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three.core.js 1.3 MB

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  1. /**
  2. * @license
  3. * Copyright 2010-2025 Three.js Authors
  4. * SPDX-License-Identifier: MIT
  5. */
  6. const REVISION = '181dev';
  7. /**
  8. * Represents mouse buttons and interaction types in context of controls.
  9. *
  10. * @type {ConstantsMouse}
  11. * @constant
  12. */
  13. const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  14. /**
  15. * Represents touch interaction types in context of controls.
  16. *
  17. * @type {ConstantsTouch}
  18. * @constant
  19. */
  20. const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  21. /**
  22. * Disables face culling.
  23. *
  24. * @type {number}
  25. * @constant
  26. */
  27. const CullFaceNone = 0;
  28. /**
  29. * Culls back faces.
  30. *
  31. * @type {number}
  32. * @constant
  33. */
  34. const CullFaceBack = 1;
  35. /**
  36. * Culls front faces.
  37. *
  38. * @type {number}
  39. * @constant
  40. */
  41. const CullFaceFront = 2;
  42. /**
  43. * Culls both front and back faces.
  44. *
  45. * @type {number}
  46. * @constant
  47. */
  48. const CullFaceFrontBack = 3;
  49. /**
  50. * Gives unfiltered shadow maps - fastest, but lowest quality.
  51. *
  52. * @type {number}
  53. * @constant
  54. */
  55. const BasicShadowMap = 0;
  56. /**
  57. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
  58. *
  59. * @type {number}
  60. * @constant
  61. */
  62. const PCFShadowMap = 1;
  63. /**
  64. * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
  65. * better soft shadows especially when using low-resolution shadow maps.
  66. *
  67. * @type {number}
  68. * @constant
  69. */
  70. const PCFSoftShadowMap = 2;
  71. /**
  72. * Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
  73. * When using VSMShadowMap all shadow receivers will also cast shadows.
  74. *
  75. * @type {number}
  76. * @constant
  77. */
  78. const VSMShadowMap = 3;
  79. /**
  80. * Only front faces are rendered.
  81. *
  82. * @type {number}
  83. * @constant
  84. */
  85. const FrontSide = 0;
  86. /**
  87. * Only back faces are rendered.
  88. *
  89. * @type {number}
  90. * @constant
  91. */
  92. const BackSide = 1;
  93. /**
  94. * Both front and back faces are rendered.
  95. *
  96. * @type {number}
  97. * @constant
  98. */
  99. const DoubleSide = 2;
  100. /**
  101. * No blending is performed which effectively disables
  102. * alpha transparency.
  103. *
  104. * @type {number}
  105. * @constant
  106. */
  107. const NoBlending = 0;
  108. /**
  109. * The default blending.
  110. *
  111. * @type {number}
  112. * @constant
  113. */
  114. const NormalBlending = 1;
  115. /**
  116. * Represents additive blending.
  117. *
  118. * @type {number}
  119. * @constant
  120. */
  121. const AdditiveBlending = 2;
  122. /**
  123. * Represents subtractive blending.
  124. *
  125. * @type {number}
  126. * @constant
  127. */
  128. const SubtractiveBlending = 3;
  129. /**
  130. * Represents multiply blending.
  131. *
  132. * @type {number}
  133. * @constant
  134. */
  135. const MultiplyBlending = 4;
  136. /**
  137. * Represents custom blending.
  138. *
  139. * @type {number}
  140. * @constant
  141. */
  142. const CustomBlending = 5;
  143. /**
  144. * A `source + destination` blending equation.
  145. *
  146. * @type {number}
  147. * @constant
  148. */
  149. const AddEquation = 100;
  150. /**
  151. * A `source - destination` blending equation.
  152. *
  153. * @type {number}
  154. * @constant
  155. */
  156. const SubtractEquation = 101;
  157. /**
  158. * A `destination - source` blending equation.
  159. *
  160. * @type {number}
  161. * @constant
  162. */
  163. const ReverseSubtractEquation = 102;
  164. /**
  165. * A blend equation that uses the minimum of source and destination.
  166. *
  167. * @type {number}
  168. * @constant
  169. */
  170. const MinEquation = 103;
  171. /**
  172. * A blend equation that uses the maximum of source and destination.
  173. *
  174. * @type {number}
  175. * @constant
  176. */
  177. const MaxEquation = 104;
  178. /**
  179. * Multiplies all colors by `0`.
  180. *
  181. * @type {number}
  182. * @constant
  183. */
  184. const ZeroFactor = 200;
  185. /**
  186. * Multiplies all colors by `1`.
  187. *
  188. * @type {number}
  189. * @constant
  190. */
  191. const OneFactor = 201;
  192. /**
  193. * Multiplies all colors by the source colors.
  194. *
  195. * @type {number}
  196. * @constant
  197. */
  198. const SrcColorFactor = 202;
  199. /**
  200. * Multiplies all colors by `1` minus each source color.
  201. *
  202. * @type {number}
  203. * @constant
  204. */
  205. const OneMinusSrcColorFactor = 203;
  206. /**
  207. * Multiplies all colors by the source alpha value.
  208. *
  209. * @type {number}
  210. * @constant
  211. */
  212. const SrcAlphaFactor = 204;
  213. /**
  214. * Multiplies all colors by 1 minus the source alpha value.
  215. *
  216. * @type {number}
  217. * @constant
  218. */
  219. const OneMinusSrcAlphaFactor = 205;
  220. /**
  221. * Multiplies all colors by the destination alpha value.
  222. *
  223. * @type {number}
  224. * @constant
  225. */
  226. const DstAlphaFactor = 206;
  227. /**
  228. * Multiplies all colors by `1` minus the destination alpha value.
  229. *
  230. * @type {number}
  231. * @constant
  232. */
  233. const OneMinusDstAlphaFactor = 207;
  234. /**
  235. * Multiplies all colors by the destination color.
  236. *
  237. * @type {number}
  238. * @constant
  239. */
  240. const DstColorFactor = 208;
  241. /**
  242. * Multiplies all colors by `1` minus each destination color.
  243. *
  244. * @type {number}
  245. * @constant
  246. */
  247. const OneMinusDstColorFactor = 209;
  248. /**
  249. * Multiplies the RGB colors by the smaller of either the source alpha
  250. * value or the value of `1` minus the destination alpha value. The alpha
  251. * value is multiplied by `1`.
  252. *
  253. * @type {number}
  254. * @constant
  255. */
  256. const SrcAlphaSaturateFactor = 210;
  257. /**
  258. * Multiplies all colors by a constant color.
  259. *
  260. * @type {number}
  261. * @constant
  262. */
  263. const ConstantColorFactor = 211;
  264. /**
  265. * Multiplies all colors by `1` minus a constant color.
  266. *
  267. * @type {number}
  268. * @constant
  269. */
  270. const OneMinusConstantColorFactor = 212;
  271. /**
  272. * Multiplies all colors by a constant alpha value.
  273. *
  274. * @type {number}
  275. * @constant
  276. */
  277. const ConstantAlphaFactor = 213;
  278. /**
  279. * Multiplies all colors by 1 minus a constant alpha value.
  280. *
  281. * @type {number}
  282. * @constant
  283. */
  284. const OneMinusConstantAlphaFactor = 214;
  285. /**
  286. * Never pass.
  287. *
  288. * @type {number}
  289. * @constant
  290. */
  291. const NeverDepth = 0;
  292. /**
  293. * Always pass.
  294. *
  295. * @type {number}
  296. * @constant
  297. */
  298. const AlwaysDepth = 1;
  299. /**
  300. * Pass if the incoming value is less than the depth buffer value.
  301. *
  302. * @type {number}
  303. * @constant
  304. */
  305. const LessDepth = 2;
  306. /**
  307. * Pass if the incoming value is less than or equal to the depth buffer value.
  308. *
  309. * @type {number}
  310. * @constant
  311. */
  312. const LessEqualDepth = 3;
  313. /**
  314. * Pass if the incoming value equals the depth buffer value.
  315. *
  316. * @type {number}
  317. * @constant
  318. */
  319. const EqualDepth = 4;
  320. /**
  321. * Pass if the incoming value is greater than or equal to the depth buffer value.
  322. *
  323. * @type {number}
  324. * @constant
  325. */
  326. const GreaterEqualDepth = 5;
  327. /**
  328. * Pass if the incoming value is greater than the depth buffer value.
  329. *
  330. * @type {number}
  331. * @constant
  332. */
  333. const GreaterDepth = 6;
  334. /**
  335. * Pass if the incoming value is not equal to the depth buffer value.
  336. *
  337. * @type {number}
  338. * @constant
  339. */
  340. const NotEqualDepth = 7;
  341. /**
  342. * Multiplies the environment map color with the surface color.
  343. *
  344. * @type {number}
  345. * @constant
  346. */
  347. const MultiplyOperation = 0;
  348. /**
  349. * Uses reflectivity to blend between the two colors.
  350. *
  351. * @type {number}
  352. * @constant
  353. */
  354. const MixOperation = 1;
  355. /**
  356. * Adds the two colors.
  357. *
  358. * @type {number}
  359. * @constant
  360. */
  361. const AddOperation = 2;
  362. /**
  363. * No tone mapping is applied.
  364. *
  365. * @type {number}
  366. * @constant
  367. */
  368. const NoToneMapping = 0;
  369. /**
  370. * Linear tone mapping.
  371. *
  372. * @type {number}
  373. * @constant
  374. */
  375. const LinearToneMapping = 1;
  376. /**
  377. * Reinhard tone mapping.
  378. *
  379. * @type {number}
  380. * @constant
  381. */
  382. const ReinhardToneMapping = 2;
  383. /**
  384. * Cineon tone mapping.
  385. *
  386. * @type {number}
  387. * @constant
  388. */
  389. const CineonToneMapping = 3;
  390. /**
  391. * ACES Filmic tone mapping.
  392. *
  393. * @type {number}
  394. * @constant
  395. */
  396. const ACESFilmicToneMapping = 4;
  397. /**
  398. * Custom tone mapping.
  399. *
  400. * Expects a custom implementation by modifying shader code of the material's fragment shader.
  401. *
  402. * @type {number}
  403. * @constant
  404. */
  405. const CustomToneMapping = 5;
  406. /**
  407. * AgX tone mapping.
  408. *
  409. * @type {number}
  410. * @constant
  411. */
  412. const AgXToneMapping = 6;
  413. /**
  414. * Neutral tone mapping.
  415. *
  416. * Implementation based on the Khronos 3D Commerce Group standard tone mapping.
  417. *
  418. * @type {number}
  419. * @constant
  420. */
  421. const NeutralToneMapping = 7;
  422. /**
  423. * The skinned mesh shares the same world space as the skeleton.
  424. *
  425. * @type {string}
  426. * @constant
  427. */
  428. const AttachedBindMode = 'attached';
  429. /**
  430. * The skinned mesh does not share the same world space as the skeleton.
  431. * This is useful when a skeleton is shared across multiple skinned meshes.
  432. *
  433. * @type {string}
  434. * @constant
  435. */
  436. const DetachedBindMode = 'detached';
  437. /**
  438. * Maps textures using the geometry's UV coordinates.
  439. *
  440. * @type {number}
  441. * @constant
  442. */
  443. const UVMapping = 300;
  444. /**
  445. * Reflection mapping for cube textures.
  446. *
  447. * @type {number}
  448. * @constant
  449. */
  450. const CubeReflectionMapping = 301;
  451. /**
  452. * Refraction mapping for cube textures.
  453. *
  454. * @type {number}
  455. * @constant
  456. */
  457. const CubeRefractionMapping = 302;
  458. /**
  459. * Reflection mapping for equirectangular textures.
  460. *
  461. * @type {number}
  462. * @constant
  463. */
  464. const EquirectangularReflectionMapping = 303;
  465. /**
  466. * Refraction mapping for equirectangular textures.
  467. *
  468. * @type {number}
  469. * @constant
  470. */
  471. const EquirectangularRefractionMapping = 304;
  472. /**
  473. * Reflection mapping for PMREM textures.
  474. *
  475. * @type {number}
  476. * @constant
  477. */
  478. const CubeUVReflectionMapping = 306;
  479. /**
  480. * The texture will simply repeat to infinity.
  481. *
  482. * @type {number}
  483. * @constant
  484. */
  485. const RepeatWrapping = 1000;
  486. /**
  487. * The last pixel of the texture stretches to the edge of the mesh.
  488. *
  489. * @type {number}
  490. * @constant
  491. */
  492. const ClampToEdgeWrapping = 1001;
  493. /**
  494. * The texture will repeats to infinity, mirroring on each repeat.
  495. *
  496. * @type {number}
  497. * @constant
  498. */
  499. const MirroredRepeatWrapping = 1002;
  500. /**
  501. * Returns the value of the texture element that is nearest (in Manhattan distance)
  502. * to the specified texture coordinates.
  503. *
  504. * @type {number}
  505. * @constant
  506. */
  507. const NearestFilter = 1003;
  508. /**
  509. * Chooses the mipmap that most closely matches the size of the pixel being textured
  510. * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
  511. * to produce a texture value.
  512. *
  513. * @type {number}
  514. * @constant
  515. */
  516. const NearestMipmapNearestFilter = 1004;
  517. const NearestMipMapNearestFilter = 1004; // legacy
  518. /**
  519. * Chooses the two mipmaps that most closely match the size of the pixel being textured and
  520. * uses the `NearestFilter` criterion to produce a texture value from each mipmap.
  521. * The final texture value is a weighted average of those two values.
  522. *
  523. * @type {number}
  524. * @constant
  525. */
  526. const NearestMipmapLinearFilter = 1005;
  527. const NearestMipMapLinearFilter = 1005; // legacy
  528. /**
  529. * Returns the weighted average of the four texture elements that are closest to the specified
  530. * texture coordinates, and can include items wrapped or repeated from other parts of a texture,
  531. * depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
  532. *
  533. * @type {number}
  534. * @constant
  535. */
  536. const LinearFilter = 1006;
  537. /**
  538. * Chooses the mipmap that most closely matches the size of the pixel being textured and uses
  539. * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
  540. * center of the pixel) to produce a texture value.
  541. *
  542. * @type {number}
  543. * @constant
  544. */
  545. const LinearMipmapNearestFilter = 1007;
  546. const LinearMipMapNearestFilter = 1007; // legacy
  547. /**
  548. * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
  549. * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
  550. * is a weighted average of those two values.
  551. *
  552. * @type {number}
  553. * @constant
  554. */
  555. const LinearMipmapLinearFilter = 1008;
  556. const LinearMipMapLinearFilter = 1008; // legacy
  557. /**
  558. * An unsigned byte data type for textures.
  559. *
  560. * @type {number}
  561. * @constant
  562. */
  563. const UnsignedByteType = 1009;
  564. /**
  565. * A byte data type for textures.
  566. *
  567. * @type {number}
  568. * @constant
  569. */
  570. const ByteType = 1010;
  571. /**
  572. * A short data type for textures.
  573. *
  574. * @type {number}
  575. * @constant
  576. */
  577. const ShortType = 1011;
  578. /**
  579. * An unsigned short data type for textures.
  580. *
  581. * @type {number}
  582. * @constant
  583. */
  584. const UnsignedShortType = 1012;
  585. /**
  586. * An int data type for textures.
  587. *
  588. * @type {number}
  589. * @constant
  590. */
  591. const IntType = 1013;
  592. /**
  593. * An unsigned int data type for textures.
  594. *
  595. * @type {number}
  596. * @constant
  597. */
  598. const UnsignedIntType = 1014;
  599. /**
  600. * A float data type for textures.
  601. *
  602. * @type {number}
  603. * @constant
  604. */
  605. const FloatType = 1015;
  606. /**
  607. * A half float data type for textures.
  608. *
  609. * @type {number}
  610. * @constant
  611. */
  612. const HalfFloatType = 1016;
  613. /**
  614. * An unsigned short 4_4_4_4 (packed) data type for textures.
  615. *
  616. * @type {number}
  617. * @constant
  618. */
  619. const UnsignedShort4444Type = 1017;
  620. /**
  621. * An unsigned short 5_5_5_1 (packed) data type for textures.
  622. *
  623. * @type {number}
  624. * @constant
  625. */
  626. const UnsignedShort5551Type = 1018;
  627. /**
  628. * An unsigned int 24_8 data type for textures.
  629. *
  630. * @type {number}
  631. * @constant
  632. */
  633. const UnsignedInt248Type = 1020;
  634. /**
  635. * An unsigned int 5_9_9_9 (packed) data type for textures.
  636. *
  637. * @type {number}
  638. * @constant
  639. */
  640. const UnsignedInt5999Type = 35902;
  641. /**
  642. * An unsigned int 10_11_11 (packed) data type for textures.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const UnsignedInt101111Type = 35899;
  648. /**
  649. * Discards the red, green and blue components and reads just the alpha component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const AlphaFormat = 1021;
  655. /**
  656. * Discards the alpha component and reads the red, green and blue component.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBFormat = 1022;
  662. /**
  663. * Reads the red, green, blue and alpha components.
  664. *
  665. * @type {number}
  666. * @constant
  667. */
  668. const RGBAFormat = 1023;
  669. /**
  670. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  671. *
  672. * @type {number}
  673. * @constant
  674. */
  675. const DepthFormat = 1026;
  676. /**
  677. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  678. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  679. *
  680. * @type {number}
  681. * @constant
  682. */
  683. const DepthStencilFormat = 1027;
  684. /**
  685. * Discards the green, blue and alpha components and reads just the red component.
  686. *
  687. * @type {number}
  688. * @constant
  689. */
  690. const RedFormat = 1028;
  691. /**
  692. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  693. *
  694. * @type {number}
  695. * @constant
  696. */
  697. const RedIntegerFormat = 1029;
  698. /**
  699. * Discards the alpha, and blue components and reads the red, and green components.
  700. *
  701. * @type {number}
  702. * @constant
  703. */
  704. const RGFormat = 1030;
  705. /**
  706. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  707. *
  708. * @type {number}
  709. * @constant
  710. */
  711. const RGIntegerFormat = 1031;
  712. /**
  713. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  714. *
  715. * @type {number}
  716. * @constant
  717. */
  718. const RGBIntegerFormat = 1032;
  719. /**
  720. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  721. *
  722. * @type {number}
  723. * @constant
  724. */
  725. const RGBAIntegerFormat = 1033;
  726. /**
  727. * A DXT1-compressed image in an RGB image format.
  728. *
  729. * @type {number}
  730. * @constant
  731. */
  732. const RGB_S3TC_DXT1_Format = 33776;
  733. /**
  734. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  735. *
  736. * @type {number}
  737. * @constant
  738. */
  739. const RGBA_S3TC_DXT1_Format = 33777;
  740. /**
  741. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  742. *
  743. * @type {number}
  744. * @constant
  745. */
  746. const RGBA_S3TC_DXT3_Format = 33778;
  747. /**
  748. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  749. * compression in how the alpha compression is done.
  750. *
  751. * @type {number}
  752. * @constant
  753. */
  754. const RGBA_S3TC_DXT5_Format = 33779;
  755. /**
  756. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  757. *
  758. * @type {number}
  759. * @constant
  760. */
  761. const RGB_PVRTC_4BPPV1_Format = 35840;
  762. /**
  763. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  764. *
  765. * @type {number}
  766. * @constant
  767. */
  768. const RGB_PVRTC_2BPPV1_Format = 35841;
  769. /**
  770. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  771. *
  772. * @type {number}
  773. * @constant
  774. */
  775. const RGBA_PVRTC_4BPPV1_Format = 35842;
  776. /**
  777. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  778. *
  779. * @type {number}
  780. * @constant
  781. */
  782. const RGBA_PVRTC_2BPPV1_Format = 35843;
  783. /**
  784. * ETC1 RGB format.
  785. *
  786. * @type {number}
  787. * @constant
  788. */
  789. const RGB_ETC1_Format = 36196;
  790. /**
  791. * ETC2 RGB format.
  792. *
  793. * @type {number}
  794. * @constant
  795. */
  796. const RGB_ETC2_Format = 37492;
  797. /**
  798. * ETC2 RGBA format.
  799. *
  800. * @type {number}
  801. * @constant
  802. */
  803. const RGBA_ETC2_EAC_Format = 37496;
  804. /**
  805. * ASTC RGBA 4x4 format.
  806. *
  807. * @type {number}
  808. * @constant
  809. */
  810. const RGBA_ASTC_4x4_Format = 37808;
  811. /**
  812. * ASTC RGBA 5x4 format.
  813. *
  814. * @type {number}
  815. * @constant
  816. */
  817. const RGBA_ASTC_5x4_Format = 37809;
  818. /**
  819. * ASTC RGBA 5x5 format.
  820. *
  821. * @type {number}
  822. * @constant
  823. */
  824. const RGBA_ASTC_5x5_Format = 37810;
  825. /**
  826. * ASTC RGBA 6x5 format.
  827. *
  828. * @type {number}
  829. * @constant
  830. */
  831. const RGBA_ASTC_6x5_Format = 37811;
  832. /**
  833. * ASTC RGBA 6x6 format.
  834. *
  835. * @type {number}
  836. * @constant
  837. */
  838. const RGBA_ASTC_6x6_Format = 37812;
  839. /**
  840. * ASTC RGBA 8x5 format.
  841. *
  842. * @type {number}
  843. * @constant
  844. */
  845. const RGBA_ASTC_8x5_Format = 37813;
  846. /**
  847. * ASTC RGBA 8x6 format.
  848. *
  849. * @type {number}
  850. * @constant
  851. */
  852. const RGBA_ASTC_8x6_Format = 37814;
  853. /**
  854. * ASTC RGBA 8x8 format.
  855. *
  856. * @type {number}
  857. * @constant
  858. */
  859. const RGBA_ASTC_8x8_Format = 37815;
  860. /**
  861. * ASTC RGBA 10x5 format.
  862. *
  863. * @type {number}
  864. * @constant
  865. */
  866. const RGBA_ASTC_10x5_Format = 37816;
  867. /**
  868. * ASTC RGBA 10x6 format.
  869. *
  870. * @type {number}
  871. * @constant
  872. */
  873. const RGBA_ASTC_10x6_Format = 37817;
  874. /**
  875. * ASTC RGBA 10x8 format.
  876. *
  877. * @type {number}
  878. * @constant
  879. */
  880. const RGBA_ASTC_10x8_Format = 37818;
  881. /**
  882. * ASTC RGBA 10x10 format.
  883. *
  884. * @type {number}
  885. * @constant
  886. */
  887. const RGBA_ASTC_10x10_Format = 37819;
  888. /**
  889. * ASTC RGBA 12x10 format.
  890. *
  891. * @type {number}
  892. * @constant
  893. */
  894. const RGBA_ASTC_12x10_Format = 37820;
  895. /**
  896. * ASTC RGBA 12x12 format.
  897. *
  898. * @type {number}
  899. * @constant
  900. */
  901. const RGBA_ASTC_12x12_Format = 37821;
  902. /**
  903. * BPTC RGBA format.
  904. *
  905. * @type {number}
  906. * @constant
  907. */
  908. const RGBA_BPTC_Format = 36492;
  909. /**
  910. * BPTC Signed RGB format.
  911. *
  912. * @type {number}
  913. * @constant
  914. */
  915. const RGB_BPTC_SIGNED_Format = 36494;
  916. /**
  917. * BPTC Unsigned RGB format.
  918. *
  919. * @type {number}
  920. * @constant
  921. */
  922. const RGB_BPTC_UNSIGNED_Format = 36495;
  923. /**
  924. * RGTC1 Red format.
  925. *
  926. * @type {number}
  927. * @constant
  928. */
  929. const RED_RGTC1_Format = 36283;
  930. /**
  931. * RGTC1 Signed Red format.
  932. *
  933. * @type {number}
  934. * @constant
  935. */
  936. const SIGNED_RED_RGTC1_Format = 36284;
  937. /**
  938. * RGTC2 Red Green format.
  939. *
  940. * @type {number}
  941. * @constant
  942. */
  943. const RED_GREEN_RGTC2_Format = 36285;
  944. /**
  945. * RGTC2 Signed Red Green format.
  946. *
  947. * @type {number}
  948. * @constant
  949. */
  950. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  951. /**
  952. * Animations are played once.
  953. *
  954. * @type {number}
  955. * @constant
  956. */
  957. const LoopOnce = 2200;
  958. /**
  959. * Animations are played with a chosen number of repetitions, each time jumping from
  960. * the end of the clip directly to its beginning.
  961. *
  962. * @type {number}
  963. * @constant
  964. */
  965. const LoopRepeat = 2201;
  966. /**
  967. * Animations are played with a chosen number of repetitions, alternately playing forward
  968. * and backward.
  969. *
  970. * @type {number}
  971. * @constant
  972. */
  973. const LoopPingPong = 2202;
  974. /**
  975. * Discrete interpolation mode for keyframe tracks.
  976. *
  977. * @type {number}
  978. * @constant
  979. */
  980. const InterpolateDiscrete = 2300;
  981. /**
  982. * Linear interpolation mode for keyframe tracks.
  983. *
  984. * @type {number}
  985. * @constant
  986. */
  987. const InterpolateLinear = 2301;
  988. /**
  989. * Smooth interpolation mode for keyframe tracks.
  990. *
  991. * @type {number}
  992. * @constant
  993. */
  994. const InterpolateSmooth = 2302;
  995. /**
  996. * Zero curvature ending for animations.
  997. *
  998. * @type {number}
  999. * @constant
  1000. */
  1001. const ZeroCurvatureEnding = 2400;
  1002. /**
  1003. * Zero slope ending for animations.
  1004. *
  1005. * @type {number}
  1006. * @constant
  1007. */
  1008. const ZeroSlopeEnding = 2401;
  1009. /**
  1010. * Wrap around ending for animations.
  1011. *
  1012. * @type {number}
  1013. * @constant
  1014. */
  1015. const WrapAroundEnding = 2402;
  1016. /**
  1017. * Default animation blend mode.
  1018. *
  1019. * @type {number}
  1020. * @constant
  1021. */
  1022. const NormalAnimationBlendMode = 2500;
  1023. /**
  1024. * Additive animation blend mode. Can be used to layer motions on top of
  1025. * each other to build complex performances from smaller re-usable assets.
  1026. *
  1027. * @type {number}
  1028. * @constant
  1029. */
  1030. const AdditiveAnimationBlendMode = 2501;
  1031. /**
  1032. * For every three vertices draw a single triangle.
  1033. *
  1034. * @type {number}
  1035. * @constant
  1036. */
  1037. const TrianglesDrawMode = 0;
  1038. /**
  1039. * For each vertex draw a triangle from the last three vertices.
  1040. *
  1041. * @type {number}
  1042. * @constant
  1043. */
  1044. const TriangleStripDrawMode = 1;
  1045. /**
  1046. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1047. *
  1048. * @type {number}
  1049. * @constant
  1050. */
  1051. const TriangleFanDrawMode = 2;
  1052. /**
  1053. * Basic depth packing.
  1054. *
  1055. * @type {number}
  1056. * @constant
  1057. */
  1058. const BasicDepthPacking = 3200;
  1059. /**
  1060. * A depth value is packed into 32 bit RGBA.
  1061. *
  1062. * @type {number}
  1063. * @constant
  1064. */
  1065. const RGBADepthPacking = 3201;
  1066. /**
  1067. * A depth value is packed into 24 bit RGB.
  1068. *
  1069. * @type {number}
  1070. * @constant
  1071. */
  1072. const RGBDepthPacking = 3202;
  1073. /**
  1074. * A depth value is packed into 16 bit RG.
  1075. *
  1076. * @type {number}
  1077. * @constant
  1078. */
  1079. const RGDepthPacking = 3203;
  1080. /**
  1081. * Normal information is relative to the underlying surface.
  1082. *
  1083. * @type {number}
  1084. * @constant
  1085. */
  1086. const TangentSpaceNormalMap = 0;
  1087. /**
  1088. * Normal information is relative to the object orientation.
  1089. *
  1090. * @type {number}
  1091. * @constant
  1092. */
  1093. const ObjectSpaceNormalMap = 1;
  1094. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1095. /**
  1096. * No color space.
  1097. *
  1098. * @type {string}
  1099. * @constant
  1100. */
  1101. const NoColorSpace = '';
  1102. /**
  1103. * sRGB color space.
  1104. *
  1105. * @type {string}
  1106. * @constant
  1107. */
  1108. const SRGBColorSpace = 'srgb';
  1109. /**
  1110. * sRGB-linear color space.
  1111. *
  1112. * @type {string}
  1113. * @constant
  1114. */
  1115. const LinearSRGBColorSpace = 'srgb-linear';
  1116. /**
  1117. * Linear transfer function.
  1118. *
  1119. * @type {string}
  1120. * @constant
  1121. */
  1122. const LinearTransfer = 'linear';
  1123. /**
  1124. * sRGB transfer function.
  1125. *
  1126. * @type {string}
  1127. * @constant
  1128. */
  1129. const SRGBTransfer = 'srgb';
  1130. /**
  1131. * Sets the stencil buffer value to `0`.
  1132. *
  1133. * @type {number}
  1134. * @constant
  1135. */
  1136. const ZeroStencilOp = 0;
  1137. /**
  1138. * Keeps the current value.
  1139. *
  1140. * @type {number}
  1141. * @constant
  1142. */
  1143. const KeepStencilOp = 7680;
  1144. /**
  1145. * Sets the stencil buffer value to the specified reference value.
  1146. *
  1147. * @type {number}
  1148. * @constant
  1149. */
  1150. const ReplaceStencilOp = 7681;
  1151. /**
  1152. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1153. *
  1154. * @type {number}
  1155. * @constant
  1156. */
  1157. const IncrementStencilOp = 7682;
  1158. /**
  1159. * Decrements the current stencil buffer value. Clamps to `0`.
  1160. *
  1161. * @type {number}
  1162. * @constant
  1163. */
  1164. const DecrementStencilOp = 7683;
  1165. /**
  1166. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1167. * the maximum representable unsigned value.
  1168. *
  1169. * @type {number}
  1170. * @constant
  1171. */
  1172. const IncrementWrapStencilOp = 34055;
  1173. /**
  1174. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1175. * unsigned value when decrementing a stencil buffer value of `0`.
  1176. *
  1177. * @type {number}
  1178. * @constant
  1179. */
  1180. const DecrementWrapStencilOp = 34056;
  1181. /**
  1182. * Inverts the current stencil buffer value bitwise.
  1183. *
  1184. * @type {number}
  1185. * @constant
  1186. */
  1187. const InvertStencilOp = 5386;
  1188. /**
  1189. * Will never return true.
  1190. *
  1191. * @type {number}
  1192. * @constant
  1193. */
  1194. const NeverStencilFunc = 512;
  1195. /**
  1196. * Will return true if the stencil reference value is less than the current stencil value.
  1197. *
  1198. * @type {number}
  1199. * @constant
  1200. */
  1201. const LessStencilFunc = 513;
  1202. /**
  1203. * Will return true if the stencil reference value is equal to the current stencil value.
  1204. *
  1205. * @type {number}
  1206. * @constant
  1207. */
  1208. const EqualStencilFunc = 514;
  1209. /**
  1210. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1211. *
  1212. * @type {number}
  1213. * @constant
  1214. */
  1215. const LessEqualStencilFunc = 515;
  1216. /**
  1217. * Will return true if the stencil reference value is greater than the current stencil value.
  1218. *
  1219. * @type {number}
  1220. * @constant
  1221. */
  1222. const GreaterStencilFunc = 516;
  1223. /**
  1224. * Will return true if the stencil reference value is not equal to the current stencil value.
  1225. *
  1226. * @type {number}
  1227. * @constant
  1228. */
  1229. const NotEqualStencilFunc = 517;
  1230. /**
  1231. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1232. *
  1233. * @type {number}
  1234. * @constant
  1235. */
  1236. const GreaterEqualStencilFunc = 518;
  1237. /**
  1238. * Will always return true.
  1239. *
  1240. * @type {number}
  1241. * @constant
  1242. */
  1243. const AlwaysStencilFunc = 519;
  1244. /**
  1245. * Never pass.
  1246. *
  1247. * @type {number}
  1248. * @constant
  1249. */
  1250. const NeverCompare = 512;
  1251. /**
  1252. * Pass if the incoming value is less than the texture value.
  1253. *
  1254. * @type {number}
  1255. * @constant
  1256. */
  1257. const LessCompare = 513;
  1258. /**
  1259. * Pass if the incoming value equals the texture value.
  1260. *
  1261. * @type {number}
  1262. * @constant
  1263. */
  1264. const EqualCompare = 514;
  1265. /**
  1266. * Pass if the incoming value is less than or equal to the texture value.
  1267. *
  1268. * @type {number}
  1269. * @constant
  1270. */
  1271. const LessEqualCompare = 515;
  1272. /**
  1273. * Pass if the incoming value is greater than the texture value.
  1274. *
  1275. * @type {number}
  1276. * @constant
  1277. */
  1278. const GreaterCompare = 516;
  1279. /**
  1280. * Pass if the incoming value is not equal to the texture value.
  1281. *
  1282. * @type {number}
  1283. * @constant
  1284. */
  1285. const NotEqualCompare = 517;
  1286. /**
  1287. * Pass if the incoming value is greater than or equal to the texture value.
  1288. *
  1289. * @type {number}
  1290. * @constant
  1291. */
  1292. const GreaterEqualCompare = 518;
  1293. /**
  1294. * Always pass.
  1295. *
  1296. * @type {number}
  1297. * @constant
  1298. */
  1299. const AlwaysCompare = 519;
  1300. /**
  1301. * The contents are intended to be specified once by the application, and used many
  1302. * times as the source for drawing and image specification commands.
  1303. *
  1304. * @type {number}
  1305. * @constant
  1306. */
  1307. const StaticDrawUsage = 35044;
  1308. /**
  1309. * The contents are intended to be respecified repeatedly by the application, and
  1310. * used many times as the source for drawing and image specification commands.
  1311. *
  1312. * @type {number}
  1313. * @constant
  1314. */
  1315. const DynamicDrawUsage = 35048;
  1316. /**
  1317. * The contents are intended to be specified once by the application, and used at most
  1318. * a few times as the source for drawing and image specification commands.
  1319. *
  1320. * @type {number}
  1321. * @constant
  1322. */
  1323. const StreamDrawUsage = 35040;
  1324. /**
  1325. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1326. * many times by the application.
  1327. *
  1328. * @type {number}
  1329. * @constant
  1330. */
  1331. const StaticReadUsage = 35045;
  1332. /**
  1333. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1334. * many times by the application.
  1335. *
  1336. * @type {number}
  1337. * @constant
  1338. */
  1339. const DynamicReadUsage = 35049;
  1340. /**
  1341. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1342. * a few times by the application
  1343. *
  1344. * @type {number}
  1345. * @constant
  1346. */
  1347. const StreamReadUsage = 35041;
  1348. /**
  1349. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1350. * the source for WebGL drawing and image specification commands.
  1351. *
  1352. * @type {number}
  1353. * @constant
  1354. */
  1355. const StaticCopyUsage = 35046;
  1356. /**
  1357. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1358. * as the source for WebGL drawing and image specification commands.
  1359. *
  1360. * @type {number}
  1361. * @constant
  1362. */
  1363. const DynamicCopyUsage = 35050;
  1364. /**
  1365. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1366. * as the source for WebGL drawing and image specification commands.
  1367. *
  1368. * @type {number}
  1369. * @constant
  1370. */
  1371. const StreamCopyUsage = 35042;
  1372. /**
  1373. * GLSL 1 shader code.
  1374. *
  1375. * @type {string}
  1376. * @constant
  1377. */
  1378. const GLSL1 = '100';
  1379. /**
  1380. * GLSL 3 shader code.
  1381. *
  1382. * @type {string}
  1383. * @constant
  1384. */
  1385. const GLSL3 = '300 es';
  1386. /**
  1387. * WebGL coordinate system.
  1388. *
  1389. * @type {number}
  1390. * @constant
  1391. */
  1392. const WebGLCoordinateSystem = 2000;
  1393. /**
  1394. * WebGPU coordinate system.
  1395. *
  1396. * @type {number}
  1397. * @constant
  1398. */
  1399. const WebGPUCoordinateSystem = 2001;
  1400. /**
  1401. * Represents the different timestamp query types.
  1402. *
  1403. * @type {ConstantsTimestampQuery}
  1404. * @constant
  1405. */
  1406. const TimestampQuery = {
  1407. COMPUTE: 'compute',
  1408. RENDER: 'render'
  1409. };
  1410. /**
  1411. * Represents mouse buttons and interaction types in context of controls.
  1412. *
  1413. * @type {ConstantsInterpolationSamplingType}
  1414. * @constant
  1415. */
  1416. const InterpolationSamplingType = {
  1417. PERSPECTIVE: 'perspective',
  1418. LINEAR: 'linear',
  1419. FLAT: 'flat'
  1420. };
  1421. /**
  1422. * Represents the different interpolation sampling modes.
  1423. *
  1424. * @type {ConstantsInterpolationSamplingMode}
  1425. * @constant
  1426. */
  1427. const InterpolationSamplingMode = {
  1428. NORMAL: 'normal',
  1429. CENTROID: 'centroid',
  1430. SAMPLE: 'sample',
  1431. FIRST: 'first',
  1432. EITHER: 'either'
  1433. };
  1434. /**
  1435. * This type represents mouse buttons and interaction types in context of controls.
  1436. *
  1437. * @typedef {Object} ConstantsMouse
  1438. * @property {number} MIDDLE - The left mouse button.
  1439. * @property {number} LEFT - The middle mouse button.
  1440. * @property {number} RIGHT - The right mouse button.
  1441. * @property {number} ROTATE - A rotate interaction.
  1442. * @property {number} DOLLY - A dolly interaction.
  1443. * @property {number} PAN - A pan interaction.
  1444. **/
  1445. /**
  1446. * This type represents touch interaction types in context of controls.
  1447. *
  1448. * @typedef {Object} ConstantsTouch
  1449. * @property {number} ROTATE - A rotate interaction.
  1450. * @property {number} PAN - A pan interaction.
  1451. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1452. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1453. **/
  1454. /**
  1455. * This type represents the different timestamp query types.
  1456. *
  1457. * @typedef {Object} ConstantsTimestampQuery
  1458. * @property {string} COMPUTE - A `compute` timestamp query.
  1459. * @property {string} RENDER - A `render` timestamp query.
  1460. **/
  1461. /**
  1462. * Represents the different interpolation sampling types.
  1463. *
  1464. * @typedef {Object} ConstantsInterpolationSamplingType
  1465. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1466. * @property {string} LINEAR - Linear interpolation.
  1467. * @property {string} FLAT - Flat interpolation.
  1468. */
  1469. /**
  1470. * Represents the different interpolation sampling modes.
  1471. *
  1472. * @typedef {Object} ConstantsInterpolationSamplingMode
  1473. * @property {string} NORMAL - Normal sampling mode.
  1474. * @property {string} CENTROID - Centroid sampling mode.
  1475. * @property {string} SAMPLE - Sample-specific sampling mode.
  1476. * @property {string} FIRST - Flat interpolation using the first vertex.
  1477. * @property {string} EITHER - Flat interpolation using either vertex.
  1478. */
  1479. function arrayNeedsUint32( array ) {
  1480. // assumes larger values usually on last
  1481. for ( let i = array.length - 1; i >= 0; -- i ) {
  1482. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  1483. }
  1484. return false;
  1485. }
  1486. const TYPED_ARRAYS = {
  1487. Int8Array: Int8Array,
  1488. Uint8Array: Uint8Array,
  1489. Uint8ClampedArray: Uint8ClampedArray,
  1490. Int16Array: Int16Array,
  1491. Uint16Array: Uint16Array,
  1492. Int32Array: Int32Array,
  1493. Uint32Array: Uint32Array,
  1494. Float32Array: Float32Array,
  1495. Float64Array: Float64Array
  1496. };
  1497. function getTypedArray( type, buffer ) {
  1498. return new TYPED_ARRAYS[ type ]( buffer );
  1499. }
  1500. function createElementNS( name ) {
  1501. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  1502. }
  1503. function createCanvasElement() {
  1504. const canvas = createElementNS( 'canvas' );
  1505. canvas.style.display = 'block';
  1506. return canvas;
  1507. }
  1508. const _cache = {};
  1509. let _setConsoleFunction = null;
  1510. function setConsoleFunction( fn ) {
  1511. _setConsoleFunction = fn;
  1512. }
  1513. function getConsoleFunction() {
  1514. return _setConsoleFunction;
  1515. }
  1516. function log( ...params ) {
  1517. const message = 'THREE.' + params.shift();
  1518. if ( _setConsoleFunction ) {
  1519. _setConsoleFunction( 'log', message, ...params );
  1520. } else {
  1521. console.log( message, ...params );
  1522. }
  1523. }
  1524. function warn( ...params ) {
  1525. const message = 'THREE.' + params.shift();
  1526. if ( _setConsoleFunction ) {
  1527. _setConsoleFunction( 'warn', message, ...params );
  1528. } else {
  1529. console.warn( message, ...params );
  1530. }
  1531. }
  1532. function error( ...params ) {
  1533. const message = 'THREE.' + params.shift();
  1534. if ( _setConsoleFunction ) {
  1535. _setConsoleFunction( 'error', message, ...params );
  1536. } else {
  1537. console.error( message, ...params );
  1538. }
  1539. }
  1540. function warnOnce( ...params ) {
  1541. const message = params.join( ' ' );
  1542. if ( message in _cache ) return;
  1543. _cache[ message ] = true;
  1544. warn( ...params );
  1545. }
  1546. function probeAsync( gl, sync, interval ) {
  1547. return new Promise( function ( resolve, reject ) {
  1548. function probe() {
  1549. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  1550. case gl.WAIT_FAILED:
  1551. reject();
  1552. break;
  1553. case gl.TIMEOUT_EXPIRED:
  1554. setTimeout( probe, interval );
  1555. break;
  1556. default:
  1557. resolve();
  1558. }
  1559. }
  1560. setTimeout( probe, interval );
  1561. } );
  1562. }
  1563. /**
  1564. * This modules allows to dispatch event objects on custom JavaScript objects.
  1565. *
  1566. * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}
  1567. *
  1568. * Code Example:
  1569. * ```js
  1570. * class Car extends EventDispatcher {
  1571. * start() {
  1572. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1573. * }
  1574. *};
  1575. *
  1576. * // Using events with the custom object
  1577. * const car = new Car();
  1578. * car.addEventListener( 'start', function ( event ) {
  1579. * alert( event.message );
  1580. * } );
  1581. *
  1582. * car.start();
  1583. * ```
  1584. */
  1585. class EventDispatcher {
  1586. /**
  1587. * Adds the given event listener to the given event type.
  1588. *
  1589. * @param {string} type - The type of event to listen to.
  1590. * @param {Function} listener - The function that gets called when the event is fired.
  1591. */
  1592. addEventListener( type, listener ) {
  1593. if ( this._listeners === undefined ) this._listeners = {};
  1594. const listeners = this._listeners;
  1595. if ( listeners[ type ] === undefined ) {
  1596. listeners[ type ] = [];
  1597. }
  1598. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1599. listeners[ type ].push( listener );
  1600. }
  1601. }
  1602. /**
  1603. * Returns `true` if the given event listener has been added to the given event type.
  1604. *
  1605. * @param {string} type - The type of event.
  1606. * @param {Function} listener - The listener to check.
  1607. * @return {boolean} Whether the given event listener has been added to the given event type.
  1608. */
  1609. hasEventListener( type, listener ) {
  1610. const listeners = this._listeners;
  1611. if ( listeners === undefined ) return false;
  1612. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1613. }
  1614. /**
  1615. * Removes the given event listener from the given event type.
  1616. *
  1617. * @param {string} type - The type of event.
  1618. * @param {Function} listener - The listener to remove.
  1619. */
  1620. removeEventListener( type, listener ) {
  1621. const listeners = this._listeners;
  1622. if ( listeners === undefined ) return;
  1623. const listenerArray = listeners[ type ];
  1624. if ( listenerArray !== undefined ) {
  1625. const index = listenerArray.indexOf( listener );
  1626. if ( index !== -1 ) {
  1627. listenerArray.splice( index, 1 );
  1628. }
  1629. }
  1630. }
  1631. /**
  1632. * Dispatches an event object.
  1633. *
  1634. * @param {Object} event - The event that gets fired.
  1635. */
  1636. dispatchEvent( event ) {
  1637. const listeners = this._listeners;
  1638. if ( listeners === undefined ) return;
  1639. const listenerArray = listeners[ event.type ];
  1640. if ( listenerArray !== undefined ) {
  1641. event.target = this;
  1642. // Make a copy, in case listeners are removed while iterating.
  1643. const array = listenerArray.slice( 0 );
  1644. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1645. array[ i ].call( this, event );
  1646. }
  1647. event.target = null;
  1648. }
  1649. }
  1650. }
  1651. const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
  1652. let _seed = 1234567;
  1653. const DEG2RAD = Math.PI / 180;
  1654. const RAD2DEG = 180 / Math.PI;
  1655. /**
  1656. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1657. * (universally unique identifier).
  1658. *
  1659. * @return {string} The UUID.
  1660. */
  1661. function generateUUID() {
  1662. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1663. const d0 = Math.random() * 0xffffffff | 0;
  1664. const d1 = Math.random() * 0xffffffff | 0;
  1665. const d2 = Math.random() * 0xffffffff | 0;
  1666. const d3 = Math.random() * 0xffffffff | 0;
  1667. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1668. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1669. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1670. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1671. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1672. return uuid.toLowerCase();
  1673. }
  1674. /**
  1675. * Clamps the given value between min and max.
  1676. *
  1677. * @param {number} value - The value to clamp.
  1678. * @param {number} min - The min value.
  1679. * @param {number} max - The max value.
  1680. * @return {number} The clamped value.
  1681. */
  1682. function clamp( value, min, max ) {
  1683. return Math.max( min, Math.min( max, value ) );
  1684. }
  1685. /**
  1686. * Computes the Euclidean modulo of the given parameters that
  1687. * is `( ( n % m ) + m ) % m`.
  1688. *
  1689. * @param {number} n - The first parameter.
  1690. * @param {number} m - The second parameter.
  1691. * @return {number} The Euclidean modulo.
  1692. */
  1693. function euclideanModulo( n, m ) {
  1694. // https://en.wikipedia.org/wiki/Modulo_operation
  1695. return ( ( n % m ) + m ) % m;
  1696. }
  1697. /**
  1698. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1699. * for the given value.
  1700. *
  1701. * @param {number} x - The value to be mapped.
  1702. * @param {number} a1 - Minimum value for range A.
  1703. * @param {number} a2 - Maximum value for range A.
  1704. * @param {number} b1 - Minimum value for range B.
  1705. * @param {number} b2 - Maximum value for range B.
  1706. * @return {number} The mapped value.
  1707. */
  1708. function mapLinear( x, a1, a2, b1, b2 ) {
  1709. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1710. }
  1711. /**
  1712. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1713. * between the start and end point.
  1714. *
  1715. * @param {number} x - The start point
  1716. * @param {number} y - The end point.
  1717. * @param {number} value - A value between start and end.
  1718. * @return {number} The interpolation factor.
  1719. */
  1720. function inverseLerp( x, y, value ) {
  1721. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1722. if ( x !== y ) {
  1723. return ( value - x ) / ( y - x );
  1724. } else {
  1725. return 0;
  1726. }
  1727. }
  1728. /**
  1729. * Returns a value linearly interpolated from two known points based on the given interval -
  1730. * `t = 0` will return `x` and `t = 1` will return `y`.
  1731. *
  1732. * @param {number} x - The start point
  1733. * @param {number} y - The end point.
  1734. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1735. * @return {number} The interpolated value.
  1736. */
  1737. function lerp( x, y, t ) {
  1738. return ( 1 - t ) * x + t * y;
  1739. }
  1740. /**
  1741. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1742. * time to maintain frame rate independent movement. For details, see
  1743. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1744. *
  1745. * @param {number} x - The current point.
  1746. * @param {number} y - The target point.
  1747. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1748. * and a lower value will make the movement more gradual.
  1749. * @param {number} dt - Delta time in seconds.
  1750. * @return {number} The interpolated value.
  1751. */
  1752. function damp( x, y, lambda, dt ) {
  1753. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1754. }
  1755. /**
  1756. * Returns a value that alternates between `0` and the given `length` parameter.
  1757. *
  1758. * @param {number} x - The value to pingpong.
  1759. * @param {number} [length=1] - The positive value the function will pingpong to.
  1760. * @return {number} The alternated value.
