. * Scales the texture to the smallest possible size to fill the surface, leaving
  42597. * no empty space. The method preserves the original aspect ratio of the texture.
  42598. * Akin to CSS `object-fit: cover`.
  42599. *
  42600. * @param {Texture} texture - The texture.
  42601. * @param {number} aspect - The texture's aspect ratio.
  42602. * @return {Texture} The updated texture.
  42603. */
  42604. static cover( texture, aspect ) {
  42605. return cover( texture, aspect );
  42606. }
  42607. /**
  42608. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42609. *
  42610. * @param {Texture} texture - The texture.
  42611. * @return {Texture} The updated texture.
  42612. */
  42613. static fill( texture ) {
  42614. return fill( texture );
  42615. }
  42616. /**
  42617. * Determines how many bytes must be used to represent the texture.
  42618. *
  42619. * @param {number} width - The width of the texture.
  42620. * @param {number} height - The height of the texture.
  42621. * @param {number} format - The texture's format.
  42622. * @param {number} type - The texture's type.
  42623. * @return {number} The byte length.
  42624. */
  42625. static getByteLength( width, height, format, type ) {
  42626. return getByteLength( width, height, format, type );
  42627. }
  42628. }
  42629. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42630. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42631. revision: REVISION,
  42632. } } ) );
  42633. }
  42634. if ( typeof window !== 'undefined' ) {
  42635. if ( window.__THREE__ ) {
  42636. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42637. } else {
  42638. window.__THREE__ = REVISION;
  42639. }
  42640. }
  42641. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
粤ICP备19079148号