  1761. */
  1762. function pingpong( x, length = 1 ) {
  1763. // https://www.desmos.com/calculator/vcsjnyz7x4
  1764. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1765. }
  1766. /**
  1767. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1768. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1769. * the `min` and `max`.
  1770. *
  1771. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  1772. *
  1773. * @param {number} x - The value to evaluate based on its position between min and max.
  1774. * @param {number} min - The min value. Any x value below min will be `0`.
  1775. * @param {number} max - The max value. Any x value above max will be `1`.
  1776. * @return {number} The alternated value.
  1777. */
  1778. function smoothstep( x, min, max ) {
  1779. if ( x <= min ) return 0;
  1780. if ( x >= max ) return 1;
  1781. x = ( x - min ) / ( max - min );
  1782. return x * x * ( 3 - 2 * x );
  1783. }
  1784. /**
  1785. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  1786. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1787. *
  1788. * @param {number} x - The value to evaluate based on its position between min and max.
  1789. * @param {number} min - The min value. Any x value below min will be `0`.
  1790. * @param {number} max - The max value. Any x value above max will be `1`.
  1791. * @return {number} The alternated value.
  1792. */
  1793. function smootherstep( x, min, max ) {
  1794. if ( x <= min ) return 0;
  1795. if ( x >= max ) return 1;
  1796. x = ( x - min ) / ( max - min );
  1797. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1798. }
  1799. /**
  1800. * Returns a random integer from `<low, high>` interval.
  1801. *
  1802. * @param {number} low - The lower value boundary.
  1803. * @param {number} high - The upper value boundary
  1804. * @return {number} A random integer.
  1805. */
  1806. function randInt( low, high ) {
  1807. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1808. }
  1809. /**
  1810. * Returns a random float from `<low, high>` interval.
  1811. *
  1812. * @param {number} low - The lower value boundary.
  1813. * @param {number} high - The upper value boundary
  1814. * @return {number} A random float.
  1815. */
  1816. function randFloat( low, high ) {
  1817. return low + Math.random() * ( high - low );
  1818. }
  1819. /**
  1820. * Returns a random integer from `<-range/2, range/2>` interval.
  1821. *
  1822. * @param {number} range - Defines the value range.
  1823. * @return {number} A random float.
  1824. */
  1825. function randFloatSpread( range ) {
  1826. return range * ( 0.5 - Math.random() );
  1827. }
  1828. /**
  1829. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1830. *
  1831. * @param {number} [s] - The integer seed.
  1832. * @return {number} A random float.
  1833. */
  1834. function seededRandom( s ) {
  1835. if ( s !== undefined ) _seed = s;
  1836. // Mulberry32 generator
  1837. let t = _seed += 0x6D2B79F5;
  1838. t = Math.imul( t ^ t >>> 15, t | 1 );
  1839. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1840. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1841. }
  1842. /**
  1843. * Converts degrees to radians.
  1844. *
  1845. * @param {number} degrees - A value in degrees.
  1846. * @return {number} The converted value in radians.
  1847. */
  1848. function degToRad( degrees ) {
  1849. return degrees * DEG2RAD;
  1850. }
  1851. /**
  1852. * Converts radians to degrees.
  1853. *
  1854. * @param {number} radians - A value in radians.
  1855. * @return {number} The converted value in degrees.
  1856. */
  1857. function radToDeg( radians ) {
  1858. return radians * RAD2DEG;
  1859. }
  1860. /**
  1861. * Returns `true` if the given number is a power of two.
  1862. *
  1863. * @param {number} value - The value to check.
  1864. * @return {boolean} Whether the given number is a power of two or not.
  1865. */
  1866. function isPowerOfTwo( value ) {
  1867. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1868. }
  1869. /**
  1870. * Returns the smallest power of two that is greater than or equal to the given number.
  1871. *
  1872. * @param {number} value - The value to find a POT for.
  1873. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1874. */
  1875. function ceilPowerOfTwo( value ) {
  1876. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1877. }
  1878. /**
  1879. * Returns the largest power of two that is less than or equal to the given number.
  1880. *
  1881. * @param {number} value - The value to find a POT for.
  1882. * @return {number} The largest power of two that is less than or equal to the given number.
  1883. */
  1884. function floorPowerOfTwo( value ) {
  1885. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1886. }
  1887. /**
  1888. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  1889. * defined by the given angles and order.
  1890. *
  1891. * Rotations are applied to the axes in the order specified by order:
  1892. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1893. *
  1894. * @param {Quaternion} q - The quaternion to set.
  1895. * @param {number} a - The rotation applied to the first axis, in radians.
  1896. * @param {number} b - The rotation applied to the second axis, in radians.
  1897. * @param {number} c - The rotation applied to the third axis, in radians.
  1898. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1899. */
  1900. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1901. const cos = Math.cos;
  1902. const sin = Math.sin;
  1903. const c2 = cos( b / 2 );
  1904. const s2 = sin( b / 2 );
  1905. const c13 = cos( ( a + c ) / 2 );
  1906. const s13 = sin( ( a + c ) / 2 );
  1907. const c1_3 = cos( ( a - c ) / 2 );
  1908. const s1_3 = sin( ( a - c ) / 2 );
  1909. const c3_1 = cos( ( c - a ) / 2 );
  1910. const s3_1 = sin( ( c - a ) / 2 );
  1911. switch ( order ) {
  1912. case 'XYX':
  1913. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1914. break;
  1915. case 'YZY':
  1916. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1917. break;
  1918. case 'ZXZ':
  1919. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1920. break;
  1921. case 'XZX':
  1922. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1923. break;
  1924. case 'YXY':
  1925. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1926. break;
  1927. case 'ZYZ':
  1928. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1929. break;
  1930. default:
  1931. warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1932. }
  1933. }
  1934. /**
  1935. * Denormalizes the given value according to the given typed array.
  1936. *
  1937. * @param {number} value - The value to denormalize.
  1938. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1939. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1940. */
  1941. function denormalize( value, array ) {
  1942. switch ( array.constructor ) {
  1943. case Float32Array:
  1944. return value;
  1945. case Uint32Array:
  1946. return value / 4294967295.0;
  1947. case Uint16Array:
  1948. return value / 65535.0;
  1949. case Uint8Array:
  1950. return value / 255.0;
  1951. case Int32Array:
  1952. return Math.max( value / 2147483647.0, -1 );
  1953. case Int16Array:
  1954. return Math.max( value / 32767.0, -1 );
  1955. case Int8Array:
  1956. return Math.max( value / 127.0, -1 );
  1957. default:
  1958. throw new Error( 'Invalid component type.' );
  1959. }
  1960. }
  1961. /**
  1962. * Normalizes the given value according to the given typed array.
  1963. *
  1964. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1965. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1966. * @return {number} The normalize value.
  1967. */
  1968. function normalize( value, array ) {
  1969. switch ( array.constructor ) {
  1970. case Float32Array:
  1971. return value;
  1972. case Uint32Array:
  1973. return Math.round( value * 4294967295.0 );
  1974. case Uint16Array:
  1975. return Math.round( value * 65535.0 );
  1976. case Uint8Array:
  1977. return Math.round( value * 255.0 );
  1978. case Int32Array:
  1979. return Math.round( value * 2147483647.0 );
  1980. case Int16Array:
  1981. return Math.round( value * 32767.0 );
  1982. case Int8Array:
  1983. return Math.round( value * 127.0 );
  1984. default:
  1985. throw new Error( 'Invalid component type.' );
  1986. }
  1987. }
  1988. /**
  1989. * @class
  1990. * @classdesc A collection of math utility functions.
  1991. * @hideconstructor
  1992. */
  1993. const MathUtils = {
  1994. DEG2RAD: DEG2RAD,
  1995. RAD2DEG: RAD2DEG,
  1996. /**
  1997. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1998. * (universally unique identifier).
  1999. *
  2000. * @static
  2001. * @method
  2002. * @return {string} The UUID.
  2003. */
  2004. generateUUID: generateUUID,
  2005. /**
  2006. * Clamps the given value between min and max.
  2007. *
  2008. * @static
  2009. * @method
  2010. * @param {number} value - The value to clamp.
  2011. * @param {number} min - The min value.
  2012. * @param {number} max - The max value.
  2013. * @return {number} The clamped value.
  2014. */
  2015. clamp: clamp,
  2016. /**
  2017. * Computes the Euclidean modulo of the given parameters that
  2018. * is `( ( n % m ) + m ) % m`.
  2019. *
  2020. * @static
  2021. * @method
  2022. * @param {number} n - The first parameter.
  2023. * @param {number} m - The second parameter.
  2024. * @return {number} The Euclidean modulo.
  2025. */
  2026. euclideanModulo: euclideanModulo,
  2027. /**
  2028. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  2029. * for the given value.
  2030. *
  2031. * @static
  2032. * @method
  2033. * @param {number} x - The value to be mapped.
  2034. * @param {number} a1 - Minimum value for range A.
  2035. * @param {number} a2 - Maximum value for range A.
  2036. * @param {number} b1 - Minimum value for range B.
  2037. * @param {number} b2 - Maximum value for range B.
  2038. * @return {number} The mapped value.
  2039. */
  2040. mapLinear: mapLinear,
  2041. /**
  2042. * Returns the percentage in the closed interval `[0, 1]` of the given value
  2043. * between the start and end point.
  2044. *
  2045. * @static
  2046. * @method
  2047. * @param {number} x - The start point
  2048. * @param {number} y - The end point.
  2049. * @param {number} value - A value between start and end.
  2050. * @return {number} The interpolation factor.
  2051. */
  2052. inverseLerp: inverseLerp,
  2053. /**
  2054. * Returns a value linearly interpolated from two known points based on the given interval -
  2055. * `t = 0` will return `x` and `t = 1` will return `y`.
  2056. *
  2057. * @static
  2058. * @method
  2059. * @param {number} x - The start point
  2060. * @param {number} y - The end point.
  2061. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  2062. * @return {number} The interpolated value.
  2063. */
  2064. lerp: lerp,
  2065. /**
  2066. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  2067. * time to maintain frame rate independent movement. For details, see
  2068. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  2069. *
  2070. * @static
  2071. * @method
  2072. * @param {number} x - The current point.
  2073. * @param {number} y - The target point.
  2074. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2075. * and a lower value will make the movement more gradual.
  2076. * @param {number} dt - Delta time in seconds.
  2077. * @return {number} The interpolated value.
  2078. */
  2079. damp: damp,
  2080. /**
  2081. * Returns a value that alternates between `0` and the given `length` parameter.
  2082. *
  2083. * @static
  2084. * @method
  2085. * @param {number} x - The value to pingpong.
  2086. * @param {number} [length=1] - The positive value the function will pingpong to.
  2087. * @return {number} The alternated value.
  2088. */
  2089. pingpong: pingpong,
  2090. /**
  2091. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2092. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2093. * the `min` and `max`.
  2094. *
  2095. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  2096. *
  2097. * @static
  2098. * @method
  2099. * @param {number} x - The value to evaluate based on its position between min and max.
  2100. * @param {number} min - The min value. Any x value below min will be `0`.
  2101. * @param {number} max - The max value. Any x value above max will be `1`.
  2102. * @return {number} The alternated value.
  2103. */
  2104. smoothstep: smoothstep,
  2105. /**
  2106. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  2107. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2108. *
  2109. * @static
  2110. * @method
  2111. * @param {number} x - The value to evaluate based on its position between min and max.
  2112. * @param {number} min - The min value. Any x value below min will be `0`.
  2113. * @param {number} max - The max value. Any x value above max will be `1`.
  2114. * @return {number} The alternated value.
  2115. */
  2116. smootherstep: smootherstep,
  2117. /**
  2118. * Returns a random integer from `<low, high>` interval.
  2119. *
  2120. * @static
  2121. * @method
  2122. * @param {number} low - The lower value boundary.
  2123. * @param {number} high - The upper value boundary
  2124. * @return {number} A random integer.
  2125. */
  2126. randInt: randInt,
  2127. /**
  2128. * Returns a random float from `<low, high>` interval.
  2129. *
  2130. * @static
  2131. * @method
  2132. * @param {number} low - The lower value boundary.
  2133. * @param {number} high - The upper value boundary
  2134. * @return {number} A random float.
  2135. */
  2136. randFloat: randFloat,
  2137. /**
  2138. * Returns a random integer from `<-range/2, range/2>` interval.
  2139. *
  2140. * @static
  2141. * @method
  2142. * @param {number} range - Defines the value range.
  2143. * @return {number} A random float.
  2144. */
  2145. randFloatSpread: randFloatSpread,
  2146. /**
  2147. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2148. *
  2149. * @static
  2150. * @method
  2151. * @param {number} [s] - The integer seed.
  2152. * @return {number} A random float.
  2153. */
  2154. seededRandom: seededRandom,
  2155. /**
  2156. * Converts degrees to radians.
  2157. *
  2158. * @static
  2159. * @method
  2160. * @param {number} degrees - A value in degrees.
  2161. * @return {number} The converted value in radians.
  2162. */
  2163. degToRad: degToRad,
  2164. /**
  2165. * Converts radians to degrees.
  2166. *
  2167. * @static
  2168. * @method
  2169. * @param {number} radians - A value in radians.
  2170. * @return {number} The converted value in degrees.
  2171. */
  2172. radToDeg: radToDeg,
  2173. /**
  2174. * Returns `true` if the given number is a power of two.
  2175. *
  2176. * @static
  2177. * @method
  2178. * @param {number} value - The value to check.
  2179. * @return {boolean} Whether the given number is a power of two or not.
  2180. */
  2181. isPowerOfTwo: isPowerOfTwo,
  2182. /**
  2183. * Returns the smallest power of two that is greater than or equal to the given number.
  2184. *
  2185. * @static
  2186. * @method
  2187. * @param {number} value - The value to find a POT for.
  2188. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2189. */
  2190. ceilPowerOfTwo: ceilPowerOfTwo,
  2191. /**
  2192. * Returns the largest power of two that is less than or equal to the given number.
  2193. *
  2194. * @static
  2195. * @method
  2196. * @param {number} value - The value to find a POT for.
  2197. * @return {number} The largest power of two that is less than or equal to the given number.
  2198. */
  2199. floorPowerOfTwo: floorPowerOfTwo,
  2200. /**
  2201. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  2202. * defined by the given angles and order.
  2203. *
  2204. * Rotations are applied to the axes in the order specified by order:
  2205. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2206. *
  2207. * @static
  2208. * @method
  2209. * @param {Quaternion} q - The quaternion to set.
  2210. * @param {number} a - The rotation applied to the first axis, in radians.
  2211. * @param {number} b - The rotation applied to the second axis, in radians.
  2212. * @param {number} c - The rotation applied to the third axis, in radians.
  2213. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2214. */
  2215. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2216. /**
  2217. * Normalizes the given value according to the given typed array.
  2218. *
  2219. * @static
  2220. * @method
  2221. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2222. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2223. * @return {number} The normalize value.
  2224. */
  2225. normalize: normalize,
  2226. /**
  2227. * Denormalizes the given value according to the given typed array.
  2228. *
  2229. * @static
  2230. * @method
  2231. * @param {number} value - The value to denormalize.
  2232. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2233. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2234. */
  2235. denormalize: denormalize
  2236. };
  2237. /**
  2238. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2239. * (labeled x and y), which can be used to represent a number of things, such as:
  2240. *
  2241. * - A point in 2D space (i.e. a position on a plane).
  2242. * - A direction and length across a plane. In three.js the length will
  2243. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2244. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2245. * - Any arbitrary ordered pair of numbers.
  2246. *
  2247. * There are other things a 2D vector can be used to represent, such as
  2248. * momentum vectors, complex numbers and so on, however these are the most
  2249. * common uses in three.js.
  2250. *
  2251. * Iterating through a vector instance will yield its components `(x, y)` in
  2252. * the corresponding order.
  2253. * ```js
  2254. * const a = new THREE.Vector2( 0, 1 );
  2255. *
  2256. * //no arguments; will be initialised to (0, 0)
  2257. * const b = new THREE.Vector2( );
  2258. *
  2259. * const d = a.distanceTo( b );
  2260. * ```
  2261. */
  2262. class Vector2 {
  2263. /**
  2264. * Constructs a new 2D vector.
  2265. *
  2266. * @param {number} [x=0] - The x value of this vector.
  2267. * @param {number} [y=0] - The y value of this vector.
  2268. */
  2269. constructor( x = 0, y = 0 ) {
  2270. /**
  2271. * This flag can be used for type testing.
  2272. *
  2273. * @type {boolean}
  2274. * @readonly
  2275. * @default true
  2276. */
  2277. Vector2.prototype.isVector2 = true;
  2278. /**
  2279. * The x value of this vector.
  2280. *
  2281. * @type {number}
  2282. */
  2283. this.x = x;
  2284. /**
  2285. * The y value of this vector.
  2286. *
  2287. * @type {number}
  2288. */
  2289. this.y = y;
  2290. }
  2291. /**
  2292. * Alias for {@link Vector2#x}.
  2293. *
  2294. * @type {number}
  2295. */
  2296. get width() {
  2297. return this.x;
  2298. }
  2299. set width( value ) {
  2300. this.x = value;
  2301. }
  2302. /**
  2303. * Alias for {@link Vector2#y}.
  2304. *
  2305. * @type {number}
  2306. */
  2307. get height() {
  2308. return this.y;
  2309. }
  2310. set height( value ) {
  2311. this.y = value;
  2312. }
  2313. /**
  2314. * Sets the vector components.
  2315. *
  2316. * @param {number} x - The value of the x component.
  2317. * @param {number} y - The value of the y component.
  2318. * @return {Vector2} A reference to this vector.
  2319. */
  2320. set( x, y ) {
  2321. this.x = x;
  2322. this.y = y;
  2323. return this;
  2324. }
  2325. /**
  2326. * Sets the vector components to the same value.
  2327. *
  2328. * @param {number} scalar - The value to set for all vector components.
  2329. * @return {Vector2} A reference to this vector.
  2330. */
  2331. setScalar( scalar ) {
  2332. this.x = scalar;
  2333. this.y = scalar;
  2334. return this;
  2335. }
  2336. /**
  2337. * Sets the vector's x component to the given value
  2338. *
  2339. * @param {number} x - The value to set.
  2340. * @return {Vector2} A reference to this vector.
  2341. */
  2342. setX( x ) {
  2343. this.x = x;
  2344. return this;
  2345. }
  2346. /**
  2347. * Sets the vector's y component to the given value
  2348. *
  2349. * @param {number} y - The value to set.
  2350. * @return {Vector2} A reference to this vector.
  2351. */
  2352. setY( y ) {
  2353. this.y = y;
  2354. return this;
  2355. }
  2356. /**
  2357. * Allows to set a vector component with an index.
  2358. *
  2359. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2360. * @param {number} value - The value to set.
  2361. * @return {Vector2} A reference to this vector.
  2362. */
  2363. setComponent( index, value ) {
  2364. switch ( index ) {
  2365. case 0: this.x = value; break;
  2366. case 1: this.y = value; break;
  2367. default: throw new Error( 'index is out of range: ' + index );
  2368. }
  2369. return this;
  2370. }
  2371. /**
  2372. * Returns the value of the vector component which matches the given index.
  2373. *
  2374. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2375. * @return {number} A vector component value.
  2376. */
  2377. getComponent( index ) {
  2378. switch ( index ) {
  2379. case 0: return this.x;
  2380. case 1: return this.y;
  2381. default: throw new Error( 'index is out of range: ' + index );
  2382. }
  2383. }
  2384. /**
  2385. * Returns a new vector with copied values from this instance.
  2386. *
  2387. * @return {Vector2} A clone of this instance.
  2388. */
  2389. clone() {
  2390. return new this.constructor( this.x, this.y );
  2391. }
  2392. /**
  2393. * Copies the values of the given vector to this instance.
  2394. *
  2395. * @param {Vector2} v - The vector to copy.
  2396. * @return {Vector2} A reference to this vector.
  2397. */
  2398. copy( v ) {
  2399. this.x = v.x;
  2400. this.y = v.y;
  2401. return this;
  2402. }
  2403. /**
  2404. * Adds the given vector to this instance.
  2405. *
  2406. * @param {Vector2} v - The vector to add.
  2407. * @return {Vector2} A reference to this vector.
  2408. */
  2409. add( v ) {
  2410. this.x += v.x;
  2411. this.y += v.y;
  2412. return this;
  2413. }
  2414. /**
  2415. * Adds the given scalar value to all components of this instance.
  2416. *
  2417. * @param {number} s - The scalar to add.
  2418. * @return {Vector2} A reference to this vector.
  2419. */
  2420. addScalar( s ) {
  2421. this.x += s;
  2422. this.y += s;
  2423. return this;
  2424. }
  2425. /**
  2426. * Adds the given vectors and stores the result in this instance.
  2427. *
  2428. * @param {Vector2} a - The first vector.
  2429. * @param {Vector2} b - The second vector.
  2430. * @return {Vector2} A reference to this vector.
  2431. */
  2432. addVectors( a, b ) {
  2433. this.x = a.x + b.x;
  2434. this.y = a.y + b.y;
  2435. return this;
  2436. }
  2437. /**
  2438. * Adds the given vector scaled by the given factor to this instance.
  2439. *
  2440. * @param {Vector2} v - The vector.
  2441. * @param {number} s - The factor that scales `v`.
  2442. * @return {Vector2} A reference to this vector.
  2443. */
  2444. addScaledVector( v, s ) {
  2445. this.x += v.x * s;
  2446. this.y += v.y * s;
  2447. return this;
  2448. }
  2449. /**
  2450. * Subtracts the given vector from this instance.
  2451. *
  2452. * @param {Vector2} v - The vector to subtract.
  2453. * @return {Vector2} A reference to this vector.
  2454. */
  2455. sub( v ) {
  2456. this.x -= v.x;
  2457. this.y -= v.y;
  2458. return this;
  2459. }
  2460. /**
  2461. * Subtracts the given scalar value from all components of this instance.
  2462. *
  2463. * @param {number} s - The scalar to subtract.
  2464. * @return {Vector2} A reference to this vector.
  2465. */
  2466. subScalar( s ) {
  2467. this.x -= s;
  2468. this.y -= s;
  2469. return this;
  2470. }
  2471. /**
  2472. * Subtracts the given vectors and stores the result in this instance.
  2473. *
  2474. * @param {Vector2} a - The first vector.
  2475. * @param {Vector2} b - The second vector.
  2476. * @return {Vector2} A reference to this vector.
  2477. */
  2478. subVectors( a, b ) {
  2479. this.x = a.x - b.x;
  2480. this.y = a.y - b.y;
  2481. return this;
  2482. }
  2483. /**
  2484. * Multiplies the given vector with this instance.
  2485. *
  2486. * @param {Vector2} v - The vector to multiply.
  2487. * @return {Vector2} A reference to this vector.
  2488. */
  2489. multiply( v ) {
  2490. this.x *= v.x;
  2491. this.y *= v.y;
  2492. return this;
  2493. }
  2494. /**
  2495. * Multiplies the given scalar value with all components of this instance.
  2496. *
  2497. * @param {number} scalar - The scalar to multiply.
  2498. * @return {Vector2} A reference to this vector.
  2499. */
  2500. multiplyScalar( scalar ) {
  2501. this.x *= scalar;
  2502. this.y *= scalar;
  2503. return this;
  2504. }
  2505. /**
  2506. * Divides this instance by the given vector.
  2507. *
  2508. * @param {Vector2} v - The vector to divide.
  2509. * @return {Vector2} A reference to this vector.
  2510. */
  2511. divide( v ) {
  2512. this.x /= v.x;
  2513. this.y /= v.y;
  2514. return this;
  2515. }
  2516. /**
  2517. * Divides this vector by the given scalar.
  2518. *
  2519. * @param {number} scalar - The scalar to divide.
  2520. * @return {Vector2} A reference to this vector.
  2521. */
  2522. divideScalar( scalar ) {
  2523. return this.multiplyScalar( 1 / scalar );
  2524. }
  2525. /**
  2526. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2527. * the given 3x3 matrix.
  2528. *
  2529. * @param {Matrix3} m - The matrix to apply.
  2530. * @return {Vector2} A reference to this vector.
  2531. */
  2532. applyMatrix3( m ) {
  2533. const x = this.x, y = this.y;
  2534. const e = m.elements;
  2535. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2536. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2537. return this;
  2538. }
  2539. /**
  2540. * If this vector's x or y value is greater than the given vector's x or y
  2541. * value, replace that value with the corresponding min value.
  2542. *
  2543. * @param {Vector2} v - The vector.
  2544. * @return {Vector2} A reference to this vector.
  2545. */
  2546. min( v ) {
  2547. this.x = Math.min( this.x, v.x );
  2548. this.y = Math.min( this.y, v.y );
  2549. return this;
  2550. }
  2551. /**
  2552. * If this vector's x or y value is less than the given vector's x or y
  2553. * value, replace that value with the corresponding max value.
  2554. *
  2555. * @param {Vector2} v - The vector.
  2556. * @return {Vector2} A reference to this vector.
  2557. */
  2558. max( v ) {
  2559. this.x = Math.max( this.x, v.x );
  2560. this.y = Math.max( this.y, v.y );
  2561. return this;
  2562. }
  2563. /**
  2564. * If this vector's x or y value is greater than the max vector's x or y
  2565. * value, it is replaced by the corresponding value.
  2566. * If this vector's x or y value is less than the min vector's x or y value,
  2567. * it is replaced by the corresponding value.
  2568. *
  2569. * @param {Vector2} min - The minimum x and y values.
  2570. * @param {Vector2} max - The maximum x and y values in the desired range.
  2571. * @return {Vector2} A reference to this vector.
  2572. */
  2573. clamp( min, max ) {
  2574. // assumes min < max, componentwise
  2575. this.x = clamp( this.x, min.x, max.x );
  2576. this.y = clamp( this.y, min.y, max.y );
  2577. return this;
  2578. }
  2579. /**
  2580. * If this vector's x or y values are greater than the max value, they are
  2581. * replaced by the max value.
  2582. * If this vector's x or y values are less than the min value, they are
  2583. * replaced by the min value.
  2584. *
  2585. * @param {number} minVal - The minimum value the components will be clamped to.
  2586. * @param {number} maxVal - The maximum value the components will be clamped to.
  2587. * @return {Vector2} A reference to this vector.
  2588. */
  2589. clampScalar( minVal, maxVal ) {
  2590. this.x = clamp( this.x, minVal, maxVal );
  2591. this.y = clamp( this.y, minVal, maxVal );
  2592. return this;
  2593. }
  2594. /**
  2595. * If this vector's length is greater than the max value, it is replaced by
  2596. * the max value.
  2597. * If this vector's length is less than the min value, it is replaced by the
  2598. * min value.
  2599. *
  2600. * @param {number} min - The minimum value the vector length will be clamped to.
  2601. * @param {number} max - The maximum value the vector length will be clamped to.
  2602. * @return {Vector2} A reference to this vector.
  2603. */
  2604. clampLength( min, max ) {
  2605. const length = this.length();
  2606. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2607. }
  2608. /**
  2609. * The components of this vector are rounded down to the nearest integer value.
  2610. *
  2611. * @return {Vector2} A reference to this vector.
  2612. */
  2613. floor() {
  2614. this.x = Math.floor( this.x );
  2615. this.y = Math.floor( this.y );
  2616. return this;
  2617. }
  2618. /**
  2619. * The components of this vector are rounded up to the nearest integer value.
  2620. *
  2621. * @return {Vector2} A reference to this vector.
  2622. */
  2623. ceil() {
  2624. this.x = Math.ceil( this.x );
  2625. this.y = Math.ceil( this.y );
  2626. return this;
  2627. }
  2628. /**
  2629. * The components of this vector are rounded to the nearest integer value
  2630. *
  2631. * @return {Vector2} A reference to this vector.
  2632. */
  2633. round() {
  2634. this.x = Math.round( this.x );
  2635. this.y = Math.round( this.y );
  2636. return this;
  2637. }
  2638. /**
  2639. * The components of this vector are rounded towards zero (up if negative,
  2640. * down if positive) to an integer value.
  2641. *
  2642. * @return {Vector2} A reference to this vector.
  2643. */
  2644. roundToZero() {
  2645. this.x = Math.trunc( this.x );
  2646. this.y = Math.trunc( this.y );
  2647. return this;
  2648. }
  2649. /**
  2650. * Inverts this vector - i.e. sets x = -x and y = -y.
  2651. *
  2652. * @return {Vector2} A reference to this vector.
  2653. */
  2654. negate() {
  2655. this.x = - this.x;
  2656. this.y = - this.y;
  2657. return this;
  2658. }
  2659. /**
  2660. * Calculates the dot product of the given vector with this instance.
  2661. *
  2662. * @param {Vector2} v - The vector to compute the dot product with.
  2663. * @return {number} The result of the dot product.
  2664. */
  2665. dot( v ) {
  2666. return this.x * v.x + this.y * v.y;
  2667. }
  2668. /**
  2669. * Calculates the cross product of the given vector with this instance.
  2670. *
  2671. * @param {Vector2} v - The vector to compute the cross product with.
  2672. * @return {number} The result of the cross product.
  2673. */
  2674. cross( v ) {
  2675. return this.x * v.y - this.y * v.x;
  2676. }
  2677. /**
  2678. * Computes the square of the Euclidean length (straight-line length) from
  2679. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2680. * compare the length squared instead as it is slightly more efficient to calculate.
  2681. *
  2682. * @return {number} The square length of this vector.
  2683. */
  2684. lengthSq() {
  2685. return this.x * this.x + this.y * this.y;
  2686. }
  2687. /**
  2688. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2689. *
  2690. * @return {number} The length of this vector.
  2691. */
  2692. length() {
  2693. return Math.sqrt( this.x * this.x + this.y * this.y );
  2694. }
  2695. /**
  2696. * Computes the Manhattan length of this vector.
  2697. *
  2698. * @return {number} The length of this vector.
  2699. */
  2700. manhattanLength() {
  2701. return Math.abs( this.x ) + Math.abs( this.y );
  2702. }
  2703. /**
  2704. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2705. * with the same direction as this one, but with a vector length of `1`.
  2706. *
  2707. * @return {Vector2} A reference to this vector.
  2708. */
  2709. normalize() {
  2710. return this.divideScalar( this.length() || 1 );
  2711. }
  2712. /**
  2713. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2714. *
  2715. * @return {number} The angle in radians.
  2716. */
  2717. angle() {
  2718. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2719. return angle;
  2720. }
  2721. /**
  2722. * Returns the angle between the given vector and this instance in radians.
  2723. *
  2724. * @param {Vector2} v - The vector to compute the angle with.
  2725. * @return {number} The angle in radians.
  2726. */
  2727. angleTo( v ) {
  2728. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2729. if ( denominator === 0 ) return Math.PI / 2;
  2730. const theta = this.dot( v ) / denominator;
  2731. // clamp, to handle numerical problems
  2732. return Math.acos( clamp( theta, -1, 1 ) );
  2733. }
  2734. /**
  2735. * Computes the distance from the given vector to this instance.
  2736. *
  2737. * @param {Vector2} v - The vector to compute the distance to.
  2738. * @return {number} The distance.
  2739. */
  2740. distanceTo( v ) {
  2741. return Math.sqrt( this.distanceToSquared( v ) );
  2742. }
  2743. /**
  2744. * Computes the squared distance from the given vector to this instance.
  2745. * If you are just comparing the distance with another distance, you should compare
  2746. * the distance squared instead as it is slightly more efficient to calculate.
  2747. *
  2748. * @param {Vector2} v - The vector to compute the squared distance to.
  2749. * @return {number} The squared distance.
  2750. */
  2751. distanceToSquared( v ) {
  2752. const dx = this.x - v.x, dy = this.y - v.y;
  2753. return dx * dx + dy * dy;
  2754. }
  2755. /**
  2756. * Computes the Manhattan distance from the given vector to this instance.
  2757. *
  2758. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2759. * @return {number} The Manhattan distance.
  2760. */
  2761. manhattanDistanceTo( v ) {
  2762. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2763. }
  2764. /**
  2765. * Sets this vector to a vector with the same direction as this one, but
  2766. * with the specified length.
  2767. *
  2768. * @param {number} length - The new length of this vector.
  2769. * @return {Vector2} A reference to this vector.
  2770. */
  2771. setLength( length ) {
  2772. return this.normalize().multiplyScalar( length );
  2773. }
  2774. /**
  2775. * Linearly interpolates between the given vector and this instance, where
  2776. * alpha is the percent distance along the line - alpha = 0 will be this
  2777. * vector, and alpha = 1 will be the given one.
  2778. *
  2779. * @param {Vector2} v - The vector to interpolate towards.
  2780. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2781. * @return {Vector2} A reference to this vector.
  2782. */
  2783. lerp( v, alpha ) {
  2784. this.x += ( v.x - this.x ) * alpha;
  2785. this.y += ( v.y - this.y ) * alpha;
  2786. return this;
  2787. }
  2788. /**
  2789. * Linearly interpolates between the given vectors, where alpha is the percent
  2790. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2791. * be the second one. The result is stored in this instance.
  2792. *
  2793. * @param {Vector2} v1 - The first vector.
  2794. * @param {Vector2} v2 - The second vector.
  2795. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2796. * @return {Vector2} A reference to this vector.
  2797. */
  2798. lerpVectors( v1, v2, alpha ) {
  2799. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2800. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2801. return this;
  2802. }
  2803. /**
  2804. * Returns `true` if this vector is equal with the given one.
  2805. *
  2806. * @param {Vector2} v - The vector to test for equality.
  2807. * @return {boolean} Whether this vector is equal with the given one.
  2808. */
  2809. equals( v ) {
  2810. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2811. }
  2812. /**
  2813. * Sets this vector's x value to be `array[ offset ]` and y
  2814. * value to be `array[ offset + 1 ]`.
  2815. *
  2816. * @param {Array<number>} array - An array holding the vector component values.
  2817. * @param {number} [offset=0] - The offset into the array.
  2818. * @return {Vector2} A reference to this vector.
  2819. */
  2820. fromArray( array, offset = 0 ) {
  2821. this.x = array[ offset ];
  2822. this.y = array[ offset + 1 ];
  2823. return this;
  2824. }
  2825. /**
  2826. * Writes the components of this vector to the given array. If no array is provided,
  2827. * the method returns a new instance.
  2828. *
  2829. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2830. * @param {number} [offset=0] - Index of the first element in the array.
  2831. * @return {Array<number>} The vector components.
  2832. */
  2833. toArray( array = [], offset = 0 ) {
  2834. array[ offset ] = this.x;
  2835. array[ offset + 1 ] = this.y;
  2836. return array;
  2837. }
  2838. /**
  2839. * Sets the components of this vector from the given buffer attribute.
  2840. *
  2841. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2842. * @param {number} index - The index into the attribute.
  2843. * @return {Vector2} A reference to this vector.
  2844. */
  2845. fromBufferAttribute( attribute, index ) {
  2846. this.x = attribute.getX( index );
  2847. this.y = attribute.getY( index );
  2848. return this;
  2849. }
  2850. /**
  2851. * Rotates this vector around the given center by the given angle.
  2852. *
  2853. * @param {Vector2} center - The point around which to rotate.
  2854. * @param {number} angle - The angle to rotate, in radians.
  2855. * @return {Vector2} A reference to this vector.
  2856. */
  2857. rotateAround( center, angle ) {
  2858. const c = Math.cos( angle ), s = Math.sin( angle );
  2859. const x = this.x - center.x;
  2860. const y = this.y - center.y;
  2861. this.x = x * c - y * s + center.x;
  2862. this.y = x * s + y * c + center.y;
  2863. return this;
  2864. }
  2865. /**
  2866. * Sets each component of this vector to a pseudo-random value between `0` and
  2867. * `1`, excluding `1`.
  2868. *
  2869. * @return {Vector2} A reference to this vector.
  2870. */
  2871. random() {
  2872. this.x = Math.random();
  2873. this.y = Math.random();
  2874. return this;
  2875. }
  2876. *[ Symbol.iterator ]() {
  2877. yield this.x;
  2878. yield this.y;
  2879. }
  2880. }
  2881. /**
  2882. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  2883. *
  2884. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  2885. * the corresponding order.
  2886. *
  2887. * Note that three.js expects Quaternions to be normalized.
  2888. * ```js
  2889. * const quaternion = new THREE.Quaternion();
  2890. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  2891. *
  2892. * const vector = new THREE.Vector3( 1, 0, 0 );
  2893. * vector.applyQuaternion( quaternion );
  2894. * ```
  2895. */
  2896. class Quaternion {
  2897. /**
  2898. * Constructs a new quaternion.
  2899. *
  2900. * @param {number} [x=0] - The x value of this quaternion.
  2901. * @param {number} [y=0] - The y value of this quaternion.
  2902. * @param {number} [z=0] - The z value of this quaternion.
  2903. * @param {number} [w=1] - The w value of this quaternion.
  2904. */
  2905. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  2906. /**
  2907. * This flag can be used for type testing.
  2908. *
  2909. * @type {boolean}
  2910. * @readonly
  2911. * @default true
  2912. */
  2913. this.isQuaternion = true;
  2914. this._x = x;
  2915. this._y = y;
  2916. this._z = z;
  2917. this._w = w;
  2918. }
  2919. /**
  2920. * Interpolates between two quaternions via SLERP. This implementation assumes the
  2921. * quaternion data are managed in flat arrays.
  2922. *
  2923. * @param {Array<number>} dst - The destination array.
  2924. * @param {number} dstOffset - An offset into the destination array.
  2925. * @param {Array<number>} src0 - The source array of the first quaternion.
  2926. * @param {number} srcOffset0 - An offset into the first source array.
  2927. * @param {Array<number>} src1 - The source array of the second quaternion.
  2928. * @param {number} srcOffset1 - An offset into the second source array.
  2929. * @param {number} t - The interpolation factor in the range `[0,1]`.
  2930. * @see {@link Quaternion#slerp}
  2931. */
  2932. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  2933. 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. // Uniform Utilities
  15556. function cloneUniforms( src ) {
  15557. const dst = {};
  15558. for ( const u in src ) {
  15559. dst[ u ] = {};
  15560. for ( const p in src[ u ] ) {
  15561. const property = src[ u ][ p ];
  15562. if ( property && ( property.isColor ||
  15563. property.isMatrix3 || property.isMatrix4 ||
  15564. property.isVector2 || property.isVector3 || property.isVector4 ||
  15565. property.isTexture || property.isQuaternion ) ) {
  15566. if ( property.isRenderTargetTexture ) {
  15567. warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15568. dst[ u ][ p ] = null;
  15569. } else {
  15570. dst[ u ][ p ] = property.clone();
  15571. }
  15572. } else if ( Array.isArray( property ) ) {
  15573. dst[ u ][ p ] = property.slice();
  15574. } else {
  15575. dst[ u ][ p ] = property;
  15576. }
  15577. }
  15578. }
  15579. return dst;
  15580. }
  15581. function mergeUniforms( uniforms ) {
  15582. const merged = {};
  15583. for ( let u = 0; u < uniforms.length; u ++ ) {
  15584. const tmp = cloneUniforms( uniforms[ u ] );
  15585. for ( const p in tmp ) {
  15586. merged[ p ] = tmp[ p ];
  15587. }
  15588. }
  15589. return merged;
  15590. }
  15591. function cloneUniformsGroups( src ) {
  15592. const dst = [];
  15593. for ( let u = 0; u < src.length; u ++ ) {
  15594. dst.push( src[ u ].clone() );
  15595. }
  15596. return dst;
  15597. }
  15598. function getUnlitUniformColorSpace( renderer ) {
  15599. const currentRenderTarget = renderer.getRenderTarget();
  15600. if ( currentRenderTarget === null ) {
  15601. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15602. return renderer.outputColorSpace;
  15603. }
  15604. // https://github.com/mrdoob/three.js/issues/27868
  15605. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15606. return currentRenderTarget.texture.colorSpace;
  15607. }
  15608. return ColorManagement.workingColorSpace;
  15609. }
  15610. // Legacy
  15611. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15612. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15613. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15614. /**
  15615. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15616. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15617. * effect not included with any of the built-in materials.
  15618. *
  15619. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15620. *
  15621. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15622. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15623. * you don't want that, use {@link RawShaderMaterial} instead.
  15624. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15625. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15626. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15627. * - The loop has to be [normalized]{@link https://en.wikipedia.org/wiki/Normalized_loop}.
  15628. * - The loop variable has to be *i*.
  15629. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15630. * value of *i* for the given iteration and can be used in preprocessor
  15631. * statements.
  15632. *
  15633. * ```js
  15634. * const material = new THREE.ShaderMaterial( {
  15635. * uniforms: {
  15636. * time: { value: 1.0 },
  15637. * resolution: { value: new THREE.Vector2() }
  15638. * },
  15639. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15640. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15641. * } );
  15642. * ```
  15643. *
  15644. * @augments Material
  15645. */
  15646. class ShaderMaterial extends Material {
  15647. /**
  15648. * Constructs a new shader material.
  15649. *
  15650. * @param {Object} [parameters] - An object with one or more properties
  15651. * defining the material's appearance. Any property of the material
  15652. * (including any property from inherited materials) can be passed
  15653. * in here. Color values can be passed any type of value accepted
  15654. * by {@link Color#set}.
  15655. */
  15656. constructor( parameters ) {
  15657. super();
  15658. /**
  15659. * This flag can be used for type testing.
  15660. *
  15661. * @type {boolean}
  15662. * @readonly
  15663. * @default true
  15664. */
  15665. this.isShaderMaterial = true;
  15666. this.type = 'ShaderMaterial';
  15667. /**
  15668. * Defines custom constants using `#define` directives within the GLSL code
  15669. * for both the vertex shader and the fragment shader; each key/value pair
  15670. * yields another directive.
  15671. * ```js
  15672. * defines: {
  15673. * FOO: 15,
  15674. * BAR: true
  15675. * }
  15676. * ```
  15677. * Yields the lines:
  15678. * ```
  15679. * #define FOO 15
  15680. * #define BAR true
  15681. * ```
  15682. *
  15683. * @type {Object}
  15684. */
  15685. this.defines = {};
  15686. /**
  15687. * An object of the form:
  15688. * ```js
  15689. * {
  15690. * "uniform1": { value: 1.0 },
  15691. * "uniform2": { value: 2 }
  15692. * }
  15693. * ```
  15694. * specifying the uniforms to be passed to the shader code; keys are uniform
  15695. * names, values are definitions of the form
  15696. * ```
  15697. * {
  15698. * value: 1.0
  15699. * }
  15700. * ```
  15701. * where `value` is the value of the uniform. Names must match the name of
  15702. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15703. * on every frame, so updating the value of the uniform will immediately
  15704. * update the value available to the GLSL code.
  15705. *
  15706. * @type {Object}
  15707. */
  15708. this.uniforms = {};
  15709. /**
  15710. * An array holding uniforms groups for configuring UBOs.
  15711. *
  15712. * @type {Array<UniformsGroup>}
  15713. */
  15714. this.uniformsGroups = [];
  15715. /**
  15716. * Vertex shader GLSL code. This is the actual code for the shader.
  15717. *
  15718. * @type {string}
  15719. */
  15720. this.vertexShader = default_vertex;
  15721. /**
  15722. * Fragment shader GLSL code. This is the actual code for the shader.
  15723. *
  15724. * @type {string}
  15725. */
  15726. this.fragmentShader = default_fragment;
  15727. /**
  15728. * Controls line thickness or lines.
  15729. *
  15730. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15731. * width of one pixel.
  15732. *
  15733. * @type {number}
  15734. * @default 1
  15735. */
  15736. this.linewidth = 1;
  15737. /**
  15738. * Renders the geometry as a wireframe.
  15739. *
  15740. * @type {boolean}
  15741. * @default false
  15742. */
  15743. this.wireframe = false;
  15744. /**
  15745. * Controls the thickness of the wireframe.
  15746. *
  15747. * WebGL and WebGPU ignore this property and always render
  15748. * 1 pixel wide lines.
  15749. *
  15750. * @type {number}
  15751. * @default 1
  15752. */
  15753. this.wireframeLinewidth = 1;
  15754. /**
  15755. * Define whether the material color is affected by global fog settings; `true`
  15756. * to pass fog uniforms to the shader.
  15757. *
  15758. * @type {boolean}
  15759. * @default false
  15760. */
  15761. this.fog = false;
  15762. /**
  15763. * Defines whether this material uses lighting; `true` to pass uniform data
  15764. * related to lighting to this shader.
  15765. *
  15766. * @type {boolean}
  15767. * @default false
  15768. */
  15769. this.lights = false;
  15770. /**
  15771. * Defines whether this material supports clipping; `true` to let the renderer
  15772. * pass the clippingPlanes uniform.
  15773. *
  15774. * @type {boolean}
  15775. * @default false
  15776. */
  15777. this.clipping = false;
  15778. /**
  15779. * Overwritten and set to `true` by default.
  15780. *
  15781. * @type {boolean}
  15782. * @default true
  15783. */
  15784. this.forceSinglePass = true;
  15785. /**
  15786. * This object allows to enable certain WebGL 2 extensions.
  15787. *
  15788. * - clipCullDistance: set to `true` to use vertex shader clipping
  15789. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15790. *
  15791. * @type {{clipCullDistance:false,multiDraw:false}}
  15792. */
  15793. this.extensions = {
  15794. clipCullDistance: false, // set to use vertex shader clipping
  15795. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15796. };
  15797. /**
  15798. * When the rendered geometry doesn't include these attributes but the
  15799. * material does, these default values will be passed to the shaders. This
  15800. * avoids errors when buffer data is missing.
  15801. *
  15802. * - color: [ 1, 1, 1 ]
  15803. * - uv: [ 0, 0 ]
  15804. * - uv1: [ 0, 0 ]
  15805. *
  15806. * @type {Object}
  15807. */
  15808. this.defaultAttributeValues = {
  15809. 'color': [ 1, 1, 1 ],
  15810. 'uv': [ 0, 0 ],
  15811. 'uv1': [ 0, 0 ]
  15812. };
  15813. /**
  15814. * If set, this calls [gl.bindAttribLocation]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation}
  15815. * to bind a generic vertex index to an attribute variable.
  15816. *
  15817. * @type {string|undefined}
  15818. * @default undefined
  15819. */
  15820. this.index0AttributeName = undefined;
  15821. /**
  15822. * Can be used to force a uniform update while changing uniforms in
  15823. * {@link Object3D#onBeforeRender}.
  15824. *
  15825. * @type {boolean}
  15826. * @default false
  15827. */
  15828. this.uniformsNeedUpdate = false;
  15829. /**
  15830. * Defines the GLSL version of custom shader code.
  15831. *
  15832. * @type {?(GLSL1|GLSL3)}
  15833. * @default null
  15834. */
  15835. this.glslVersion = null;
  15836. if ( parameters !== undefined ) {
  15837. this.setValues( parameters );
  15838. }
  15839. }
  15840. copy( source ) {
  15841. super.copy( source );
  15842. this.fragmentShader = source.fragmentShader;
  15843. this.vertexShader = source.vertexShader;
  15844. this.uniforms = cloneUniforms( source.uniforms );
  15845. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15846. this.defines = Object.assign( {}, source.defines );
  15847. this.wireframe = source.wireframe;
  15848. this.wireframeLinewidth = source.wireframeLinewidth;
  15849. this.fog = source.fog;
  15850. this.lights = source.lights;
  15851. this.clipping = source.clipping;
  15852. this.extensions = Object.assign( {}, source.extensions );
  15853. this.glslVersion = source.glslVersion;
  15854. return this;
  15855. }
  15856. toJSON( meta ) {
  15857. const data = super.toJSON( meta );
  15858. data.glslVersion = this.glslVersion;
  15859. data.uniforms = {};
  15860. for ( const name in this.uniforms ) {
  15861. const uniform = this.uniforms[ name ];
  15862. const value = uniform.value;
  15863. if ( value && value.isTexture ) {
  15864. data.uniforms[ name ] = {
  15865. type: 't',
  15866. value: value.toJSON( meta ).uuid
  15867. };
  15868. } else if ( value && value.isColor ) {
  15869. data.uniforms[ name ] = {
  15870. type: 'c',
  15871. value: value.getHex()
  15872. };
  15873. } else if ( value && value.isVector2 ) {
  15874. data.uniforms[ name ] = {
  15875. type: 'v2',
  15876. value: value.toArray()
  15877. };
  15878. } else if ( value && value.isVector3 ) {
  15879. data.uniforms[ name ] = {
  15880. type: 'v3',
  15881. value: value.toArray()
  15882. };
  15883. } else if ( value && value.isVector4 ) {
  15884. data.uniforms[ name ] = {
  15885. type: 'v4',
  15886. value: value.toArray()
  15887. };
  15888. } else if ( value && value.isMatrix3 ) {
  15889. data.uniforms[ name ] = {
  15890. type: 'm3',
  15891. value: value.toArray()
  15892. };
  15893. } else if ( value && value.isMatrix4 ) {
  15894. data.uniforms[ name ] = {
  15895. type: 'm4',
  15896. value: value.toArray()
  15897. };
  15898. } else {
  15899. data.uniforms[ name ] = {
  15900. value: value
  15901. };
  15902. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15903. }
  15904. }
  15905. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15906. data.vertexShader = this.vertexShader;
  15907. data.fragmentShader = this.fragmentShader;
  15908. data.lights = this.lights;
  15909. data.clipping = this.clipping;
  15910. const extensions = {};
  15911. for ( const key in this.extensions ) {
  15912. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15913. }
  15914. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15915. return data;
  15916. }
  15917. }
  15918. /**
  15919. * Abstract base class for cameras. This class should always be inherited
  15920. * when you build a new camera.
  15921. *
  15922. * @abstract
  15923. * @augments Object3D
  15924. */
  15925. class Camera extends Object3D {
  15926. /**
  15927. * Constructs a new camera.
  15928. */
  15929. constructor() {
  15930. super();
  15931. /**
  15932. * This flag can be used for type testing.
  15933. *
  15934. * @type {boolean}
  15935. * @readonly
  15936. * @default true
  15937. */
  15938. this.isCamera = true;
  15939. this.type = 'Camera';
  15940. /**
  15941. * The inverse of the camera's world matrix.
  15942. *
  15943. * @type {Matrix4}
  15944. */
  15945. this.matrixWorldInverse = new Matrix4();
  15946. /**
  15947. * The camera's projection matrix.
  15948. *
  15949. * @type {Matrix4}
  15950. */
  15951. this.projectionMatrix = new Matrix4();
  15952. /**
  15953. * The inverse of the camera's projection matrix.
  15954. *
  15955. * @type {Matrix4}
  15956. */
  15957. this.projectionMatrixInverse = new Matrix4();
  15958. /**
  15959. * The coordinate system in which the camera is used.
  15960. *
  15961. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15962. */
  15963. this.coordinateSystem = WebGLCoordinateSystem;
  15964. this._reversedDepth = false;
  15965. }
  15966. /**
  15967. * The flag that indicates whether the camera uses a reversed depth buffer.
  15968. *
  15969. * @type {boolean}
  15970. * @default false
  15971. */
  15972. get reversedDepth() {
  15973. return this._reversedDepth;
  15974. }
  15975. copy( source, recursive ) {
  15976. super.copy( source, recursive );
  15977. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  15978. this.projectionMatrix.copy( source.projectionMatrix );
  15979. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  15980. this.coordinateSystem = source.coordinateSystem;
  15981. return this;
  15982. }
  15983. /**
  15984. * Returns a vector representing the ("look") direction of the 3D object in world space.
  15985. *
  15986. * This method is overwritten since cameras have a different forward vector compared to other
  15987. * 3D objects. A camera looks down its local, negative z-axis by default.
  15988. *
  15989. * @param {Vector3} target - The target vector the result is stored to.
  15990. * @return {Vector3} The 3D object's direction in world space.
  15991. */
  15992. getWorldDirection( target ) {
  15993. return super.getWorldDirection( target ).negate();
  15994. }
  15995. updateMatrixWorld( force ) {
  15996. super.updateMatrixWorld( force );
  15997. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15998. }
  15999. updateWorldMatrix( updateParents, updateChildren ) {
  16000. super.updateWorldMatrix( updateParents, updateChildren );
  16001. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  16002. }
  16003. clone() {
  16004. return new this.constructor().copy( this );
  16005. }
  16006. }
  16007. const _v3$1 = /*@__PURE__*/ new Vector3();
  16008. const _minTarget = /*@__PURE__*/ new Vector2();
  16009. const _maxTarget = /*@__PURE__*/ new Vector2();
  16010. /**
  16011. * Camera that uses [perspective projection]{@link https://en.wikipedia.org/wiki/Perspective_(graphical)}.
  16012. *
  16013. * This projection mode is designed to mimic the way the human eye sees. It
  16014. * is the most common projection mode used for rendering a 3D scene.
  16015. *
  16016. * ```js
  16017. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  16018. * scene.add( camera );
  16019. * ```
  16020. *
  16021. * @augments Camera
  16022. */
  16023. class PerspectiveCamera extends Camera {
  16024. /**
  16025. * Constructs a new perspective camera.
  16026. *
  16027. * @param {number} [fov=50] - The vertical field of view.
  16028. * @param {number} [aspect=1] - The aspect ratio.
  16029. * @param {number} [near=0.1] - The camera's near plane.
  16030. * @param {number} [far=2000] - The camera's far plane.
  16031. */
  16032. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  16033. super();
  16034. /**
  16035. * This flag can be used for type testing.
  16036. *
  16037. * @type {boolean}
  16038. * @readonly
  16039. * @default true
  16040. */
  16041. this.isPerspectiveCamera = true;
  16042. this.type = 'PerspectiveCamera';
  16043. /**
  16044. * The vertical field of view, from bottom to top of view,
  16045. * in degrees.
  16046. *
  16047. * @type {number}
  16048. * @default 50
  16049. */
  16050. this.fov = fov;
  16051. /**
  16052. * The zoom factor of the camera.
  16053. *
  16054. * @type {number}
  16055. * @default 1
  16056. */
  16057. this.zoom = 1;
  16058. /**
  16059. * The camera's near plane. The valid range is greater than `0`
  16060. * and less than the current value of {@link PerspectiveCamera#far}.
  16061. *
  16062. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  16063. * valid value for a perspective camera's near plane.
  16064. *
  16065. * @type {number}
  16066. * @default 0.1
  16067. */
  16068. this.near = near;
  16069. /**
  16070. * The camera's far plane. Must be greater than the
  16071. * current value of {@link PerspectiveCamera#near}.
  16072. *
  16073. * @type {number}
  16074. * @default 2000
  16075. */
  16076. this.far = far;
  16077. /**
  16078. * Object distance used for stereoscopy and depth-of-field effects. This
  16079. * parameter does not influence the projection matrix unless a
  16080. * {@link StereoCamera} is being used.
  16081. *
  16082. * @type {number}
  16083. * @default 10
  16084. */
  16085. this.focus = 10;
  16086. /**
  16087. * The aspect ratio, usually the canvas width / canvas height.
  16088. *
  16089. * @type {number}
  16090. * @default 1
  16091. */
  16092. this.aspect = aspect;
  16093. /**
  16094. * Represents the frustum window specification. This property should not be edited
  16095. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  16096. *
  16097. * @type {?Object}
  16098. * @default null
  16099. */
  16100. this.view = null;
  16101. /**
  16102. * Film size used for the larger axis. Default is `35` (millimeters). This
  16103. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  16104. * is set to a nonzero value.
  16105. *
  16106. * @type {number}
  16107. * @default 35
  16108. */
  16109. this.filmGauge = 35;
  16110. /**
  16111. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  16112. *
  16113. * @type {number}
  16114. * @default 0
  16115. */
  16116. this.filmOffset = 0;
  16117. this.updateProjectionMatrix();
  16118. }
  16119. copy( source, recursive ) {
  16120. super.copy( source, recursive );
  16121. this.fov = source.fov;
  16122. this.zoom = source.zoom;
  16123. this.near = source.near;
  16124. this.far = source.far;
  16125. this.focus = source.focus;
  16126. this.aspect = source.aspect;
  16127. this.view = source.view === null ? null : Object.assign( {}, source.view );
  16128. this.filmGauge = source.filmGauge;
  16129. this.filmOffset = source.filmOffset;
  16130. return this;
  16131. }
  16132. /**
  16133. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  16134. *
  16135. * The default film gauge is 35, so that the focal length can be specified for
  16136. * a 35mm (full frame) camera.
  16137. *
  16138. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  16139. */
  16140. setFocalLength( focalLength ) {
  16141. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  16142. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  16143. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  16144. this.updateProjectionMatrix();
  16145. }
  16146. /**
  16147. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  16148. * {@link PerspectiveCamera#filmGauge}.
  16149. *
  16150. * @return {number} The computed focal length.
  16151. */
  16152. getFocalLength() {
  16153. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  16154. return 0.5 * this.getFilmHeight() / vExtentSlope;
  16155. }
  16156. /**
  16157. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  16158. *
  16159. * @return {number} The effective FOV.
  16160. */
  16161. getEffectiveFOV() {
  16162. return RAD2DEG * 2 * Math.atan(
  16163. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  16164. }
  16165. /**
  16166. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16167. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16168. *
  16169. * @return {number} The film width.
  16170. */
  16171. getFilmWidth() {
  16172. // film not completely covered in portrait format (aspect < 1)
  16173. return this.filmGauge * Math.min( this.aspect, 1 );
  16174. }
  16175. /**
  16176. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  16177. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  16178. *
  16179. * @return {number} The film width.
  16180. */
  16181. getFilmHeight() {
  16182. // film not completely covered in landscape format (aspect > 1)
  16183. return this.filmGauge / Math.max( this.aspect, 1 );
  16184. }
  16185. /**
  16186. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  16187. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  16188. *
  16189. * @param {number} distance - The viewing distance.
  16190. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  16191. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  16192. */
  16193. getViewBounds( distance, minTarget, maxTarget ) {
  16194. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16195. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16196. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  16197. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  16198. }
  16199. /**
  16200. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  16201. *
  16202. * @param {number} distance - The viewing distance.
  16203. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  16204. * @returns {Vector2} The view size.
  16205. */
  16206. getViewSize( distance, target ) {
  16207. this.getViewBounds( distance, _minTarget, _maxTarget );
  16208. return target.subVectors( _maxTarget, _minTarget );
  16209. }
  16210. /**
  16211. * Sets an offset in a larger frustum. This is useful for multi-window or
  16212. * multi-monitor/multi-machine setups.
  16213. *
  16214. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16215. * the monitors are in grid like this
  16216. *```
  16217. * +---+---+---+
  16218. * | A | B | C |
  16219. * +---+---+---+
  16220. * | D | E | F |
  16221. * +---+---+---+
  16222. *```
  16223. * then for each monitor you would call it like this:
  16224. *```js
  16225. * const w = 1920;
  16226. * const h = 1080;
  16227. * const fullWidth = w * 3;
  16228. * const fullHeight = h * 2;
  16229. *
  16230. * // --A--
  16231. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16232. * // --B--
  16233. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16234. * // --C--
  16235. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16236. * // --D--
  16237. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16238. * // --E--
  16239. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16240. * // --F--
  16241. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16242. * ```
  16243. *
  16244. * Note there is no reason monitors have to be the same size or in a grid.
  16245. *
  16246. * @param {number} fullWidth - The full width of multiview setup.
  16247. * @param {number} fullHeight - The full height of multiview setup.
  16248. * @param {number} x - The horizontal offset of the subcamera.
  16249. * @param {number} y - The vertical offset of the subcamera.
  16250. * @param {number} width - The width of subcamera.
  16251. * @param {number} height - The height of subcamera.
  16252. */
  16253. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16254. this.aspect = fullWidth / fullHeight;
  16255. if ( this.view === null ) {
  16256. this.view = {
  16257. enabled: true,
  16258. fullWidth: 1,
  16259. fullHeight: 1,
  16260. offsetX: 0,
  16261. offsetY: 0,
  16262. width: 1,
  16263. height: 1
  16264. };
  16265. }
  16266. this.view.enabled = true;
  16267. this.view.fullWidth = fullWidth;
  16268. this.view.fullHeight = fullHeight;
  16269. this.view.offsetX = x;
  16270. this.view.offsetY = y;
  16271. this.view.width = width;
  16272. this.view.height = height;
  16273. this.updateProjectionMatrix();
  16274. }
  16275. /**
  16276. * Removes the view offset from the projection matrix.
  16277. */
  16278. clearViewOffset() {
  16279. if ( this.view !== null ) {
  16280. this.view.enabled = false;
  16281. }
  16282. this.updateProjectionMatrix();
  16283. }
  16284. /**
  16285. * Updates the camera's projection matrix. Must be called after any change of
  16286. * camera properties.
  16287. */
  16288. updateProjectionMatrix() {
  16289. const near = this.near;
  16290. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16291. let height = 2 * top;
  16292. let width = this.aspect * height;
  16293. let left = -0.5 * width;
  16294. const view = this.view;
  16295. if ( this.view !== null && this.view.enabled ) {
  16296. const fullWidth = view.fullWidth,
  16297. fullHeight = view.fullHeight;
  16298. left += view.offsetX * width / fullWidth;
  16299. top -= view.offsetY * height / fullHeight;
  16300. width *= view.width / fullWidth;
  16301. height *= view.height / fullHeight;
  16302. }
  16303. const skew = this.filmOffset;
  16304. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16305. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth );
  16306. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16307. }
  16308. toJSON( meta ) {
  16309. const data = super.toJSON( meta );
  16310. data.object.fov = this.fov;
  16311. data.object.zoom = this.zoom;
  16312. data.object.near = this.near;
  16313. data.object.far = this.far;
  16314. data.object.focus = this.focus;
  16315. data.object.aspect = this.aspect;
  16316. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16317. data.object.filmGauge = this.filmGauge;
  16318. data.object.filmOffset = this.filmOffset;
  16319. return data;
  16320. }
  16321. }
  16322. const fov = -90; // negative fov is not an error
  16323. const aspect = 1;
  16324. /**
  16325. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16326. * cube render target. The render target can then be used as an environment map for rendering
  16327. * realtime reflections in your scene.
  16328. *
  16329. * ```js
  16330. * // Create cube render target
  16331. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16332. *
  16333. * // Create cube camera
  16334. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16335. * scene.add( cubeCamera );
  16336. *
  16337. * // Create car
  16338. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16339. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16340. * scene.add( car );
  16341. *
  16342. * // Update the render target cube
  16343. * car.visible = false;
  16344. * cubeCamera.position.copy( car.position );
  16345. * cubeCamera.update( renderer, scene );
  16346. *
  16347. * // Render the scene
  16348. * car.visible = true;
  16349. * renderer.render( scene, camera );
  16350. * ```
  16351. *
  16352. * @augments Object3D
  16353. */
  16354. class CubeCamera extends Object3D {
  16355. /**
  16356. * Constructs a new cube camera.
  16357. *
  16358. * @param {number} near - The camera's near plane.
  16359. * @param {number} far - The camera's far plane.
  16360. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16361. */
  16362. constructor( near, far, renderTarget ) {
  16363. super();
  16364. this.type = 'CubeCamera';
  16365. /**
  16366. * A reference to the cube render target.
  16367. *
  16368. * @type {WebGLCubeRenderTarget}
  16369. */
  16370. this.renderTarget = renderTarget;
  16371. /**
  16372. * The current active coordinate system.
  16373. *
  16374. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16375. * @default null
  16376. */
  16377. this.coordinateSystem = null;
  16378. /**
  16379. * The current active mipmap level
  16380. *
  16381. * @type {number}
  16382. * @default 0
  16383. */
  16384. this.activeMipmapLevel = 0;
  16385. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16386. cameraPX.layers = this.layers;
  16387. this.add( cameraPX );
  16388. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16389. cameraNX.layers = this.layers;
  16390. this.add( cameraNX );
  16391. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16392. cameraPY.layers = this.layers;
  16393. this.add( cameraPY );
  16394. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16395. cameraNY.layers = this.layers;
  16396. this.add( cameraNY );
  16397. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16398. cameraPZ.layers = this.layers;
  16399. this.add( cameraPZ );
  16400. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16401. cameraNZ.layers = this.layers;
  16402. this.add( cameraNZ );
  16403. }
  16404. /**
  16405. * Must be called when the coordinate system of the cube camera is changed.
  16406. */
  16407. updateCoordinateSystem() {
  16408. const coordinateSystem = this.coordinateSystem;
  16409. const cameras = this.children.concat();
  16410. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16411. for ( const camera of cameras ) this.remove( camera );
  16412. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16413. cameraPX.up.set( 0, 1, 0 );
  16414. cameraPX.lookAt( 1, 0, 0 );
  16415. cameraNX.up.set( 0, 1, 0 );
  16416. cameraNX.lookAt( -1, 0, 0 );
  16417. cameraPY.up.set( 0, 0, -1 );
  16418. cameraPY.lookAt( 0, 1, 0 );
  16419. cameraNY.up.set( 0, 0, 1 );
  16420. cameraNY.lookAt( 0, -1, 0 );
  16421. cameraPZ.up.set( 0, 1, 0 );
  16422. cameraPZ.lookAt( 0, 0, 1 );
  16423. cameraNZ.up.set( 0, 1, 0 );
  16424. cameraNZ.lookAt( 0, 0, -1 );
  16425. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16426. cameraPX.up.set( 0, -1, 0 );
  16427. cameraPX.lookAt( -1, 0, 0 );
  16428. cameraNX.up.set( 0, -1, 0 );
  16429. cameraNX.lookAt( 1, 0, 0 );
  16430. cameraPY.up.set( 0, 0, 1 );
  16431. cameraPY.lookAt( 0, 1, 0 );
  16432. cameraNY.up.set( 0, 0, -1 );
  16433. cameraNY.lookAt( 0, -1, 0 );
  16434. cameraPZ.up.set( 0, -1, 0 );
  16435. cameraPZ.lookAt( 0, 0, 1 );
  16436. cameraNZ.up.set( 0, -1, 0 );
  16437. cameraNZ.lookAt( 0, 0, -1 );
  16438. } else {
  16439. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16440. }
  16441. for ( const camera of cameras ) {
  16442. this.add( camera );
  16443. camera.updateMatrixWorld();
  16444. }
  16445. }
  16446. /**
  16447. * Calling this method will render the given scene with the given renderer
  16448. * into the cube render target of the camera.
  16449. *
  16450. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16451. * @param {Scene} scene - The scene to render.
  16452. */
  16453. update( renderer, scene ) {
  16454. if ( this.parent === null ) this.updateMatrixWorld();
  16455. const { renderTarget, activeMipmapLevel } = this;
  16456. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16457. this.coordinateSystem = renderer.coordinateSystem;
  16458. this.updateCoordinateSystem();
  16459. }
  16460. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16461. const currentRenderTarget = renderer.getRenderTarget();
  16462. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16463. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16464. const currentXrEnabled = renderer.xr.enabled;
  16465. renderer.xr.enabled = false;
  16466. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16467. renderTarget.texture.generateMipmaps = false;
  16468. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16469. renderer.render( scene, cameraPX );
  16470. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16471. renderer.render( scene, cameraNX );
  16472. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16473. renderer.render( scene, cameraPY );
  16474. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16475. renderer.render( scene, cameraNY );
  16476. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16477. renderer.render( scene, cameraPZ );
  16478. // mipmaps are generated during the last call of render()
  16479. // at this point, all sides of the cube render target are defined
  16480. renderTarget.texture.generateMipmaps = generateMipmaps;
  16481. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16482. renderer.render( scene, cameraNZ );
  16483. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16484. renderer.xr.enabled = currentXrEnabled;
  16485. renderTarget.texture.needsPMREMUpdate = true;
  16486. }
  16487. }
  16488. /**
  16489. * Creates a cube texture made up of six images.
  16490. *
  16491. * ```js
  16492. * const loader = new THREE.CubeTextureLoader();
  16493. * loader.setPath( 'textures/cube/pisa/' );
  16494. *
  16495. * const textureCube = loader.load( [
  16496. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16497. * ] );
  16498. *
  16499. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16500. * ```
  16501. *
  16502. * @augments Texture
  16503. */
  16504. class CubeTexture extends Texture {
  16505. /**
  16506. * Constructs a new cube texture.
  16507. *
  16508. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16509. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16510. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16511. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16512. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16513. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16514. * @param {number} [format=RGBAFormat] - The texture format.
  16515. * @param {number} [type=UnsignedByteType] - The texture type.
  16516. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16517. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16518. */
  16519. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16520. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16521. /**
  16522. * This flag can be used for type testing.
  16523. *
  16524. * @type {boolean}
  16525. * @readonly
  16526. * @default true
  16527. */
  16528. this.isCubeTexture = true;
  16529. /**
  16530. * If set to `true`, the texture is flipped along the vertical axis when
  16531. * uploaded to the GPU.
  16532. *
  16533. * Overwritten and set to `false` by default.
  16534. *
  16535. * @type {boolean}
  16536. * @default false
  16537. */
  16538. this.flipY = false;
  16539. }
  16540. /**
  16541. * Alias for {@link CubeTexture#image}.
  16542. *
  16543. * @type {Array<Image>}
  16544. */
  16545. get images() {
  16546. return this.image;
  16547. }
  16548. set images( value ) {
  16549. this.image = value;
  16550. }
  16551. }
  16552. /**
  16553. * A cube render target used in context of {@link WebGLRenderer}.
  16554. *
  16555. * @augments WebGLRenderTarget
  16556. */
  16557. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16558. /**
  16559. * Constructs a new cube render target.
  16560. *
  16561. * @param {number} [size=1] - The size of the render target.
  16562. * @param {RenderTarget~Options} [options] - The configuration object.
  16563. */
  16564. constructor( size = 1, options = {} ) {
  16565. super( size, size, options );
  16566. /**
  16567. * This flag can be used for type testing.
  16568. *
  16569. * @type {boolean}
  16570. * @readonly
  16571. * @default true
  16572. */
  16573. this.isWebGLCubeRenderTarget = true;
  16574. const image = { width: size, height: size, depth: 1 };
  16575. const images = [ image, image, image, image, image, image ];
  16576. /**
  16577. * Overwritten with a different texture type.
  16578. *
  16579. * @type {DataArrayTexture}
  16580. */
  16581. this.texture = new CubeTexture( images );
  16582. this._setTextureOptions( options );
  16583. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16584. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16585. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16586. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16587. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16588. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16589. this.texture.isRenderTargetTexture = true;
  16590. }
  16591. /**
  16592. * Converts the given equirectangular texture to a cube map.
  16593. *
  16594. * @param {WebGLRenderer} renderer - The renderer.
  16595. * @param {Texture} texture - The equirectangular texture.
  16596. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16597. */
  16598. fromEquirectangularTexture( renderer, texture ) {
  16599. this.texture.type = texture.type;
  16600. this.texture.colorSpace = texture.colorSpace;
  16601. this.texture.generateMipmaps = texture.generateMipmaps;
  16602. this.texture.minFilter = texture.minFilter;
  16603. this.texture.magFilter = texture.magFilter;
  16604. const shader = {
  16605. uniforms: {
  16606. tEquirect: { value: null },
  16607. },
  16608. vertexShader: /* glsl */`
  16609. varying vec3 vWorldDirection;
  16610. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16611. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16612. }
  16613. void main() {
  16614. vWorldDirection = transformDirection( position, modelMatrix );
  16615. #include <begin_vertex>
  16616. #include <project_vertex>
  16617. }
  16618. `,
  16619. fragmentShader: /* glsl */`
  16620. uniform sampler2D tEquirect;
  16621. varying vec3 vWorldDirection;
  16622. #include <common>
  16623. void main() {
  16624. vec3 direction = normalize( vWorldDirection );
  16625. vec2 sampleUV = equirectUv( direction );
  16626. gl_FragColor = texture2D( tEquirect, sampleUV );
  16627. }
  16628. `
  16629. };
  16630. const geometry = new BoxGeometry( 5, 5, 5 );
  16631. const material = new ShaderMaterial( {
  16632. name: 'CubemapFromEquirect',
  16633. uniforms: cloneUniforms( shader.uniforms ),
  16634. vertexShader: shader.vertexShader,
  16635. fragmentShader: shader.fragmentShader,
  16636. side: BackSide,
  16637. blending: NoBlending
  16638. } );
  16639. material.uniforms.tEquirect.value = texture;
  16640. const mesh = new Mesh( geometry, material );
  16641. const currentMinFilter = texture.minFilter;
  16642. // Avoid blurred poles
  16643. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16644. const camera = new CubeCamera( 1, 10, this );
  16645. camera.update( renderer, mesh );
  16646. texture.minFilter = currentMinFilter;
  16647. mesh.geometry.dispose();
  16648. mesh.material.dispose();
  16649. return this;
  16650. }
  16651. /**
  16652. * Clears this cube render target.
  16653. *
  16654. * @param {WebGLRenderer} renderer - The renderer.
  16655. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16656. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16657. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16658. */
  16659. clear( renderer, color = true, depth = true, stencil = true ) {
  16660. const currentRenderTarget = renderer.getRenderTarget();
  16661. for ( let i = 0; i < 6; i ++ ) {
  16662. renderer.setRenderTarget( this, i );
  16663. renderer.clear( color, depth, stencil );
  16664. }
  16665. renderer.setRenderTarget( currentRenderTarget );
  16666. }
  16667. }
  16668. /**
  16669. * This is almost identical to an {@link Object3D}. Its purpose is to
  16670. * make working with groups of objects syntactically clearer.
  16671. *
  16672. * ```js
  16673. * // Create a group and add the two cubes.
  16674. * // These cubes can now be rotated / scaled etc as a group.
  16675. * const group = new THREE.Group();
  16676. *
  16677. * group.add( meshA );
  16678. * group.add( meshB );
  16679. *
  16680. * scene.add( group );
  16681. * ```
  16682. *
  16683. * @augments Object3D
  16684. */
  16685. class Group extends Object3D {
  16686. constructor() {
  16687. super();
  16688. /**
  16689. * This flag can be used for type testing.
  16690. *
  16691. * @type {boolean}
  16692. * @readonly
  16693. * @default true
  16694. */
  16695. this.isGroup = true;
  16696. this.type = 'Group';
  16697. }
  16698. }
  16699. const _moveEvent = { type: 'move' };
  16700. /**
  16701. * Class for representing a XR controller with its
  16702. * different coordinate systems.
  16703. *
  16704. * @private
  16705. */
  16706. class WebXRController {
  16707. /**
  16708. * Constructs a new XR controller.
  16709. */
  16710. constructor() {
  16711. /**
  16712. * A group representing the target ray space
  16713. * of the XR controller.
  16714. *
  16715. * @private
  16716. * @type {?Group}
  16717. * @default null
  16718. */
  16719. this._targetRay = null;
  16720. /**
  16721. * A group representing the grip space
  16722. * of the XR controller.
  16723. *
  16724. * @private
  16725. * @type {?Group}
  16726. * @default null
  16727. */
  16728. this._grip = null;
  16729. /**
  16730. * A group representing the hand space
  16731. * of the XR controller.
  16732. *
  16733. * @private
  16734. * @type {?Group}
  16735. * @default null
  16736. */
  16737. this._hand = null;
  16738. }
  16739. /**
  16740. * Returns a group representing the hand space of the XR controller.
  16741. *
  16742. * @return {Group} A group representing the hand space of the XR controller.
  16743. */
  16744. getHandSpace() {
  16745. if ( this._hand === null ) {
  16746. this._hand = new Group();
  16747. this._hand.matrixAutoUpdate = false;
  16748. this._hand.visible = false;
  16749. this._hand.joints = {};
  16750. this._hand.inputState = { pinching: false };
  16751. }
  16752. return this._hand;
  16753. }
  16754. /**
  16755. * Returns a group representing the target ray space of the XR controller.
  16756. *
  16757. * @return {Group} A group representing the target ray space of the XR controller.
  16758. */
  16759. getTargetRaySpace() {
  16760. if ( this._targetRay === null ) {
  16761. this._targetRay = new Group();
  16762. this._targetRay.matrixAutoUpdate = false;
  16763. this._targetRay.visible = false;
  16764. this._targetRay.hasLinearVelocity = false;
  16765. this._targetRay.linearVelocity = new Vector3();
  16766. this._targetRay.hasAngularVelocity = false;
  16767. this._targetRay.angularVelocity = new Vector3();
  16768. }
  16769. return this._targetRay;
  16770. }
  16771. /**
  16772. * Returns a group representing the grip space of the XR controller.
  16773. *
  16774. * @return {Group} A group representing the grip space of the XR controller.
  16775. */
  16776. getGripSpace() {
  16777. if ( this._grip === null ) {
  16778. this._grip = new Group();
  16779. this._grip.matrixAutoUpdate = false;
  16780. this._grip.visible = false;
  16781. this._grip.hasLinearVelocity = false;
  16782. this._grip.linearVelocity = new Vector3();
  16783. this._grip.hasAngularVelocity = false;
  16784. this._grip.angularVelocity = new Vector3();
  16785. }
  16786. return this._grip;
  16787. }
  16788. /**
  16789. * Dispatches the given event to the groups representing
  16790. * the different coordinate spaces of the XR controller.
  16791. *
  16792. * @param {Object} event - The event to dispatch.
  16793. * @return {WebXRController} A reference to this instance.
  16794. */
  16795. dispatchEvent( event ) {
  16796. if ( this._targetRay !== null ) {
  16797. this._targetRay.dispatchEvent( event );
  16798. }
  16799. if ( this._grip !== null ) {
  16800. this._grip.dispatchEvent( event );
  16801. }
  16802. if ( this._hand !== null ) {
  16803. this._hand.dispatchEvent( event );
  16804. }
  16805. return this;
  16806. }
  16807. /**
  16808. * Connects the controller with the given XR input source.
  16809. *
  16810. * @param {XRInputSource} inputSource - The input source.
  16811. * @return {WebXRController} A reference to this instance.
  16812. */
  16813. connect( inputSource ) {
  16814. if ( inputSource && inputSource.hand ) {
  16815. const hand = this._hand;
  16816. if ( hand ) {
  16817. for ( const inputjoint of inputSource.hand.values() ) {
  16818. // Initialize hand with joints when connected
  16819. this._getHandJoint( hand, inputjoint );
  16820. }
  16821. }
  16822. }
  16823. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16824. return this;
  16825. }
  16826. /**
  16827. * Disconnects the controller from the given XR input source.
  16828. *
  16829. * @param {XRInputSource} inputSource - The input source.
  16830. * @return {WebXRController} A reference to this instance.
  16831. */
  16832. disconnect( inputSource ) {
  16833. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16834. if ( this._targetRay !== null ) {
  16835. this._targetRay.visible = false;
  16836. }
  16837. if ( this._grip !== null ) {
  16838. this._grip.visible = false;
  16839. }
  16840. if ( this._hand !== null ) {
  16841. this._hand.visible = false;
  16842. }
  16843. return this;
  16844. }
  16845. /**
  16846. * Updates the controller with the given input source, XR frame and reference space.
  16847. * This updates the transformations of the groups that represent the different
  16848. * coordinate systems of the controller.
  16849. *
  16850. * @param {XRInputSource} inputSource - The input source.
  16851. * @param {XRFrame} frame - The XR frame.
  16852. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16853. * @return {WebXRController} A reference to this instance.
  16854. */
  16855. update( inputSource, frame, referenceSpace ) {
  16856. let inputPose = null;
  16857. let gripPose = null;
  16858. let handPose = null;
  16859. const targetRay = this._targetRay;
  16860. const grip = this._grip;
  16861. const hand = this._hand;
  16862. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16863. if ( hand && inputSource.hand ) {
  16864. handPose = true;
  16865. for ( const inputjoint of inputSource.hand.values() ) {
  16866. // Update the joints groups with the XRJoint poses
  16867. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16868. // The transform of this joint will be updated with the joint pose on each frame
  16869. const joint = this._getHandJoint( hand, inputjoint );
  16870. if ( jointPose !== null ) {
  16871. joint.matrix.fromArray( jointPose.transform.matrix );
  16872. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16873. joint.matrixWorldNeedsUpdate = true;
  16874. joint.jointRadius = jointPose.radius;
  16875. }
  16876. joint.visible = jointPose !== null;
  16877. }
  16878. // Custom events
  16879. // Check pinchz
  16880. const indexTip = hand.joints[ 'index-finger-tip' ];
  16881. const thumbTip = hand.joints[ 'thumb-tip' ];
  16882. const distance = indexTip.position.distanceTo( thumbTip.position );
  16883. const distanceToPinch = 0.02;
  16884. const threshold = 0.005;
  16885. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16886. hand.inputState.pinching = false;
  16887. this.dispatchEvent( {
  16888. type: 'pinchend',
  16889. handedness: inputSource.handedness,
  16890. target: this
  16891. } );
  16892. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16893. hand.inputState.pinching = true;
  16894. this.dispatchEvent( {
  16895. type: 'pinchstart',
  16896. handedness: inputSource.handedness,
  16897. target: this
  16898. } );
  16899. }
  16900. } else {
  16901. if ( grip !== null && inputSource.gripSpace ) {
  16902. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16903. if ( gripPose !== null ) {
  16904. grip.matrix.fromArray( gripPose.transform.matrix );
  16905. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16906. grip.matrixWorldNeedsUpdate = true;
  16907. if ( gripPose.linearVelocity ) {
  16908. grip.hasLinearVelocity = true;
  16909. grip.linearVelocity.copy( gripPose.linearVelocity );
  16910. } else {
  16911. grip.hasLinearVelocity = false;
  16912. }
  16913. if ( gripPose.angularVelocity ) {
  16914. grip.hasAngularVelocity = true;
  16915. grip.angularVelocity.copy( gripPose.angularVelocity );
  16916. } else {
  16917. grip.hasAngularVelocity = false;
  16918. }
  16919. }
  16920. }
  16921. }
  16922. if ( targetRay !== null ) {
  16923. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16924. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16925. if ( inputPose === null && gripPose !== null ) {
  16926. inputPose = gripPose;
  16927. }
  16928. if ( inputPose !== null ) {
  16929. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16930. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16931. targetRay.matrixWorldNeedsUpdate = true;
  16932. if ( inputPose.linearVelocity ) {
  16933. targetRay.hasLinearVelocity = true;
  16934. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16935. } else {
  16936. targetRay.hasLinearVelocity = false;
  16937. }
  16938. if ( inputPose.angularVelocity ) {
  16939. targetRay.hasAngularVelocity = true;
  16940. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16941. } else {
  16942. targetRay.hasAngularVelocity = false;
  16943. }
  16944. this.dispatchEvent( _moveEvent );
  16945. }
  16946. }
  16947. }
  16948. if ( targetRay !== null ) {
  16949. targetRay.visible = ( inputPose !== null );
  16950. }
  16951. if ( grip !== null ) {
  16952. grip.visible = ( gripPose !== null );
  16953. }
  16954. if ( hand !== null ) {
  16955. hand.visible = ( handPose !== null );
  16956. }
  16957. return this;
  16958. }
  16959. /**
  16960. * Returns a group representing the hand joint for the given input joint.
  16961. *
  16962. * @private
  16963. * @param {Group} hand - The group representing the hand space.
  16964. * @param {XRJointSpace} inputjoint - The hand joint data.
  16965. * @return {Group} A group representing the hand joint for the given input joint.
  16966. */
  16967. _getHandJoint( hand, inputjoint ) {
  16968. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16969. const joint = new Group();
  16970. joint.matrixAutoUpdate = false;
  16971. joint.visible = false;
  16972. hand.joints[ inputjoint.jointName ] = joint;
  16973. hand.add( joint );
  16974. }
  16975. return hand.joints[ inputjoint.jointName ];
  16976. }
  16977. }
  16978. /**
  16979. * This class can be used to define an exponential squared fog,
  16980. * which gives a clear view near the camera and a faster than exponentially
  16981. * densening fog farther from the camera.
  16982. *
  16983. * ```js
  16984. * const scene = new THREE.Scene();
  16985. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  16986. * ```
  16987. */
  16988. class FogExp2 {
  16989. /**
  16990. * Constructs a new fog.
  16991. *
  16992. * @param {number|Color} color - The fog's color.
  16993. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  16994. */
  16995. constructor( color, density = 0.00025 ) {
  16996. /**
  16997. * This flag can be used for type testing.
  16998. *
  16999. * @type {boolean}
  17000. * @readonly
  17001. * @default true
  17002. */
  17003. this.isFogExp2 = true;
  17004. /**
  17005. * The name of the fog.
  17006. *
  17007. * @type {string}
  17008. */
  17009. this.name = '';
  17010. /**
  17011. * The fog's color.
  17012. *
  17013. * @type {Color}
  17014. */
  17015. this.color = new Color( color );
  17016. /**
  17017. * Defines how fast the fog will grow dense.
  17018. *
  17019. * @type {number}
  17020. * @default 0.00025
  17021. */
  17022. this.density = density;
  17023. }
  17024. /**
  17025. * Returns a new fog with copied values from this instance.
  17026. *
  17027. * @return {FogExp2} A clone of this instance.
  17028. */
  17029. clone() {
  17030. return new FogExp2( this.color, this.density );
  17031. }
  17032. /**
  17033. * Serializes the fog into JSON.
  17034. *
  17035. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17036. * @return {Object} A JSON object representing the serialized fog
  17037. */
  17038. toJSON( /* meta */ ) {
  17039. return {
  17040. type: 'FogExp2',
  17041. name: this.name,
  17042. color: this.color.getHex(),
  17043. density: this.density
  17044. };
  17045. }
  17046. }
  17047. /**
  17048. * This class can be used to define a linear fog that grows linearly denser
  17049. * with the distance.
  17050. *
  17051. * ```js
  17052. * const scene = new THREE.Scene();
  17053. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  17054. * ```
  17055. */
  17056. class Fog {
  17057. /**
  17058. * Constructs a new fog.
  17059. *
  17060. * @param {number|Color} color - The fog's color.
  17061. * @param {number} [near=1] - The minimum distance to start applying fog.
  17062. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  17063. */
  17064. constructor( color, near = 1, far = 1000 ) {
  17065. /**
  17066. * This flag can be used for type testing.
  17067. *
  17068. * @type {boolean}
  17069. * @readonly
  17070. * @default true
  17071. */
  17072. this.isFog = true;
  17073. /**
  17074. * The name of the fog.
  17075. *
  17076. * @type {string}
  17077. */
  17078. this.name = '';
  17079. /**
  17080. * The fog's color.
  17081. *
  17082. * @type {Color}
  17083. */
  17084. this.color = new Color( color );
  17085. /**
  17086. * The minimum distance to start applying fog. Objects that are less than
  17087. * `near` units from the active camera won't be affected by fog.
  17088. *
  17089. * @type {number}
  17090. * @default 1
  17091. */
  17092. this.near = near;
  17093. /**
  17094. * The maximum distance at which fog stops being calculated and applied.
  17095. * Objects that are more than `far` units away from the active camera won't
  17096. * be affected by fog.
  17097. *
  17098. * @type {number}
  17099. * @default 1000
  17100. */
  17101. this.far = far;
  17102. }
  17103. /**
  17104. * Returns a new fog with copied values from this instance.
  17105. *
  17106. * @return {Fog} A clone of this instance.
  17107. */
  17108. clone() {
  17109. return new Fog( this.color, this.near, this.far );
  17110. }
  17111. /**
  17112. * Serializes the fog into JSON.
  17113. *
  17114. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  17115. * @return {Object} A JSON object representing the serialized fog
  17116. */
  17117. toJSON( /* meta */ ) {
  17118. return {
  17119. type: 'Fog',
  17120. name: this.name,
  17121. color: this.color.getHex(),
  17122. near: this.near,
  17123. far: this.far
  17124. };
  17125. }
  17126. }
  17127. /**
  17128. * Scenes allow you to set up what is to be rendered and where by three.js.
  17129. * This is where you place 3D objects like meshes, lines or lights.
  17130. *
  17131. * @augments Object3D
  17132. */
  17133. class Scene extends Object3D {
  17134. /**
  17135. * Constructs a new scene.
  17136. */
  17137. constructor() {
  17138. super();
  17139. /**
  17140. * This flag can be used for type testing.
  17141. *
  17142. * @type {boolean}
  17143. * @readonly
  17144. * @default true
  17145. */
  17146. this.isScene = true;
  17147. this.type = 'Scene';
  17148. /**
  17149. * Defines the background of the scene. Valid inputs are:
  17150. *
  17151. * - A color for defining a uniform colored background.
  17152. * - A texture for defining a (flat) textured background.
  17153. * - Cube textures or equirectangular textures for defining a skybox.
  17154. *
  17155. * @type {?(Color|Texture)}
  17156. * @default null
  17157. */
  17158. this.background = null;
  17159. /**
  17160. * Sets the environment map for all physical materials in the scene. However,
  17161. * it's not possible to overwrite an existing texture assigned to the `envMap`
  17162. * material property.
  17163. *
  17164. * @type {?Texture}
  17165. * @default null
  17166. */
  17167. this.environment = null;
  17168. /**
  17169. * A fog instance defining the type of fog that affects everything
  17170. * rendered in the scene.
  17171. *
  17172. * @type {?(Fog|FogExp2)}
  17173. * @default null
  17174. */
  17175. this.fog = null;
  17176. /**
  17177. * Sets the blurriness of the background. Only influences environment maps
  17178. * assigned to {@link Scene#background}. Valid input is a float between `0`
  17179. * and `1`.
  17180. *
  17181. * @type {number}
  17182. * @default 0
  17183. */
  17184. this.backgroundBlurriness = 0;
  17185. /**
  17186. * Attenuates the color of the background. Only applies to background textures.
  17187. *
  17188. * @type {number}
  17189. * @default 1
  17190. */
  17191. this.backgroundIntensity = 1;
  17192. /**
  17193. * The rotation of the background in radians. Only influences environment maps
  17194. * assigned to {@link Scene#background}.
  17195. *
  17196. * @type {Euler}
  17197. * @default (0,0,0)
  17198. */
  17199. this.backgroundRotation = new Euler();
  17200. /**
  17201. * Attenuates the color of the environment. Only influences environment maps
  17202. * assigned to {@link Scene#environment}.
  17203. *
  17204. * @type {number}
  17205. * @default 1
  17206. */
  17207. this.environmentIntensity = 1;
  17208. /**
  17209. * The rotation of the environment map in radians. Only influences physical materials
  17210. * in the scene when {@link Scene#environment} is used.
  17211. *
  17212. * @type {Euler}
  17213. * @default (0,0,0)
  17214. */
  17215. this.environmentRotation = new Euler();
  17216. /**
  17217. * Forces everything in the scene to be rendered with the defined material. It is possible
  17218. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17219. *
  17220. * @type {?Material}
  17221. * @default null
  17222. */
  17223. this.overrideMaterial = null;
  17224. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17225. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17226. }
  17227. }
  17228. copy( source, recursive ) {
  17229. super.copy( source, recursive );
  17230. if ( source.background !== null ) this.background = source.background.clone();
  17231. if ( source.environment !== null ) this.environment = source.environment.clone();
  17232. if ( source.fog !== null ) this.fog = source.fog.clone();
  17233. this.backgroundBlurriness = source.backgroundBlurriness;
  17234. this.backgroundIntensity = source.backgroundIntensity;
  17235. this.backgroundRotation.copy( source.backgroundRotation );
  17236. this.environmentIntensity = source.environmentIntensity;
  17237. this.environmentRotation.copy( source.environmentRotation );
  17238. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17239. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17240. return this;
  17241. }
  17242. toJSON( meta ) {
  17243. const data = super.toJSON( meta );
  17244. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17245. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17246. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17247. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17248. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17249. data.object.environmentRotation = this.environmentRotation.toArray();
  17250. return data;
  17251. }
  17252. }
  17253. /**
  17254. * "Interleaved" means that multiple attributes, possibly of different types,
  17255. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17256. *
  17257. * An introduction into interleaved arrays can be found here: [Interleaved array basics]{@link https://blog.tojicode.com/2011/05/interleaved-array-basics.html}
  17258. */
  17259. class InterleavedBuffer {
  17260. /**
  17261. * Constructs a new interleaved buffer.
  17262. *
  17263. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17264. * @param {number} stride - The number of typed-array elements per vertex.
  17265. */
  17266. constructor( array, stride ) {
  17267. /**
  17268. * This flag can be used for type testing.
  17269. *
  17270. * @type {boolean}
  17271. * @readonly
  17272. * @default true
  17273. */
  17274. this.isInterleavedBuffer = true;
  17275. /**
  17276. * A typed array with a shared buffer storing attribute data.
  17277. *
  17278. * @type {TypedArray}
  17279. */
  17280. this.array = array;
  17281. /**
  17282. * The number of typed-array elements per vertex.
  17283. *
  17284. * @type {number}
  17285. */
  17286. this.stride = stride;
  17287. /**
  17288. * The total number of elements in the array
  17289. *
  17290. * @type {number}
  17291. * @readonly
  17292. */
  17293. this.count = array !== undefined ? array.length / stride : 0;
  17294. /**
  17295. * Defines the intended usage pattern of the data store for optimization purposes.
  17296. *
  17297. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17298. * instantiate a new one and set the desired usage before the next render.
  17299. *
  17300. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17301. * @default StaticDrawUsage
  17302. */
  17303. this.usage = StaticDrawUsage;
  17304. /**
  17305. * This can be used to only update some components of stored vectors (for example, just the
  17306. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17307. *
  17308. * @type {Array<Object>}
  17309. */
  17310. this.updateRanges = [];
  17311. /**
  17312. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17313. *
  17314. * @type {number}
  17315. */
  17316. this.version = 0;
  17317. /**
  17318. * The UUID of the interleaved buffer.
  17319. *
  17320. * @type {string}
  17321. * @readonly
  17322. */
  17323. this.uuid = generateUUID();
  17324. }
  17325. /**
  17326. * A callback function that is executed after the renderer has transferred the attribute array
  17327. * data to the GPU.
  17328. */
  17329. onUploadCallback() {}
  17330. /**
  17331. * Flag to indicate that this attribute has changed and should be re-sent to
  17332. * the GPU. Set this to `true` when you modify the value of the array.
  17333. *
  17334. * @type {number}
  17335. * @default false
  17336. * @param {boolean} value
  17337. */
  17338. set needsUpdate( value ) {
  17339. if ( value === true ) this.version ++;
  17340. }
  17341. /**
  17342. * Sets the usage of this interleaved buffer.
  17343. *
  17344. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17345. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17346. */
  17347. setUsage( value ) {
  17348. this.usage = value;
  17349. return this;
  17350. }
  17351. /**
  17352. * Adds a range of data in the data array to be updated on the GPU.
  17353. *
  17354. * @param {number} start - Position at which to start update.
  17355. * @param {number} count - The number of components to update.
  17356. */
  17357. addUpdateRange( start, count ) {
  17358. this.updateRanges.push( { start, count } );
  17359. }
  17360. /**
  17361. * Clears the update ranges.
  17362. */
  17363. clearUpdateRanges() {
  17364. this.updateRanges.length = 0;
  17365. }
  17366. /**
  17367. * Copies the values of the given interleaved buffer to this instance.
  17368. *
  17369. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17370. * @return {InterleavedBuffer} A reference to this instance.
  17371. */
  17372. copy( source ) {
  17373. this.array = new source.array.constructor( source.array );
  17374. this.count = source.count;
  17375. this.stride = source.stride;
  17376. this.usage = source.usage;
  17377. return this;
  17378. }
  17379. /**
  17380. * Copies a vector from the given interleaved buffer to this one. The start
  17381. * and destination position in the attribute buffers are represented by the
  17382. * given indices.
  17383. *
  17384. * @param {number} index1 - The destination index into this interleaved buffer.
  17385. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17386. * @param {number} index2 - The source index into the given interleaved buffer.
  17387. * @return {InterleavedBuffer} A reference to this instance.
  17388. */
  17389. copyAt( index1, interleavedBuffer, index2 ) {
  17390. index1 *= this.stride;
  17391. index2 *= interleavedBuffer.stride;
  17392. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17393. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17394. }
  17395. return this;
  17396. }
  17397. /**
  17398. * Sets the given array data in the interleaved buffer.
  17399. *
  17400. * @param {(TypedArray|Array)} value - The array data to set.
  17401. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17402. * @return {InterleavedBuffer} A reference to this instance.
  17403. */
  17404. set( value, offset = 0 ) {
  17405. this.array.set( value, offset );
  17406. return this;
  17407. }
  17408. /**
  17409. * Returns a new interleaved buffer with copied values from this instance.
  17410. *
  17411. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17412. * @return {InterleavedBuffer} A clone of this instance.
  17413. */
  17414. clone( data ) {
  17415. if ( data.arrayBuffers === undefined ) {
  17416. data.arrayBuffers = {};
  17417. }
  17418. if ( this.array.buffer._uuid === undefined ) {
  17419. this.array.buffer._uuid = generateUUID();
  17420. }
  17421. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17422. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17423. }
  17424. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17425. const ib = new this.constructor( array, this.stride );
  17426. ib.setUsage( this.usage );
  17427. return ib;
  17428. }
  17429. /**
  17430. * Sets the given callback function that is executed after the Renderer has transferred
  17431. * the array data to the GPU. Can be used to perform clean-up operations after
  17432. * the upload when data are not needed anymore on the CPU side.
  17433. *
  17434. * @param {Function} callback - The `onUpload()` callback.
  17435. * @return {InterleavedBuffer} A reference to this instance.
  17436. */
  17437. onUpload( callback ) {
  17438. this.onUploadCallback = callback;
  17439. return this;
  17440. }
  17441. /**
  17442. * Serializes the interleaved buffer into JSON.
  17443. *
  17444. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17445. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17446. */
  17447. toJSON( data ) {
  17448. if ( data.arrayBuffers === undefined ) {
  17449. data.arrayBuffers = {};
  17450. }
  17451. // generate UUID for array buffer if necessary
  17452. if ( this.array.buffer._uuid === undefined ) {
  17453. this.array.buffer._uuid = generateUUID();
  17454. }
  17455. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17456. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17457. }
  17458. //
  17459. return {
  17460. uuid: this.uuid,
  17461. buffer: this.array.buffer._uuid,
  17462. type: this.array.constructor.name,
  17463. stride: this.stride
  17464. };
  17465. }
  17466. }
  17467. const _vector$7 = /*@__PURE__*/ new Vector3();
  17468. /**
  17469. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17470. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17471. * different offsets into the buffer.
  17472. */
  17473. class InterleavedBufferAttribute {
  17474. /**
  17475. * Constructs a new interleaved buffer attribute.
  17476. *
  17477. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17478. * @param {number} itemSize - The item size.
  17479. * @param {number} offset - The attribute offset into the buffer.
  17480. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17481. */
  17482. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17483. /**
  17484. * This flag can be used for type testing.
  17485. *
  17486. * @type {boolean}
  17487. * @readonly
  17488. * @default true
  17489. */
  17490. this.isInterleavedBufferAttribute = true;
  17491. /**
  17492. * The name of the buffer attribute.
  17493. *
  17494. * @type {string}
  17495. */
  17496. this.name = '';
  17497. /**
  17498. * The buffer holding the interleaved data.
  17499. *
  17500. * @type {InterleavedBuffer}
  17501. */
  17502. this.data = interleavedBuffer;
  17503. /**
  17504. * The item size, see {@link BufferAttribute#itemSize}.
  17505. *
  17506. * @type {number}
  17507. */
  17508. this.itemSize = itemSize;
  17509. /**
  17510. * The attribute offset into the buffer.
  17511. *
  17512. * @type {number}
  17513. */
  17514. this.offset = offset;
  17515. /**
  17516. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17517. *
  17518. * @type {InterleavedBuffer}
  17519. */
  17520. this.normalized = normalized;
  17521. }
  17522. /**
  17523. * The item count of this buffer attribute.
  17524. *
  17525. * @type {number}
  17526. * @readonly
  17527. */
  17528. get count() {
  17529. return this.data.count;
  17530. }
  17531. /**
  17532. * The array holding the interleaved buffer attribute data.
  17533. *
  17534. * @type {TypedArray}
  17535. */
  17536. get array() {
  17537. return this.data.array;
  17538. }
  17539. /**
  17540. * Flag to indicate that this attribute has changed and should be re-sent to
  17541. * the GPU. Set this to `true` when you modify the value of the array.
  17542. *
  17543. * @type {number}
  17544. * @default false
  17545. * @param {boolean} value
  17546. */
  17547. set needsUpdate( value ) {
  17548. this.data.needsUpdate = value;
  17549. }
  17550. /**
  17551. * Applies the given 4x4 matrix to the given attribute. Only works with
  17552. * item size `3`.
  17553. *
  17554. * @param {Matrix4} m - The matrix to apply.
  17555. * @return {InterleavedBufferAttribute} A reference to this instance.
  17556. */
  17557. applyMatrix4( m ) {
  17558. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17559. _vector$7.fromBufferAttribute( this, i );
  17560. _vector$7.applyMatrix4( m );
  17561. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17562. }
  17563. return this;
  17564. }
  17565. /**
  17566. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17567. * item size `3`.
  17568. *
  17569. * @param {Matrix3} m - The normal matrix to apply.
  17570. * @return {InterleavedBufferAttribute} A reference to this instance.
  17571. */
  17572. applyNormalMatrix( m ) {
  17573. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17574. _vector$7.fromBufferAttribute( this, i );
  17575. _vector$7.applyNormalMatrix( m );
  17576. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17577. }
  17578. return this;
  17579. }
  17580. /**
  17581. * Applies the given 4x4 matrix to the given attribute. Only works with
  17582. * item size `3` and with direction vectors.
  17583. *
  17584. * @param {Matrix4} m - The matrix to apply.
  17585. * @return {InterleavedBufferAttribute} A reference to this instance.
  17586. */
  17587. transformDirection( m ) {
  17588. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17589. _vector$7.fromBufferAttribute( this, i );
  17590. _vector$7.transformDirection( m );
  17591. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17592. }
  17593. return this;
  17594. }
  17595. /**
  17596. * Returns the given component of the vector at the given index.
  17597. *
  17598. * @param {number} index - The index into the buffer attribute.
  17599. * @param {number} component - The component index.
  17600. * @return {number} The returned value.
  17601. */
  17602. getComponent( index, component ) {
  17603. let value = this.array[ index * this.data.stride + this.offset + component ];
  17604. if ( this.normalized ) value = denormalize( value, this.array );
  17605. return value;
  17606. }
  17607. /**
  17608. * Sets the given value to the given component of the vector at the given index.
  17609. *
  17610. * @param {number} index - The index into the buffer attribute.
  17611. * @param {number} component - The component index.
  17612. * @param {number} value - The value to set.
  17613. * @return {InterleavedBufferAttribute} A reference to this instance.
  17614. */
  17615. setComponent( index, component, value ) {
  17616. if ( this.normalized ) value = normalize( value, this.array );
  17617. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17618. return this;
  17619. }
  17620. /**
  17621. * Sets the x component of the vector at the given index.
  17622. *
  17623. * @param {number} index - The index into the buffer attribute.
  17624. * @param {number} x - The value to set.
  17625. * @return {InterleavedBufferAttribute} A reference to this instance.
  17626. */
  17627. setX( index, x ) {
  17628. if ( this.normalized ) x = normalize( x, this.array );
  17629. this.data.array[ index * this.data.stride + this.offset ] = x;
  17630. return this;
  17631. }
  17632. /**
  17633. * Sets the y component of the vector at the given index.
  17634. *
  17635. * @param {number} index - The index into the buffer attribute.
  17636. * @param {number} y - The value to set.
  17637. * @return {InterleavedBufferAttribute} A reference to this instance.
  17638. */
  17639. setY( index, y ) {
  17640. if ( this.normalized ) y = normalize( y, this.array );
  17641. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17642. return this;
  17643. }
  17644. /**
  17645. * Sets the z component of the vector at the given index.
  17646. *
  17647. * @param {number} index - The index into the buffer attribute.
  17648. * @param {number} z - The value to set.
  17649. * @return {InterleavedBufferAttribute} A reference to this instance.
  17650. */
  17651. setZ( index, z ) {
  17652. if ( this.normalized ) z = normalize( z, this.array );
  17653. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17654. return this;
  17655. }
  17656. /**
  17657. * Sets the w component of the vector at the given index.
  17658. *
  17659. * @param {number} index - The index into the buffer attribute.
  17660. * @param {number} w - The value to set.
  17661. * @return {InterleavedBufferAttribute} A reference to this instance.
  17662. */
  17663. setW( index, w ) {
  17664. if ( this.normalized ) w = normalize( w, this.array );
  17665. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17666. return this;
  17667. }
  17668. /**
  17669. * Returns the x component of the vector at the given index.
  17670. *
  17671. * @param {number} index - The index into the buffer attribute.
  17672. * @return {number} The x component.
  17673. */
  17674. getX( index ) {
  17675. let x = this.data.array[ index * this.data.stride + this.offset ];
  17676. if ( this.normalized ) x = denormalize( x, this.array );
  17677. return x;
  17678. }
  17679. /**
  17680. * Returns the y component of the vector at the given index.
  17681. *
  17682. * @param {number} index - The index into the buffer attribute.
  17683. * @return {number} The y component.
  17684. */
  17685. getY( index ) {
  17686. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17687. if ( this.normalized ) y = denormalize( y, this.array );
  17688. return y;
  17689. }
  17690. /**
  17691. * Returns the z component of the vector at the given index.
  17692. *
  17693. * @param {number} index - The index into the buffer attribute.
  17694. * @return {number} The z component.
  17695. */
  17696. getZ( index ) {
  17697. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17698. if ( this.normalized ) z = denormalize( z, this.array );
  17699. return z;
  17700. }
  17701. /**
  17702. * Returns the w component of the vector at the given index.
  17703. *
  17704. * @param {number} index - The index into the buffer attribute.
  17705. * @return {number} The w component.
  17706. */
  17707. getW( index ) {
  17708. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17709. if ( this.normalized ) w = denormalize( w, this.array );
  17710. return w;
  17711. }
  17712. /**
  17713. * Sets the x and y component of the vector at the given index.
  17714. *
  17715. * @param {number} index - The index into the buffer attribute.
  17716. * @param {number} x - The value for the x component to set.
  17717. * @param {number} y - The value for the y component to set.
  17718. * @return {InterleavedBufferAttribute} A reference to this instance.
  17719. */
  17720. setXY( index, x, y ) {
  17721. index = index * this.data.stride + this.offset;
  17722. if ( this.normalized ) {
  17723. x = normalize( x, this.array );
  17724. y = normalize( y, this.array );
  17725. }
  17726. this.data.array[ index + 0 ] = x;
  17727. this.data.array[ index + 1 ] = y;
  17728. return this;
  17729. }
  17730. /**
  17731. * Sets the x, y and z component of the vector at the given index.
  17732. *
  17733. * @param {number} index - The index into the buffer attribute.
  17734. * @param {number} x - The value for the x component to set.
  17735. * @param {number} y - The value for the y component to set.
  17736. * @param {number} z - The value for the z component to set.
  17737. * @return {InterleavedBufferAttribute} A reference to this instance.
  17738. */
  17739. setXYZ( index, x, y, z ) {
  17740. index = index * this.data.stride + this.offset;
  17741. if ( this.normalized ) {
  17742. x = normalize( x, this.array );
  17743. y = normalize( y, this.array );
  17744. z = normalize( z, this.array );
  17745. }
  17746. this.data.array[ index + 0 ] = x;
  17747. this.data.array[ index + 1 ] = y;
  17748. this.data.array[ index + 2 ] = z;
  17749. return this;
  17750. }
  17751. /**
  17752. * Sets the x, y, z and w component of the vector at the given index.
  17753. *
  17754. * @param {number} index - The index into the buffer attribute.
  17755. * @param {number} x - The value for the x component to set.
  17756. * @param {number} y - The value for the y component to set.
  17757. * @param {number} z - The value for the z component to set.
  17758. * @param {number} w - The value for the w component to set.
  17759. * @return {InterleavedBufferAttribute} A reference to this instance.
  17760. */
  17761. setXYZW( index, x, y, z, w ) {
  17762. index = index * this.data.stride + this.offset;
  17763. if ( this.normalized ) {
  17764. x = normalize( x, this.array );
  17765. y = normalize( y, this.array );
  17766. z = normalize( z, this.array );
  17767. w = normalize( w, this.array );
  17768. }
  17769. this.data.array[ index + 0 ] = x;
  17770. this.data.array[ index + 1 ] = y;
  17771. this.data.array[ index + 2 ] = z;
  17772. this.data.array[ index + 3 ] = w;
  17773. return this;
  17774. }
  17775. /**
  17776. * Returns a new buffer attribute with copied values from this instance.
  17777. *
  17778. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17779. *
  17780. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17781. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17782. */
  17783. clone( data ) {
  17784. if ( data === undefined ) {
  17785. log( 'InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17786. const array = [];
  17787. for ( let i = 0; i < this.count; i ++ ) {
  17788. const index = i * this.data.stride + this.offset;
  17789. for ( let j = 0; j < this.itemSize; j ++ ) {
  17790. array.push( this.data.array[ index + j ] );
  17791. }
  17792. }
  17793. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17794. } else {
  17795. if ( data.interleavedBuffers === undefined ) {
  17796. data.interleavedBuffers = {};
  17797. }
  17798. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17799. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17800. }
  17801. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17802. }
  17803. }
  17804. /**
  17805. * Serializes the buffer attribute into JSON.
  17806. *
  17807. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17808. *
  17809. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17810. * @return {Object} A JSON object representing the serialized buffer attribute.
  17811. */
  17812. toJSON( data ) {
  17813. if ( data === undefined ) {
  17814. log( 'InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17815. const array = [];
  17816. for ( let i = 0; i < this.count; i ++ ) {
  17817. const index = i * this.data.stride + this.offset;
  17818. for ( let j = 0; j < this.itemSize; j ++ ) {
  17819. array.push( this.data.array[ index + j ] );
  17820. }
  17821. }
  17822. // de-interleave data and save it as an ordinary buffer attribute for now
  17823. return {
  17824. itemSize: this.itemSize,
  17825. type: this.array.constructor.name,
  17826. array: array,
  17827. normalized: this.normalized
  17828. };
  17829. } else {
  17830. // save as true interleaved attribute
  17831. if ( data.interleavedBuffers === undefined ) {
  17832. data.interleavedBuffers = {};
  17833. }
  17834. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17835. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17836. }
  17837. return {
  17838. isInterleavedBufferAttribute: true,
  17839. itemSize: this.itemSize,
  17840. data: this.data.uuid,
  17841. offset: this.offset,
  17842. normalized: this.normalized
  17843. };
  17844. }
  17845. }
  17846. }
  17847. /**
  17848. * A material for rendering instances of {@link Sprite}.
  17849. *
  17850. * ```js
  17851. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17852. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17853. *
  17854. * const sprite = new THREE.Sprite( material );
  17855. * sprite.scale.set(200, 200, 1)
  17856. * scene.add( sprite );
  17857. * ```
  17858. *
  17859. * @augments Material
  17860. */
  17861. class SpriteMaterial extends Material {
  17862. /**
  17863. * Constructs a new sprite material.
  17864. *
  17865. * @param {Object} [parameters] - An object with one or more properties
  17866. * defining the material's appearance. Any property of the material
  17867. * (including any property from inherited materials) can be passed
  17868. * in here. Color values can be passed any type of value accepted
  17869. * by {@link Color#set}.
  17870. */
  17871. constructor( parameters ) {
  17872. super();
  17873. /**
  17874. * This flag can be used for type testing.
  17875. *
  17876. * @type {boolean}
  17877. * @readonly
  17878. * @default true
  17879. */
  17880. this.isSpriteMaterial = true;
  17881. this.type = 'SpriteMaterial';
  17882. /**
  17883. * Color of the material.
  17884. *
  17885. * @type {Color}
  17886. * @default (1,1,1)
  17887. */
  17888. this.color = new Color( 0xffffff );
  17889. /**
  17890. * The color map. May optionally include an alpha channel, typically combined
  17891. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17892. * color is modulated by the diffuse `color`.
  17893. *
  17894. * @type {?Texture}
  17895. * @default null
  17896. */
  17897. this.map = null;
  17898. /**
  17899. * The alpha map is a grayscale texture that controls the opacity across the
  17900. * surface (black: fully transparent; white: fully opaque).
  17901. *
  17902. * Only the color of the texture is used, ignoring the alpha channel if one
  17903. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17904. * when sampling this texture due to the extra bit of precision provided for
  17905. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17906. * luminance/alpha textures will also still work as expected.
  17907. *
  17908. * @type {?Texture}
  17909. * @default null
  17910. */
  17911. this.alphaMap = null;
  17912. /**
  17913. * The rotation of the sprite in radians.
  17914. *
  17915. * @type {number}
  17916. * @default 0
  17917. */
  17918. this.rotation = 0;
  17919. /**
  17920. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17921. *
  17922. * @type {boolean}
  17923. * @default true
  17924. */
  17925. this.sizeAttenuation = true;
  17926. /**
  17927. * Overwritten since sprite materials are transparent
  17928. * by default.
  17929. *
  17930. * @type {boolean}
  17931. * @default true
  17932. */
  17933. this.transparent = true;
  17934. /**
  17935. * Whether the material is affected by fog or not.
  17936. *
  17937. * @type {boolean}
  17938. * @default true
  17939. */
  17940. this.fog = true;
  17941. this.setValues( parameters );
  17942. }
  17943. copy( source ) {
  17944. super.copy( source );
  17945. this.color.copy( source.color );
  17946. this.map = source.map;
  17947. this.alphaMap = source.alphaMap;
  17948. this.rotation = source.rotation;
  17949. this.sizeAttenuation = source.sizeAttenuation;
  17950. this.fog = source.fog;
  17951. return this;
  17952. }
  17953. }
  17954. let _geometry;
  17955. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17956. const _worldScale = /*@__PURE__*/ new Vector3();
  17957. const _mvPosition = /*@__PURE__*/ new Vector3();
  17958. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17959. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17960. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17961. const _vA = /*@__PURE__*/ new Vector3();
  17962. const _vB = /*@__PURE__*/ new Vector3();
  17963. const _vC = /*@__PURE__*/ new Vector3();
  17964. const _uvA = /*@__PURE__*/ new Vector2();
  17965. const _uvB = /*@__PURE__*/ new Vector2();
  17966. const _uvC = /*@__PURE__*/ new Vector2();
  17967. /**
  17968. * A sprite is a plane that always faces towards the camera, generally with a
  17969. * partially transparent texture applied.
  17970. *
  17971. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17972. * have no effect.
  17973. *
  17974. * ```js
  17975. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17976. * const material = new THREE.SpriteMaterial( { map: map } );
  17977. *
  17978. * const sprite = new THREE.Sprite( material );
  17979. * scene.add( sprite );
  17980. * ```
  17981. *
  17982. * @augments Object3D
  17983. */
  17984. class Sprite extends Object3D {
  17985. /**
  17986. * Constructs a new sprite.
  17987. *
  17988. * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
  17989. */
  17990. constructor( material = new SpriteMaterial() ) {
  17991. super();
  17992. /**
  17993. * This flag can be used for type testing.
  17994. *
  17995. * @type {boolean}
  17996. * @readonly
  17997. * @default true
  17998. */
  17999. this.isSprite = true;
  18000. this.type = 'Sprite';
  18001. if ( _geometry === undefined ) {
  18002. _geometry = new BufferGeometry();
  18003. const float32Array = new Float32Array( [
  18004. -0.5, -0.5, 0, 0, 0,
  18005. 0.5, -0.5, 0, 1, 0,
  18006. 0.5, 0.5, 0, 1, 1,
  18007. -0.5, 0.5, 0, 0, 1
  18008. ] );
  18009. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  18010. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  18011. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  18012. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  18013. }
  18014. /**
  18015. * The sprite geometry.
  18016. *
  18017. * @type {BufferGeometry}
  18018. */
  18019. this.geometry = _geometry;
  18020. /**
  18021. * The sprite material.
  18022. *
  18023. * @type {(SpriteMaterial|SpriteNodeMaterial)}
  18024. */
  18025. this.material = material;
  18026. /**
  18027. * The sprite's anchor point, and the point around which the sprite rotates.
  18028. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  18029. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  18030. *
  18031. * @type {Vector2}
  18032. * @default (0.5,0.5)
  18033. */
  18034. this.center = new Vector2( 0.5, 0.5 );
  18035. /**
  18036. * The number of instances of this sprite.
  18037. * Can only be used with {@link WebGPURenderer}.
  18038. *
  18039. * @type {number}
  18040. * @default 1
  18041. */
  18042. this.count = 1;
  18043. }
  18044. /**
  18045. * Computes intersection points between a casted ray and this sprite.
  18046. *
  18047. * @param {Raycaster} raycaster - The raycaster.
  18048. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18049. */
  18050. raycast( raycaster, intersects ) {
  18051. if ( raycaster.camera === null ) {
  18052. error( 'Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  18053. }
  18054. _worldScale.setFromMatrixScale( this.matrixWorld );
  18055. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  18056. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  18057. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  18058. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  18059. _worldScale.multiplyScalar( - _mvPosition.z );
  18060. }
  18061. const rotation = this.material.rotation;
  18062. let sin, cos;
  18063. if ( rotation !== 0 ) {
  18064. cos = Math.cos( rotation );
  18065. sin = Math.sin( rotation );
  18066. }
  18067. const center = this.center;
  18068. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18069. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18070. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18071. _uvA.set( 0, 0 );
  18072. _uvB.set( 1, 0 );
  18073. _uvC.set( 1, 1 );
  18074. // check first triangle
  18075. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  18076. if ( intersect === null ) {
  18077. // check second triangle
  18078. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  18079. _uvB.set( 0, 1 );
  18080. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  18081. if ( intersect === null ) {
  18082. return;
  18083. }
  18084. }
  18085. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  18086. if ( distance < raycaster.near || distance > raycaster.far ) return;
  18087. intersects.push( {
  18088. distance: distance,
  18089. point: _intersectPoint.clone(),
  18090. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  18091. face: null,
  18092. object: this
  18093. } );
  18094. }
  18095. copy( source, recursive ) {
  18096. super.copy( source, recursive );
  18097. if ( source.center !== undefined ) this.center.copy( source.center );
  18098. this.material = source.material;
  18099. return this;
  18100. }
  18101. }
  18102. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  18103. // compute position in camera space
  18104. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  18105. // to check if rotation is not zero
  18106. if ( sin !== undefined ) {
  18107. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  18108. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  18109. } else {
  18110. _rotatedPosition.copy( _alignedPosition );
  18111. }
  18112. vertexPosition.copy( mvPosition );
  18113. vertexPosition.x += _rotatedPosition.x;
  18114. vertexPosition.y += _rotatedPosition.y;
  18115. // transform to world space
  18116. vertexPosition.applyMatrix4( _viewWorldMatrix );
  18117. }
  18118. const _v1$2 = /*@__PURE__*/ new Vector3();
  18119. const _v2$1 = /*@__PURE__*/ new Vector3();
  18120. /**
  18121. * A component for providing a basic Level of Detail (LOD) mechanism.
  18122. *
  18123. * Every LOD level is associated with an object, and rendering can be switched
  18124. * between them at the distances specified. Typically you would create, say,
  18125. * three meshes, one for far away (low detail), one for mid range (medium
  18126. * detail) and one for close up (high detail).
  18127. *
  18128. * ```js
  18129. * const lod = new THREE.LOD();
  18130. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  18131. *
  18132. * //Create spheres with 3 levels of detail and create new LOD levels for them
  18133. * for( let i = 0; i < 3; i++ ) {
  18134. *
  18135. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  18136. * const mesh = new THREE.Mesh( geometry, material );
  18137. * lod.addLevel( mesh, i * 75 );
  18138. *
  18139. * }
  18140. *
  18141. * scene.add( lod );
  18142. * ```
  18143. *
  18144. * @augments Object3D
  18145. */
  18146. class LOD extends Object3D {
  18147. /**
  18148. * Constructs a new LOD.
  18149. */
  18150. constructor() {
  18151. super();
  18152. /**
  18153. * This flag can be used for type testing.
  18154. *
  18155. * @type {boolean}
  18156. * @readonly
  18157. * @default true
  18158. */
  18159. this.isLOD = true;
  18160. /**
  18161. * The current LOD index.
  18162. *
  18163. * @private
  18164. * @type {number}
  18165. * @default 0
  18166. */
  18167. this._currentLevel = 0;
  18168. this.type = 'LOD';
  18169. Object.defineProperties( this, {
  18170. /**
  18171. * This array holds the LOD levels.
  18172. *
  18173. * @name LOD#levels
  18174. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  18175. */
  18176. levels: {
  18177. enumerable: true,
  18178. value: []
  18179. }
  18180. } );
  18181. /**
  18182. * Whether the LOD object is updated automatically by the renderer per frame
  18183. * or not. If set to `false`, you have to call {@link LOD#update} in the
  18184. * render loop by yourself.
  18185. *
  18186. * @type {boolean}
  18187. * @default true
  18188. */
  18189. this.autoUpdate = true;
  18190. }
  18191. copy( source ) {
  18192. super.copy( source, false );
  18193. const levels = source.levels;
  18194. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18195. const level = levels[ i ];
  18196. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  18197. }
  18198. this.autoUpdate = source.autoUpdate;
  18199. return this;
  18200. }
  18201. /**
  18202. * Adds a mesh that will display at a certain distance and greater. Typically
  18203. * the further away the distance, the lower the detail on the mesh.
  18204. *
  18205. * @param {Object3D} object - The 3D object to display at this level.
  18206. * @param {number} [distance=0] - The distance at which to display this level of detail.
  18207. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  18208. * @return {LOD} A reference to this instance.
  18209. */
  18210. addLevel( object, distance = 0, hysteresis = 0 ) {
  18211. distance = Math.abs( distance );
  18212. const levels = this.levels;
  18213. let l;
  18214. for ( l = 0; l < levels.length; l ++ ) {
  18215. if ( distance < levels[ l ].distance ) {
  18216. break;
  18217. }
  18218. }
  18219. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18220. this.add( object );
  18221. return this;
  18222. }
  18223. /**
  18224. * Removes an existing level, based on the distance from the camera.
  18225. * Returns `true` when the level has been removed. Otherwise `false`.
  18226. *
  18227. * @param {number} distance - Distance of the level to remove.
  18228. * @return {boolean} Whether the level has been removed or not.
  18229. */
  18230. removeLevel( distance ) {
  18231. const levels = this.levels;
  18232. for ( let i = 0; i < levels.length; i ++ ) {
  18233. if ( levels[ i ].distance === distance ) {
  18234. const removedElements = levels.splice( i, 1 );
  18235. this.remove( removedElements[ 0 ].object );
  18236. return true;
  18237. }
  18238. }
  18239. return false;
  18240. }
  18241. /**
  18242. * Returns the currently active LOD level index.
  18243. *
  18244. * @return {number} The current active LOD level index.
  18245. */
  18246. getCurrentLevel() {
  18247. return this._currentLevel;
  18248. }
  18249. /**
  18250. * Returns a reference to the first 3D object that is greater than
  18251. * the given distance.
  18252. *
  18253. * @param {number} distance - The LOD distance.
  18254. * @return {?Object3D} The found 3D object. `null` if no 3D object has been found.
  18255. */
  18256. getObjectForDistance( distance ) {
  18257. const levels = this.levels;
  18258. if ( levels.length > 0 ) {
  18259. let i, l;
  18260. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18261. let levelDistance = levels[ i ].distance;
  18262. if ( levels[ i ].object.visible ) {
  18263. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18264. }
  18265. if ( distance < levelDistance ) {
  18266. break;
  18267. }
  18268. }
  18269. return levels[ i - 1 ].object;
  18270. }
  18271. return null;
  18272. }
  18273. /**
  18274. * Computes intersection points between a casted ray and this LOD.
  18275. *
  18276. * @param {Raycaster} raycaster - The raycaster.
  18277. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18278. */
  18279. raycast( raycaster, intersects ) {
  18280. const levels = this.levels;
  18281. if ( levels.length > 0 ) {
  18282. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18283. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18284. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18285. }
  18286. }
  18287. /**
  18288. * Updates the LOD by computing which LOD level should be visible according
  18289. * to the current distance of the given camera.
  18290. *
  18291. * @param {Camera} camera - The camera the scene is rendered with.
  18292. */
  18293. update( camera ) {
  18294. const levels = this.levels;
  18295. if ( levels.length > 1 ) {
  18296. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18297. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18298. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18299. levels[ 0 ].object.visible = true;
  18300. let i, l;
  18301. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18302. let levelDistance = levels[ i ].distance;
  18303. if ( levels[ i ].object.visible ) {
  18304. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18305. }
  18306. if ( distance >= levelDistance ) {
  18307. levels[ i - 1 ].object.visible = false;
  18308. levels[ i ].object.visible = true;
  18309. } else {
  18310. break;
  18311. }
  18312. }
  18313. this._currentLevel = i - 1;
  18314. for ( ; i < l; i ++ ) {
  18315. levels[ i ].object.visible = false;
  18316. }
  18317. }
  18318. }
  18319. toJSON( meta ) {
  18320. const data = super.toJSON( meta );
  18321. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18322. data.object.levels = [];
  18323. const levels = this.levels;
  18324. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18325. const level = levels[ i ];
  18326. data.object.levels.push( {
  18327. object: level.object.uuid,
  18328. distance: level.distance,
  18329. hysteresis: level.hysteresis
  18330. } );
  18331. }
  18332. return data;
  18333. }
  18334. }
  18335. const _basePosition = /*@__PURE__*/ new Vector3();
  18336. const _skinIndex = /*@__PURE__*/ new Vector4();
  18337. const _skinWeight = /*@__PURE__*/ new Vector4();
  18338. const _vector3 = /*@__PURE__*/ new Vector3();
  18339. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18340. const _vertex = /*@__PURE__*/ new Vector3();
  18341. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18342. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18343. const _ray$2 = /*@__PURE__*/ new Ray();
  18344. /**
  18345. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18346. * vertices of the geometry with skinning/skeleton animation.
  18347. *
  18348. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18349. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18350. * vertex to a certain extend.
  18351. *
  18352. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18353. * or {@link FBXLoader } import respective models.
  18354. *
  18355. * @augments Mesh
  18356. */
  18357. class SkinnedMesh extends Mesh {
  18358. /**
  18359. * Constructs a new skinned mesh.
  18360. *
  18361. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18362. * @param {Material|Array<Material>} [material] - The mesh material.
  18363. */
  18364. constructor( geometry, material ) {
  18365. super( geometry, material );
  18366. /**
  18367. * This flag can be used for type testing.
  18368. *
  18369. * @type {boolean}
  18370. * @readonly
  18371. * @default true
  18372. */
  18373. this.isSkinnedMesh = true;
  18374. this.type = 'SkinnedMesh';
  18375. /**
  18376. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18377. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18378. * across multiple skinned meshes.
  18379. *
  18380. * @type {(AttachedBindMode|DetachedBindMode)}
  18381. * @default AttachedBindMode
  18382. */
  18383. this.bindMode = AttachedBindMode;
  18384. /**
  18385. * The base matrix that is used for the bound bone transforms.
  18386. *
  18387. * @type {Matrix4}
  18388. */
  18389. this.bindMatrix = new Matrix4();
  18390. /**
  18391. * The base matrix that is used for resetting the bound bone transforms.
  18392. *
  18393. * @type {Matrix4}
  18394. */
  18395. this.bindMatrixInverse = new Matrix4();
  18396. /**
  18397. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18398. *
  18399. * @type {?Box3}
  18400. * @default null
  18401. */
  18402. this.boundingBox = null;
  18403. /**
  18404. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18405. *
  18406. * @type {?Sphere}
  18407. * @default null
  18408. */
  18409. this.boundingSphere = null;
  18410. }
  18411. /**
  18412. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18413. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18414. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18415. * the current animation state.
  18416. */
  18417. computeBoundingBox() {
  18418. const geometry = this.geometry;
  18419. if ( this.boundingBox === null ) {
  18420. this.boundingBox = new Box3();
  18421. }
  18422. this.boundingBox.makeEmpty();
  18423. const positionAttribute = geometry.getAttribute( 'position' );
  18424. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18425. this.getVertexPosition( i, _vertex );
  18426. this.boundingBox.expandByPoint( _vertex );
  18427. }
  18428. }
  18429. /**
  18430. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18431. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18432. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18433. * per frame in order to reflect the current animation state.
  18434. */
  18435. computeBoundingSphere() {
  18436. const geometry = this.geometry;
  18437. if ( this.boundingSphere === null ) {
  18438. this.boundingSphere = new Sphere();
  18439. }
  18440. this.boundingSphere.makeEmpty();
  18441. const positionAttribute = geometry.getAttribute( 'position' );
  18442. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18443. this.getVertexPosition( i, _vertex );
  18444. this.boundingSphere.expandByPoint( _vertex );
  18445. }
  18446. }
  18447. copy( source, recursive ) {
  18448. super.copy( source, recursive );
  18449. this.bindMode = source.bindMode;
  18450. this.bindMatrix.copy( source.bindMatrix );
  18451. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18452. this.skeleton = source.skeleton;
  18453. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18454. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18455. return this;
  18456. }
  18457. raycast( raycaster, intersects ) {
  18458. const material = this.material;
  18459. const matrixWorld = this.matrixWorld;
  18460. if ( material === undefined ) return;
  18461. // test with bounding sphere in world space
  18462. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18463. _sphere$5.copy( this.boundingSphere );
  18464. _sphere$5.applyMatrix4( matrixWorld );
  18465. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18466. // convert ray to local space of skinned mesh
  18467. _inverseMatrix$2.copy( matrixWorld ).invert();
  18468. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18469. // test with bounding box in local space
  18470. if ( this.boundingBox !== null ) {
  18471. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18472. }
  18473. // test for intersections with geometry
  18474. this._computeIntersections( raycaster, intersects, _ray$2 );
  18475. }
  18476. getVertexPosition( index, target ) {
  18477. super.getVertexPosition( index, target );
  18478. this.applyBoneTransform( index, target );
  18479. return target;
  18480. }
  18481. /**
  18482. * Binds the given skeleton to the skinned mesh.
  18483. *
  18484. * @param {Skeleton} skeleton - The skeleton to bind.
  18485. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18486. * the skinned mesh's world matrix will be used instead.
  18487. */
  18488. bind( skeleton, bindMatrix ) {
  18489. this.skeleton = skeleton;
  18490. if ( bindMatrix === undefined ) {
  18491. this.updateMatrixWorld( true );
  18492. this.skeleton.calculateInverses();
  18493. bindMatrix = this.matrixWorld;
  18494. }
  18495. this.bindMatrix.copy( bindMatrix );
  18496. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18497. }
  18498. /**
  18499. * This method sets the skinned mesh in the rest pose).
  18500. */
  18501. pose() {
  18502. this.skeleton.pose();
  18503. }
  18504. /**
  18505. * Normalizes the skin weights which are defined as a buffer attribute
  18506. * in the skinned mesh's geometry.
  18507. */
  18508. normalizeSkinWeights() {
  18509. const vector = new Vector4();
  18510. const skinWeight = this.geometry.attributes.skinWeight;
  18511. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18512. vector.fromBufferAttribute( skinWeight, i );
  18513. const scale = 1.0 / vector.manhattanLength();
  18514. if ( scale !== Infinity ) {
  18515. vector.multiplyScalar( scale );
  18516. } else {
  18517. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18518. }
  18519. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18520. }
  18521. }
  18522. updateMatrixWorld( force ) {
  18523. super.updateMatrixWorld( force );
  18524. if ( this.bindMode === AttachedBindMode ) {
  18525. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18526. } else if ( this.bindMode === DetachedBindMode ) {
  18527. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18528. } else {
  18529. warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18530. }
  18531. }
  18532. /**
  18533. * Applies the bone transform associated with the given index to the given
  18534. * vertex position. Returns the updated vector.
  18535. *
  18536. * @param {number} index - The vertex index.
  18537. * @param {Vector3} target - The target object that is used to store the method's result.
  18538. * the skinned mesh's world matrix will be used instead.
  18539. * @return {Vector3} The updated vertex position.
  18540. */
  18541. applyBoneTransform( index, target ) {
  18542. const skeleton = this.skeleton;
  18543. const geometry = this.geometry;
  18544. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18545. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18546. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18547. target.set( 0, 0, 0 );
  18548. for ( let i = 0; i < 4; i ++ ) {
  18549. const weight = _skinWeight.getComponent( i );
  18550. if ( weight !== 0 ) {
  18551. const boneIndex = _skinIndex.getComponent( i );
  18552. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18553. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18554. }
  18555. }
  18556. return target.applyMatrix4( this.bindMatrixInverse );
  18557. }
  18558. }
  18559. /**
  18560. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18561. * the {@link SkinnedMesh}.
  18562. *
  18563. * ```js
  18564. * const root = new THREE.Bone();
  18565. * const child = new THREE.Bone();
  18566. *
  18567. * root.add( child );
  18568. * child.position.y = 5;
  18569. * ```
  18570. *
  18571. * @augments Object3D
  18572. */
  18573. class Bone extends Object3D {
  18574. /**
  18575. * Constructs a new bone.
  18576. */
  18577. constructor() {
  18578. super();
  18579. /**
  18580. * This flag can be used for type testing.
  18581. *
  18582. * @type {boolean}
  18583. * @readonly
  18584. * @default true
  18585. */
  18586. this.isBone = true;
  18587. this.type = 'Bone';
  18588. }
  18589. }
  18590. /**
  18591. * Creates a texture directly from raw buffer data.
  18592. *
  18593. * The interpretation of the data depends on type and format: If the type is
  18594. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18595. * texel data. If the format is `RGBAFormat`, data needs four values for
  18596. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18597. *
  18598. * @augments Texture
  18599. */
  18600. class DataTexture extends Texture {
  18601. /**
  18602. * Constructs a new data texture.
  18603. *
  18604. * @param {?TypedArray} [data=null] - The buffer data.
  18605. * @param {number} [width=1] - The width of the texture.
  18606. * @param {number} [height=1] - The height of the texture.
  18607. * @param {number} [format=RGBAFormat] - The texture format.
  18608. * @param {number} [type=UnsignedByteType] - The texture type.
  18609. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18610. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18611. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18612. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18613. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18614. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18615. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18616. */
  18617. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18618. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18619. /**
  18620. * This flag can be used for type testing.
  18621. *
  18622. * @type {boolean}
  18623. * @readonly
  18624. * @default true
  18625. */
  18626. this.isDataTexture = true;
  18627. /**
  18628. * The image definition of a data texture.
  18629. *
  18630. * @type {{data:TypedArray,width:number,height:number}}
  18631. */
  18632. this.image = { data: data, width: width, height: height };
  18633. /**
  18634. * Whether to generate mipmaps (if possible) for a texture.
  18635. *
  18636. * Overwritten and set to `false` by default.
  18637. *
  18638. * @type {boolean}
  18639. * @default false
  18640. */
  18641. this.generateMipmaps = false;
  18642. /**
  18643. * If set to `true`, the texture is flipped along the vertical axis when
  18644. * uploaded to the GPU.
  18645. *
  18646. * Overwritten and set to `false` by default.
  18647. *
  18648. * @type {boolean}
  18649. * @default false
  18650. */
  18651. this.flipY = false;
  18652. /**
  18653. * Specifies the alignment requirements for the start of each pixel row in memory.
  18654. *
  18655. * Overwritten and set to `1` by default.
  18656. *
  18657. * @type {boolean}
  18658. * @default 1
  18659. */
  18660. this.unpackAlignment = 1;
  18661. }
  18662. }
  18663. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18664. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18665. /**
  18666. * Class for representing the armatures in `three.js`. The skeleton
  18667. * is defined by a hierarchy of bones.
  18668. *
  18669. * ```js
  18670. * const bones = [];
  18671. *
  18672. * const shoulder = new THREE.Bone();
  18673. * const elbow = new THREE.Bone();
  18674. * const hand = new THREE.Bone();
  18675. *
  18676. * shoulder.add( elbow );
  18677. * elbow.add( hand );
  18678. *
  18679. * bones.push( shoulder , elbow, hand);
  18680. *
  18681. * shoulder.position.y = -5;
  18682. * elbow.position.y = 0;
  18683. * hand.position.y = 5;
  18684. *
  18685. * const armSkeleton = new THREE.Skeleton( bones );
  18686. * ```
  18687. */
  18688. class Skeleton {
  18689. /**
  18690. * Constructs a new skeleton.
  18691. *
  18692. * @param {Array<Bone>} [bones] - An array of bones.
  18693. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18694. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18695. */
  18696. constructor( bones = [], boneInverses = [] ) {
  18697. this.uuid = generateUUID();
  18698. /**
  18699. * An array of bones defining the skeleton.
  18700. *
  18701. * @type {Array<Bone>}
  18702. */
  18703. this.bones = bones.slice( 0 );
  18704. /**
  18705. * An array of bone inverse matrices.
  18706. *
  18707. * @type {Array<Matrix4>}
  18708. */
  18709. this.boneInverses = boneInverses;
  18710. /**
  18711. * An array buffer holding the bone data.
  18712. * Input data for {@link Skeleton#boneTexture}.
  18713. *
  18714. * @type {?Float32Array}
  18715. * @default null
  18716. */
  18717. this.boneMatrices = null;
  18718. /**
  18719. * A texture holding the bone data for use
  18720. * in the vertex shader.
  18721. *
  18722. * @type {?DataTexture}
  18723. * @default null
  18724. */
  18725. this.boneTexture = null;
  18726. this.init();
  18727. }
  18728. /**
  18729. * Initializes the skeleton. This method gets automatically called by the constructor
  18730. * but depending on how the skeleton is created it might be necessary to call this method
  18731. * manually.
  18732. */
  18733. init() {
  18734. const bones = this.bones;
  18735. const boneInverses = this.boneInverses;
  18736. this.boneMatrices = new Float32Array( bones.length * 16 );
  18737. // calculate inverse bone matrices if necessary
  18738. if ( boneInverses.length === 0 ) {
  18739. this.calculateInverses();
  18740. } else {
  18741. // handle special case
  18742. if ( bones.length !== boneInverses.length ) {
  18743. warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18744. this.boneInverses = [];
  18745. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18746. this.boneInverses.push( new Matrix4() );
  18747. }
  18748. }
  18749. }
  18750. }
  18751. /**
  18752. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18753. * and fills it with new matrices.
  18754. */
  18755. calculateInverses() {
  18756. this.boneInverses.length = 0;
  18757. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18758. const inverse = new Matrix4();
  18759. if ( this.bones[ i ] ) {
  18760. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18761. }
  18762. this.boneInverses.push( inverse );
  18763. }
  18764. }
  18765. /**
  18766. * Resets the skeleton to the base pose.
  18767. */
  18768. pose() {
  18769. // recover the bind-time world matrices
  18770. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18771. const bone = this.bones[ i ];
  18772. if ( bone ) {
  18773. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18774. }
  18775. }
  18776. // compute the local matrices, positions, rotations and scales
  18777. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18778. const bone = this.bones[ i ];
  18779. if ( bone ) {
  18780. if ( bone.parent && bone.parent.isBone ) {
  18781. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18782. bone.matrix.multiply( bone.matrixWorld );
  18783. } else {
  18784. bone.matrix.copy( bone.matrixWorld );
  18785. }
  18786. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18787. }
  18788. }
  18789. }
  18790. /**
  18791. * Resets the skeleton to the base pose.
  18792. */
  18793. update() {
  18794. const bones = this.bones;
  18795. const boneInverses = this.boneInverses;
  18796. const boneMatrices = this.boneMatrices;
  18797. const boneTexture = this.boneTexture;
  18798. // flatten bone matrices to array
  18799. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18800. // compute the offset between the current and the original transform
  18801. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18802. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18803. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18804. }
  18805. if ( boneTexture !== null ) {
  18806. boneTexture.needsUpdate = true;
  18807. }
  18808. }
  18809. /**
  18810. * Returns a new skeleton with copied values from this instance.
  18811. *
  18812. * @return {Skeleton} A clone of this instance.
  18813. */
  18814. clone() {
  18815. return new Skeleton( this.bones, this.boneInverses );
  18816. }
  18817. /**
  18818. * Computes a data texture for passing bone data to the vertex shader.
  18819. *
  18820. * @return {Skeleton} A reference of this instance.
  18821. */
  18822. computeBoneTexture() {
  18823. // layout (1 matrix = 4 pixels)
  18824. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18825. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18826. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18827. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18828. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18829. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18830. size = Math.ceil( size / 4 ) * 4;
  18831. size = Math.max( size, 4 );
  18832. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18833. boneMatrices.set( this.boneMatrices ); // copy current values
  18834. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18835. boneTexture.needsUpdate = true;
  18836. this.boneMatrices = boneMatrices;
  18837. this.boneTexture = boneTexture;
  18838. return this;
  18839. }
  18840. /**
  18841. * Searches through the skeleton's bone array and returns the first with a
  18842. * matching name.
  18843. *
  18844. * @param {string} name - The name of the bone.
  18845. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18846. */
  18847. getBoneByName( name ) {
  18848. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18849. const bone = this.bones[ i ];
  18850. if ( bone.name === name ) {
  18851. return bone;
  18852. }
  18853. }
  18854. return undefined;
  18855. }
  18856. /**
  18857. * Frees the GPU-related resources allocated by this instance. Call this
  18858. * method whenever this instance is no longer used in your app.
  18859. */
  18860. dispose( ) {
  18861. if ( this.boneTexture !== null ) {
  18862. this.boneTexture.dispose();
  18863. this.boneTexture = null;
  18864. }
  18865. }
  18866. /**
  18867. * Setups the skeleton by the given JSON and bones.
  18868. *
  18869. * @param {Object} json - The skeleton as serialized JSON.
  18870. * @param {Object<string, Bone>} bones - An array of bones.
  18871. * @return {Skeleton} A reference of this instance.
  18872. */
  18873. fromJSON( json, bones ) {
  18874. this.uuid = json.uuid;
  18875. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18876. const uuid = json.bones[ i ];
  18877. let bone = bones[ uuid ];
  18878. if ( bone === undefined ) {
  18879. warn( 'Skeleton: No bone found with UUID:', uuid );
  18880. bone = new Bone();
  18881. }
  18882. this.bones.push( bone );
  18883. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18884. }
  18885. this.init();
  18886. return this;
  18887. }
  18888. /**
  18889. * Serializes the skeleton into JSON.
  18890. *
  18891. * @return {Object} A JSON object representing the serialized skeleton.
  18892. * @see {@link ObjectLoader#parse}
  18893. */
  18894. toJSON() {
  18895. const data = {
  18896. metadata: {
  18897. version: 4.7,
  18898. type: 'Skeleton',
  18899. generator: 'Skeleton.toJSON'
  18900. },
  18901. bones: [],
  18902. boneInverses: []
  18903. };
  18904. data.uuid = this.uuid;
  18905. const bones = this.bones;
  18906. const boneInverses = this.boneInverses;
  18907. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18908. const bone = bones[ i ];
  18909. data.bones.push( bone.uuid );
  18910. const boneInverse = boneInverses[ i ];
  18911. data.boneInverses.push( boneInverse.toArray() );
  18912. }
  18913. return data;
  18914. }
  18915. }
  18916. /**
  18917. * An instanced version of a buffer attribute.
  18918. *
  18919. * @augments BufferAttribute
  18920. */
  18921. class InstancedBufferAttribute extends BufferAttribute {
  18922. /**
  18923. * Constructs a new instanced buffer attribute.
  18924. *
  18925. * @param {TypedArray} array - The array holding the attribute data.
  18926. * @param {number} itemSize - The item size.
  18927. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18928. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18929. */
  18930. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18931. super( array, itemSize, normalized );
  18932. /**
  18933. * This flag can be used for type testing.
  18934. *
  18935. * @type {boolean}
  18936. * @readonly
  18937. * @default true
  18938. */
  18939. this.isInstancedBufferAttribute = true;
  18940. /**
  18941. * Defines how often a value of this buffer attribute should be repeated. A
  18942. * value of one means that each value of the instanced attribute is used for
  18943. * a single instance. A value of two means that each value is used for two
  18944. * consecutive instances (and so on).
  18945. *
  18946. * @type {number}
  18947. * @default 1
  18948. */
  18949. this.meshPerAttribute = meshPerAttribute;
  18950. }
  18951. copy( source ) {
  18952. super.copy( source );
  18953. this.meshPerAttribute = source.meshPerAttribute;
  18954. return this;
  18955. }
  18956. toJSON() {
  18957. const data = super.toJSON();
  18958. data.meshPerAttribute = this.meshPerAttribute;
  18959. data.isInstancedBufferAttribute = true;
  18960. return data;
  18961. }
  18962. }
  18963. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18964. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18965. const _instanceIntersects = [];
  18966. const _box3 = /*@__PURE__*/ new Box3();
  18967. const _identity = /*@__PURE__*/ new Matrix4();
  18968. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18969. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18970. /**
  18971. * A special version of a mesh with instanced rendering support. Use
  18972. * this class if you have to render a large number of objects with the same
  18973. * geometry and material(s) but with different world transformations. The usage
  18974. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18975. * improve the overall rendering performance in your application.
  18976. *
  18977. * @augments Mesh
  18978. */
  18979. class InstancedMesh extends Mesh {
  18980. /**
  18981. * Constructs a new instanced mesh.
  18982. *
  18983. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18984. * @param {Material|Array<Material>} [material] - The mesh material.
  18985. * @param {number} count - The number of instances.
  18986. */
  18987. constructor( geometry, material, count ) {
  18988. super( geometry, material );
  18989. /**
  18990. * This flag can be used for type testing.
  18991. *
  18992. * @type {boolean}
  18993. * @readonly
  18994. * @default true
  18995. */
  18996. this.isInstancedMesh = true;
  18997. /**
  18998. * Represents the local transformation of all instances. You have to set its
  18999. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19000. * via {@link InstancedMesh#setMatrixAt}.
  19001. *
  19002. * @type {InstancedBufferAttribute}
  19003. */
  19004. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  19005. /**
  19006. * Represents the color of all instances. You have to set its
  19007. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  19008. * via {@link InstancedMesh#setColorAt}.
  19009. *
  19010. * @type {?InstancedBufferAttribute}
  19011. * @default null
  19012. */
  19013. this.instanceColor = null;
  19014. /**
  19015. * Represents the morph target weights of all instances. You have to set its
  19016. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  19017. * via {@link InstancedMesh#setMorphAt}.
  19018. *
  19019. * @type {?DataTexture}
  19020. * @default null
  19021. */
  19022. this.morphTexture = null;
  19023. /**
  19024. * The number of instances.
  19025. *
  19026. * @type {number}
  19027. */
  19028. this.count = count;
  19029. /**
  19030. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  19031. *
  19032. * @type {?Box3}
  19033. * @default null
  19034. */
  19035. this.boundingBox = null;
  19036. /**
  19037. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  19038. *
  19039. * @type {?Sphere}
  19040. * @default null
  19041. */
  19042. this.boundingSphere = null;
  19043. for ( let i = 0; i < count; i ++ ) {
  19044. this.setMatrixAt( i, _identity );
  19045. }
  19046. }
  19047. /**
  19048. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  19049. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  19050. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19051. */
  19052. computeBoundingBox() {
  19053. const geometry = this.geometry;
  19054. const count = this.count;
  19055. if ( this.boundingBox === null ) {
  19056. this.boundingBox = new Box3();
  19057. }
  19058. if ( geometry.boundingBox === null ) {
  19059. geometry.computeBoundingBox();
  19060. }
  19061. this.boundingBox.makeEmpty();
  19062. for ( let i = 0; i < count; i ++ ) {
  19063. this.getMatrixAt( i, _instanceLocalMatrix );
  19064. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  19065. this.boundingBox.union( _box3 );
  19066. }
  19067. }
  19068. /**
  19069. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  19070. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  19071. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  19072. */
  19073. computeBoundingSphere() {
  19074. const geometry = this.geometry;
  19075. const count = this.count;
  19076. if ( this.boundingSphere === null ) {
  19077. this.boundingSphere = new Sphere();
  19078. }
  19079. if ( geometry.boundingSphere === null ) {
  19080. geometry.computeBoundingSphere();
  19081. }
  19082. this.boundingSphere.makeEmpty();
  19083. for ( let i = 0; i < count; i ++ ) {
  19084. this.getMatrixAt( i, _instanceLocalMatrix );
  19085. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  19086. this.boundingSphere.union( _sphere$4 );
  19087. }
  19088. }
  19089. copy( source, recursive ) {
  19090. super.copy( source, recursive );
  19091. this.instanceMatrix.copy( source.instanceMatrix );
  19092. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  19093. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  19094. this.count = source.count;
  19095. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  19096. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  19097. return this;
  19098. }
  19099. /**
  19100. * Gets the color of the defined instance.
  19101. *
  19102. * @param {number} index - The instance index.
  19103. * @param {Color} color - The target object that is used to store the method's result.
  19104. */
  19105. getColorAt( index, color ) {
  19106. color.fromArray( this.instanceColor.array, index * 3 );
  19107. }
  19108. /**
  19109. * Gets the local transformation matrix of the defined instance.
  19110. *
  19111. * @param {number} index - The instance index.
  19112. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  19113. */
  19114. getMatrixAt( index, matrix ) {
  19115. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  19116. }
  19117. /**
  19118. * Gets the morph target weights of the defined instance.
  19119. *
  19120. * @param {number} index - The instance index.
  19121. * @param {Mesh} object - The target object that is used to store the method's result.
  19122. */
  19123. getMorphAt( index, object ) {
  19124. const objectInfluences = object.morphTargetInfluences;
  19125. const array = this.morphTexture.source.data.data;
  19126. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  19127. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  19128. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19129. objectInfluences[ i ] = array[ dataIndex + i ];
  19130. }
  19131. }
  19132. raycast( raycaster, intersects ) {
  19133. const matrixWorld = this.matrixWorld;
  19134. const raycastTimes = this.count;
  19135. _mesh$1.geometry = this.geometry;
  19136. _mesh$1.material = this.material;
  19137. if ( _mesh$1.material === undefined ) return;
  19138. // test with bounding sphere first
  19139. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  19140. _sphere$4.copy( this.boundingSphere );
  19141. _sphere$4.applyMatrix4( matrixWorld );
  19142. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  19143. // now test each instance
  19144. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  19145. // calculate the world matrix for each instance
  19146. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  19147. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  19148. // the mesh represents this single instance
  19149. _mesh$1.matrixWorld = _instanceWorldMatrix;
  19150. _mesh$1.raycast( raycaster, _instanceIntersects );
  19151. // process the result of raycast
  19152. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  19153. const intersect = _instanceIntersects[ i ];
  19154. intersect.instanceId = instanceId;
  19155. intersect.object = this;
  19156. intersects.push( intersect );
  19157. }
  19158. _instanceIntersects.length = 0;
  19159. }
  19160. }
  19161. /**
  19162. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  19163. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  19164. *
  19165. * @param {number} index - The instance index.
  19166. * @param {Color} color - The instance color.
  19167. */
  19168. setColorAt( index, color ) {
  19169. if ( this.instanceColor === null ) {
  19170. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  19171. }
  19172. color.toArray( this.instanceColor.array, index * 3 );
  19173. }
  19174. /**
  19175. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  19176. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  19177. *
  19178. * @param {number} index - The instance index.
  19179. * @param {Matrix4} matrix - The local transformation.
  19180. */
  19181. setMatrixAt( index, matrix ) {
  19182. matrix.toArray( this.instanceMatrix.array, index * 16 );
  19183. }
  19184. /**
  19185. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  19186. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  19187. *
  19188. * @param {number} index - The instance index.
  19189. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  19190. * of a single instance.
  19191. */
  19192. setMorphAt( index, object ) {
  19193. const objectInfluences = object.morphTargetInfluences;
  19194. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  19195. if ( this.morphTexture === null ) {
  19196. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  19197. }
  19198. const array = this.morphTexture.source.data.data;
  19199. let morphInfluencesSum = 0;
  19200. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  19201. morphInfluencesSum += objectInfluences[ i ];
  19202. }
  19203. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  19204. const dataIndex = len * index;
  19205. array[ dataIndex ] = morphBaseInfluence;
  19206. array.set( objectInfluences, dataIndex + 1 );
  19207. }
  19208. updateMorphTargets() {
  19209. }
  19210. /**
  19211. * Frees the GPU-related resources allocated by this instance. Call this
  19212. * method whenever this instance is no longer used in your app.
  19213. */
  19214. dispose() {
  19215. this.dispatchEvent( { type: 'dispose' } );
  19216. if ( this.morphTexture !== null ) {
  19217. this.morphTexture.dispose();
  19218. this.morphTexture = null;
  19219. }
  19220. }
  19221. }
  19222. const _vector1 = /*@__PURE__*/ new Vector3();
  19223. const _vector2 = /*@__PURE__*/ new Vector3();
  19224. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19225. /**
  19226. * A two dimensional surface that extends infinitely in 3D space, represented
  19227. * in [Hessian normal form]{@link http://mathworld.wolfram.com/HessianNormalForm.html}
  19228. * by a unit length normal vector and a constant.
  19229. */
  19230. class Plane {
  19231. /**
  19232. * Constructs a new plane.
  19233. *
  19234. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19235. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19236. */
  19237. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19238. /**
  19239. * This flag can be used for type testing.
  19240. *
  19241. * @type {boolean}
  19242. * @readonly
  19243. * @default true
  19244. */
  19245. this.isPlane = true;
  19246. /**
  19247. * A unit length vector defining the normal of the plane.
  19248. *
  19249. * @type {Vector3}
  19250. */
  19251. this.normal = normal;
  19252. /**
  19253. * The signed distance from the origin to the plane.
  19254. *
  19255. * @type {number}
  19256. * @default 0
  19257. */
  19258. this.constant = constant;
  19259. }
  19260. /**
  19261. * Sets the plane components by copying the given values.
  19262. *
  19263. * @param {Vector3} normal - The normal.
  19264. * @param {number} constant - The constant.
  19265. * @return {Plane} A reference to this plane.
  19266. */
  19267. set( normal, constant ) {
  19268. this.normal.copy( normal );
  19269. this.constant = constant;
  19270. return this;
  19271. }
  19272. /**
  19273. * Sets the plane components by defining `x`, `y`, `z` as the
  19274. * plane normal and `w` as the constant.
  19275. *
  19276. * @param {number} x - The value for the normal's x component.
  19277. * @param {number} y - The value for the normal's y component.
  19278. * @param {number} z - The value for the normal's z component.
  19279. * @param {number} w - The constant value.
  19280. * @return {Plane} A reference to this plane.
  19281. */
  19282. setComponents( x, y, z, w ) {
  19283. this.normal.set( x, y, z );
  19284. this.constant = w;
  19285. return this;
  19286. }
  19287. /**
  19288. * Sets the plane from the given normal and coplanar point (that is a point
  19289. * that lies onto the plane).
  19290. *
  19291. * @param {Vector3} normal - The normal.
  19292. * @param {Vector3} point - A coplanar point.
  19293. * @return {Plane} A reference to this plane.
  19294. */
  19295. setFromNormalAndCoplanarPoint( normal, point ) {
  19296. this.normal.copy( normal );
  19297. this.constant = - point.dot( this.normal );
  19298. return this;
  19299. }
  19300. /**
  19301. * Sets the plane from three coplanar points. The winding order is
  19302. * assumed to be counter-clockwise, and determines the direction of
  19303. * the plane normal.
  19304. *
  19305. * @param {Vector3} a - The first coplanar point.
  19306. * @param {Vector3} b - The second coplanar point.
  19307. * @param {Vector3} c - The third coplanar point.
  19308. * @return {Plane} A reference to this plane.
  19309. */
  19310. setFromCoplanarPoints( a, b, c ) {
  19311. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19312. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19313. this.setFromNormalAndCoplanarPoint( normal, a );
  19314. return this;
  19315. }
  19316. /**
  19317. * Copies the values of the given plane to this instance.
  19318. *
  19319. * @param {Plane} plane - The plane to copy.
  19320. * @return {Plane} A reference to this plane.
  19321. */
  19322. copy( plane ) {
  19323. this.normal.copy( plane.normal );
  19324. this.constant = plane.constant;
  19325. return this;
  19326. }
  19327. /**
  19328. * Normalizes the plane normal and adjusts the constant accordingly.
  19329. *
  19330. * @return {Plane} A reference to this plane.
  19331. */
  19332. normalize() {
  19333. // Note: will lead to a divide by zero if the plane is invalid.
  19334. const inverseNormalLength = 1.0 / this.normal.length();
  19335. this.normal.multiplyScalar( inverseNormalLength );
  19336. this.constant *= inverseNormalLength;
  19337. return this;
  19338. }
  19339. /**
  19340. * Negates both the plane normal and the constant.
  19341. *
  19342. * @return {Plane} A reference to this plane.
  19343. */
  19344. negate() {
  19345. this.constant *= -1;
  19346. this.normal.negate();
  19347. return this;
  19348. }
  19349. /**
  19350. * Returns the signed distance from the given point to this plane.
  19351. *
  19352. * @param {Vector3} point - The point to compute the distance for.
  19353. * @return {number} The signed distance.
  19354. */
  19355. distanceToPoint( point ) {
  19356. return this.normal.dot( point ) + this.constant;
  19357. }
  19358. /**
  19359. * Returns the signed distance from the given sphere to this plane.
  19360. *
  19361. * @param {Sphere} sphere - The sphere to compute the distance for.
  19362. * @return {number} The signed distance.
  19363. */
  19364. distanceToSphere( sphere ) {
  19365. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19366. }
  19367. /**
  19368. * Projects a the given point onto the plane.
  19369. *
  19370. * @param {Vector3} point - The point to project.
  19371. * @param {Vector3} target - The target vector that is used to store the method's result.
  19372. * @return {Vector3} The projected point on the plane.
  19373. */
  19374. projectPoint( point, target ) {
  19375. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19376. }
  19377. /**
  19378. * Returns the intersection point of the passed line and the plane. Returns
  19379. * `null` if the line does not intersect. Returns the line's starting point if
  19380. * the line is coplanar with the plane.
  19381. *
  19382. * @param {Line3} line - The line to compute the intersection for.
  19383. * @param {Vector3} target - The target vector that is used to store the method's result.
  19384. * @return {?Vector3} The intersection point.
  19385. */
  19386. intersectLine( line, target ) {
  19387. const direction = line.delta( _vector1 );
  19388. const denominator = this.normal.dot( direction );
  19389. if ( denominator === 0 ) {
  19390. // line is coplanar, return origin
  19391. if ( this.distanceToPoint( line.start ) === 0 ) {
  19392. return target.copy( line.start );
  19393. }
  19394. // Unsure if this is the correct method to handle this case.
  19395. return null;
  19396. }
  19397. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19398. if ( t < 0 || t > 1 ) {
  19399. return null;
  19400. }
  19401. return target.copy( line.start ).addScaledVector( direction, t );
  19402. }
  19403. /**
  19404. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19405. *
  19406. * @param {Line3} line - The line to test.
  19407. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19408. */
  19409. intersectsLine( line ) {
  19410. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19411. const startSign = this.distanceToPoint( line.start );
  19412. const endSign = this.distanceToPoint( line.end );
  19413. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19414. }
  19415. /**
  19416. * Returns `true` if the given bounding box intersects with the plane.
  19417. *
  19418. * @param {Box3} box - The bounding box to test.
  19419. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19420. */
  19421. intersectsBox( box ) {
  19422. return box.intersectsPlane( this );
  19423. }
  19424. /**
  19425. * Returns `true` if the given bounding sphere intersects with the plane.
  19426. *
  19427. * @param {Sphere} sphere - The bounding sphere to test.
  19428. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19429. */
  19430. intersectsSphere( sphere ) {
  19431. return sphere.intersectsPlane( this );
  19432. }
  19433. /**
  19434. * Returns a coplanar vector to the plane, by calculating the
  19435. * projection of the normal at the origin onto the plane.
  19436. *
  19437. * @param {Vector3} target - The target vector that is used to store the method's result.
  19438. * @return {Vector3} The coplanar point.
  19439. */
  19440. coplanarPoint( target ) {
  19441. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19442. }
  19443. /**
  19444. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19445. *
  19446. * The optional normal matrix can be pre-computed like so:
  19447. * ```js
  19448. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19449. * ```
  19450. *
  19451. * @param {Matrix4} matrix - The transformation matrix.
  19452. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19453. * @return {Plane} A reference to this plane.
  19454. */
  19455. applyMatrix4( matrix, optionalNormalMatrix ) {
  19456. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19457. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19458. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19459. this.constant = - referencePoint.dot( normal );
  19460. return this;
  19461. }
  19462. /**
  19463. * Translates the plane by the distance defined by the given offset vector.
  19464. * Note that this only affects the plane constant and will not affect the normal vector.
  19465. *
  19466. * @param {Vector3} offset - The offset vector.
  19467. * @return {Plane} A reference to this plane.
  19468. */
  19469. translate( offset ) {
  19470. this.constant -= offset.dot( this.normal );
  19471. return this;
  19472. }
  19473. /**
  19474. * Returns `true` if this plane is equal with the given one.
  19475. *
  19476. * @param {Plane} plane - The plane to test for equality.
  19477. * @return {boolean} Whether this plane is equal with the given one.
  19478. */
  19479. equals( plane ) {
  19480. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19481. }
  19482. /**
  19483. * Returns a new plane with copied values from this instance.
  19484. *
  19485. * @return {Plane} A clone of this instance.
  19486. */
  19487. clone() {
  19488. return new this.constructor().copy( this );
  19489. }
  19490. }
  19491. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19492. const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 );
  19493. const _vector$6 = /*@__PURE__*/ new Vector3();
  19494. /**
  19495. * Frustums are used to determine what is inside the camera's field of view.
  19496. * They help speed up the rendering process - objects which lie outside a camera's
  19497. * frustum can safely be excluded from rendering.
  19498. *
  19499. * This class is mainly intended for use internally by a renderer.
  19500. */
  19501. class Frustum {
  19502. /**
  19503. * Constructs a new frustum.
  19504. *
  19505. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19506. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19507. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19508. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19509. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19510. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19511. */
  19512. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19513. /**
  19514. * This array holds the planes that enclose the frustum.
  19515. *
  19516. * @type {Array<Plane>}
  19517. */
  19518. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19519. }
  19520. /**
  19521. * Sets the frustum planes by copying the given planes.
  19522. *
  19523. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19524. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19525. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19526. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19527. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19528. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19529. * @return {Frustum} A reference to this frustum.
  19530. */
  19531. set( p0, p1, p2, p3, p4, p5 ) {
  19532. const planes = this.planes;
  19533. planes[ 0 ].copy( p0 );
  19534. planes[ 1 ].copy( p1 );
  19535. planes[ 2 ].copy( p2 );
  19536. planes[ 3 ].copy( p3 );
  19537. planes[ 4 ].copy( p4 );
  19538. planes[ 5 ].copy( p5 );
  19539. return this;
  19540. }
  19541. /**
  19542. * Copies the values of the given frustum to this instance.
  19543. *
  19544. * @param {Frustum} frustum - The frustum to copy.
  19545. * @return {Frustum} A reference to this frustum.
  19546. */
  19547. copy( frustum ) {
  19548. const planes = this.planes;
  19549. for ( let i = 0; i < 6; i ++ ) {
  19550. planes[ i ].copy( frustum.planes[ i ] );
  19551. }
  19552. return this;
  19553. }
  19554. /**
  19555. * Sets the frustum planes from the given projection matrix.
  19556. *
  19557. * @param {Matrix4} m - The projection matrix.
  19558. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19559. * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
  19560. * @return {Frustum} A reference to this frustum.
  19561. */
  19562. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) {
  19563. const planes = this.planes;
  19564. const me = m.elements;
  19565. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19566. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19567. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19568. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19569. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19570. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19571. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19572. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19573. if ( reversedDepth ) {
  19574. planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far
  19575. planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near
  19576. } else {
  19577. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far
  19578. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19579. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near
  19580. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19581. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near
  19582. } else {
  19583. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19584. }
  19585. }
  19586. return this;
  19587. }
  19588. /**
  19589. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19590. *
  19591. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19592. *
  19593. * @param {Object3D} object - The 3D object to test.
  19594. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19595. */
  19596. intersectsObject( object ) {
  19597. if ( object.boundingSphere !== undefined ) {
  19598. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19599. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19600. } else {
  19601. const geometry = object.geometry;
  19602. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19603. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19604. }
  19605. return this.intersectsSphere( _sphere$3 );
  19606. }
  19607. /**
  19608. * Returns `true` if the given sprite is intersecting this frustum.
  19609. *
  19610. * @param {Sprite} sprite - The sprite to test.
  19611. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19612. */
  19613. intersectsSprite( sprite ) {
  19614. _sphere$3.center.set( 0, 0, 0 );
  19615. const offset = _defaultSpriteCenter.distanceTo( sprite.center );
  19616. _sphere$3.radius = 0.7071067811865476 + offset;
  19617. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19618. return this.intersectsSphere( _sphere$3 );
  19619. }
  19620. /**
  19621. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19622. *
  19623. * @param {Sphere} sphere - The bounding sphere to test.
  19624. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19625. */
  19626. intersectsSphere( sphere ) {
  19627. const planes = this.planes;
  19628. const center = sphere.center;
  19629. const negRadius = - sphere.radius;
  19630. for ( let i = 0; i < 6; i ++ ) {
  19631. const distance = planes[ i ].distanceToPoint( center );
  19632. if ( distance < negRadius ) {
  19633. return false;
  19634. }
  19635. }
  19636. return true;
  19637. }
  19638. /**
  19639. * Returns `true` if the given bounding box is intersecting this frustum.
  19640. *
  19641. * @param {Box3} box - The bounding box to test.
  19642. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19643. */
  19644. intersectsBox( box ) {
  19645. const planes = this.planes;
  19646. for ( let i = 0; i < 6; i ++ ) {
  19647. const plane = planes[ i ];
  19648. // corner at max distance
  19649. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19650. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19651. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19652. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19653. return false;
  19654. }
  19655. }
  19656. return true;
  19657. }
  19658. /**
  19659. * Returns `true` if the given point lies within the frustum.
  19660. *
  19661. * @param {Vector3} point - The point to test.
  19662. * @return {boolean} Whether the point lies within this frustum or not.
  19663. */
  19664. containsPoint( point ) {
  19665. const planes = this.planes;
  19666. for ( let i = 0; i < 6; i ++ ) {
  19667. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19668. return false;
  19669. }
  19670. }
  19671. return true;
  19672. }
  19673. /**
  19674. * Returns a new frustum with copied values from this instance.
  19675. *
  19676. * @return {Frustum} A clone of this instance.
  19677. */
  19678. clone() {
  19679. return new this.constructor().copy( this );
  19680. }
  19681. }
  19682. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19683. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19684. /**
  19685. * FrustumArray is used to determine if an object is visible in at least one camera
  19686. * from an array of cameras. This is particularly useful for multi-view renderers.
  19687. */
  19688. class FrustumArray {
  19689. /**
  19690. * Constructs a new frustum array.
  19691. *
  19692. */
  19693. constructor() {
  19694. /**
  19695. * The coordinate system to use.
  19696. *
  19697. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19698. * @default WebGLCoordinateSystem
  19699. */
  19700. this.coordinateSystem = WebGLCoordinateSystem;
  19701. }
  19702. /**
  19703. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19704. * from the camera array.
  19705. *
  19706. * @param {Object3D} object - The 3D object to test.
  19707. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19708. * @return {boolean} Whether the 3D object is visible in any camera.
  19709. */
  19710. intersectsObject( object, cameraArray ) {
  19711. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19712. return false;
  19713. }
  19714. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19715. const camera = cameraArray.cameras[ i ];
  19716. _projScreenMatrix$2.multiplyMatrices(
  19717. camera.projectionMatrix,
  19718. camera.matrixWorldInverse
  19719. );
  19720. _frustum$1.setFromProjectionMatrix(
  19721. _projScreenMatrix$2,
  19722. camera.coordinateSystem,
  19723. camera.reversedDepth
  19724. );
  19725. if ( _frustum$1.intersectsObject( object ) ) {
  19726. return true; // Object is visible in at least one camera
  19727. }
  19728. }
  19729. return false; // Not visible in any camera
  19730. }
  19731. /**
  19732. * Returns `true` if the given sprite is intersecting any frustum
  19733. * from the camera array.
  19734. *
  19735. * @param {Sprite} sprite - The sprite to test.
  19736. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19737. * @return {boolean} Whether the sprite is visible in any camera.
  19738. */
  19739. intersectsSprite( sprite, cameraArray ) {
  19740. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19741. return false;
  19742. }
  19743. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19744. const camera = cameraArray.cameras[ i ];
  19745. _projScreenMatrix$2.multiplyMatrices(
  19746. camera.projectionMatrix,
  19747. camera.matrixWorldInverse
  19748. );
  19749. _frustum$1.setFromProjectionMatrix(
  19750. _projScreenMatrix$2,
  19751. camera.coordinateSystem,
  19752. camera.reversedDepth
  19753. );
  19754. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19755. return true; // Sprite is visible in at least one camera
  19756. }
  19757. }
  19758. return false; // Not visible in any camera
  19759. }
  19760. /**
  19761. * Returns `true` if the given bounding sphere is intersecting any frustum
  19762. * from the camera array.
  19763. *
  19764. * @param {Sphere} sphere - The bounding sphere to test.
  19765. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19766. * @return {boolean} Whether the sphere is visible in any camera.
  19767. */
  19768. intersectsSphere( sphere, cameraArray ) {
  19769. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19770. return false;
  19771. }
  19772. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19773. const camera = cameraArray.cameras[ i ];
  19774. _projScreenMatrix$2.multiplyMatrices(
  19775. camera.projectionMatrix,
  19776. camera.matrixWorldInverse
  19777. );
  19778. _frustum$1.setFromProjectionMatrix(
  19779. _projScreenMatrix$2,
  19780. camera.coordinateSystem,
  19781. camera.reversedDepth
  19782. );
  19783. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19784. return true; // Sphere is visible in at least one camera
  19785. }
  19786. }
  19787. return false; // Not visible in any camera
  19788. }
  19789. /**
  19790. * Returns `true` if the given bounding box is intersecting any frustum
  19791. * from the camera array.
  19792. *
  19793. * @param {Box3} box - The bounding box to test.
  19794. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19795. * @return {boolean} Whether the box is visible in any camera.
  19796. */
  19797. intersectsBox( box, cameraArray ) {
  19798. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19799. return false;
  19800. }
  19801. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19802. const camera = cameraArray.cameras[ i ];
  19803. _projScreenMatrix$2.multiplyMatrices(
  19804. camera.projectionMatrix,
  19805. camera.matrixWorldInverse
  19806. );
  19807. _frustum$1.setFromProjectionMatrix(
  19808. _projScreenMatrix$2,
  19809. camera.coordinateSystem,
  19810. camera.reversedDepth
  19811. );
  19812. if ( _frustum$1.intersectsBox( box ) ) {
  19813. return true; // Box is visible in at least one camera
  19814. }
  19815. }
  19816. return false; // Not visible in any camera
  19817. }
  19818. /**
  19819. * Returns `true` if the given point lies within any frustum
  19820. * from the camera array.
  19821. *
  19822. * @param {Vector3} point - The point to test.
  19823. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19824. * @return {boolean} Whether the point is visible in any camera.
  19825. */
  19826. containsPoint( point, cameraArray ) {
  19827. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19828. return false;
  19829. }
  19830. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19831. const camera = cameraArray.cameras[ i ];
  19832. _projScreenMatrix$2.multiplyMatrices(
  19833. camera.projectionMatrix,
  19834. camera.matrixWorldInverse
  19835. );
  19836. _frustum$1.setFromProjectionMatrix(
  19837. _projScreenMatrix$2,
  19838. camera.coordinateSystem,
  19839. camera.reversedDepth
  19840. );
  19841. if ( _frustum$1.containsPoint( point ) ) {
  19842. return true; // Point is visible in at least one camera
  19843. }
  19844. }
  19845. return false; // Not visible in any camera
  19846. }
  19847. /**
  19848. * Returns a new frustum array with copied values from this instance.
  19849. *
  19850. * @return {FrustumArray} A clone of this instance.
  19851. */
  19852. clone() {
  19853. return new FrustumArray();
  19854. }
  19855. }
  19856. function ascIdSort( a, b ) {
  19857. return a - b;
  19858. }
  19859. function sortOpaque( a, b ) {
  19860. return a.z - b.z;
  19861. }
  19862. function sortTransparent( a, b ) {
  19863. return b.z - a.z;
  19864. }
  19865. class MultiDrawRenderList {
  19866. constructor() {
  19867. this.index = 0;
  19868. this.pool = [];
  19869. this.list = [];
  19870. }
  19871. push( start, count, z, index ) {
  19872. const pool = this.pool;
  19873. const list = this.list;
  19874. if ( this.index >= pool.length ) {
  19875. pool.push( {
  19876. start: -1,
  19877. count: -1,
  19878. z: -1,
  19879. index: -1,
  19880. } );
  19881. }
  19882. const item = pool[ this.index ];
  19883. list.push( item );
  19884. this.index ++;
  19885. item.start = start;
  19886. item.count = count;
  19887. item.z = z;
  19888. item.index = index;
  19889. }
  19890. reset() {
  19891. this.list.length = 0;
  19892. this.index = 0;
  19893. }
  19894. }
  19895. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19896. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19897. const _frustum = /*@__PURE__*/ new Frustum();
  19898. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19899. const _box$1 = /*@__PURE__*/ new Box3();
  19900. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19901. const _vector$5 = /*@__PURE__*/ new Vector3();
  19902. const _forward$1 = /*@__PURE__*/ new Vector3();
  19903. const _temp = /*@__PURE__*/ new Vector3();
  19904. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19905. const _mesh = /*@__PURE__*/ new Mesh();
  19906. const _batchIntersects = [];
  19907. // copies data from attribute "src" into "target" starting at "targetOffset"
  19908. function copyAttributeData( src, target, targetOffset = 0 ) {
  19909. const itemSize = target.itemSize;
  19910. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19911. // use the component getters and setters if the array data cannot
  19912. // be copied directly
  19913. const vertexCount = src.count;
  19914. for ( let i = 0; i < vertexCount; i ++ ) {
  19915. for ( let c = 0; c < itemSize; c ++ ) {
  19916. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19917. }
  19918. }
  19919. } else {
  19920. // faster copy approach using typed array set function
  19921. target.array.set( src.array, targetOffset * itemSize );
  19922. }
  19923. target.needsUpdate = true;
  19924. }
  19925. // safely copies array contents to a potentially smaller array
  19926. function copyArrayContents( src, target ) {
  19927. if ( src.constructor !== target.constructor ) {
  19928. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19929. const len = Math.min( src.length, target.length );
  19930. for ( let i = 0; i < len; i ++ ) {
  19931. target[ i ] = src[ i ];
  19932. }
  19933. } else {
  19934. // if the arrays use the same data layout we can use a fast block copy
  19935. const len = Math.min( src.length, target.length );
  19936. target.set( new src.constructor( src.buffer, 0, len ) );
  19937. }
  19938. }
  19939. /**
  19940. * A special version of a mesh with multi draw batch rendering support. Use
  19941. * this class if you have to render a large number of objects with the same
  19942. * material but with different geometries or world transformations. The usage of
  19943. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19944. * rendering performance in your application.
  19945. *
  19946. * ```js
  19947. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19948. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19949. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19950. *
  19951. * // initialize and add geometries into the batched mesh
  19952. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19953. * const boxGeometryId = batchedMesh.addGeometry( box );
  19954. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19955. *
  19956. * // create instances of those geometries
  19957. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19958. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19959. *
  19960. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19961. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19962. *
  19963. * // position the geometries
  19964. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19965. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19966. *
  19967. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19968. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19969. *
  19970. * scene.add( batchedMesh );
  19971. * ```
  19972. *
  19973. * @augments Mesh
  19974. */
  19975. class BatchedMesh extends Mesh {
  19976. /**
  19977. * Constructs a new batched mesh.
  19978. *
  19979. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19980. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19981. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19982. * @param {Material|Array<Material>} [material] - The mesh material.
  19983. */
  19984. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19985. super( new BufferGeometry(), material );
  19986. /**
  19987. * This flag can be used for type testing.
  19988. *
  19989. * @type {boolean}
  19990. * @readonly
  19991. * @default true
  19992. */
  19993. this.isBatchedMesh = true;
  19994. /**
  19995. * When set ot `true`, the individual objects of a batch are frustum culled.
  19996. *
  19997. * @type {boolean}
  19998. * @default true
  19999. */
  20000. this.perObjectFrustumCulled = true;
  20001. /**
  20002. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  20003. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  20004. * rendered front to back.
  20005. *
  20006. * @type {boolean}
  20007. * @default true
  20008. */
  20009. this.sortObjects = true;
  20010. /**
  20011. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  20012. *
  20013. * @type {?Box3}
  20014. * @default null
  20015. */
  20016. this.boundingBox = null;
  20017. /**
  20018. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  20019. *
  20020. * @type {?Sphere}
  20021. * @default null
  20022. */
  20023. this.boundingSphere = null;
  20024. /**
  20025. * Takes a sort a function that is run before render. The function takes a list of instances to
  20026. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  20027. * sort with.
  20028. *
  20029. * @type {?Function}
  20030. * @default null
  20031. */
  20032. this.customSort = null;
  20033. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  20034. this._instanceInfo = [];
  20035. this._geometryInfo = [];
  20036. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  20037. this._availableInstanceIds = [];
  20038. this._availableGeometryIds = [];
  20039. // used to track where the next point is that geometry should be inserted
  20040. this._nextIndexStart = 0;
  20041. this._nextVertexStart = 0;
  20042. this._geometryCount = 0;
  20043. // flags
  20044. this._visibilityChanged = true;
  20045. this._geometryInitialized = false;
  20046. // cached user options
  20047. this._maxInstanceCount = maxInstanceCount;
  20048. this._maxVertexCount = maxVertexCount;
  20049. this._maxIndexCount = maxIndexCount;
  20050. // buffers for multi draw
  20051. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  20052. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  20053. this._multiDrawCount = 0;
  20054. this._multiDrawInstances = null;
  20055. // Local matrix per geometry by using data texture
  20056. this._matricesTexture = null;
  20057. this._indirectTexture = null;
  20058. this._colorsTexture = null;
  20059. this._initMatricesTexture();
  20060. this._initIndirectTexture();
  20061. }
  20062. /**
  20063. * The maximum number of individual instances that can be stored in the batch.
  20064. *
  20065. * @type {number}
  20066. * @readonly
  20067. */
  20068. get maxInstanceCount() {
  20069. return this._maxInstanceCount;
  20070. }
  20071. /**
  20072. * The instance count.
  20073. *
  20074. * @type {number}
  20075. * @readonly
  20076. */
  20077. get instanceCount() {
  20078. return this._instanceInfo.length - this._availableInstanceIds.length;
  20079. }
  20080. /**
  20081. * The number of unused vertices.
  20082. *
  20083. * @type {number}
  20084. * @readonly
  20085. */
  20086. get unusedVertexCount() {
  20087. return this._maxVertexCount - this._nextVertexStart;
  20088. }
  20089. /**
  20090. * The number of unused indices.
  20091. *
  20092. * @type {number}
  20093. * @readonly
  20094. */
  20095. get unusedIndexCount() {
  20096. return this._maxIndexCount - this._nextIndexStart;
  20097. }
  20098. _initMatricesTexture() {
  20099. // layout (1 matrix = 4 pixels)
  20100. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  20101. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  20102. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  20103. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  20104. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  20105. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  20106. size = Math.ceil( size / 4 ) * 4;
  20107. size = Math.max( size, 4 );
  20108. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  20109. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  20110. this._matricesTexture = matricesTexture;
  20111. }
  20112. _initIndirectTexture() {
  20113. let size = Math.sqrt( this._maxInstanceCount );
  20114. size = Math.ceil( size );
  20115. const indirectArray = new Uint32Array( size * size );
  20116. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  20117. this._indirectTexture = indirectTexture;
  20118. }
  20119. _initColorsTexture() {
  20120. let size = Math.sqrt( this._maxInstanceCount );
  20121. size = Math.ceil( size );
  20122. // 4 floats per RGBA pixel initialized to white
  20123. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  20124. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  20125. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  20126. this._colorsTexture = colorsTexture;
  20127. }
  20128. _initializeGeometry( reference ) {
  20129. const geometry = this.geometry;
  20130. const maxVertexCount = this._maxVertexCount;
  20131. const maxIndexCount = this._maxIndexCount;
  20132. if ( this._geometryInitialized === false ) {
  20133. for ( const attributeName in reference.attributes ) {
  20134. const srcAttribute = reference.getAttribute( attributeName );
  20135. const { array, itemSize, normalized } = srcAttribute;
  20136. const dstArray = new array.constructor( maxVertexCount * itemSize );
  20137. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  20138. geometry.setAttribute( attributeName, dstAttribute );
  20139. }
  20140. if ( reference.getIndex() !== null ) {
  20141. // Reserve last u16 index for primitive restart.
  20142. const indexArray = maxVertexCount > 65535
  20143. ? new Uint32Array( maxIndexCount )
  20144. : new Uint16Array( maxIndexCount );
  20145. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  20146. }
  20147. this._geometryInitialized = true;
  20148. }
  20149. }
  20150. // Make sure the geometry is compatible with the existing combined geometry attributes
  20151. _validateGeometry( geometry ) {
  20152. // check to ensure the geometries are using consistent attributes and indices
  20153. const batchGeometry = this.geometry;
  20154. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  20155. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  20156. }
  20157. for ( const attributeName in batchGeometry.attributes ) {
  20158. if ( ! geometry.hasAttribute( attributeName ) ) {
  20159. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  20160. }
  20161. const srcAttribute = geometry.getAttribute( attributeName );
  20162. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20163. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  20164. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  20165. }
  20166. }
  20167. }
  20168. /**
  20169. * Validates the instance defined by the given ID.
  20170. *
  20171. * @param {number} instanceId - The instance to validate.
  20172. */
  20173. validateInstanceId( instanceId ) {
  20174. const instanceInfo = this._instanceInfo;
  20175. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  20176. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  20177. }
  20178. }
  20179. /**
  20180. * Validates the geometry defined by the given ID.
  20181. *
  20182. * @param {number} geometryId - The geometry to validate.
  20183. */
  20184. validateGeometryId( geometryId ) {
  20185. const geometryInfoList = this._geometryInfo;
  20186. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20187. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  20188. }
  20189. }
  20190. /**
  20191. * Takes a sort a function that is run before render. The function takes a list of instances to
  20192. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  20193. *
  20194. * @param {Function} func - The custom sort function.
  20195. * @return {BatchedMesh} A reference to this batched mesh.
  20196. */
  20197. setCustomSort( func ) {
  20198. this.customSort = func;
  20199. return this;
  20200. }
  20201. /**
  20202. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  20203. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  20204. * otherwise they are `null`.
  20205. */
  20206. computeBoundingBox() {
  20207. if ( this.boundingBox === null ) {
  20208. this.boundingBox = new Box3();
  20209. }
  20210. const boundingBox = this.boundingBox;
  20211. const instanceInfo = this._instanceInfo;
  20212. boundingBox.makeEmpty();
  20213. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20214. if ( instanceInfo[ i ].active === false ) continue;
  20215. const geometryId = instanceInfo[ i ].geometryIndex;
  20216. this.getMatrixAt( i, _matrix$1 );
  20217. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  20218. boundingBox.union( _box$1 );
  20219. }
  20220. }
  20221. /**
  20222. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  20223. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  20224. * otherwise they are `null`.
  20225. */
  20226. computeBoundingSphere() {
  20227. if ( this.boundingSphere === null ) {
  20228. this.boundingSphere = new Sphere();
  20229. }
  20230. const boundingSphere = this.boundingSphere;
  20231. const instanceInfo = this._instanceInfo;
  20232. boundingSphere.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.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20238. boundingSphere.union( _sphere$2 );
  20239. }
  20240. }
  20241. /**
  20242. * Adds a new instance to the batch using the geometry of the given ID and returns
  20243. * a new id referring to the new instance to be used by other functions.
  20244. *
  20245. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20246. * @return {number} The instance ID.
  20247. */
  20248. addInstance( geometryId ) {
  20249. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20250. // ensure we're not over geometry
  20251. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20252. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20253. }
  20254. const instanceInfo = {
  20255. visible: true,
  20256. active: true,
  20257. geometryIndex: geometryId,
  20258. };
  20259. let drawId = null;
  20260. // Prioritize using previously freed instance ids
  20261. if ( this._availableInstanceIds.length > 0 ) {
  20262. this._availableInstanceIds.sort( ascIdSort );
  20263. drawId = this._availableInstanceIds.shift();
  20264. this._instanceInfo[ drawId ] = instanceInfo;
  20265. } else {
  20266. drawId = this._instanceInfo.length;
  20267. this._instanceInfo.push( instanceInfo );
  20268. }
  20269. const matricesTexture = this._matricesTexture;
  20270. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20271. matricesTexture.needsUpdate = true;
  20272. const colorsTexture = this._colorsTexture;
  20273. if ( colorsTexture ) {
  20274. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20275. colorsTexture.needsUpdate = true;
  20276. }
  20277. this._visibilityChanged = true;
  20278. return drawId;
  20279. }
  20280. /**
  20281. * Adds the given geometry to the batch and returns the associated
  20282. * geometry id referring to it to be used in other functions.
  20283. *
  20284. * @param {BufferGeometry} geometry - The geometry to add.
  20285. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20286. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20287. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20288. * Defaults to the length of the given geometry vertex buffer.
  20289. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20290. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20291. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20292. * the length of the given geometry index buffer.
  20293. * @return {number} The geometry ID.
  20294. */
  20295. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20296. this._initializeGeometry( geometry );
  20297. this._validateGeometry( geometry );
  20298. const geometryInfo = {
  20299. // geometry information
  20300. vertexStart: -1,
  20301. vertexCount: -1,
  20302. reservedVertexCount: -1,
  20303. indexStart: -1,
  20304. indexCount: -1,
  20305. reservedIndexCount: -1,
  20306. // draw range information
  20307. start: -1,
  20308. count: -1,
  20309. // state
  20310. boundingBox: null,
  20311. boundingSphere: null,
  20312. active: true,
  20313. };
  20314. const geometryInfoList = this._geometryInfo;
  20315. geometryInfo.vertexStart = this._nextVertexStart;
  20316. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20317. const index = geometry.getIndex();
  20318. const hasIndex = index !== null;
  20319. if ( hasIndex ) {
  20320. geometryInfo.indexStart = this._nextIndexStart;
  20321. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20322. }
  20323. if (
  20324. geometryInfo.indexStart !== -1 &&
  20325. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20326. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20327. ) {
  20328. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20329. }
  20330. // update id
  20331. let geometryId;
  20332. if ( this._availableGeometryIds.length > 0 ) {
  20333. this._availableGeometryIds.sort( ascIdSort );
  20334. geometryId = this._availableGeometryIds.shift();
  20335. geometryInfoList[ geometryId ] = geometryInfo;
  20336. } else {
  20337. geometryId = this._geometryCount;
  20338. this._geometryCount ++;
  20339. geometryInfoList.push( geometryInfo );
  20340. }
  20341. // update the geometry
  20342. this.setGeometryAt( geometryId, geometry );
  20343. // increment the next geometry position
  20344. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20345. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20346. return geometryId;
  20347. }
  20348. /**
  20349. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20350. * is not enough space reserved for geometry. Calling this will change all instances that are
  20351. * rendering that geometry.
  20352. *
  20353. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20354. * @param {BufferGeometry} geometry - The new geometry.
  20355. * @return {number} The geometry ID.
  20356. */
  20357. setGeometryAt( geometryId, geometry ) {
  20358. if ( geometryId >= this._geometryCount ) {
  20359. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20360. }
  20361. this._validateGeometry( geometry );
  20362. const batchGeometry = this.geometry;
  20363. const hasIndex = batchGeometry.getIndex() !== null;
  20364. const dstIndex = batchGeometry.getIndex();
  20365. const srcIndex = geometry.getIndex();
  20366. const geometryInfo = this._geometryInfo[ geometryId ];
  20367. if (
  20368. hasIndex &&
  20369. srcIndex.count > geometryInfo.reservedIndexCount ||
  20370. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20371. ) {
  20372. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20373. }
  20374. // copy geometry buffer data over
  20375. const vertexStart = geometryInfo.vertexStart;
  20376. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20377. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20378. for ( const attributeName in batchGeometry.attributes ) {
  20379. // copy attribute data
  20380. const srcAttribute = geometry.getAttribute( attributeName );
  20381. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20382. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20383. // fill the rest in with zeroes
  20384. const itemSize = srcAttribute.itemSize;
  20385. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20386. const index = vertexStart + i;
  20387. for ( let c = 0; c < itemSize; c ++ ) {
  20388. dstAttribute.setComponent( index, c, 0 );
  20389. }
  20390. }
  20391. dstAttribute.needsUpdate = true;
  20392. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20393. }
  20394. // copy index
  20395. if ( hasIndex ) {
  20396. const indexStart = geometryInfo.indexStart;
  20397. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20398. geometryInfo.indexCount = geometry.getIndex().count;
  20399. // copy index data over
  20400. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20401. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20402. }
  20403. // fill the rest in with zeroes
  20404. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20405. dstIndex.setX( indexStart + i, vertexStart );
  20406. }
  20407. dstIndex.needsUpdate = true;
  20408. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20409. }
  20410. // update the draw range
  20411. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20412. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20413. // store the bounding boxes
  20414. geometryInfo.boundingBox = null;
  20415. if ( geometry.boundingBox !== null ) {
  20416. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20417. }
  20418. geometryInfo.boundingSphere = null;
  20419. if ( geometry.boundingSphere !== null ) {
  20420. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20421. }
  20422. this._visibilityChanged = true;
  20423. return geometryId;
  20424. }
  20425. /**
  20426. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20427. * this geometry will also be removed as a side effect.
  20428. *
  20429. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20430. * @return {BatchedMesh} A reference to this batched mesh.
  20431. */
  20432. deleteGeometry( geometryId ) {
  20433. const geometryInfoList = this._geometryInfo;
  20434. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20435. return this;
  20436. }
  20437. // delete any instances associated with this geometry
  20438. const instanceInfo = this._instanceInfo;
  20439. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20440. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20441. this.deleteInstance( i );
  20442. }
  20443. }
  20444. geometryInfoList[ geometryId ].active = false;
  20445. this._availableGeometryIds.push( geometryId );
  20446. this._visibilityChanged = true;
  20447. return this;
  20448. }
  20449. /**
  20450. * Deletes an existing instance from the batch using the given ID.
  20451. *
  20452. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20453. * @return {BatchedMesh} A reference to this batched mesh.
  20454. */
  20455. deleteInstance( instanceId ) {
  20456. this.validateInstanceId( instanceId );
  20457. this._instanceInfo[ instanceId ].active = false;
  20458. this._availableInstanceIds.push( instanceId );
  20459. this._visibilityChanged = true;
  20460. return this;
  20461. }
  20462. /**
  20463. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20464. * previously deleted geometry, freeing up space to add new geometry.
  20465. *
  20466. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20467. * @return {BatchedMesh} A reference to this batched mesh.
  20468. */
  20469. optimize() {
  20470. // track the next indices to copy data to
  20471. let nextVertexStart = 0;
  20472. let nextIndexStart = 0;
  20473. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20474. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20475. const geometryInfoList = this._geometryInfo;
  20476. const indices = geometryInfoList
  20477. .map( ( e, i ) => i )
  20478. .sort( ( a, b ) => {
  20479. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20480. } );
  20481. const geometry = this.geometry;
  20482. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20483. // if a geometry range is inactive then don't copy anything
  20484. const index = indices[ i ];
  20485. const geometryInfo = geometryInfoList[ index ];
  20486. if ( geometryInfo.active === false ) {
  20487. continue;
  20488. }
  20489. // if a geometry contains an index buffer then shift it, as well
  20490. if ( geometry.index !== null ) {
  20491. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20492. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20493. const index = geometry.index;
  20494. const array = index.array;
  20495. // shift the index pointers based on how the vertex data will shift
  20496. // adjusting the index must happen first so the original vertex start value is available
  20497. const elementDelta = nextVertexStart - vertexStart;
  20498. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20499. array[ j ] = array[ j ] + elementDelta;
  20500. }
  20501. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20502. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20503. geometryInfo.indexStart = nextIndexStart;
  20504. }
  20505. nextIndexStart += geometryInfo.reservedIndexCount;
  20506. }
  20507. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20508. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20509. const { vertexStart, reservedVertexCount } = geometryInfo;
  20510. const attributes = geometry.attributes;
  20511. for ( const key in attributes ) {
  20512. const attribute = attributes[ key ];
  20513. const { array, itemSize } = attribute;
  20514. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20515. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20516. }
  20517. geometryInfo.vertexStart = nextVertexStart;
  20518. }
  20519. nextVertexStart += geometryInfo.reservedVertexCount;
  20520. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20521. // step the next geometry points to the shifted position
  20522. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20523. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20524. }
  20525. return this;
  20526. }
  20527. /**
  20528. * Returns the bounding box for the given geometry.
  20529. *
  20530. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20531. * @param {Box3} target - The target object that is used to store the method's result.
  20532. * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20533. */
  20534. getBoundingBoxAt( geometryId, target ) {
  20535. if ( geometryId >= this._geometryCount ) {
  20536. return null;
  20537. }
  20538. // compute bounding box
  20539. const geometry = this.geometry;
  20540. const geometryInfo = this._geometryInfo[ geometryId ];
  20541. if ( geometryInfo.boundingBox === null ) {
  20542. const box = new Box3();
  20543. const index = geometry.index;
  20544. const position = geometry.attributes.position;
  20545. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20546. let iv = i;
  20547. if ( index ) {
  20548. iv = index.getX( iv );
  20549. }
  20550. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20551. }
  20552. geometryInfo.boundingBox = box;
  20553. }
  20554. target.copy( geometryInfo.boundingBox );
  20555. return target;
  20556. }
  20557. /**
  20558. * Returns the bounding sphere for the given geometry.
  20559. *
  20560. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20561. * @param {Sphere} target - The target object that is used to store the method's result.
  20562. * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20563. */
  20564. getBoundingSphereAt( geometryId, target ) {
  20565. if ( geometryId >= this._geometryCount ) {
  20566. return null;
  20567. }
  20568. // compute bounding sphere
  20569. const geometry = this.geometry;
  20570. const geometryInfo = this._geometryInfo[ geometryId ];
  20571. if ( geometryInfo.boundingSphere === null ) {
  20572. const sphere = new Sphere();
  20573. this.getBoundingBoxAt( geometryId, _box$1 );
  20574. _box$1.getCenter( sphere.center );
  20575. const index = geometry.index;
  20576. const position = geometry.attributes.position;
  20577. let maxRadiusSq = 0;
  20578. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20579. let iv = i;
  20580. if ( index ) {
  20581. iv = index.getX( iv );
  20582. }
  20583. _vector$5.fromBufferAttribute( position, iv );
  20584. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20585. }
  20586. sphere.radius = Math.sqrt( maxRadiusSq );
  20587. geometryInfo.boundingSphere = sphere;
  20588. }
  20589. target.copy( geometryInfo.boundingSphere );
  20590. return target;
  20591. }
  20592. /**
  20593. * Sets the given local transformation matrix to the defined instance.
  20594. * Negatively scaled matrices are not supported.
  20595. *
  20596. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20597. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20598. * @return {BatchedMesh} A reference to this batched mesh.
  20599. */
  20600. setMatrixAt( instanceId, matrix ) {
  20601. this.validateInstanceId( instanceId );
  20602. const matricesTexture = this._matricesTexture;
  20603. const matricesArray = this._matricesTexture.image.data;
  20604. matrix.toArray( matricesArray, instanceId * 16 );
  20605. matricesTexture.needsUpdate = true;
  20606. return this;
  20607. }
  20608. /**
  20609. * Returns the local transformation matrix of the defined instance.
  20610. *
  20611. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20612. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20613. * @return {Matrix4} The instance's local transformation matrix.
  20614. */
  20615. getMatrixAt( instanceId, matrix ) {
  20616. this.validateInstanceId( instanceId );
  20617. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20618. }
  20619. /**
  20620. * Sets the given color to the defined instance.
  20621. *
  20622. * @param {number} instanceId - The ID of an instance to set the color of.
  20623. * @param {Color} color - The color to set the instance to.
  20624. * @return {BatchedMesh} A reference to this batched mesh.
  20625. */
  20626. setColorAt( instanceId, color ) {
  20627. this.validateInstanceId( instanceId );
  20628. if ( this._colorsTexture === null ) {
  20629. this._initColorsTexture();
  20630. }
  20631. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20632. this._colorsTexture.needsUpdate = true;
  20633. return this;
  20634. }
  20635. /**
  20636. * Returns the color of the defined instance.
  20637. *
  20638. * @param {number} instanceId - The ID of an instance to get the color of.
  20639. * @param {Color} color - The target object that is used to store the method's result.
  20640. * @return {Color} The instance's color.
  20641. */
  20642. getColorAt( instanceId, color ) {
  20643. this.validateInstanceId( instanceId );
  20644. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20645. }
  20646. /**
  20647. * Sets the visibility of the instance.
  20648. *
  20649. * @param {number} instanceId - The id of the instance to set the visibility of.
  20650. * @param {boolean} visible - Whether the instance is visible or not.
  20651. * @return {BatchedMesh} A reference to this batched mesh.
  20652. */
  20653. setVisibleAt( instanceId, visible ) {
  20654. this.validateInstanceId( instanceId );
  20655. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20656. return this;
  20657. }
  20658. this._instanceInfo[ instanceId ].visible = visible;
  20659. this._visibilityChanged = true;
  20660. return this;
  20661. }
  20662. /**
  20663. * Returns the visibility state of the defined instance.
  20664. *
  20665. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20666. * @return {boolean} Whether the instance is visible or not.
  20667. */
  20668. getVisibleAt( instanceId ) {
  20669. this.validateInstanceId( instanceId );
  20670. return this._instanceInfo[ instanceId ].visible;
  20671. }
  20672. /**
  20673. * Sets the geometry ID of the instance at the given index.
  20674. *
  20675. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20676. * @param {number} geometryId - The geometry ID to be use by the instance.
  20677. * @return {BatchedMesh} A reference to this batched mesh.
  20678. */
  20679. setGeometryIdAt( instanceId, geometryId ) {
  20680. this.validateInstanceId( instanceId );
  20681. this.validateGeometryId( geometryId );
  20682. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20683. return this;
  20684. }
  20685. /**
  20686. * Returns the geometry ID of the defined instance.
  20687. *
  20688. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20689. * @return {number} The instance's geometry ID.
  20690. */
  20691. getGeometryIdAt( instanceId ) {
  20692. this.validateInstanceId( instanceId );
  20693. return this._instanceInfo[ instanceId ].geometryIndex;
  20694. }
  20695. /**
  20696. * Get the range representing the subset of triangles related to the attached geometry,
  20697. * indicating the starting offset and count, or `null` if invalid.
  20698. *
  20699. * @param {number} geometryId - The id of the geometry to get the range of.
  20700. * @param {Object} [target] - The target object that is used to store the method's result.
  20701. * @return {{
  20702. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20703. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20704. * start:number,count:number
  20705. * }} The result object with range data.
  20706. */
  20707. getGeometryRangeAt( geometryId, target = {} ) {
  20708. this.validateGeometryId( geometryId );
  20709. const geometryInfo = this._geometryInfo[ geometryId ];
  20710. target.vertexStart = geometryInfo.vertexStart;
  20711. target.vertexCount = geometryInfo.vertexCount;
  20712. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20713. target.indexStart = geometryInfo.indexStart;
  20714. target.indexCount = geometryInfo.indexCount;
  20715. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20716. target.start = geometryInfo.start;
  20717. target.count = geometryInfo.count;
  20718. return target;
  20719. }
  20720. /**
  20721. * Resizes the necessary buffers to support the provided number of instances.
  20722. * If the provided arguments shrink the number of instances but there are not enough
  20723. * unused Ids at the end of the list then an error is thrown.
  20724. *
  20725. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20726. */
  20727. setInstanceCount( maxInstanceCount ) {
  20728. // shrink the available instances as much as possible
  20729. const availableInstanceIds = this._availableInstanceIds;
  20730. const instanceInfo = this._instanceInfo;
  20731. availableInstanceIds.sort( ascIdSort );
  20732. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) {
  20733. instanceInfo.pop();
  20734. availableInstanceIds.pop();
  20735. }
  20736. // throw an error if it can't be shrunk to the desired size
  20737. if ( maxInstanceCount < instanceInfo.length ) {
  20738. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20739. }
  20740. // copy the multi draw counts
  20741. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20742. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20743. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20744. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20745. this._multiDrawCounts = multiDrawCounts;
  20746. this._multiDrawStarts = multiDrawStarts;
  20747. this._maxInstanceCount = maxInstanceCount;
  20748. // update texture data for instance sampling
  20749. const indirectTexture = this._indirectTexture;
  20750. const matricesTexture = this._matricesTexture;
  20751. const colorsTexture = this._colorsTexture;
  20752. indirectTexture.dispose();
  20753. this._initIndirectTexture();
  20754. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20755. matricesTexture.dispose();
  20756. this._initMatricesTexture();
  20757. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20758. if ( colorsTexture ) {
  20759. colorsTexture.dispose();
  20760. this._initColorsTexture();
  20761. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20762. }
  20763. }
  20764. /**
  20765. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20766. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20767. * end of the geometry attributes then an error is thrown.
  20768. *
  20769. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20770. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20771. */
  20772. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20773. // Check if we can shrink to the requested vertex attribute size
  20774. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20775. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20776. if ( requiredVertexLength > maxVertexCount ) {
  20777. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20778. }
  20779. // Check if we can shrink to the requested index attribute size
  20780. if ( this.geometry.index ) {
  20781. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20782. if ( requiredIndexLength > maxIndexCount ) {
  20783. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20784. }
  20785. }
  20786. //
  20787. // dispose of the previous geometry
  20788. const oldGeometry = this.geometry;
  20789. oldGeometry.dispose();
  20790. // recreate the geometry needed based on the previous variant
  20791. this._maxVertexCount = maxVertexCount;
  20792. this._maxIndexCount = maxIndexCount;
  20793. if ( this._geometryInitialized ) {
  20794. this._geometryInitialized = false;
  20795. this.geometry = new BufferGeometry();
  20796. this._initializeGeometry( oldGeometry );
  20797. }
  20798. // copy data from the previous geometry
  20799. const geometry = this.geometry;
  20800. if ( oldGeometry.index ) {
  20801. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20802. }
  20803. for ( const key in oldGeometry.attributes ) {
  20804. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20805. }
  20806. }
  20807. raycast( raycaster, intersects ) {
  20808. const instanceInfo = this._instanceInfo;
  20809. const geometryInfoList = this._geometryInfo;
  20810. const matrixWorld = this.matrixWorld;
  20811. const batchGeometry = this.geometry;
  20812. // iterate over each geometry
  20813. _mesh.material = this.material;
  20814. _mesh.geometry.index = batchGeometry.index;
  20815. _mesh.geometry.attributes = batchGeometry.attributes;
  20816. if ( _mesh.geometry.boundingBox === null ) {
  20817. _mesh.geometry.boundingBox = new Box3();
  20818. }
  20819. if ( _mesh.geometry.boundingSphere === null ) {
  20820. _mesh.geometry.boundingSphere = new Sphere();
  20821. }
  20822. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20823. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20824. continue;
  20825. }
  20826. const geometryId = instanceInfo[ i ].geometryIndex;
  20827. const geometryInfo = geometryInfoList[ geometryId ];
  20828. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20829. // get the intersects
  20830. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20831. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20832. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20833. _mesh.raycast( raycaster, _batchIntersects );
  20834. // add batch id to the intersects
  20835. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20836. const intersect = _batchIntersects[ j ];
  20837. intersect.object = this;
  20838. intersect.batchId = i;
  20839. intersects.push( intersect );
  20840. }
  20841. _batchIntersects.length = 0;
  20842. }
  20843. _mesh.material = null;
  20844. _mesh.geometry.index = null;
  20845. _mesh.geometry.attributes = {};
  20846. _mesh.geometry.setDrawRange( 0, Infinity );
  20847. }
  20848. copy( source ) {
  20849. super.copy( source );
  20850. this.geometry = source.geometry.clone();
  20851. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20852. this.sortObjects = source.sortObjects;
  20853. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20854. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20855. this._geometryInfo = source._geometryInfo.map( info => ( {
  20856. ...info,
  20857. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20858. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20859. } ) );
  20860. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20861. this._availableInstanceIds = source._availableInstanceIds.slice();
  20862. this._availableGeometryIds = source._availableGeometryIds.slice();
  20863. this._nextIndexStart = source._nextIndexStart;
  20864. this._nextVertexStart = source._nextVertexStart;
  20865. this._geometryCount = source._geometryCount;
  20866. this._maxInstanceCount = source._maxInstanceCount;
  20867. this._maxVertexCount = source._maxVertexCount;
  20868. this._maxIndexCount = source._maxIndexCount;
  20869. this._geometryInitialized = source._geometryInitialized;
  20870. this._multiDrawCounts = source._multiDrawCounts.slice();
  20871. this._multiDrawStarts = source._multiDrawStarts.slice();
  20872. this._indirectTexture = source._indirectTexture.clone();
  20873. this._indirectTexture.image.data = this._indirectTexture.image.data.slice();
  20874. this._matricesTexture = source._matricesTexture.clone();
  20875. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20876. if ( this._colorsTexture !== null ) {
  20877. this._colorsTexture = source._colorsTexture.clone();
  20878. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20879. }
  20880. return this;
  20881. }
  20882. /**
  20883. * Frees the GPU-related resources allocated by this instance. Call this
  20884. * method whenever this instance is no longer used in your app.
  20885. */
  20886. dispose() {
  20887. // Assuming the geometry is not shared with other meshes
  20888. this.geometry.dispose();
  20889. this._matricesTexture.dispose();
  20890. this._matricesTexture = null;
  20891. this._indirectTexture.dispose();
  20892. this._indirectTexture = null;
  20893. if ( this._colorsTexture !== null ) {
  20894. this._colorsTexture.dispose();
  20895. this._colorsTexture = null;
  20896. }
  20897. }
  20898. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20899. // if visibility has not changed and frustum culling and object sorting is not required
  20900. // then skip iterating over all items
  20901. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20902. return;
  20903. }
  20904. // the indexed version of the multi draw function requires specifying the start
  20905. // offset in bytes.
  20906. const index = geometry.getIndex();
  20907. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20908. const instanceInfo = this._instanceInfo;
  20909. const multiDrawStarts = this._multiDrawStarts;
  20910. const multiDrawCounts = this._multiDrawCounts;
  20911. const geometryInfoList = this._geometryInfo;
  20912. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20913. const indirectTexture = this._indirectTexture;
  20914. const indirectArray = indirectTexture.image.data;
  20915. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20916. // prepare the frustum in the local frame
  20917. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20918. _matrix$1
  20919. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20920. .multiply( this.matrixWorld );
  20921. _frustum.setFromProjectionMatrix(
  20922. _matrix$1,
  20923. camera.coordinateSystem,
  20924. camera.reversedDepth
  20925. );
  20926. }
  20927. let multiDrawCount = 0;
  20928. if ( this.sortObjects ) {
  20929. // get the camera position in the local frame
  20930. _matrix$1.copy( this.matrixWorld ).invert();
  20931. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20932. _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20933. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20934. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20935. const geometryId = instanceInfo[ i ].geometryIndex;
  20936. // get the bounds in world space
  20937. this.getMatrixAt( i, _matrix$1 );
  20938. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20939. // determine whether the batched geometry is within the frustum
  20940. let culled = false;
  20941. if ( perObjectFrustumCulled ) {
  20942. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20943. }
  20944. if ( ! culled ) {
  20945. // get the distance from camera used for sorting
  20946. const geometryInfo = geometryInfoList[ geometryId ];
  20947. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 );
  20948. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20949. }
  20950. }
  20951. }
  20952. // Sort the draw ranges and prep for rendering
  20953. const list = _renderList.list;
  20954. const customSort = this.customSort;
  20955. if ( customSort === null ) {
  20956. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20957. } else {
  20958. customSort.call( this, list, camera );
  20959. }
  20960. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20961. const item = list[ i ];
  20962. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20963. multiDrawCounts[ multiDrawCount ] = item.count;
  20964. indirectArray[ multiDrawCount ] = item.index;
  20965. multiDrawCount ++;
  20966. }
  20967. _renderList.reset();
  20968. } else {
  20969. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20970. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20971. const geometryId = instanceInfo[ i ].geometryIndex;
  20972. // determine whether the batched geometry is within the frustum
  20973. let culled = false;
  20974. if ( perObjectFrustumCulled ) {
  20975. // get the bounds in world space
  20976. this.getMatrixAt( i, _matrix$1 );
  20977. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20978. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20979. }
  20980. if ( ! culled ) {
  20981. const geometryInfo = geometryInfoList[ geometryId ];
  20982. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  20983. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  20984. indirectArray[ multiDrawCount ] = i;
  20985. multiDrawCount ++;
  20986. }
  20987. }
  20988. }
  20989. }
  20990. indirectTexture.needsUpdate = true;
  20991. this._multiDrawCount = multiDrawCount;
  20992. this._visibilityChanged = false;
  20993. }
  20994. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20995. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20996. }
  20997. }
  20998. /**
  20999. * A material for rendering line primitives.
  21000. *
  21001. * Materials define the appearance of renderable 3D objects.
  21002. *
  21003. * ```js
  21004. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  21005. * ```
  21006. *
  21007. * @augments Material
  21008. */
  21009. class LineBasicMaterial extends Material {
  21010. /**
  21011. * Constructs a new line basic material.
  21012. *
  21013. * @param {Object} [parameters] - An object with one or more properties
  21014. * defining the material's appearance. Any property of the material
  21015. * (including any property from inherited materials) can be passed
  21016. * in here. Color values can be passed any type of value accepted
  21017. * by {@link Color#set}.
  21018. */
  21019. constructor( parameters ) {
  21020. super();
  21021. /**
  21022. * This flag can be used for type testing.
  21023. *
  21024. * @type {boolean}
  21025. * @readonly
  21026. * @default true
  21027. */
  21028. this.isLineBasicMaterial = true;
  21029. this.type = 'LineBasicMaterial';
  21030. /**
  21031. * Color of the material.
  21032. *
  21033. * @type {Color}
  21034. * @default (1,1,1)
  21035. */
  21036. this.color = new Color( 0xffffff );
  21037. /**
  21038. * Sets the color of the lines using data from a texture. The texture map
  21039. * color is modulated by the diffuse `color`.
  21040. *
  21041. * @type {?Texture}
  21042. * @default null
  21043. */
  21044. this.map = null;
  21045. /**
  21046. * Controls line thickness or lines.
  21047. *
  21048. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  21049. * ignore this setting and always render line primitives with a
  21050. * width of one pixel.
  21051. *
  21052. * @type {number}
  21053. * @default 1
  21054. */
  21055. this.linewidth = 1;
  21056. /**
  21057. * Defines appearance of line ends.
  21058. *
  21059. * Can only be used with {@link SVGRenderer}.
  21060. *
  21061. * @type {('butt'|'round'|'square')}
  21062. * @default 'round'
  21063. */
  21064. this.linecap = 'round';
  21065. /**
  21066. * Defines appearance of line joints.
  21067. *
  21068. * Can only be used with {@link SVGRenderer}.
  21069. *
  21070. * @type {('round'|'bevel'|'miter')}
  21071. * @default 'round'
  21072. */
  21073. this.linejoin = 'round';
  21074. /**
  21075. * Whether the material is affected by fog or not.
  21076. *
  21077. * @type {boolean}
  21078. * @default true
  21079. */
  21080. this.fog = true;
  21081. this.setValues( parameters );
  21082. }
  21083. copy( source ) {
  21084. super.copy( source );
  21085. this.color.copy( source.color );
  21086. this.map = source.map;
  21087. this.linewidth = source.linewidth;
  21088. this.linecap = source.linecap;
  21089. this.linejoin = source.linejoin;
  21090. this.fog = source.fog;
  21091. return this;
  21092. }
  21093. }
  21094. const _vStart = /*@__PURE__*/ new Vector3();
  21095. const _vEnd = /*@__PURE__*/ new Vector3();
  21096. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  21097. const _ray$1 = /*@__PURE__*/ new Ray();
  21098. const _sphere$1 = /*@__PURE__*/ new Sphere();
  21099. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  21100. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  21101. /**
  21102. * A continuous line. The line are rendered by connecting consecutive
  21103. * vertices with straight lines.
  21104. *
  21105. * ```js
  21106. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  21107. *
  21108. * const points = [];
  21109. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  21110. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  21111. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  21112. *
  21113. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  21114. *
  21115. * const line = new THREE.Line( geometry, material );
  21116. * scene.add( line );
  21117. * ```
  21118. *
  21119. * @augments Object3D
  21120. */
  21121. class Line extends Object3D {
  21122. /**
  21123. * Constructs a new line.
  21124. *
  21125. * @param {BufferGeometry} [geometry] - The line geometry.
  21126. * @param {Material|Array<Material>} [material] - The line material.
  21127. */
  21128. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  21129. super();
  21130. /**
  21131. * This flag can be used for type testing.
  21132. *
  21133. * @type {boolean}
  21134. * @readonly
  21135. * @default true
  21136. */
  21137. this.isLine = true;
  21138. this.type = 'Line';
  21139. /**
  21140. * The line geometry.
  21141. *
  21142. * @type {BufferGeometry}
  21143. */
  21144. this.geometry = geometry;
  21145. /**
  21146. * The line material.
  21147. *
  21148. * @type {Material|Array<Material>}
  21149. * @default LineBasicMaterial
  21150. */
  21151. this.material = material;
  21152. /**
  21153. * A dictionary representing the morph targets in the geometry. The key is the
  21154. * morph targets name, the value its attribute index. This member is `undefined`
  21155. * by default and only set when morph targets are detected in the geometry.
  21156. *
  21157. * @type {Object<String,number>|undefined}
  21158. * @default undefined
  21159. */
  21160. this.morphTargetDictionary = undefined;
  21161. /**
  21162. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21163. * is applied. This member is `undefined` by default and only set when morph targets are
  21164. * detected in the geometry.
  21165. *
  21166. * @type {Array<number>|undefined}
  21167. * @default undefined
  21168. */
  21169. this.morphTargetInfluences = undefined;
  21170. this.updateMorphTargets();
  21171. }
  21172. copy( source, recursive ) {
  21173. super.copy( source, recursive );
  21174. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21175. this.geometry = source.geometry;
  21176. return this;
  21177. }
  21178. /**
  21179. * Computes an array of distance values which are necessary for rendering dashed lines.
  21180. * For each vertex in the geometry, the method calculates the cumulative length from the
  21181. * current point to the very beginning of the line.
  21182. *
  21183. * @return {Line} A reference to this line.
  21184. */
  21185. computeLineDistances() {
  21186. const geometry = this.geometry;
  21187. // we assume non-indexed geometry
  21188. if ( geometry.index === null ) {
  21189. const positionAttribute = geometry.attributes.position;
  21190. const lineDistances = [ 0 ];
  21191. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  21192. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  21193. _vEnd.fromBufferAttribute( positionAttribute, i );
  21194. lineDistances[ i ] = lineDistances[ i - 1 ];
  21195. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  21196. }
  21197. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21198. } else {
  21199. warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21200. }
  21201. return this;
  21202. }
  21203. /**
  21204. * Computes intersection points between a casted ray and this line.
  21205. *
  21206. * @param {Raycaster} raycaster - The raycaster.
  21207. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21208. */
  21209. raycast( raycaster, intersects ) {
  21210. const geometry = this.geometry;
  21211. const matrixWorld = this.matrixWorld;
  21212. const threshold = raycaster.params.Line.threshold;
  21213. const drawRange = geometry.drawRange;
  21214. // Checking boundingSphere distance to ray
  21215. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21216. _sphere$1.copy( geometry.boundingSphere );
  21217. _sphere$1.applyMatrix4( matrixWorld );
  21218. _sphere$1.radius += threshold;
  21219. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  21220. //
  21221. _inverseMatrix$1.copy( matrixWorld ).invert();
  21222. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  21223. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21224. const localThresholdSq = localThreshold * localThreshold;
  21225. const step = this.isLineSegments ? 2 : 1;
  21226. const index = geometry.index;
  21227. const attributes = geometry.attributes;
  21228. const positionAttribute = attributes.position;
  21229. if ( index !== null ) {
  21230. const start = Math.max( 0, drawRange.start );
  21231. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21232. for ( let i = start, l = end - 1; i < l; i += step ) {
  21233. const a = index.getX( i );
  21234. const b = index.getX( i + 1 );
  21235. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21236. if ( intersect ) {
  21237. intersects.push( intersect );
  21238. }
  21239. }
  21240. if ( this.isLineLoop ) {
  21241. const a = index.getX( end - 1 );
  21242. const b = index.getX( start );
  21243. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21244. if ( intersect ) {
  21245. intersects.push( intersect );
  21246. }
  21247. }
  21248. } else {
  21249. const start = Math.max( 0, drawRange.start );
  21250. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21251. for ( let i = start, l = end - 1; i < l; i += step ) {
  21252. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21253. if ( intersect ) {
  21254. intersects.push( intersect );
  21255. }
  21256. }
  21257. if ( this.isLineLoop ) {
  21258. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21259. if ( intersect ) {
  21260. intersects.push( intersect );
  21261. }
  21262. }
  21263. }
  21264. }
  21265. /**
  21266. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21267. * to make sure existing morph targets can influence this 3D object.
  21268. */
  21269. updateMorphTargets() {
  21270. const geometry = this.geometry;
  21271. const morphAttributes = geometry.morphAttributes;
  21272. const keys = Object.keys( morphAttributes );
  21273. if ( keys.length > 0 ) {
  21274. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21275. if ( morphAttribute !== undefined ) {
  21276. this.morphTargetInfluences = [];
  21277. this.morphTargetDictionary = {};
  21278. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21279. const name = morphAttribute[ m ].name || String( m );
  21280. this.morphTargetInfluences.push( 0 );
  21281. this.morphTargetDictionary[ name ] = m;
  21282. }
  21283. }
  21284. }
  21285. }
  21286. }
  21287. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21288. const positionAttribute = object.geometry.attributes.position;
  21289. _vStart.fromBufferAttribute( positionAttribute, a );
  21290. _vEnd.fromBufferAttribute( positionAttribute, b );
  21291. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21292. if ( distSq > thresholdSq ) return;
  21293. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21294. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21295. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21296. return {
  21297. distance: distance,
  21298. // What do we want? intersection point on the ray or on the segment??
  21299. // point: raycaster.ray.at( distance ),
  21300. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21301. index: i,
  21302. face: null,
  21303. faceIndex: null,
  21304. barycoord: null,
  21305. object: object
  21306. };
  21307. }
  21308. const _start = /*@__PURE__*/ new Vector3();
  21309. const _end = /*@__PURE__*/ new Vector3();
  21310. /**
  21311. * A series of lines drawn between pairs of vertices.
  21312. *
  21313. * @augments Line
  21314. */
  21315. class LineSegments extends Line {
  21316. /**
  21317. * Constructs a new line segments.
  21318. *
  21319. * @param {BufferGeometry} [geometry] - The line geometry.
  21320. * @param {Material|Array<Material>} [material] - The line material.
  21321. */
  21322. constructor( geometry, material ) {
  21323. super( geometry, material );
  21324. /**
  21325. * This flag can be used for type testing.
  21326. *
  21327. * @type {boolean}
  21328. * @readonly
  21329. * @default true
  21330. */
  21331. this.isLineSegments = true;
  21332. this.type = 'LineSegments';
  21333. }
  21334. computeLineDistances() {
  21335. const geometry = this.geometry;
  21336. // we assume non-indexed geometry
  21337. if ( geometry.index === null ) {
  21338. const positionAttribute = geometry.attributes.position;
  21339. const lineDistances = [];
  21340. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21341. _start.fromBufferAttribute( positionAttribute, i );
  21342. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21343. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21344. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21345. }
  21346. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21347. } else {
  21348. warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21349. }
  21350. return this;
  21351. }
  21352. }
  21353. /**
  21354. * A continuous line. This is nearly the same as {@link Line} the only difference
  21355. * is that the last vertex is connected with the first vertex in order to close
  21356. * the line to form a loop.
  21357. *
  21358. * @augments Line
  21359. */
  21360. class LineLoop extends Line {
  21361. /**
  21362. * Constructs a new line loop.
  21363. *
  21364. * @param {BufferGeometry} [geometry] - The line geometry.
  21365. * @param {Material|Array<Material>} [material] - The line material.
  21366. */
  21367. constructor( geometry, material ) {
  21368. super( geometry, material );
  21369. /**
  21370. * This flag can be used for type testing.
  21371. *
  21372. * @type {boolean}
  21373. * @readonly
  21374. * @default true
  21375. */
  21376. this.isLineLoop = true;
  21377. this.type = 'LineLoop';
  21378. }
  21379. }
  21380. /**
  21381. * A material for rendering point primitives.
  21382. *
  21383. * Materials define the appearance of renderable 3D objects.
  21384. *
  21385. * ```js
  21386. * const vertices = [];
  21387. *
  21388. * for ( let i = 0; i < 10000; i ++ ) {
  21389. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21390. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21391. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21392. *
  21393. * vertices.push( x, y, z );
  21394. * }
  21395. *
  21396. * const geometry = new THREE.BufferGeometry();
  21397. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21398. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21399. * const points = new THREE.Points( geometry, material );
  21400. * scene.add( points );
  21401. * ```
  21402. *
  21403. * @augments Material
  21404. */
  21405. class PointsMaterial extends Material {
  21406. /**
  21407. * Constructs a new points material.
  21408. *
  21409. * @param {Object} [parameters] - An object with one or more properties
  21410. * defining the material's appearance. Any property of the material
  21411. * (including any property from inherited materials) can be passed
  21412. * in here. Color values can be passed any type of value accepted
  21413. * by {@link Color#set}.
  21414. */
  21415. constructor( parameters ) {
  21416. super();
  21417. /**
  21418. * This flag can be used for type testing.
  21419. *
  21420. * @type {boolean}
  21421. * @readonly
  21422. * @default true
  21423. */
  21424. this.isPointsMaterial = true;
  21425. this.type = 'PointsMaterial';
  21426. /**
  21427. * Color of the material.
  21428. *
  21429. * @type {Color}
  21430. * @default (1,1,1)
  21431. */
  21432. this.color = new Color( 0xffffff );
  21433. /**
  21434. * The color map. May optionally include an alpha channel, typically combined
  21435. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21436. * color is modulated by the diffuse `color`.
  21437. *
  21438. * @type {?Texture}
  21439. * @default null
  21440. */
  21441. this.map = null;
  21442. /**
  21443. * The alpha map is a grayscale texture that controls the opacity across the
  21444. * surface (black: fully transparent; white: fully opaque).
  21445. *
  21446. * Only the color of the texture is used, ignoring the alpha channel if one
  21447. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21448. * when sampling this texture due to the extra bit of precision provided for
  21449. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21450. * luminance/alpha textures will also still work as expected.
  21451. *
  21452. * @type {?Texture}
  21453. * @default null
  21454. */
  21455. this.alphaMap = null;
  21456. /**
  21457. * Defines the size of the points in pixels.
  21458. *
  21459. * 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}.
  21460. *
  21461. * @type {number}
  21462. * @default 1
  21463. */
  21464. this.size = 1;
  21465. /**
  21466. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21467. *
  21468. * @type {boolean}
  21469. * @default true
  21470. */
  21471. this.sizeAttenuation = true;
  21472. /**
  21473. * Whether the material is affected by fog or not.
  21474. *
  21475. * @type {boolean}
  21476. * @default true
  21477. */
  21478. this.fog = true;
  21479. this.setValues( parameters );
  21480. }
  21481. copy( source ) {
  21482. super.copy( source );
  21483. this.color.copy( source.color );
  21484. this.map = source.map;
  21485. this.alphaMap = source.alphaMap;
  21486. this.size = source.size;
  21487. this.sizeAttenuation = source.sizeAttenuation;
  21488. this.fog = source.fog;
  21489. return this;
  21490. }
  21491. }
  21492. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21493. const _ray = /*@__PURE__*/ new Ray();
  21494. const _sphere = /*@__PURE__*/ new Sphere();
  21495. const _position$2 = /*@__PURE__*/ new Vector3();
  21496. /**
  21497. * A class for displaying points or point clouds.
  21498. *
  21499. * @augments Object3D
  21500. */
  21501. class Points extends Object3D {
  21502. /**
  21503. * Constructs a new point cloud.
  21504. *
  21505. * @param {BufferGeometry} [geometry] - The points geometry.
  21506. * @param {Material|Array<Material>} [material] - The points material.
  21507. */
  21508. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21509. super();
  21510. /**
  21511. * This flag can be used for type testing.
  21512. *
  21513. * @type {boolean}
  21514. * @readonly
  21515. * @default true
  21516. */
  21517. this.isPoints = true;
  21518. this.type = 'Points';
  21519. /**
  21520. * The points geometry.
  21521. *
  21522. * @type {BufferGeometry}
  21523. */
  21524. this.geometry = geometry;
  21525. /**
  21526. * The line material.
  21527. *
  21528. * @type {Material|Array<Material>}
  21529. * @default PointsMaterial
  21530. */
  21531. this.material = material;
  21532. /**
  21533. * A dictionary representing the morph targets in the geometry. The key is the
  21534. * morph targets name, the value its attribute index. This member is `undefined`
  21535. * by default and only set when morph targets are detected in the geometry.
  21536. *
  21537. * @type {Object<String,number>|undefined}
  21538. * @default undefined
  21539. */
  21540. this.morphTargetDictionary = undefined;
  21541. /**
  21542. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21543. * is applied. This member is `undefined` by default and only set when morph targets are
  21544. * detected in the geometry.
  21545. *
  21546. * @type {Array<number>|undefined}
  21547. * @default undefined
  21548. */
  21549. this.morphTargetInfluences = undefined;
  21550. this.updateMorphTargets();
  21551. }
  21552. copy( source, recursive ) {
  21553. super.copy( source, recursive );
  21554. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21555. this.geometry = source.geometry;
  21556. return this;
  21557. }
  21558. /**
  21559. * Computes intersection points between a casted ray and this point cloud.
  21560. *
  21561. * @param {Raycaster} raycaster - The raycaster.
  21562. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21563. */
  21564. raycast( raycaster, intersects ) {
  21565. const geometry = this.geometry;
  21566. const matrixWorld = this.matrixWorld;
  21567. const threshold = raycaster.params.Points.threshold;
  21568. const drawRange = geometry.drawRange;
  21569. // Checking boundingSphere distance to ray
  21570. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21571. _sphere.copy( geometry.boundingSphere );
  21572. _sphere.applyMatrix4( matrixWorld );
  21573. _sphere.radius += threshold;
  21574. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21575. //
  21576. _inverseMatrix.copy( matrixWorld ).invert();
  21577. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21578. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21579. const localThresholdSq = localThreshold * localThreshold;
  21580. const index = geometry.index;
  21581. const attributes = geometry.attributes;
  21582. const positionAttribute = attributes.position;
  21583. if ( index !== null ) {
  21584. const start = Math.max( 0, drawRange.start );
  21585. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21586. for ( let i = start, il = end; i < il; i ++ ) {
  21587. const a = index.getX( i );
  21588. _position$2.fromBufferAttribute( positionAttribute, a );
  21589. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21590. }
  21591. } else {
  21592. const start = Math.max( 0, drawRange.start );
  21593. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21594. for ( let i = start, l = end; i < l; i ++ ) {
  21595. _position$2.fromBufferAttribute( positionAttribute, i );
  21596. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21597. }
  21598. }
  21599. }
  21600. /**
  21601. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21602. * to make sure existing morph targets can influence this 3D object.
  21603. */
  21604. updateMorphTargets() {
  21605. const geometry = this.geometry;
  21606. const morphAttributes = geometry.morphAttributes;
  21607. const keys = Object.keys( morphAttributes );
  21608. if ( keys.length > 0 ) {
  21609. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21610. if ( morphAttribute !== undefined ) {
  21611. this.morphTargetInfluences = [];
  21612. this.morphTargetDictionary = {};
  21613. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21614. const name = morphAttribute[ m ].name || String( m );
  21615. this.morphTargetInfluences.push( 0 );
  21616. this.morphTargetDictionary[ name ] = m;
  21617. }
  21618. }
  21619. }
  21620. }
  21621. }
  21622. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21623. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21624. if ( rayPointDistanceSq < localThresholdSq ) {
  21625. const intersectPoint = new Vector3();
  21626. _ray.closestPointToPoint( point, intersectPoint );
  21627. intersectPoint.applyMatrix4( matrixWorld );
  21628. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21629. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21630. intersects.push( {
  21631. distance: distance,
  21632. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21633. point: intersectPoint,
  21634. index: index,
  21635. face: null,
  21636. faceIndex: null,
  21637. barycoord: null,
  21638. object: object
  21639. } );
  21640. }
  21641. }
  21642. /**
  21643. * A texture for use with a video.
  21644. *
  21645. * ```js
  21646. * // assuming you have created a HTML video element with id="video"
  21647. * const video = document.getElementById( 'video' );
  21648. * const texture = new THREE.VideoTexture( video );
  21649. * ```
  21650. *
  21651. * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be
  21652. * set to THREE.SRGBColorSpace.
  21653. *
  21654. * Note: After the initial use of a texture, its dimensions, format, and type
  21655. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21656. *
  21657. * @augments Texture
  21658. */
  21659. class VideoTexture extends Texture {
  21660. /**
  21661. * Constructs a new video texture.
  21662. *
  21663. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21664. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21665. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21666. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21667. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21668. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21669. * @param {number} [format=RGBAFormat] - The texture format.
  21670. * @param {number} [type=UnsignedByteType] - The texture type.
  21671. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21672. */
  21673. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21674. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21675. /**
  21676. * This flag can be used for type testing.
  21677. *
  21678. * @type {boolean}
  21679. * @readonly
  21680. * @default true
  21681. */
  21682. this.isVideoTexture = true;
  21683. /**
  21684. * Whether to generate mipmaps (if possible) for a texture.
  21685. *
  21686. * Overwritten and set to `false` by default.
  21687. *
  21688. * @type {boolean}
  21689. * @default false
  21690. */
  21691. this.generateMipmaps = false;
  21692. /**
  21693. * The video frame request callback identifier, which is a positive integer.
  21694. *
  21695. * Value of 0 represents no scheduled rVFC.
  21696. *
  21697. * @private
  21698. * @type {number}
  21699. */
  21700. this._requestVideoFrameCallbackId = 0;
  21701. const scope = this;
  21702. function updateVideo() {
  21703. scope.needsUpdate = true;
  21704. scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21705. }
  21706. if ( 'requestVideoFrameCallback' in video ) {
  21707. this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo );
  21708. }
  21709. }
  21710. clone() {
  21711. return new this.constructor( this.image ).copy( this );
  21712. }
  21713. /**
  21714. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21715. * to `true` every time a new frame is available.
  21716. *
  21717. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21718. */
  21719. update() {
  21720. const video = this.image;
  21721. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21722. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21723. this.needsUpdate = true;
  21724. }
  21725. }
  21726. dispose() {
  21727. if ( this._requestVideoFrameCallbackId !== 0 ) {
  21728. this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId );
  21729. }
  21730. super.dispose();
  21731. }
  21732. }
  21733. /**
  21734. * This class can be used as an alternative way to define video data. Instead of using
  21735. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21736. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21737. * video frames are decoded with the WebCodecs API.
  21738. *
  21739. * ```js
  21740. * const texture = new THREE.VideoFrameTexture();
  21741. * texture.setFrame( frame );
  21742. * ```
  21743. *
  21744. * @augments VideoTexture
  21745. */
  21746. class VideoFrameTexture extends VideoTexture {
  21747. /**
  21748. * Constructs a new video frame texture.
  21749. *
  21750. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21751. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21752. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21753. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21754. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21755. * @param {number} [format=RGBAFormat] - The texture format.
  21756. * @param {number} [type=UnsignedByteType] - The texture type.
  21757. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21758. */
  21759. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21760. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21761. /**
  21762. * This flag can be used for type testing.
  21763. *
  21764. * @type {boolean}
  21765. * @readonly
  21766. * @default true
  21767. */
  21768. this.isVideoFrameTexture = true;
  21769. }
  21770. /**
  21771. * This method overwritten with an empty implementation since
  21772. * this type of texture is updated via `setFrame()`.
  21773. */
  21774. update() {}
  21775. clone() {
  21776. return new this.constructor().copy( this ); // restoring Texture.clone()
  21777. }
  21778. /**
  21779. * Sets the current frame of the video. This will automatically update the texture
  21780. * so the data can be used for rendering.
  21781. *
  21782. * @param {VideoFrame} frame - The video frame.
  21783. */
  21784. setFrame( frame ) {
  21785. this.image = frame;
  21786. this.needsUpdate = true;
  21787. }
  21788. }
  21789. /**
  21790. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21791. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21792. * as a texture for further usage.
  21793. *
  21794. * ```js
  21795. * const pixelRatio = window.devicePixelRatio;
  21796. * const textureSize = 128 * pixelRatio;
  21797. *
  21798. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21799. *
  21800. * // calculate start position for copying part of the frame data
  21801. * const vector = new Vector2();
  21802. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21803. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21804. *
  21805. * renderer.render( scene, camera );
  21806. *
  21807. * // copy part of the rendered frame into the framebuffer texture
  21808. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21809. * ```
  21810. *
  21811. * @augments Texture
  21812. */
  21813. class FramebufferTexture extends Texture {
  21814. /**
  21815. * Constructs a new framebuffer texture.
  21816. *
  21817. * @param {number} [width] - The width of the texture.
  21818. * @param {number} [height] - The height of the texture.
  21819. */
  21820. constructor( width, height ) {
  21821. super( { width, height } );
  21822. /**
  21823. * This flag can be used for type testing.
  21824. *
  21825. * @type {boolean}
  21826. * @readonly
  21827. * @default true
  21828. */
  21829. this.isFramebufferTexture = true;
  21830. /**
  21831. * How the texture is sampled when a texel covers more than one pixel.
  21832. *
  21833. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21834. *
  21835. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21836. * @default NearestFilter
  21837. */
  21838. this.magFilter = NearestFilter;
  21839. /**
  21840. * How the texture is sampled when a texel covers less than one pixel.
  21841. *
  21842. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21843. *
  21844. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21845. * @default NearestFilter
  21846. */
  21847. this.minFilter = NearestFilter;
  21848. /**
  21849. * Whether to generate mipmaps (if possible) for a texture.
  21850. *
  21851. * Overwritten and set to `false` by default.
  21852. *
  21853. * @type {boolean}
  21854. * @default false
  21855. */
  21856. this.generateMipmaps = false;
  21857. this.needsUpdate = true;
  21858. }
  21859. }
  21860. /**
  21861. * Creates a texture based on data in compressed form.
  21862. *
  21863. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21864. *
  21865. * @augments Texture
  21866. */
  21867. class CompressedTexture extends Texture {
  21868. /**
  21869. * Constructs a new compressed texture.
  21870. *
  21871. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21872. * the data and dimensions.
  21873. * @param {number} width - The width of the texture.
  21874. * @param {number} height - The height of the texture.
  21875. * @param {number} [format=RGBAFormat] - The texture format.
  21876. * @param {number} [type=UnsignedByteType] - The texture type.
  21877. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21878. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21879. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21880. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21881. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21882. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21883. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21884. */
  21885. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21886. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21887. /**
  21888. * This flag can be used for type testing.
  21889. *
  21890. * @type {boolean}
  21891. * @readonly
  21892. * @default true
  21893. */
  21894. this.isCompressedTexture = true;
  21895. /**
  21896. * The image property of a compressed texture just defines its dimensions.
  21897. *
  21898. * @type {{width:number,height:number}}
  21899. */
  21900. this.image = { width: width, height: height };
  21901. /**
  21902. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21903. *
  21904. * @type {Array<Object>}
  21905. */
  21906. this.mipmaps = mipmaps;
  21907. /**
  21908. * If set to `true`, the texture is flipped along the vertical axis when
  21909. * uploaded to the GPU.
  21910. *
  21911. * Overwritten and set to `false` by default since it is not possible to
  21912. * flip compressed textures.
  21913. *
  21914. * @type {boolean}
  21915. * @default false
  21916. * @readonly
  21917. */
  21918. this.flipY = false;
  21919. /**
  21920. * Whether to generate mipmaps (if possible) for a texture.
  21921. *
  21922. * Overwritten and set to `false` by default since it is not
  21923. * possible to generate mipmaps for compressed data. Mipmaps
  21924. * must be embedded in the compressed texture file.
  21925. *
  21926. * @type {boolean}
  21927. * @default false
  21928. * @readonly
  21929. */
  21930. this.generateMipmaps = false;
  21931. }
  21932. }
  21933. /**
  21934. * Creates a texture 2D array based on data in compressed form.
  21935. *
  21936. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21937. *
  21938. * @augments CompressedTexture
  21939. */
  21940. class CompressedArrayTexture extends CompressedTexture {
  21941. /**
  21942. * Constructs a new compressed array texture.
  21943. *
  21944. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21945. * the data and dimensions.
  21946. * @param {number} width - The width of the texture.
  21947. * @param {number} height - The height of the texture.
  21948. * @param {number} depth - The depth of the texture.
  21949. * @param {number} [format=RGBAFormat] - The min filter value.
  21950. * @param {number} [type=UnsignedByteType] - The min filter value.
  21951. */
  21952. constructor( mipmaps, width, height, depth, format, type ) {
  21953. super( mipmaps, width, height, format, type );
  21954. /**
  21955. * This flag can be used for type testing.
  21956. *
  21957. * @type {boolean}
  21958. * @readonly
  21959. * @default true
  21960. */
  21961. this.isCompressedArrayTexture = true;
  21962. /**
  21963. * The image property of a compressed texture just defines its dimensions.
  21964. *
  21965. * @name CompressedArrayTexture#image
  21966. * @type {{width:number,height:number,depth:number}}
  21967. */
  21968. this.image.depth = depth;
  21969. /**
  21970. * This defines how the texture is wrapped in the depth and corresponds to
  21971. * *W* in UVW mapping.
  21972. *
  21973. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21974. * @default ClampToEdgeWrapping
  21975. */
  21976. this.wrapR = ClampToEdgeWrapping;
  21977. /**
  21978. * A set of all layers which need to be updated in the texture.
  21979. *
  21980. * @type {Set<number>}
  21981. */
  21982. this.layerUpdates = new Set();
  21983. }
  21984. /**
  21985. * Describes that a specific layer of the texture needs to be updated.
  21986. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21987. * entire compressed texture array is sent to the GPU. Marking specific
  21988. * layers will only transmit subsets of all mipmaps associated with a
  21989. * specific depth in the array which is often much more performant.
  21990. *
  21991. * @param {number} layerIndex - The layer index that should be updated.
  21992. */
  21993. addLayerUpdate( layerIndex ) {
  21994. this.layerUpdates.add( layerIndex );
  21995. }
  21996. /**
  21997. * Resets the layer updates registry.
  21998. */
  21999. clearLayerUpdates() {
  22000. this.layerUpdates.clear();
  22001. }
  22002. }
  22003. /**
  22004. * Creates a cube texture based on data in compressed form.
  22005. *
  22006. * These texture are usually loaded with {@link CompressedTextureLoader}.
  22007. *
  22008. * @augments CompressedTexture
  22009. */
  22010. class CompressedCubeTexture extends CompressedTexture {
  22011. /**
  22012. * Constructs a new compressed texture.
  22013. *
  22014. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  22015. * @param {number} [format=RGBAFormat] - The texture format.
  22016. * @param {number} [type=UnsignedByteType] - The texture type.
  22017. */
  22018. constructor( images, format, type ) {
  22019. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  22020. /**
  22021. * This flag can be used for type testing.
  22022. *
  22023. * @type {boolean}
  22024. * @readonly
  22025. * @default true
  22026. */
  22027. this.isCompressedCubeTexture = true;
  22028. /**
  22029. * This flag can be used for type testing.
  22030. *
  22031. * @type {boolean}
  22032. * @readonly
  22033. * @default true
  22034. */
  22035. this.isCubeTexture = true;
  22036. this.image = images;
  22037. }
  22038. }
  22039. /**
  22040. * Creates a texture from a canvas element.
  22041. *
  22042. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  22043. * to `true` immediately since a canvas can directly be used for rendering.
  22044. *
  22045. * @augments Texture
  22046. */
  22047. class CanvasTexture extends Texture {
  22048. /**
  22049. * Constructs a new texture.
  22050. *
  22051. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  22052. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22053. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22054. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22055. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22056. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  22057. * @param {number} [format=RGBAFormat] - The texture format.
  22058. * @param {number} [type=UnsignedByteType] - The texture type.
  22059. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22060. */
  22061. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  22062. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22063. /**
  22064. * This flag can be used for type testing.
  22065. *
  22066. * @type {boolean}
  22067. * @readonly
  22068. * @default true
  22069. */
  22070. this.isCanvasTexture = true;
  22071. this.needsUpdate = true;
  22072. }
  22073. }
  22074. /**
  22075. * This class can be used to automatically save the depth information of a
  22076. * rendering into a texture.
  22077. *
  22078. * @augments Texture
  22079. */
  22080. class DepthTexture extends Texture {
  22081. /**
  22082. * Constructs a new depth texture.
  22083. *
  22084. * @param {number} width - The width of the texture.
  22085. * @param {number} height - The height of the texture.
  22086. * @param {number} [type=UnsignedIntType] - The texture type.
  22087. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  22088. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  22089. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  22090. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  22091. * @param {number} [minFilter=LinearFilter] - The min filter value.
  22092. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  22093. * @param {number} [format=DepthFormat] - The texture format.
  22094. * @param {number} [depth=1] - The depth of the texture.
  22095. */
  22096. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) {
  22097. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  22098. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  22099. }
  22100. const image = { width: width, height: height, depth: depth };
  22101. super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  22102. /**
  22103. * This flag can be used for type testing.
  22104. *
  22105. * @type {boolean}
  22106. * @readonly
  22107. * @default true
  22108. */
  22109. this.isDepthTexture = true;
  22110. /**
  22111. * If set to `true`, the texture is flipped along the vertical axis when
  22112. * uploaded to the GPU.
  22113. *
  22114. * Overwritten and set to `false` by default.
  22115. *
  22116. * @type {boolean}
  22117. * @default false
  22118. */
  22119. this.flipY = false;
  22120. /**
  22121. * Whether to generate mipmaps (if possible) for a texture.
  22122. *
  22123. * Overwritten and set to `false` by default.
  22124. *
  22125. * @type {boolean}
  22126. * @default false
  22127. */
  22128. this.generateMipmaps = false;
  22129. /**
  22130. * Code corresponding to the depth compare function.
  22131. *
  22132. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  22133. * @default null
  22134. */
  22135. this.compareFunction = null;
  22136. }
  22137. copy( source ) {
  22138. super.copy( source );
  22139. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  22140. this.compareFunction = source.compareFunction;
  22141. return this;
  22142. }
  22143. toJSON( meta ) {
  22144. const data = super.toJSON( meta );
  22145. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  22146. return data;
  22147. }
  22148. }
  22149. /**
  22150. * Represents a texture created externally with the same renderer context.
  22151. *
  22152. * This may be a texture from a protected media stream, device camera feed,
  22153. * or other data feeds like a depth sensor.
  22154. *
  22155. * Note that this class is only supported in {@link WebGLRenderer}, and in
  22156. * the {@link WebGPURenderer} WebGPU backend.
  22157. *
  22158. * @augments Texture
  22159. */
  22160. class ExternalTexture extends Texture {
  22161. /**
  22162. * Creates a new raw texture.
  22163. *
  22164. * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
  22165. */
  22166. constructor( sourceTexture = null ) {
  22167. super();
  22168. /**
  22169. * The external source texture.
  22170. *
  22171. * @type {?(WebGLTexture|GPUTexture)}
  22172. * @default null
  22173. */
  22174. this.sourceTexture = sourceTexture;
  22175. /**
  22176. * This flag can be used for type testing.
  22177. *
  22178. * @type {boolean}
  22179. * @readonly
  22180. * @default true
  22181. */
  22182. this.isExternalTexture = true;
  22183. }
  22184. copy( source ) {
  22185. super.copy( source );
  22186. this.sourceTexture = source.sourceTexture;
  22187. return this;
  22188. }
  22189. }
  22190. /**
  22191. * A geometry class for representing a capsule.
  22192. *
  22193. * ```js
  22194. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  22195. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  22196. * const capsule = new THREE.Mesh( geometry, material );
  22197. * scene.add( capsule );
  22198. * ```
  22199. *
  22200. * @augments BufferGeometry
  22201. */
  22202. class CapsuleGeometry extends BufferGeometry {
  22203. /**
  22204. * Constructs a new capsule geometry.
  22205. *
  22206. * @param {number} [radius=1] - Radius of the capsule.
  22207. * @param {number} [height=1] - Height of the middle section.
  22208. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22209. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22210. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22211. */
  22212. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22213. super();
  22214. this.type = 'CapsuleGeometry';
  22215. /**
  22216. * Holds the constructor parameters that have been
  22217. * used to generate the geometry. Any modification
  22218. * after instantiation does not change the geometry.
  22219. *
  22220. * @type {Object}
  22221. */
  22222. this.parameters = {
  22223. radius: radius,
  22224. height: height,
  22225. capSegments: capSegments,
  22226. radialSegments: radialSegments,
  22227. heightSegments: heightSegments,
  22228. };
  22229. height = Math.max( 0, height );
  22230. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22231. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22232. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22233. // buffers
  22234. const indices = [];
  22235. const vertices = [];
  22236. const normals = [];
  22237. const uvs = [];
  22238. // helper variables
  22239. const halfHeight = height / 2;
  22240. const capArcLength = ( Math.PI / 2 ) * radius;
  22241. const cylinderPartLength = height;
  22242. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22243. const numVerticalSegments = capSegments * 2 + heightSegments;
  22244. const verticesPerRow = radialSegments + 1;
  22245. const normal = new Vector3();
  22246. const vertex = new Vector3();
  22247. // generate vertices, normals, and uvs
  22248. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22249. let currentArcLength = 0;
  22250. let profileY = 0;
  22251. let profileRadius = 0;
  22252. let normalYComponent = 0;
  22253. if ( iy <= capSegments ) {
  22254. // bottom cap
  22255. const segmentProgress = iy / capSegments;
  22256. const angle = ( segmentProgress * Math.PI ) / 2;
  22257. profileY = - halfHeight - radius * Math.cos( angle );
  22258. profileRadius = radius * Math.sin( angle );
  22259. normalYComponent = - radius * Math.cos( angle );
  22260. currentArcLength = segmentProgress * capArcLength;
  22261. } else if ( iy <= capSegments + heightSegments ) {
  22262. // middle section
  22263. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22264. profileY = - halfHeight + segmentProgress * height;
  22265. profileRadius = radius;
  22266. normalYComponent = 0;
  22267. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22268. } else {
  22269. // top cap
  22270. const segmentProgress =
  22271. ( iy - capSegments - heightSegments ) / capSegments;
  22272. const angle = ( segmentProgress * Math.PI ) / 2;
  22273. profileY = halfHeight + radius * Math.sin( angle );
  22274. profileRadius = radius * Math.cos( angle );
  22275. normalYComponent = radius * Math.sin( angle );
  22276. currentArcLength =
  22277. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22278. }
  22279. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22280. // special case for the poles
  22281. let uOffset = 0;
  22282. if ( iy === 0 ) {
  22283. uOffset = 0.5 / radialSegments;
  22284. } else if ( iy === numVerticalSegments ) {
  22285. uOffset = -0.5 / radialSegments;
  22286. }
  22287. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22288. const u = ix / radialSegments;
  22289. const theta = u * Math.PI * 2;
  22290. const sinTheta = Math.sin( theta );
  22291. const cosTheta = Math.cos( theta );
  22292. // vertex
  22293. vertex.x = - profileRadius * cosTheta;
  22294. vertex.y = profileY;
  22295. vertex.z = profileRadius * sinTheta;
  22296. vertices.push( vertex.x, vertex.y, vertex.z );
  22297. // normal
  22298. normal.set(
  22299. - profileRadius * cosTheta,
  22300. normalYComponent,
  22301. profileRadius * sinTheta
  22302. );
  22303. normal.normalize();
  22304. normals.push( normal.x, normal.y, normal.z );
  22305. // uv
  22306. uvs.push( u + uOffset, v );
  22307. }
  22308. if ( iy > 0 ) {
  22309. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22310. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22311. const i1 = prevIndexRow + ix;
  22312. const i2 = prevIndexRow + ix + 1;
  22313. const i3 = iy * verticesPerRow + ix;
  22314. const i4 = iy * verticesPerRow + ix + 1;
  22315. indices.push( i1, i2, i3 );
  22316. indices.push( i2, i4, i3 );
  22317. }
  22318. }
  22319. }
  22320. // build geometry
  22321. this.setIndex( indices );
  22322. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22323. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22324. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22325. }
  22326. copy( source ) {
  22327. super.copy( source );
  22328. this.parameters = Object.assign( {}, source.parameters );
  22329. return this;
  22330. }
  22331. /**
  22332. * Factory method for creating an instance of this class from the given
  22333. * JSON object.
  22334. *
  22335. * @param {Object} data - A JSON object representing the serialized geometry.
  22336. * @return {CapsuleGeometry} A new instance.
  22337. */
  22338. static fromJSON( data ) {
  22339. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22340. }
  22341. }
  22342. /**
  22343. * A simple shape of Euclidean geometry. It is constructed from a
  22344. * number of triangular segments that are oriented around a central point and
  22345. * extend as far out as a given radius. It is built counter-clockwise from a
  22346. * start angle and a given central angle. It can also be used to create
  22347. * regular polygons, where the number of segments determines the number of
  22348. * sides.
  22349. *
  22350. * ```js
  22351. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22352. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22353. * const circle = new THREE.Mesh( geometry, material );
  22354. * scene.add( circle )
  22355. * ```
  22356. *
  22357. * @augments BufferGeometry
  22358. */
  22359. class CircleGeometry extends BufferGeometry {
  22360. /**
  22361. * Constructs a new circle geometry.
  22362. *
  22363. * @param {number} [radius=1] - Radius of the circle.
  22364. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22365. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22366. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22367. * of the circular sector in radians. The default value results in a complete circle.
  22368. */
  22369. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22370. super();
  22371. this.type = 'CircleGeometry';
  22372. /**
  22373. * Holds the constructor parameters that have been
  22374. * used to generate the geometry. Any modification
  22375. * after instantiation does not change the geometry.
  22376. *
  22377. * @type {Object}
  22378. */
  22379. this.parameters = {
  22380. radius: radius,
  22381. segments: segments,
  22382. thetaStart: thetaStart,
  22383. thetaLength: thetaLength
  22384. };
  22385. segments = Math.max( 3, segments );
  22386. // buffers
  22387. const indices = [];
  22388. const vertices = [];
  22389. const normals = [];
  22390. const uvs = [];
  22391. // helper variables
  22392. const vertex = new Vector3();
  22393. const uv = new Vector2();
  22394. // center point
  22395. vertices.push( 0, 0, 0 );
  22396. normals.push( 0, 0, 1 );
  22397. uvs.push( 0.5, 0.5 );
  22398. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22399. const segment = thetaStart + s / segments * thetaLength;
  22400. // vertex
  22401. vertex.x = radius * Math.cos( segment );
  22402. vertex.y = radius * Math.sin( segment );
  22403. vertices.push( vertex.x, vertex.y, vertex.z );
  22404. // normal
  22405. normals.push( 0, 0, 1 );
  22406. // uvs
  22407. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22408. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22409. uvs.push( uv.x, uv.y );
  22410. }
  22411. // indices
  22412. for ( let i = 1; i <= segments; i ++ ) {
  22413. indices.push( i, i + 1, 0 );
  22414. }
  22415. // build geometry
  22416. this.setIndex( indices );
  22417. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22418. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22419. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22420. }
  22421. copy( source ) {
  22422. super.copy( source );
  22423. this.parameters = Object.assign( {}, source.parameters );
  22424. return this;
  22425. }
  22426. /**
  22427. * Factory method for creating an instance of this class from the given
  22428. * JSON object.
  22429. *
  22430. * @param {Object} data - A JSON object representing the serialized geometry.
  22431. * @return {CircleGeometry} A new instance.
  22432. */
  22433. static fromJSON( data ) {
  22434. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22435. }
  22436. }
  22437. /**
  22438. * A geometry class for representing a cylinder.
  22439. *
  22440. * ```js
  22441. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22442. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22443. * const cylinder = new THREE.Mesh( geometry, material );
  22444. * scene.add( cylinder );
  22445. * ```
  22446. *
  22447. * @augments BufferGeometry
  22448. */
  22449. class CylinderGeometry extends BufferGeometry {
  22450. /**
  22451. * Constructs a new cylinder geometry.
  22452. *
  22453. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22454. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22455. * @param {number} [height=1] - Height of the cylinder.
  22456. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22457. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22458. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22459. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22460. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22461. * The default value results in a complete cylinder.
  22462. */
  22463. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22464. super();
  22465. this.type = 'CylinderGeometry';
  22466. /**
  22467. * Holds the constructor parameters that have been
  22468. * used to generate the geometry. Any modification
  22469. * after instantiation does not change the geometry.
  22470. *
  22471. * @type {Object}
  22472. */
  22473. this.parameters = {
  22474. radiusTop: radiusTop,
  22475. radiusBottom: radiusBottom,
  22476. height: height,
  22477. radialSegments: radialSegments,
  22478. heightSegments: heightSegments,
  22479. openEnded: openEnded,
  22480. thetaStart: thetaStart,
  22481. thetaLength: thetaLength
  22482. };
  22483. const scope = this;
  22484. radialSegments = Math.floor( radialSegments );
  22485. heightSegments = Math.floor( heightSegments );
  22486. // buffers
  22487. const indices = [];
  22488. const vertices = [];
  22489. const normals = [];
  22490. const uvs = [];
  22491. // helper variables
  22492. let index = 0;
  22493. const indexArray = [];
  22494. const halfHeight = height / 2;
  22495. let groupStart = 0;
  22496. // generate geometry
  22497. generateTorso();
  22498. if ( openEnded === false ) {
  22499. if ( radiusTop > 0 ) generateCap( true );
  22500. if ( radiusBottom > 0 ) generateCap( false );
  22501. }
  22502. // build geometry
  22503. this.setIndex( indices );
  22504. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22505. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22506. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22507. function generateTorso() {
  22508. const normal = new Vector3();
  22509. const vertex = new Vector3();
  22510. let groupCount = 0;
  22511. // this will be used to calculate the normal
  22512. const slope = ( radiusBottom - radiusTop ) / height;
  22513. // generate vertices, normals and uvs
  22514. for ( let y = 0; y <= heightSegments; y ++ ) {
  22515. const indexRow = [];
  22516. const v = y / heightSegments;
  22517. // calculate the radius of the current row
  22518. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22519. for ( let x = 0; x <= radialSegments; x ++ ) {
  22520. const u = x / radialSegments;
  22521. const theta = u * thetaLength + thetaStart;
  22522. const sinTheta = Math.sin( theta );
  22523. const cosTheta = Math.cos( theta );
  22524. // vertex
  22525. vertex.x = radius * sinTheta;
  22526. vertex.y = - v * height + halfHeight;
  22527. vertex.z = radius * cosTheta;
  22528. vertices.push( vertex.x, vertex.y, vertex.z );
  22529. // normal
  22530. normal.set( sinTheta, slope, cosTheta ).normalize();
  22531. normals.push( normal.x, normal.y, normal.z );
  22532. // uv
  22533. uvs.push( u, 1 - v );
  22534. // save index of vertex in respective row
  22535. indexRow.push( index ++ );
  22536. }
  22537. // now save vertices of the row in our index array
  22538. indexArray.push( indexRow );
  22539. }
  22540. // generate indices
  22541. for ( let x = 0; x < radialSegments; x ++ ) {
  22542. for ( let y = 0; y < heightSegments; y ++ ) {
  22543. // we use the index array to access the correct indices
  22544. const a = indexArray[ y ][ x ];
  22545. const b = indexArray[ y + 1 ][ x ];
  22546. const c = indexArray[ y + 1 ][ x + 1 ];
  22547. const d = indexArray[ y ][ x + 1 ];
  22548. // faces
  22549. if ( radiusTop > 0 || y !== 0 ) {
  22550. indices.push( a, b, d );
  22551. groupCount += 3;
  22552. }
  22553. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22554. indices.push( b, c, d );
  22555. groupCount += 3;
  22556. }
  22557. }
  22558. }
  22559. // add a group to the geometry. this will ensure multi material support
  22560. scope.addGroup( groupStart, groupCount, 0 );
  22561. // calculate new start value for groups
  22562. groupStart += groupCount;
  22563. }
  22564. function generateCap( top ) {
  22565. // save the index of the first center vertex
  22566. const centerIndexStart = index;
  22567. const uv = new Vector2();
  22568. const vertex = new Vector3();
  22569. let groupCount = 0;
  22570. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22571. const sign = ( top === true ) ? 1 : -1;
  22572. // first we generate the center vertex data of the cap.
  22573. // because the geometry needs one set of uvs per face,
  22574. // we must generate a center vertex per face/segment
  22575. for ( let x = 1; x <= radialSegments; x ++ ) {
  22576. // vertex
  22577. vertices.push( 0, halfHeight * sign, 0 );
  22578. // normal
  22579. normals.push( 0, sign, 0 );
  22580. // uv
  22581. uvs.push( 0.5, 0.5 );
  22582. // increase index
  22583. index ++;
  22584. }
  22585. // save the index of the last center vertex
  22586. const centerIndexEnd = index;
  22587. // now we generate the surrounding vertices, normals and uvs
  22588. for ( let x = 0; x <= radialSegments; x ++ ) {
  22589. const u = x / radialSegments;
  22590. const theta = u * thetaLength + thetaStart;
  22591. const cosTheta = Math.cos( theta );
  22592. const sinTheta = Math.sin( theta );
  22593. // vertex
  22594. vertex.x = radius * sinTheta;
  22595. vertex.y = halfHeight * sign;
  22596. vertex.z = radius * cosTheta;
  22597. vertices.push( vertex.x, vertex.y, vertex.z );
  22598. // normal
  22599. normals.push( 0, sign, 0 );
  22600. // uv
  22601. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22602. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22603. uvs.push( uv.x, uv.y );
  22604. // increase index
  22605. index ++;
  22606. }
  22607. // generate indices
  22608. for ( let x = 0; x < radialSegments; x ++ ) {
  22609. const c = centerIndexStart + x;
  22610. const i = centerIndexEnd + x;
  22611. if ( top === true ) {
  22612. // face top
  22613. indices.push( i, i + 1, c );
  22614. } else {
  22615. // face bottom
  22616. indices.push( i + 1, i, c );
  22617. }
  22618. groupCount += 3;
  22619. }
  22620. // add a group to the geometry. this will ensure multi material support
  22621. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22622. // calculate new start value for groups
  22623. groupStart += groupCount;
  22624. }
  22625. }
  22626. copy( source ) {
  22627. super.copy( source );
  22628. this.parameters = Object.assign( {}, source.parameters );
  22629. return this;
  22630. }
  22631. /**
  22632. * Factory method for creating an instance of this class from the given
  22633. * JSON object.
  22634. *
  22635. * @param {Object} data - A JSON object representing the serialized geometry.
  22636. * @return {CylinderGeometry} A new instance.
  22637. */
  22638. static fromJSON( data ) {
  22639. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22640. }
  22641. }
  22642. /**
  22643. * A geometry class for representing a cone.
  22644. *
  22645. * ```js
  22646. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22647. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22648. * const cone = new THREE.Mesh(geometry, material );
  22649. * scene.add( cone );
  22650. * ```
  22651. *
  22652. * @augments CylinderGeometry
  22653. */
  22654. class ConeGeometry extends CylinderGeometry {
  22655. /**
  22656. * Constructs a new cone geometry.
  22657. *
  22658. * @param {number} [radius=1] - Radius of the cone base.
  22659. * @param {number} [height=1] - Height of the cone.
  22660. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22661. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22662. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22663. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22664. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22665. * The default value results in a complete cone.
  22666. */
  22667. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22668. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22669. this.type = 'ConeGeometry';
  22670. /**
  22671. * Holds the constructor parameters that have been
  22672. * used to generate the geometry. Any modification
  22673. * after instantiation does not change the geometry.
  22674. *
  22675. * @type {Object}
  22676. */
  22677. this.parameters = {
  22678. radius: radius,
  22679. height: height,
  22680. radialSegments: radialSegments,
  22681. heightSegments: heightSegments,
  22682. openEnded: openEnded,
  22683. thetaStart: thetaStart,
  22684. thetaLength: thetaLength
  22685. };
  22686. }
  22687. /**
  22688. * Factory method for creating an instance of this class from the given
  22689. * JSON object.
  22690. *
  22691. * @param {Object} data - A JSON object representing the serialized geometry.
  22692. * @return {ConeGeometry} A new instance.
  22693. */
  22694. static fromJSON( data ) {
  22695. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22696. }
  22697. }
  22698. /**
  22699. * A polyhedron is a solid in three dimensions with flat faces. This class
  22700. * will take an array of vertices, project them onto a sphere, and then
  22701. * divide them up to the desired level of detail.
  22702. *
  22703. * @augments BufferGeometry
  22704. */
  22705. class PolyhedronGeometry extends BufferGeometry {
  22706. /**
  22707. * Constructs a new polyhedron geometry.
  22708. *
  22709. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22710. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22711. * @param {number} [radius=1] - The radius of the shape.
  22712. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22713. */
  22714. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22715. super();
  22716. this.type = 'PolyhedronGeometry';
  22717. /**
  22718. * Holds the constructor parameters that have been
  22719. * used to generate the geometry. Any modification
  22720. * after instantiation does not change the geometry.
  22721. *
  22722. * @type {Object}
  22723. */
  22724. this.parameters = {
  22725. vertices: vertices,
  22726. indices: indices,
  22727. radius: radius,
  22728. detail: detail
  22729. };
  22730. // default buffer data
  22731. const vertexBuffer = [];
  22732. const uvBuffer = [];
  22733. // the subdivision creates the vertex buffer data
  22734. subdivide( detail );
  22735. // all vertices should lie on a conceptual sphere with a given radius
  22736. applyRadius( radius );
  22737. // finally, create the uv data
  22738. generateUVs();
  22739. // build non-indexed geometry
  22740. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22741. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22742. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22743. if ( detail === 0 ) {
  22744. this.computeVertexNormals(); // flat normals
  22745. } else {
  22746. this.normalizeNormals(); // smooth normals
  22747. }
  22748. // helper functions
  22749. function subdivide( detail ) {
  22750. const a = new Vector3();
  22751. const b = new Vector3();
  22752. const c = new Vector3();
  22753. // iterate over all faces and apply a subdivision with the given detail value
  22754. for ( let i = 0; i < indices.length; i += 3 ) {
  22755. // get the vertices of the face
  22756. getVertexByIndex( indices[ i + 0 ], a );
  22757. getVertexByIndex( indices[ i + 1 ], b );
  22758. getVertexByIndex( indices[ i + 2 ], c );
  22759. // perform subdivision
  22760. subdivideFace( a, b, c, detail );
  22761. }
  22762. }
  22763. function subdivideFace( a, b, c, detail ) {
  22764. const cols = detail + 1;
  22765. // we use this multidimensional array as a data structure for creating the subdivision
  22766. const v = [];
  22767. // construct all of the vertices for this subdivision
  22768. for ( let i = 0; i <= cols; i ++ ) {
  22769. v[ i ] = [];
  22770. const aj = a.clone().lerp( c, i / cols );
  22771. const bj = b.clone().lerp( c, i / cols );
  22772. const rows = cols - i;
  22773. for ( let j = 0; j <= rows; j ++ ) {
  22774. if ( j === 0 && i === cols ) {
  22775. v[ i ][ j ] = aj;
  22776. } else {
  22777. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22778. }
  22779. }
  22780. }
  22781. // construct all of the faces
  22782. for ( let i = 0; i < cols; i ++ ) {
  22783. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22784. const k = Math.floor( j / 2 );
  22785. if ( j % 2 === 0 ) {
  22786. pushVertex( v[ i ][ k + 1 ] );
  22787. pushVertex( v[ i + 1 ][ k ] );
  22788. pushVertex( v[ i ][ k ] );
  22789. } else {
  22790. pushVertex( v[ i ][ k + 1 ] );
  22791. pushVertex( v[ i + 1 ][ k + 1 ] );
  22792. pushVertex( v[ i + 1 ][ k ] );
  22793. }
  22794. }
  22795. }
  22796. }
  22797. function applyRadius( radius ) {
  22798. const vertex = new Vector3();
  22799. // iterate over the entire buffer and apply the radius to each vertex
  22800. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22801. vertex.x = vertexBuffer[ i + 0 ];
  22802. vertex.y = vertexBuffer[ i + 1 ];
  22803. vertex.z = vertexBuffer[ i + 2 ];
  22804. vertex.normalize().multiplyScalar( radius );
  22805. vertexBuffer[ i + 0 ] = vertex.x;
  22806. vertexBuffer[ i + 1 ] = vertex.y;
  22807. vertexBuffer[ i + 2 ] = vertex.z;
  22808. }
  22809. }
  22810. function generateUVs() {
  22811. const vertex = new Vector3();
  22812. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22813. vertex.x = vertexBuffer[ i + 0 ];
  22814. vertex.y = vertexBuffer[ i + 1 ];
  22815. vertex.z = vertexBuffer[ i + 2 ];
  22816. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22817. const v = inclination( vertex ) / Math.PI + 0.5;
  22818. uvBuffer.push( u, 1 - v );
  22819. }
  22820. correctUVs();
  22821. correctSeam();
  22822. }
  22823. function correctSeam() {
  22824. // handle case when face straddles the seam, see #3269
  22825. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22826. // uv data of a single face
  22827. const x0 = uvBuffer[ i + 0 ];
  22828. const x1 = uvBuffer[ i + 2 ];
  22829. const x2 = uvBuffer[ i + 4 ];
  22830. const max = Math.max( x0, x1, x2 );
  22831. const min = Math.min( x0, x1, x2 );
  22832. // 0.9 is somewhat arbitrary
  22833. if ( max > 0.9 && min < 0.1 ) {
  22834. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22835. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22836. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22837. }
  22838. }
  22839. }
  22840. function pushVertex( vertex ) {
  22841. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22842. }
  22843. function getVertexByIndex( index, vertex ) {
  22844. const stride = index * 3;
  22845. vertex.x = vertices[ stride + 0 ];
  22846. vertex.y = vertices[ stride + 1 ];
  22847. vertex.z = vertices[ stride + 2 ];
  22848. }
  22849. function correctUVs() {
  22850. const a = new Vector3();
  22851. const b = new Vector3();
  22852. const c = new Vector3();
  22853. const centroid = new Vector3();
  22854. const uvA = new Vector2();
  22855. const uvB = new Vector2();
  22856. const uvC = new Vector2();
  22857. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22858. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22859. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22860. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22861. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22862. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22863. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22864. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22865. const azi = azimuth( centroid );
  22866. correctUV( uvA, j + 0, a, azi );
  22867. correctUV( uvB, j + 2, b, azi );
  22868. correctUV( uvC, j + 4, c, azi );
  22869. }
  22870. }
  22871. function correctUV( uv, stride, vector, azimuth ) {
  22872. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22873. uvBuffer[ stride ] = uv.x - 1;
  22874. }
  22875. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22876. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22877. }
  22878. }
  22879. // Angle around the Y axis, counter-clockwise when looking from above.
  22880. function azimuth( vector ) {
  22881. return Math.atan2( vector.z, - vector.x );
  22882. }
  22883. // Angle above the XZ plane.
  22884. function inclination( vector ) {
  22885. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22886. }
  22887. }
  22888. copy( source ) {
  22889. super.copy( source );
  22890. this.parameters = Object.assign( {}, source.parameters );
  22891. return this;
  22892. }
  22893. /**
  22894. * Factory method for creating an instance of this class from the given
  22895. * JSON object.
  22896. *
  22897. * @param {Object} data - A JSON object representing the serialized geometry.
  22898. * @return {PolyhedronGeometry} A new instance.
  22899. */
  22900. static fromJSON( data ) {
  22901. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22902. }
  22903. }
  22904. /**
  22905. * A geometry class for representing a dodecahedron.
  22906. *
  22907. * ```js
  22908. * const geometry = new THREE.DodecahedronGeometry();
  22909. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22910. * const dodecahedron = new THREE.Mesh( geometry, material );
  22911. * scene.add( dodecahedron );
  22912. * ```
  22913. *
  22914. * @augments PolyhedronGeometry
  22915. */
  22916. class DodecahedronGeometry extends PolyhedronGeometry {
  22917. /**
  22918. * Constructs a new dodecahedron geometry.
  22919. *
  22920. * @param {number} [radius=1] - Radius of the dodecahedron.
  22921. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22922. */
  22923. constructor( radius = 1, detail = 0 ) {
  22924. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22925. const r = 1 / t;
  22926. const vertices = [
  22927. // (±1, ±1, ±1)
  22928. -1, -1, -1, -1, -1, 1,
  22929. -1, 1, -1, -1, 1, 1,
  22930. 1, -1, -1, 1, -1, 1,
  22931. 1, 1, -1, 1, 1, 1,
  22932. // (0, ±1/φ, ±φ)
  22933. 0, - r, - t, 0, - r, t,
  22934. 0, r, - t, 0, r, t,
  22935. // (±1/φ, ±φ, 0)
  22936. - r, - t, 0, - r, t, 0,
  22937. r, - t, 0, r, t, 0,
  22938. // (±φ, 0, ±1/φ)
  22939. - t, 0, - r, t, 0, - r,
  22940. - t, 0, r, t, 0, r
  22941. ];
  22942. const indices = [
  22943. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22944. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22945. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22946. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22947. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22948. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22949. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22950. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22951. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22952. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22953. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22954. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22955. ];
  22956. super( vertices, indices, radius, detail );
  22957. this.type = 'DodecahedronGeometry';
  22958. /**
  22959. * Holds the constructor parameters that have been
  22960. * used to generate the geometry. Any modification
  22961. * after instantiation does not change the geometry.
  22962. *
  22963. * @type {Object}
  22964. */
  22965. this.parameters = {
  22966. radius: radius,
  22967. detail: detail
  22968. };
  22969. }
  22970. /**
  22971. * Factory method for creating an instance of this class from the given
  22972. * JSON object.
  22973. *
  22974. * @param {Object} data - A JSON object representing the serialized geometry.
  22975. * @return {DodecahedronGeometry} A new instance.
  22976. */
  22977. static fromJSON( data ) {
  22978. return new DodecahedronGeometry( data.radius, data.detail );
  22979. }
  22980. }
  22981. const _v0 = /*@__PURE__*/ new Vector3();
  22982. const _v1$1 = /*@__PURE__*/ new Vector3();
  22983. const _normal = /*@__PURE__*/ new Vector3();
  22984. const _triangle = /*@__PURE__*/ new Triangle();
  22985. /**
  22986. * Can be used as a helper object to view the edges of a geometry.
  22987. *
  22988. * ```js
  22989. * const geometry = new THREE.BoxGeometry();
  22990. * const edges = new THREE.EdgesGeometry( geometry );
  22991. * const line = new THREE.LineSegments( edges );
  22992. * scene.add( line );
  22993. * ```
  22994. *
  22995. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22996. *
  22997. * @augments BufferGeometry
  22998. */
  22999. class EdgesGeometry extends BufferGeometry {
  23000. /**
  23001. * Constructs a new edges geometry.
  23002. *
  23003. * @param {?BufferGeometry} [geometry=null] - The geometry.
  23004. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  23005. * between the face normals of the adjoining faces exceeds this value.
  23006. */
  23007. constructor( geometry = null, thresholdAngle = 1 ) {
  23008. super();
  23009. this.type = 'EdgesGeometry';
  23010. /**
  23011. * Holds the constructor parameters that have been
  23012. * used to generate the geometry. Any modification
  23013. * after instantiation does not change the geometry.
  23014. *
  23015. * @type {Object}
  23016. */
  23017. this.parameters = {
  23018. geometry: geometry,
  23019. thresholdAngle: thresholdAngle
  23020. };
  23021. if ( geometry !== null ) {
  23022. const precisionPoints = 4;
  23023. const precision = Math.pow( 10, precisionPoints );
  23024. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  23025. const indexAttr = geometry.getIndex();
  23026. const positionAttr = geometry.getAttribute( 'position' );
  23027. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  23028. const indexArr = [ 0, 0, 0 ];
  23029. const vertKeys = [ 'a', 'b', 'c' ];
  23030. const hashes = new Array( 3 );
  23031. const edgeData = {};
  23032. const vertices = [];
  23033. for ( let i = 0; i < indexCount; i += 3 ) {
  23034. if ( indexAttr ) {
  23035. indexArr[ 0 ] = indexAttr.getX( i );
  23036. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  23037. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  23038. } else {
  23039. indexArr[ 0 ] = i;
  23040. indexArr[ 1 ] = i + 1;
  23041. indexArr[ 2 ] = i + 2;
  23042. }
  23043. const { a, b, c } = _triangle;
  23044. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  23045. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  23046. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  23047. _triangle.getNormal( _normal );
  23048. // create hashes for the edge from the vertices
  23049. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  23050. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  23051. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  23052. // skip degenerate triangles
  23053. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  23054. continue;
  23055. }
  23056. // iterate over every edge
  23057. for ( let j = 0; j < 3; j ++ ) {
  23058. // get the first and next vertex making up the edge
  23059. const jNext = ( j + 1 ) % 3;
  23060. const vecHash0 = hashes[ j ];
  23061. const vecHash1 = hashes[ jNext ];
  23062. const v0 = _triangle[ vertKeys[ j ] ];
  23063. const v1 = _triangle[ vertKeys[ jNext ] ];
  23064. const hash = `${ vecHash0 }_${ vecHash1 }`;
  23065. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  23066. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  23067. // if we found a sibling edge add it into the vertex array if
  23068. // it meets the angle threshold and delete the edge from the map.
  23069. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  23070. vertices.push( v0.x, v0.y, v0.z );
  23071. vertices.push( v1.x, v1.y, v1.z );
  23072. }
  23073. edgeData[ reverseHash ] = null;
  23074. } else if ( ! ( hash in edgeData ) ) {
  23075. // if we've already got an edge here then skip adding a new one
  23076. edgeData[ hash ] = {
  23077. index0: indexArr[ j ],
  23078. index1: indexArr[ jNext ],
  23079. normal: _normal.clone(),
  23080. };
  23081. }
  23082. }
  23083. }
  23084. // iterate over all remaining, unmatched edges and add them to the vertex array
  23085. for ( const key in edgeData ) {
  23086. if ( edgeData[ key ] ) {
  23087. const { index0, index1 } = edgeData[ key ];
  23088. _v0.fromBufferAttribute( positionAttr, index0 );
  23089. _v1$1.fromBufferAttribute( positionAttr, index1 );
  23090. vertices.push( _v0.x, _v0.y, _v0.z );
  23091. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  23092. }
  23093. }
  23094. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  23095. }
  23096. }
  23097. copy( source ) {
  23098. super.copy( source );
  23099. this.parameters = Object.assign( {}, source.parameters );
  23100. return this;
  23101. }
  23102. }
  23103. /**
  23104. * An abstract base class for creating an analytic curve object that contains methods
  23105. * for interpolation.
  23106. *
  23107. * @abstract
  23108. */
  23109. class Curve {
  23110. /**
  23111. * Constructs a new curve.
  23112. */
  23113. constructor() {
  23114. /**
  23115. * The type property is used for detecting the object type
  23116. * in context of serialization/deserialization.
  23117. *
  23118. * @type {string}
  23119. * @readonly
  23120. */
  23121. this.type = 'Curve';
  23122. /**
  23123. * This value determines the amount of divisions when calculating the
  23124. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  23125. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  23126. * recommended to increase the value of this property if the curve is very large.
  23127. *
  23128. * @type {number}
  23129. * @default 200
  23130. */
  23131. this.arcLengthDivisions = 200;
  23132. /**
  23133. * Must be set to `true` if the curve parameters have changed.
  23134. *
  23135. * @type {boolean}
  23136. * @default false
  23137. */
  23138. this.needsUpdate = false;
  23139. /**
  23140. * An internal cache that holds precomputed curve length values.
  23141. *
  23142. * @private
  23143. * @type {?Array<number>}
  23144. * @default null
  23145. */
  23146. this.cacheArcLengths = null;
  23147. }
  23148. /**
  23149. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23150. * for the given interpolation factor.
  23151. *
  23152. * @abstract
  23153. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23154. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23155. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23156. */
  23157. getPoint( /* t, optionalTarget */ ) {
  23158. warn( 'Curve: .getPoint() not implemented.' );
  23159. }
  23160. /**
  23161. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  23162. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  23163. * of the curve which equidistant samples.
  23164. *
  23165. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23166. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23167. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  23168. */
  23169. getPointAt( u, optionalTarget ) {
  23170. const t = this.getUtoTmapping( u );
  23171. return this.getPoint( t, optionalTarget );
  23172. }
  23173. /**
  23174. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  23175. * the curve shape.
  23176. *
  23177. * @param {number} [divisions=5] - The number of divisions.
  23178. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23179. */
  23180. getPoints( divisions = 5 ) {
  23181. const points = [];
  23182. for ( let d = 0; d <= divisions; d ++ ) {
  23183. points.push( this.getPoint( d / divisions ) );
  23184. }
  23185. return points;
  23186. }
  23187. // Get sequence of points using getPointAt( u )
  23188. /**
  23189. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  23190. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  23191. * curve.
  23192. *
  23193. * @param {number} [divisions=5] - The number of divisions.
  23194. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  23195. */
  23196. getSpacedPoints( divisions = 5 ) {
  23197. const points = [];
  23198. for ( let d = 0; d <= divisions; d ++ ) {
  23199. points.push( this.getPointAt( d / divisions ) );
  23200. }
  23201. return points;
  23202. }
  23203. /**
  23204. * Returns the total arc length of the curve.
  23205. *
  23206. * @return {number} The length of the curve.
  23207. */
  23208. getLength() {
  23209. const lengths = this.getLengths();
  23210. return lengths[ lengths.length - 1 ];
  23211. }
  23212. /**
  23213. * Returns an array of cumulative segment lengths of the curve.
  23214. *
  23215. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23216. * @return {Array<number>} An array holding the cumulative segment lengths.
  23217. */
  23218. getLengths( divisions = this.arcLengthDivisions ) {
  23219. if ( this.cacheArcLengths &&
  23220. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23221. ! this.needsUpdate ) {
  23222. return this.cacheArcLengths;
  23223. }
  23224. this.needsUpdate = false;
  23225. const cache = [];
  23226. let current, last = this.getPoint( 0 );
  23227. let sum = 0;
  23228. cache.push( 0 );
  23229. for ( let p = 1; p <= divisions; p ++ ) {
  23230. current = this.getPoint( p / divisions );
  23231. sum += current.distanceTo( last );
  23232. cache.push( sum );
  23233. last = current;
  23234. }
  23235. this.cacheArcLengths = cache;
  23236. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23237. }
  23238. /**
  23239. * Update the cumulative segment distance cache. The method must be called
  23240. * every time curve parameters are changed. If an updated curve is part of a
  23241. * composed curve like {@link CurvePath}, this method must be called on the
  23242. * composed curve, too.
  23243. */
  23244. updateArcLengths() {
  23245. this.needsUpdate = true;
  23246. this.getLengths();
  23247. }
  23248. /**
  23249. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23250. * interpolation factor in the same range that can be ued to sample equidistant points
  23251. * from a curve.
  23252. *
  23253. * @param {number} u - The interpolation factor.
  23254. * @param {?number} distance - An optional distance on the curve.
  23255. * @return {number} The updated interpolation factor.
  23256. */
  23257. getUtoTmapping( u, distance = null ) {
  23258. const arcLengths = this.getLengths();
  23259. let i = 0;
  23260. const il = arcLengths.length;
  23261. let targetArcLength; // The targeted u distance value to get
  23262. if ( distance ) {
  23263. targetArcLength = distance;
  23264. } else {
  23265. targetArcLength = u * arcLengths[ il - 1 ];
  23266. }
  23267. // binary search for the index with largest value smaller than target u distance
  23268. let low = 0, high = il - 1, comparison;
  23269. while ( low <= high ) {
  23270. 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
  23271. comparison = arcLengths[ i ] - targetArcLength;
  23272. if ( comparison < 0 ) {
  23273. low = i + 1;
  23274. } else if ( comparison > 0 ) {
  23275. high = i - 1;
  23276. } else {
  23277. high = i;
  23278. break;
  23279. // DONE
  23280. }
  23281. }
  23282. i = high;
  23283. if ( arcLengths[ i ] === targetArcLength ) {
  23284. return i / ( il - 1 );
  23285. }
  23286. // we could get finer grain at lengths, or use simple interpolation between two points
  23287. const lengthBefore = arcLengths[ i ];
  23288. const lengthAfter = arcLengths[ i + 1 ];
  23289. const segmentLength = lengthAfter - lengthBefore;
  23290. // determine where we are between the 'before' and 'after' points
  23291. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23292. // add that fractional amount to t
  23293. const t = ( i + segmentFraction ) / ( il - 1 );
  23294. return t;
  23295. }
  23296. /**
  23297. * Returns a unit vector tangent for the given interpolation factor.
  23298. * If the derived curve does not implement its tangent derivation,
  23299. * two points a small delta apart will be used to find its gradient
  23300. * which seems to give a reasonable approximation.
  23301. *
  23302. * @param {number} t - The interpolation factor.
  23303. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23304. * @return {(Vector2|Vector3)} The tangent vector.
  23305. */
  23306. getTangent( t, optionalTarget ) {
  23307. const delta = 0.0001;
  23308. let t1 = t - delta;
  23309. let t2 = t + delta;
  23310. // Capping in case of danger
  23311. if ( t1 < 0 ) t1 = 0;
  23312. if ( t2 > 1 ) t2 = 1;
  23313. const pt1 = this.getPoint( t1 );
  23314. const pt2 = this.getPoint( t2 );
  23315. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23316. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23317. return tangent;
  23318. }
  23319. /**
  23320. * Same as {@link Curve#getTangent} but with equidistant samples.
  23321. *
  23322. * @param {number} u - 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. * @see {@link Curve#getPointAt}
  23326. */
  23327. getTangentAt( u, optionalTarget ) {
  23328. const t = this.getUtoTmapping( u );
  23329. return this.getTangent( t, optionalTarget );
  23330. }
  23331. /**
  23332. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23333. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23334. *
  23335. * @param {number} segments - The number of segments.
  23336. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23337. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23338. */
  23339. computeFrenetFrames( segments, closed = false ) {
  23340. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23341. const normal = new Vector3();
  23342. const tangents = [];
  23343. const normals = [];
  23344. const binormals = [];
  23345. const vec = new Vector3();
  23346. const mat = new Matrix4();
  23347. // compute the tangent vectors for each segment on the curve
  23348. for ( let i = 0; i <= segments; i ++ ) {
  23349. const u = i / segments;
  23350. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23351. }
  23352. // select an initial normal vector perpendicular to the first tangent vector,
  23353. // and in the direction of the minimum tangent xyz component
  23354. normals[ 0 ] = new Vector3();
  23355. binormals[ 0 ] = new Vector3();
  23356. let min = Number.MAX_VALUE;
  23357. const tx = Math.abs( tangents[ 0 ].x );
  23358. const ty = Math.abs( tangents[ 0 ].y );
  23359. const tz = Math.abs( tangents[ 0 ].z );
  23360. if ( tx <= min ) {
  23361. min = tx;
  23362. normal.set( 1, 0, 0 );
  23363. }
  23364. if ( ty <= min ) {
  23365. min = ty;
  23366. normal.set( 0, 1, 0 );
  23367. }
  23368. if ( tz <= min ) {
  23369. normal.set( 0, 0, 1 );
  23370. }
  23371. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23372. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23373. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23374. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23375. for ( let i = 1; i <= segments; i ++ ) {
  23376. normals[ i ] = normals[ i - 1 ].clone();
  23377. binormals[ i ] = binormals[ i - 1 ].clone();
  23378. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23379. if ( vec.length() > Number.EPSILON ) {
  23380. vec.normalize();
  23381. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23382. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23383. }
  23384. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23385. }
  23386. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23387. if ( closed === true ) {
  23388. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23389. theta /= segments;
  23390. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23391. theta = - theta;
  23392. }
  23393. for ( let i = 1; i <= segments; i ++ ) {
  23394. // twist a little...
  23395. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23396. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23397. }
  23398. }
  23399. return {
  23400. tangents: tangents,
  23401. normals: normals,
  23402. binormals: binormals
  23403. };
  23404. }
  23405. /**
  23406. * Returns a new curve with copied values from this instance.
  23407. *
  23408. * @return {Curve} A clone of this instance.
  23409. */
  23410. clone() {
  23411. return new this.constructor().copy( this );
  23412. }
  23413. /**
  23414. * Copies the values of the given curve to this instance.
  23415. *
  23416. * @param {Curve} source - The curve to copy.
  23417. * @return {Curve} A reference to this curve.
  23418. */
  23419. copy( source ) {
  23420. this.arcLengthDivisions = source.arcLengthDivisions;
  23421. return this;
  23422. }
  23423. /**
  23424. * Serializes the curve into JSON.
  23425. *
  23426. * @return {Object} A JSON object representing the serialized curve.
  23427. * @see {@link ObjectLoader#parse}
  23428. */
  23429. toJSON() {
  23430. const data = {
  23431. metadata: {
  23432. version: 4.7,
  23433. type: 'Curve',
  23434. generator: 'Curve.toJSON'
  23435. }
  23436. };
  23437. data.arcLengthDivisions = this.arcLengthDivisions;
  23438. data.type = this.type;
  23439. return data;
  23440. }
  23441. /**
  23442. * Deserializes the curve from the given JSON.
  23443. *
  23444. * @param {Object} json - The JSON holding the serialized curve.
  23445. * @return {Curve} A reference to this curve.
  23446. */
  23447. fromJSON( json ) {
  23448. this.arcLengthDivisions = json.arcLengthDivisions;
  23449. return this;
  23450. }
  23451. }
  23452. /**
  23453. * A curve representing an ellipse.
  23454. *
  23455. * ```js
  23456. * const curve = new THREE.EllipseCurve(
  23457. * 0, 0,
  23458. * 10, 10,
  23459. * 0, 2 * Math.PI,
  23460. * false,
  23461. * 0
  23462. * );
  23463. *
  23464. * const points = curve.getPoints( 50 );
  23465. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23466. *
  23467. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23468. *
  23469. * // Create the final object to add to the scene
  23470. * const ellipse = new THREE.Line( geometry, material );
  23471. * ```
  23472. *
  23473. * @augments Curve
  23474. */
  23475. class EllipseCurve extends Curve {
  23476. /**
  23477. * Constructs a new ellipse curve.
  23478. *
  23479. * @param {number} [aX=0] - The X center of the ellipse.
  23480. * @param {number} [aY=0] - The Y center of the ellipse.
  23481. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23482. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23483. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23484. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23485. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23486. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23487. */
  23488. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23489. super();
  23490. /**
  23491. * This flag can be used for type testing.
  23492. *
  23493. * @type {boolean}
  23494. * @readonly
  23495. * @default true
  23496. */
  23497. this.isEllipseCurve = true;
  23498. this.type = 'EllipseCurve';
  23499. /**
  23500. * The X center of the ellipse.
  23501. *
  23502. * @type {number}
  23503. * @default 0
  23504. */
  23505. this.aX = aX;
  23506. /**
  23507. * The Y center of the ellipse.
  23508. *
  23509. * @type {number}
  23510. * @default 0
  23511. */
  23512. this.aY = aY;
  23513. /**
  23514. * The radius of the ellipse in the x direction.
  23515. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23516. *
  23517. * @type {number}
  23518. * @default 1
  23519. */
  23520. this.xRadius = xRadius;
  23521. /**
  23522. * The radius of the ellipse in the y direction.
  23523. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23524. *
  23525. * @type {number}
  23526. * @default 1
  23527. */
  23528. this.yRadius = yRadius;
  23529. /**
  23530. * The start angle of the curve in radians starting from the positive X axis.
  23531. *
  23532. * @type {number}
  23533. * @default 0
  23534. */
  23535. this.aStartAngle = aStartAngle;
  23536. /**
  23537. * The end angle of the curve in radians starting from the positive X axis.
  23538. *
  23539. * @type {number}
  23540. * @default Math.PI*2
  23541. */
  23542. this.aEndAngle = aEndAngle;
  23543. /**
  23544. * Whether the ellipse is drawn clockwise or not.
  23545. *
  23546. * @type {boolean}
  23547. * @default false
  23548. */
  23549. this.aClockwise = aClockwise;
  23550. /**
  23551. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23552. *
  23553. * @type {number}
  23554. * @default 0
  23555. */
  23556. this.aRotation = aRotation;
  23557. }
  23558. /**
  23559. * Returns a point on the curve.
  23560. *
  23561. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23562. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23563. * @return {Vector2} The position on the curve.
  23564. */
  23565. getPoint( t, optionalTarget = new Vector2() ) {
  23566. const point = optionalTarget;
  23567. const twoPi = Math.PI * 2;
  23568. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23569. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23570. // ensures that deltaAngle is 0 .. 2 PI
  23571. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23572. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23573. if ( deltaAngle < Number.EPSILON ) {
  23574. if ( samePoints ) {
  23575. deltaAngle = 0;
  23576. } else {
  23577. deltaAngle = twoPi;
  23578. }
  23579. }
  23580. if ( this.aClockwise === true && ! samePoints ) {
  23581. if ( deltaAngle === twoPi ) {
  23582. deltaAngle = - twoPi;
  23583. } else {
  23584. deltaAngle = deltaAngle - twoPi;
  23585. }
  23586. }
  23587. const angle = this.aStartAngle + t * deltaAngle;
  23588. let x = this.aX + this.xRadius * Math.cos( angle );
  23589. let y = this.aY + this.yRadius * Math.sin( angle );
  23590. if ( this.aRotation !== 0 ) {
  23591. const cos = Math.cos( this.aRotation );
  23592. const sin = Math.sin( this.aRotation );
  23593. const tx = x - this.aX;
  23594. const ty = y - this.aY;
  23595. // Rotate the point about the center of the ellipse.
  23596. x = tx * cos - ty * sin + this.aX;
  23597. y = tx * sin + ty * cos + this.aY;
  23598. }
  23599. return point.set( x, y );
  23600. }
  23601. copy( source ) {
  23602. super.copy( source );
  23603. this.aX = source.aX;
  23604. this.aY = source.aY;
  23605. this.xRadius = source.xRadius;
  23606. this.yRadius = source.yRadius;
  23607. this.aStartAngle = source.aStartAngle;
  23608. this.aEndAngle = source.aEndAngle;
  23609. this.aClockwise = source.aClockwise;
  23610. this.aRotation = source.aRotation;
  23611. return this;
  23612. }
  23613. toJSON() {
  23614. const data = super.toJSON();
  23615. data.aX = this.aX;
  23616. data.aY = this.aY;
  23617. data.xRadius = this.xRadius;
  23618. data.yRadius = this.yRadius;
  23619. data.aStartAngle = this.aStartAngle;
  23620. data.aEndAngle = this.aEndAngle;
  23621. data.aClockwise = this.aClockwise;
  23622. data.aRotation = this.aRotation;
  23623. return data;
  23624. }
  23625. fromJSON( json ) {
  23626. super.fromJSON( json );
  23627. this.aX = json.aX;
  23628. this.aY = json.aY;
  23629. this.xRadius = json.xRadius;
  23630. this.yRadius = json.yRadius;
  23631. this.aStartAngle = json.aStartAngle;
  23632. this.aEndAngle = json.aEndAngle;
  23633. this.aClockwise = json.aClockwise;
  23634. this.aRotation = json.aRotation;
  23635. return this;
  23636. }
  23637. }
  23638. /**
  23639. * A curve representing an arc.
  23640. *
  23641. * @augments EllipseCurve
  23642. */
  23643. class ArcCurve extends EllipseCurve {
  23644. /**
  23645. * Constructs a new arc curve.
  23646. *
  23647. * @param {number} [aX=0] - The X center of the ellipse.
  23648. * @param {number} [aY=0] - The Y center of the ellipse.
  23649. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23650. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23651. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23652. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23653. */
  23654. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23655. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23656. /**
  23657. * This flag can be used for type testing.
  23658. *
  23659. * @type {boolean}
  23660. * @readonly
  23661. * @default true
  23662. */
  23663. this.isArcCurve = true;
  23664. this.type = 'ArcCurve';
  23665. }
  23666. }
  23667. function CubicPoly() {
  23668. /**
  23669. * Centripetal CatmullRom Curve - which is useful for avoiding
  23670. * cusps and self-intersections in non-uniform catmull rom curves.
  23671. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23672. *
  23673. * curve.type accepts centripetal(default), chordal and catmullrom
  23674. * curve.tension is used for catmullrom which defaults to 0.5
  23675. */
  23676. /*
  23677. Based on an optimized c++ solution in
  23678. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23679. - http://ideone.com/NoEbVM
  23680. This CubicPoly class could be used for reusing some variables and calculations,
  23681. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23682. which can be placed in CurveUtils.
  23683. */
  23684. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23685. /*
  23686. * Compute coefficients for a cubic polynomial
  23687. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23688. * such that
  23689. * p(0) = x0, p(1) = x1
  23690. * and
  23691. * p'(0) = t0, p'(1) = t1.
  23692. */
  23693. function init( x0, x1, t0, t1 ) {
  23694. c0 = x0;
  23695. c1 = t0;
  23696. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23697. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23698. }
  23699. return {
  23700. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23701. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23702. },
  23703. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23704. // compute tangents when parameterized in [t1,t2]
  23705. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23706. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23707. // rescale tangents for parametrization in [0,1]
  23708. t1 *= dt1;
  23709. t2 *= dt1;
  23710. init( x1, x2, t1, t2 );
  23711. },
  23712. calc: function ( t ) {
  23713. const t2 = t * t;
  23714. const t3 = t2 * t;
  23715. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23716. }
  23717. };
  23718. }
  23719. //
  23720. const tmp = /*@__PURE__*/ new Vector3();
  23721. const px = /*@__PURE__*/ new CubicPoly();
  23722. const py = /*@__PURE__*/ new CubicPoly();
  23723. const pz = /*@__PURE__*/ new CubicPoly();
  23724. /**
  23725. * A curve representing a Catmull-Rom spline.
  23726. *
  23727. * ```js
  23728. * //Create a closed wavey loop
  23729. * const curve = new THREE.CatmullRomCurve3( [
  23730. * new THREE.Vector3( -10, 0, 10 ),
  23731. * new THREE.Vector3( -5, 5, 5 ),
  23732. * new THREE.Vector3( 0, 0, 0 ),
  23733. * new THREE.Vector3( 5, -5, 5 ),
  23734. * new THREE.Vector3( 10, 0, 10 )
  23735. * ] );
  23736. *
  23737. * const points = curve.getPoints( 50 );
  23738. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23739. *
  23740. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23741. *
  23742. * // Create the final object to add to the scene
  23743. * const curveObject = new THREE.Line( geometry, material );
  23744. * ```
  23745. *
  23746. * @augments Curve
  23747. */
  23748. class CatmullRomCurve3 extends Curve {
  23749. /**
  23750. * Constructs a new Catmull-Rom curve.
  23751. *
  23752. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23753. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23754. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23755. * @param {number} [tension=0.5] - Tension of the curve.
  23756. */
  23757. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23758. super();
  23759. /**
  23760. * This flag can be used for type testing.
  23761. *
  23762. * @type {boolean}
  23763. * @readonly
  23764. * @default true
  23765. */
  23766. this.isCatmullRomCurve3 = true;
  23767. this.type = 'CatmullRomCurve3';
  23768. /**
  23769. * An array of 3D points defining the curve.
  23770. *
  23771. * @type {Array<Vector3>}
  23772. */
  23773. this.points = points;
  23774. /**
  23775. * Whether the curve is closed or not.
  23776. *
  23777. * @type {boolean}
  23778. * @default false
  23779. */
  23780. this.closed = closed;
  23781. /**
  23782. * The curve type.
  23783. *
  23784. * @type {('centripetal'|'chordal'|'catmullrom')}
  23785. * @default 'centripetal'
  23786. */
  23787. this.curveType = curveType;
  23788. /**
  23789. * Tension of the curve.
  23790. *
  23791. * @type {number}
  23792. * @default 0.5
  23793. */
  23794. this.tension = tension;
  23795. }
  23796. /**
  23797. * Returns a point on the curve.
  23798. *
  23799. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23800. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23801. * @return {Vector3} The position on the curve.
  23802. */
  23803. getPoint( t, optionalTarget = new Vector3() ) {
  23804. const point = optionalTarget;
  23805. const points = this.points;
  23806. const l = points.length;
  23807. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23808. let intPoint = Math.floor( p );
  23809. let weight = p - intPoint;
  23810. if ( this.closed ) {
  23811. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23812. } else if ( weight === 0 && intPoint === l - 1 ) {
  23813. intPoint = l - 2;
  23814. weight = 1;
  23815. }
  23816. let p0, p3; // 4 points (p1 & p2 defined below)
  23817. if ( this.closed || intPoint > 0 ) {
  23818. p0 = points[ ( intPoint - 1 ) % l ];
  23819. } else {
  23820. // extrapolate first point
  23821. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23822. p0 = tmp;
  23823. }
  23824. const p1 = points[ intPoint % l ];
  23825. const p2 = points[ ( intPoint + 1 ) % l ];
  23826. if ( this.closed || intPoint + 2 < l ) {
  23827. p3 = points[ ( intPoint + 2 ) % l ];
  23828. } else {
  23829. // extrapolate last point
  23830. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23831. p3 = tmp;
  23832. }
  23833. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23834. // init Centripetal / Chordal Catmull-Rom
  23835. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23836. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23837. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23838. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23839. // safety check for repeated points
  23840. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23841. if ( dt0 < 1e-4 ) dt0 = dt1;
  23842. if ( dt2 < 1e-4 ) dt2 = dt1;
  23843. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23844. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23845. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23846. } else if ( this.curveType === 'catmullrom' ) {
  23847. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23848. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23849. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23850. }
  23851. point.set(
  23852. px.calc( weight ),
  23853. py.calc( weight ),
  23854. pz.calc( weight )
  23855. );
  23856. return point;
  23857. }
  23858. copy( source ) {
  23859. super.copy( source );
  23860. this.points = [];
  23861. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23862. const point = source.points[ i ];
  23863. this.points.push( point.clone() );
  23864. }
  23865. this.closed = source.closed;
  23866. this.curveType = source.curveType;
  23867. this.tension = source.tension;
  23868. return this;
  23869. }
  23870. toJSON() {
  23871. const data = super.toJSON();
  23872. data.points = [];
  23873. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23874. const point = this.points[ i ];
  23875. data.points.push( point.toArray() );
  23876. }
  23877. data.closed = this.closed;
  23878. data.curveType = this.curveType;
  23879. data.tension = this.tension;
  23880. return data;
  23881. }
  23882. fromJSON( json ) {
  23883. super.fromJSON( json );
  23884. this.points = [];
  23885. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23886. const point = json.points[ i ];
  23887. this.points.push( new Vector3().fromArray( point ) );
  23888. }
  23889. this.closed = json.closed;
  23890. this.curveType = json.curveType;
  23891. this.tension = json.tension;
  23892. return this;
  23893. }
  23894. }
  23895. // Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23896. /**
  23897. * Computes a point on a Catmull-Rom spline.
  23898. *
  23899. * @param {number} t - The interpolation factor.
  23900. * @param {number} p0 - The first control point.
  23901. * @param {number} p1 - The second control point.
  23902. * @param {number} p2 - The third control point.
  23903. * @param {number} p3 - The fourth control point.
  23904. * @return {number} The calculated point on a Catmull-Rom spline.
  23905. */
  23906. function CatmullRom( t, p0, p1, p2, p3 ) {
  23907. const v0 = ( p2 - p0 ) * 0.5;
  23908. const v1 = ( p3 - p1 ) * 0.5;
  23909. const t2 = t * t;
  23910. const t3 = t * t2;
  23911. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23912. }
  23913. //
  23914. function QuadraticBezierP0( t, p ) {
  23915. const k = 1 - t;
  23916. return k * k * p;
  23917. }
  23918. function QuadraticBezierP1( t, p ) {
  23919. return 2 * ( 1 - t ) * t * p;
  23920. }
  23921. function QuadraticBezierP2( t, p ) {
  23922. return t * t * p;
  23923. }
  23924. /**
  23925. * Computes a point on a Quadratic Bezier curve.
  23926. *
  23927. * @param {number} t - The interpolation factor.
  23928. * @param {number} p0 - The first control point.
  23929. * @param {number} p1 - The second control point.
  23930. * @param {number} p2 - The third control point.
  23931. * @return {number} The calculated point on a Quadratic Bezier curve.
  23932. */
  23933. function QuadraticBezier( t, p0, p1, p2 ) {
  23934. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23935. QuadraticBezierP2( t, p2 );
  23936. }
  23937. //
  23938. function CubicBezierP0( t, p ) {
  23939. const k = 1 - t;
  23940. return k * k * k * p;
  23941. }
  23942. function CubicBezierP1( t, p ) {
  23943. const k = 1 - t;
  23944. return 3 * k * k * t * p;
  23945. }
  23946. function CubicBezierP2( t, p ) {
  23947. return 3 * ( 1 - t ) * t * t * p;
  23948. }
  23949. function CubicBezierP3( t, p ) {
  23950. return t * t * t * p;
  23951. }
  23952. /**
  23953. * Computes a point on a Cubic Bezier curve.
  23954. *
  23955. * @param {number} t - The interpolation factor.
  23956. * @param {number} p0 - The first control point.
  23957. * @param {number} p1 - The second control point.
  23958. * @param {number} p2 - The third control point.
  23959. * @param {number} p3 - The fourth control point.
  23960. * @return {number} The calculated point on a Cubic Bezier curve.
  23961. */
  23962. function CubicBezier( t, p0, p1, p2, p3 ) {
  23963. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23964. CubicBezierP3( t, p3 );
  23965. }
  23966. /**
  23967. * A curve representing a 2D Cubic Bezier curve.
  23968. *
  23969. * ```js
  23970. * const curve = new THREE.CubicBezierCurve(
  23971. * new THREE.Vector2( - 0, 0 ),
  23972. * new THREE.Vector2( - 5, 15 ),
  23973. * new THREE.Vector2( 20, 15 ),
  23974. * new THREE.Vector2( 10, 0 )
  23975. * );
  23976. *
  23977. * const points = curve.getPoints( 50 );
  23978. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23979. *
  23980. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23981. *
  23982. * // Create the final object to add to the scene
  23983. * const curveObject = new THREE.Line( geometry, material );
  23984. * ```
  23985. *
  23986. * @augments Curve
  23987. */
  23988. class CubicBezierCurve extends Curve {
  23989. /**
  23990. * Constructs a new Cubic Bezier curve.
  23991. *
  23992. * @param {Vector2} [v0] - The start point.
  23993. * @param {Vector2} [v1] - The first control point.
  23994. * @param {Vector2} [v2] - The second control point.
  23995. * @param {Vector2} [v3] - The end point.
  23996. */
  23997. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23998. super();
  23999. /**
  24000. * This flag can be used for type testing.
  24001. *
  24002. * @type {boolean}
  24003. * @readonly
  24004. * @default true
  24005. */
  24006. this.isCubicBezierCurve = true;
  24007. this.type = 'CubicBezierCurve';
  24008. /**
  24009. * The start point.
  24010. *
  24011. * @type {Vector2}
  24012. */
  24013. this.v0 = v0;
  24014. /**
  24015. * The first control point.
  24016. *
  24017. * @type {Vector2}
  24018. */
  24019. this.v1 = v1;
  24020. /**
  24021. * The second control point.
  24022. *
  24023. * @type {Vector2}
  24024. */
  24025. this.v2 = v2;
  24026. /**
  24027. * The end point.
  24028. *
  24029. * @type {Vector2}
  24030. */
  24031. this.v3 = v3;
  24032. }
  24033. /**
  24034. * Returns a point on the curve.
  24035. *
  24036. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24037. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24038. * @return {Vector2} The position on the curve.
  24039. */
  24040. getPoint( t, optionalTarget = new Vector2() ) {
  24041. const point = optionalTarget;
  24042. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24043. point.set(
  24044. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24045. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  24046. );
  24047. return point;
  24048. }
  24049. copy( source ) {
  24050. super.copy( source );
  24051. this.v0.copy( source.v0 );
  24052. this.v1.copy( source.v1 );
  24053. this.v2.copy( source.v2 );
  24054. this.v3.copy( source.v3 );
  24055. return this;
  24056. }
  24057. toJSON() {
  24058. const data = super.toJSON();
  24059. data.v0 = this.v0.toArray();
  24060. data.v1 = this.v1.toArray();
  24061. data.v2 = this.v2.toArray();
  24062. data.v3 = this.v3.toArray();
  24063. return data;
  24064. }
  24065. fromJSON( json ) {
  24066. super.fromJSON( json );
  24067. this.v0.fromArray( json.v0 );
  24068. this.v1.fromArray( json.v1 );
  24069. this.v2.fromArray( json.v2 );
  24070. this.v3.fromArray( json.v3 );
  24071. return this;
  24072. }
  24073. }
  24074. /**
  24075. * A curve representing a 3D Cubic Bezier curve.
  24076. *
  24077. * @augments Curve
  24078. */
  24079. class CubicBezierCurve3 extends Curve {
  24080. /**
  24081. * Constructs a new Cubic Bezier curve.
  24082. *
  24083. * @param {Vector3} [v0] - The start point.
  24084. * @param {Vector3} [v1] - The first control point.
  24085. * @param {Vector3} [v2] - The second control point.
  24086. * @param {Vector3} [v3] - The end point.
  24087. */
  24088. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  24089. super();
  24090. /**
  24091. * This flag can be used for type testing.
  24092. *
  24093. * @type {boolean}
  24094. * @readonly
  24095. * @default true
  24096. */
  24097. this.isCubicBezierCurve3 = true;
  24098. this.type = 'CubicBezierCurve3';
  24099. /**
  24100. * The start point.
  24101. *
  24102. * @type {Vector3}
  24103. */
  24104. this.v0 = v0;
  24105. /**
  24106. * The first control point.
  24107. *
  24108. * @type {Vector3}
  24109. */
  24110. this.v1 = v1;
  24111. /**
  24112. * The second control point.
  24113. *
  24114. * @type {Vector3}
  24115. */
  24116. this.v2 = v2;
  24117. /**
  24118. * The end point.
  24119. *
  24120. * @type {Vector3}
  24121. */
  24122. this.v3 = v3;
  24123. }
  24124. /**
  24125. * Returns a point on the curve.
  24126. *
  24127. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24128. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24129. * @return {Vector3} The position on the curve.
  24130. */
  24131. getPoint( t, optionalTarget = new Vector3() ) {
  24132. const point = optionalTarget;
  24133. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  24134. point.set(
  24135. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  24136. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  24137. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  24138. );
  24139. return point;
  24140. }
  24141. copy( source ) {
  24142. super.copy( source );
  24143. this.v0.copy( source.v0 );
  24144. this.v1.copy( source.v1 );
  24145. this.v2.copy( source.v2 );
  24146. this.v3.copy( source.v3 );
  24147. return this;
  24148. }
  24149. toJSON() {
  24150. const data = super.toJSON();
  24151. data.v0 = this.v0.toArray();
  24152. data.v1 = this.v1.toArray();
  24153. data.v2 = this.v2.toArray();
  24154. data.v3 = this.v3.toArray();
  24155. return data;
  24156. }
  24157. fromJSON( json ) {
  24158. super.fromJSON( json );
  24159. this.v0.fromArray( json.v0 );
  24160. this.v1.fromArray( json.v1 );
  24161. this.v2.fromArray( json.v2 );
  24162. this.v3.fromArray( json.v3 );
  24163. return this;
  24164. }
  24165. }
  24166. /**
  24167. * A curve representing a 2D line segment.
  24168. *
  24169. * @augments Curve
  24170. */
  24171. class LineCurve extends Curve {
  24172. /**
  24173. * Constructs a new line curve.
  24174. *
  24175. * @param {Vector2} [v1] - The start point.
  24176. * @param {Vector2} [v2] - The end point.
  24177. */
  24178. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  24179. super();
  24180. /**
  24181. * This flag can be used for type testing.
  24182. *
  24183. * @type {boolean}
  24184. * @readonly
  24185. * @default true
  24186. */
  24187. this.isLineCurve = true;
  24188. this.type = 'LineCurve';
  24189. /**
  24190. * The start point.
  24191. *
  24192. * @type {Vector2}
  24193. */
  24194. this.v1 = v1;
  24195. /**
  24196. * The end point.
  24197. *
  24198. * @type {Vector2}
  24199. */
  24200. this.v2 = v2;
  24201. }
  24202. /**
  24203. * Returns a point on the line.
  24204. *
  24205. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24206. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24207. * @return {Vector2} The position on the line.
  24208. */
  24209. getPoint( t, optionalTarget = new Vector2() ) {
  24210. const point = optionalTarget;
  24211. if ( t === 1 ) {
  24212. point.copy( this.v2 );
  24213. } else {
  24214. point.copy( this.v2 ).sub( this.v1 );
  24215. point.multiplyScalar( t ).add( this.v1 );
  24216. }
  24217. return point;
  24218. }
  24219. // Line curve is linear, so we can overwrite default getPointAt
  24220. getPointAt( u, optionalTarget ) {
  24221. return this.getPoint( u, optionalTarget );
  24222. }
  24223. getTangent( t, optionalTarget = new Vector2() ) {
  24224. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24225. }
  24226. getTangentAt( u, optionalTarget ) {
  24227. return this.getTangent( u, optionalTarget );
  24228. }
  24229. copy( source ) {
  24230. super.copy( source );
  24231. this.v1.copy( source.v1 );
  24232. this.v2.copy( source.v2 );
  24233. return this;
  24234. }
  24235. toJSON() {
  24236. const data = super.toJSON();
  24237. data.v1 = this.v1.toArray();
  24238. data.v2 = this.v2.toArray();
  24239. return data;
  24240. }
  24241. fromJSON( json ) {
  24242. super.fromJSON( json );
  24243. this.v1.fromArray( json.v1 );
  24244. this.v2.fromArray( json.v2 );
  24245. return this;
  24246. }
  24247. }
  24248. /**
  24249. * A curve representing a 3D line segment.
  24250. *
  24251. * @augments Curve
  24252. */
  24253. class LineCurve3 extends Curve {
  24254. /**
  24255. * Constructs a new line curve.
  24256. *
  24257. * @param {Vector3} [v1] - The start point.
  24258. * @param {Vector3} [v2] - The end point.
  24259. */
  24260. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24261. super();
  24262. /**
  24263. * This flag can be used for type testing.
  24264. *
  24265. * @type {boolean}
  24266. * @readonly
  24267. * @default true
  24268. */
  24269. this.isLineCurve3 = true;
  24270. this.type = 'LineCurve3';
  24271. /**
  24272. * The start point.
  24273. *
  24274. * @type {Vector3}
  24275. */
  24276. this.v1 = v1;
  24277. /**
  24278. * The end point.
  24279. *
  24280. * @type {Vector2}
  24281. */
  24282. this.v2 = v2;
  24283. }
  24284. /**
  24285. * Returns a point on the line.
  24286. *
  24287. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24288. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24289. * @return {Vector3} The position on the line.
  24290. */
  24291. getPoint( t, optionalTarget = new Vector3() ) {
  24292. const point = optionalTarget;
  24293. if ( t === 1 ) {
  24294. point.copy( this.v2 );
  24295. } else {
  24296. point.copy( this.v2 ).sub( this.v1 );
  24297. point.multiplyScalar( t ).add( this.v1 );
  24298. }
  24299. return point;
  24300. }
  24301. // Line curve is linear, so we can overwrite default getPointAt
  24302. getPointAt( u, optionalTarget ) {
  24303. return this.getPoint( u, optionalTarget );
  24304. }
  24305. getTangent( t, optionalTarget = new Vector3() ) {
  24306. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24307. }
  24308. getTangentAt( u, optionalTarget ) {
  24309. return this.getTangent( u, optionalTarget );
  24310. }
  24311. copy( source ) {
  24312. super.copy( source );
  24313. this.v1.copy( source.v1 );
  24314. this.v2.copy( source.v2 );
  24315. return this;
  24316. }
  24317. toJSON() {
  24318. const data = super.toJSON();
  24319. data.v1 = this.v1.toArray();
  24320. data.v2 = this.v2.toArray();
  24321. return data;
  24322. }
  24323. fromJSON( json ) {
  24324. super.fromJSON( json );
  24325. this.v1.fromArray( json.v1 );
  24326. this.v2.fromArray( json.v2 );
  24327. return this;
  24328. }
  24329. }
  24330. /**
  24331. * A curve representing a 2D Quadratic Bezier curve.
  24332. *
  24333. * ```js
  24334. * const curve = new THREE.QuadraticBezierCurve(
  24335. * new THREE.Vector2( - 10, 0 ),
  24336. * new THREE.Vector2( 20, 15 ),
  24337. * new THREE.Vector2( 10, 0 )
  24338. * )
  24339. *
  24340. * const points = curve.getPoints( 50 );
  24341. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24342. *
  24343. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24344. *
  24345. * // Create the final object to add to the scene
  24346. * const curveObject = new THREE.Line( geometry, material );
  24347. * ```
  24348. *
  24349. * @augments Curve
  24350. */
  24351. class QuadraticBezierCurve extends Curve {
  24352. /**
  24353. * Constructs a new Quadratic Bezier curve.
  24354. *
  24355. * @param {Vector2} [v0] - The start point.
  24356. * @param {Vector2} [v1] - The control point.
  24357. * @param {Vector2} [v2] - The end point.
  24358. */
  24359. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24360. super();
  24361. /**
  24362. * This flag can be used for type testing.
  24363. *
  24364. * @type {boolean}
  24365. * @readonly
  24366. * @default true
  24367. */
  24368. this.isQuadraticBezierCurve = true;
  24369. this.type = 'QuadraticBezierCurve';
  24370. /**
  24371. * The start point.
  24372. *
  24373. * @type {Vector2}
  24374. */
  24375. this.v0 = v0;
  24376. /**
  24377. * The control point.
  24378. *
  24379. * @type {Vector2}
  24380. */
  24381. this.v1 = v1;
  24382. /**
  24383. * The end point.
  24384. *
  24385. * @type {Vector2}
  24386. */
  24387. this.v2 = v2;
  24388. }
  24389. /**
  24390. * Returns a point on the curve.
  24391. *
  24392. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24393. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24394. * @return {Vector2} The position on the curve.
  24395. */
  24396. getPoint( t, optionalTarget = new Vector2() ) {
  24397. const point = optionalTarget;
  24398. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24399. point.set(
  24400. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24401. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24402. );
  24403. return point;
  24404. }
  24405. copy( source ) {
  24406. super.copy( source );
  24407. this.v0.copy( source.v0 );
  24408. this.v1.copy( source.v1 );
  24409. this.v2.copy( source.v2 );
  24410. return this;
  24411. }
  24412. toJSON() {
  24413. const data = super.toJSON();
  24414. data.v0 = this.v0.toArray();
  24415. data.v1 = this.v1.toArray();
  24416. data.v2 = this.v2.toArray();
  24417. return data;
  24418. }
  24419. fromJSON( json ) {
  24420. super.fromJSON( json );
  24421. this.v0.fromArray( json.v0 );
  24422. this.v1.fromArray( json.v1 );
  24423. this.v2.fromArray( json.v2 );
  24424. return this;
  24425. }
  24426. }
  24427. /**
  24428. * A curve representing a 3D Quadratic Bezier curve.
  24429. *
  24430. * @augments Curve
  24431. */
  24432. class QuadraticBezierCurve3 extends Curve {
  24433. /**
  24434. * Constructs a new Quadratic Bezier curve.
  24435. *
  24436. * @param {Vector3} [v0] - The start point.
  24437. * @param {Vector3} [v1] - The control point.
  24438. * @param {Vector3} [v2] - The end point.
  24439. */
  24440. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24441. super();
  24442. /**
  24443. * This flag can be used for type testing.
  24444. *
  24445. * @type {boolean}
  24446. * @readonly
  24447. * @default true
  24448. */
  24449. this.isQuadraticBezierCurve3 = true;
  24450. this.type = 'QuadraticBezierCurve3';
  24451. /**
  24452. * The start point.
  24453. *
  24454. * @type {Vector3}
  24455. */
  24456. this.v0 = v0;
  24457. /**
  24458. * The control point.
  24459. *
  24460. * @type {Vector3}
  24461. */
  24462. this.v1 = v1;
  24463. /**
  24464. * The end point.
  24465. *
  24466. * @type {Vector3}
  24467. */
  24468. this.v2 = v2;
  24469. }
  24470. /**
  24471. * Returns a point on the curve.
  24472. *
  24473. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24474. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24475. * @return {Vector3} The position on the curve.
  24476. */
  24477. getPoint( t, optionalTarget = new Vector3() ) {
  24478. const point = optionalTarget;
  24479. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24480. point.set(
  24481. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24482. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24483. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24484. );
  24485. return point;
  24486. }
  24487. copy( source ) {
  24488. super.copy( source );
  24489. this.v0.copy( source.v0 );
  24490. this.v1.copy( source.v1 );
  24491. this.v2.copy( source.v2 );
  24492. return this;
  24493. }
  24494. toJSON() {
  24495. const data = super.toJSON();
  24496. data.v0 = this.v0.toArray();
  24497. data.v1 = this.v1.toArray();
  24498. data.v2 = this.v2.toArray();
  24499. return data;
  24500. }
  24501. fromJSON( json ) {
  24502. super.fromJSON( json );
  24503. this.v0.fromArray( json.v0 );
  24504. this.v1.fromArray( json.v1 );
  24505. this.v2.fromArray( json.v2 );
  24506. return this;
  24507. }
  24508. }
  24509. /**
  24510. * A curve representing a 2D spline curve.
  24511. *
  24512. * ```js
  24513. * // Create a sine-like wave
  24514. * const curve = new THREE.SplineCurve( [
  24515. * new THREE.Vector2( -10, 0 ),
  24516. * new THREE.Vector2( -5, 5 ),
  24517. * new THREE.Vector2( 0, 0 ),
  24518. * new THREE.Vector2( 5, -5 ),
  24519. * new THREE.Vector2( 10, 0 )
  24520. * ] );
  24521. *
  24522. * const points = curve.getPoints( 50 );
  24523. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24524. *
  24525. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24526. *
  24527. * // Create the final object to add to the scene
  24528. * const splineObject = new THREE.Line( geometry, material );
  24529. * ```
  24530. *
  24531. * @augments Curve
  24532. */
  24533. class SplineCurve extends Curve {
  24534. /**
  24535. * Constructs a new 2D spline curve.
  24536. *
  24537. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24538. */
  24539. constructor( points = [] ) {
  24540. super();
  24541. /**
  24542. * This flag can be used for type testing.
  24543. *
  24544. * @type {boolean}
  24545. * @readonly
  24546. * @default true
  24547. */
  24548. this.isSplineCurve = true;
  24549. this.type = 'SplineCurve';
  24550. /**
  24551. * An array of 2D points defining the curve.
  24552. *
  24553. * @type {Array<Vector2>}
  24554. */
  24555. this.points = points;
  24556. }
  24557. /**
  24558. * Returns a point on the curve.
  24559. *
  24560. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24561. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24562. * @return {Vector2} The position on the curve.
  24563. */
  24564. getPoint( t, optionalTarget = new Vector2() ) {
  24565. const point = optionalTarget;
  24566. const points = this.points;
  24567. const p = ( points.length - 1 ) * t;
  24568. const intPoint = Math.floor( p );
  24569. const weight = p - intPoint;
  24570. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24571. const p1 = points[ intPoint ];
  24572. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24573. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24574. point.set(
  24575. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24576. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24577. );
  24578. return point;
  24579. }
  24580. copy( source ) {
  24581. super.copy( source );
  24582. this.points = [];
  24583. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24584. const point = source.points[ i ];
  24585. this.points.push( point.clone() );
  24586. }
  24587. return this;
  24588. }
  24589. toJSON() {
  24590. const data = super.toJSON();
  24591. data.points = [];
  24592. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24593. const point = this.points[ i ];
  24594. data.points.push( point.toArray() );
  24595. }
  24596. return data;
  24597. }
  24598. fromJSON( json ) {
  24599. super.fromJSON( json );
  24600. this.points = [];
  24601. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24602. const point = json.points[ i ];
  24603. this.points.push( new Vector2().fromArray( point ) );
  24604. }
  24605. return this;
  24606. }
  24607. }
  24608. var Curves = /*#__PURE__*/Object.freeze({
  24609. __proto__: null,
  24610. ArcCurve: ArcCurve,
  24611. CatmullRomCurve3: CatmullRomCurve3,
  24612. CubicBezierCurve: CubicBezierCurve,
  24613. CubicBezierCurve3: CubicBezierCurve3,
  24614. EllipseCurve: EllipseCurve,
  24615. LineCurve: LineCurve,
  24616. LineCurve3: LineCurve3,
  24617. QuadraticBezierCurve: QuadraticBezierCurve,
  24618. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24619. SplineCurve: SplineCurve
  24620. });
  24621. /**
  24622. * A base class extending {@link Curve}. `CurvePath` is simply an
  24623. * array of connected curves, but retains the API of a curve.
  24624. *
  24625. * @augments Curve
  24626. */
  24627. class CurvePath extends Curve {
  24628. /**
  24629. * Constructs a new curve path.
  24630. */
  24631. constructor() {
  24632. super();
  24633. this.type = 'CurvePath';
  24634. /**
  24635. * An array of curves defining the
  24636. * path.
  24637. *
  24638. * @type {Array<Curve>}
  24639. */
  24640. this.curves = [];
  24641. /**
  24642. * Whether the path should automatically be closed
  24643. * by a line curve.
  24644. *
  24645. * @type {boolean}
  24646. * @default false
  24647. */
  24648. this.autoClose = false;
  24649. }
  24650. /**
  24651. * Adds a curve to this curve path.
  24652. *
  24653. * @param {Curve} curve - The curve to add.
  24654. */
  24655. add( curve ) {
  24656. this.curves.push( curve );
  24657. }
  24658. /**
  24659. * Adds a line curve to close the path.
  24660. *
  24661. * @return {CurvePath} A reference to this curve path.
  24662. */
  24663. closePath() {
  24664. // Add a line curve if start and end of lines are not connected
  24665. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24666. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24667. if ( ! startPoint.equals( endPoint ) ) {
  24668. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24669. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24670. }
  24671. return this;
  24672. }
  24673. /**
  24674. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24675. * for the given interpolation factor.
  24676. *
  24677. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24678. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24679. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24680. */
  24681. getPoint( t, optionalTarget ) {
  24682. // To get accurate point with reference to
  24683. // entire path distance at time t,
  24684. // following has to be done:
  24685. // 1. Length of each sub path have to be known
  24686. // 2. Locate and identify type of curve
  24687. // 3. Get t for the curve
  24688. // 4. Return curve.getPointAt(t')
  24689. const d = t * this.getLength();
  24690. const curveLengths = this.getCurveLengths();
  24691. let i = 0;
  24692. // To think about boundaries points.
  24693. while ( i < curveLengths.length ) {
  24694. if ( curveLengths[ i ] >= d ) {
  24695. const diff = curveLengths[ i ] - d;
  24696. const curve = this.curves[ i ];
  24697. const segmentLength = curve.getLength();
  24698. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24699. return curve.getPointAt( u, optionalTarget );
  24700. }
  24701. i ++;
  24702. }
  24703. return null;
  24704. // loop where sum != 0, sum > d , sum+1 <d
  24705. }
  24706. getLength() {
  24707. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24708. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24709. // getPoint() depends on getLength
  24710. const lens = this.getCurveLengths();
  24711. return lens[ lens.length - 1 ];
  24712. }
  24713. updateArcLengths() {
  24714. // cacheLengths must be recalculated.
  24715. this.needsUpdate = true;
  24716. this.cacheLengths = null;
  24717. this.getCurveLengths();
  24718. }
  24719. /**
  24720. * Returns list of cumulative curve lengths of the defined curves.
  24721. *
  24722. * @return {Array<number>} The curve lengths.
  24723. */
  24724. getCurveLengths() {
  24725. // Compute lengths and cache them
  24726. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24727. // We use cache values if curves and cache array are same length
  24728. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24729. return this.cacheLengths;
  24730. }
  24731. // Get length of sub-curve
  24732. // Push sums into cached array
  24733. const lengths = [];
  24734. let sums = 0;
  24735. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24736. sums += this.curves[ i ].getLength();
  24737. lengths.push( sums );
  24738. }
  24739. this.cacheLengths = lengths;
  24740. return lengths;
  24741. }
  24742. getSpacedPoints( divisions = 40 ) {
  24743. const points = [];
  24744. for ( let i = 0; i <= divisions; i ++ ) {
  24745. points.push( this.getPoint( i / divisions ) );
  24746. }
  24747. if ( this.autoClose ) {
  24748. points.push( points[ 0 ] );
  24749. }
  24750. return points;
  24751. }
  24752. getPoints( divisions = 12 ) {
  24753. const points = [];
  24754. let last;
  24755. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24756. const curve = curves[ i ];
  24757. const resolution = curve.isEllipseCurve ? divisions * 2
  24758. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24759. : curve.isSplineCurve ? divisions * curve.points.length
  24760. : divisions;
  24761. const pts = curve.getPoints( resolution );
  24762. for ( let j = 0; j < pts.length; j ++ ) {
  24763. const point = pts[ j ];
  24764. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24765. points.push( point );
  24766. last = point;
  24767. }
  24768. }
  24769. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24770. points.push( points[ 0 ] );
  24771. }
  24772. return points;
  24773. }
  24774. copy( source ) {
  24775. super.copy( source );
  24776. this.curves = [];
  24777. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24778. const curve = source.curves[ i ];
  24779. this.curves.push( curve.clone() );
  24780. }
  24781. this.autoClose = source.autoClose;
  24782. return this;
  24783. }
  24784. toJSON() {
  24785. const data = super.toJSON();
  24786. data.autoClose = this.autoClose;
  24787. data.curves = [];
  24788. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24789. const curve = this.curves[ i ];
  24790. data.curves.push( curve.toJSON() );
  24791. }
  24792. return data;
  24793. }
  24794. fromJSON( json ) {
  24795. super.fromJSON( json );
  24796. this.autoClose = json.autoClose;
  24797. this.curves = [];
  24798. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24799. const curve = json.curves[ i ];
  24800. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24801. }
  24802. return this;
  24803. }
  24804. }
  24805. /**
  24806. * A 2D path representation. The class provides methods for creating paths
  24807. * and contours of 2D shapes similar to the 2D Canvas API.
  24808. *
  24809. * ```js
  24810. * const path = new THREE.Path();
  24811. *
  24812. * path.lineTo( 0, 0.8 );
  24813. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24814. * path.lineTo( 1, 1 );
  24815. *
  24816. * const points = path.getPoints();
  24817. *
  24818. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24819. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24820. *
  24821. * const line = new THREE.Line( geometry, material );
  24822. * scene.add( line );
  24823. * ```
  24824. *
  24825. * @augments CurvePath
  24826. */
  24827. class Path extends CurvePath {
  24828. /**
  24829. * Constructs a new path.
  24830. *
  24831. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24832. */
  24833. constructor( points ) {
  24834. super();
  24835. this.type = 'Path';
  24836. /**
  24837. * The current offset of the path. Any new curve added will start here.
  24838. *
  24839. * @type {Vector2}
  24840. */
  24841. this.currentPoint = new Vector2();
  24842. if ( points ) {
  24843. this.setFromPoints( points );
  24844. }
  24845. }
  24846. /**
  24847. * Creates a path from the given list of points. The points are added
  24848. * to the path as instances of {@link LineCurve}.
  24849. *
  24850. * @param {Array<Vector2>} points - An array of 2D points.
  24851. * @return {Path} A reference to this path.
  24852. */
  24853. setFromPoints( points ) {
  24854. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24855. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24856. this.lineTo( points[ i ].x, points[ i ].y );
  24857. }
  24858. return this;
  24859. }
  24860. /**
  24861. * Moves {@link Path#currentPoint} to the given point.
  24862. *
  24863. * @param {number} x - The x coordinate.
  24864. * @param {number} y - The y coordinate.
  24865. * @return {Path} A reference to this path.
  24866. */
  24867. moveTo( x, y ) {
  24868. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24869. return this;
  24870. }
  24871. /**
  24872. * Adds an instance of {@link LineCurve} to the path by connecting
  24873. * the current point with the given one.
  24874. *
  24875. * @param {number} x - The x coordinate of the end point.
  24876. * @param {number} y - The y coordinate of the end point.
  24877. * @return {Path} A reference to this path.
  24878. */
  24879. lineTo( x, y ) {
  24880. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24881. this.curves.push( curve );
  24882. this.currentPoint.set( x, y );
  24883. return this;
  24884. }
  24885. /**
  24886. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24887. * the current point with the given one.
  24888. *
  24889. * @param {number} aCPx - The x coordinate of the control point.
  24890. * @param {number} aCPy - The y coordinate of the control point.
  24891. * @param {number} aX - The x coordinate of the end point.
  24892. * @param {number} aY - The y coordinate of the end point.
  24893. * @return {Path} A reference to this path.
  24894. */
  24895. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24896. const curve = new QuadraticBezierCurve(
  24897. this.currentPoint.clone(),
  24898. new Vector2( aCPx, aCPy ),
  24899. new Vector2( aX, aY )
  24900. );
  24901. this.curves.push( curve );
  24902. this.currentPoint.set( aX, aY );
  24903. return this;
  24904. }
  24905. /**
  24906. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24907. * the current point with the given one.
  24908. *
  24909. * @param {number} aCP1x - The x coordinate of the first control point.
  24910. * @param {number} aCP1y - The y coordinate of the first control point.
  24911. * @param {number} aCP2x - The x coordinate of the second control point.
  24912. * @param {number} aCP2y - The y coordinate of the second control point.
  24913. * @param {number} aX - The x coordinate of the end point.
  24914. * @param {number} aY - The y coordinate of the end point.
  24915. * @return {Path} A reference to this path.
  24916. */
  24917. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24918. const curve = new CubicBezierCurve(
  24919. this.currentPoint.clone(),
  24920. new Vector2( aCP1x, aCP1y ),
  24921. new Vector2( aCP2x, aCP2y ),
  24922. new Vector2( aX, aY )
  24923. );
  24924. this.curves.push( curve );
  24925. this.currentPoint.set( aX, aY );
  24926. return this;
  24927. }
  24928. /**
  24929. * Adds an instance of {@link SplineCurve} to the path by connecting
  24930. * the current point with the given list of points.
  24931. *
  24932. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24933. * @return {Path} A reference to this path.
  24934. */
  24935. splineThru( pts ) {
  24936. const npts = [ this.currentPoint.clone() ].concat( pts );
  24937. const curve = new SplineCurve( npts );
  24938. this.curves.push( curve );
  24939. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24940. return this;
  24941. }
  24942. /**
  24943. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24944. * to the current point.
  24945. *
  24946. * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve.
  24947. * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve.
  24948. * @param {number} [aRadius=1] - The radius of the arc.
  24949. * @param {number} [aStartAngle=0] - The start angle in radians.
  24950. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24951. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24952. * @return {Path} A reference to this path.
  24953. */
  24954. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24955. const x0 = this.currentPoint.x;
  24956. const y0 = this.currentPoint.y;
  24957. this.absarc( aX + x0, aY + y0, aRadius,
  24958. aStartAngle, aEndAngle, aClockwise );
  24959. return this;
  24960. }
  24961. /**
  24962. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24963. *
  24964. * @param {number} [aX=0] - The x coordinate of the center of the arc.
  24965. * @param {number} [aY=0] - The y coordinate of the center of the arc.
  24966. * @param {number} [aRadius=1] - The radius of the arc.
  24967. * @param {number} [aStartAngle=0] - The start angle in radians.
  24968. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24969. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24970. * @return {Path} A reference to this path.
  24971. */
  24972. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24973. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24974. return this;
  24975. }
  24976. /**
  24977. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24978. * to the current point
  24979. *
  24980. * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24981. * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24982. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  24983. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  24984. * @param {number} [aStartAngle=0] - The start angle in radians.
  24985. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  24986. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24987. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24988. * @return {Path} A reference to this path.
  24989. */
  24990. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24991. const x0 = this.currentPoint.x;
  24992. const y0 = this.currentPoint.y;
  24993. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24994. return this;
  24995. }
  24996. /**
  24997. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24998. *
  24999. * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse.
  25000. * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse.
  25001. * @param {number} [xRadius=1] - The radius of the ellipse in the x axis.
  25002. * @param {number} [yRadius=1] - The radius of the ellipse in the y axis.
  25003. * @param {number} [aStartAngle=0] - The start angle in radians.
  25004. * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians.
  25005. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  25006. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  25007. * @return {Path} A reference to this path.
  25008. */
  25009. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  25010. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  25011. if ( this.curves.length > 0 ) {
  25012. // if a previous curve is present, attempt to join
  25013. const firstPoint = curve.getPoint( 0 );
  25014. if ( ! firstPoint.equals( this.currentPoint ) ) {
  25015. this.lineTo( firstPoint.x, firstPoint.y );
  25016. }
  25017. }
  25018. this.curves.push( curve );
  25019. const lastPoint = curve.getPoint( 1 );
  25020. this.currentPoint.copy( lastPoint );
  25021. return this;
  25022. }
  25023. copy( source ) {
  25024. super.copy( source );
  25025. this.currentPoint.copy( source.currentPoint );
  25026. return this;
  25027. }
  25028. toJSON() {
  25029. const data = super.toJSON();
  25030. data.currentPoint = this.currentPoint.toArray();
  25031. return data;
  25032. }
  25033. fromJSON( json ) {
  25034. super.fromJSON( json );
  25035. this.currentPoint.fromArray( json.currentPoint );
  25036. return this;
  25037. }
  25038. }
  25039. /**
  25040. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  25041. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  25042. * points, or to get triangulated faces.
  25043. *
  25044. * ```js
  25045. * const heartShape = new THREE.Shape();
  25046. *
  25047. * heartShape.moveTo( 25, 25 );
  25048. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  25049. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  25050. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  25051. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  25052. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  25053. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  25054. *
  25055. * const extrudeSettings = {
  25056. * depth: 8,
  25057. * bevelEnabled: true,
  25058. * bevelSegments: 2,
  25059. * steps: 2,
  25060. * bevelSize: 1,
  25061. * bevelThickness: 1
  25062. * };
  25063. *
  25064. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  25065. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  25066. * ```
  25067. *
  25068. * @augments Path
  25069. */
  25070. class Shape extends Path {
  25071. /**
  25072. * Constructs a new shape.
  25073. *
  25074. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  25075. */
  25076. constructor( points ) {
  25077. super( points );
  25078. /**
  25079. * The UUID of the shape.
  25080. *
  25081. * @type {string}
  25082. * @readonly
  25083. */
  25084. this.uuid = generateUUID();
  25085. this.type = 'Shape';
  25086. /**
  25087. * Defines the holes in the shape. Hole definitions must use the
  25088. * opposite winding order (CW/CCW) than the outer shape.
  25089. *
  25090. * @type {Array<Path>}
  25091. * @readonly
  25092. */
  25093. this.holes = [];
  25094. }
  25095. /**
  25096. * Returns an array representing each contour of the holes
  25097. * as a list of 2D points.
  25098. *
  25099. * @param {number} divisions - The fineness of the result.
  25100. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  25101. */
  25102. getPointsHoles( divisions ) {
  25103. const holesPts = [];
  25104. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25105. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  25106. }
  25107. return holesPts;
  25108. }
  25109. // get points of shape and holes (keypoints based on segments parameter)
  25110. /**
  25111. * Returns an object that holds contour data for the shape and its holes as
  25112. * arrays of 2D points.
  25113. *
  25114. * @param {number} divisions - The fineness of the result.
  25115. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  25116. */
  25117. extractPoints( divisions ) {
  25118. return {
  25119. shape: this.getPoints( divisions ),
  25120. holes: this.getPointsHoles( divisions )
  25121. };
  25122. }
  25123. copy( source ) {
  25124. super.copy( source );
  25125. this.holes = [];
  25126. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  25127. const hole = source.holes[ i ];
  25128. this.holes.push( hole.clone() );
  25129. }
  25130. return this;
  25131. }
  25132. toJSON() {
  25133. const data = super.toJSON();
  25134. data.uuid = this.uuid;
  25135. data.holes = [];
  25136. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  25137. const hole = this.holes[ i ];
  25138. data.holes.push( hole.toJSON() );
  25139. }
  25140. return data;
  25141. }
  25142. fromJSON( json ) {
  25143. super.fromJSON( json );
  25144. this.uuid = json.uuid;
  25145. this.holes = [];
  25146. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  25147. const hole = json.holes[ i ];
  25148. this.holes.push( new Path().fromJSON( hole ) );
  25149. }
  25150. return this;
  25151. }
  25152. }
  25153. /* eslint-disable */
  25154. // copy of mapbox/earcut version 3.0.2
  25155. // https://github.com/mapbox/earcut/tree/v3.0.2
  25156. function earcut(data, holeIndices, dim = 2) {
  25157. const hasHoles = holeIndices && holeIndices.length;
  25158. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  25159. let outerNode = linkedList(data, 0, outerLen, dim, true);
  25160. const triangles = [];
  25161. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  25162. let minX, minY, invSize;
  25163. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  25164. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  25165. if (data.length > 80 * dim) {
  25166. minX = data[0];
  25167. minY = data[1];
  25168. let maxX = minX;
  25169. let maxY = minY;
  25170. for (let i = dim; i < outerLen; i += dim) {
  25171. const x = data[i];
  25172. const y = data[i + 1];
  25173. if (x < minX) minX = x;
  25174. if (y < minY) minY = y;
  25175. if (x > maxX) maxX = x;
  25176. if (y > maxY) maxY = y;
  25177. }
  25178. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  25179. invSize = Math.max(maxX - minX, maxY - minY);
  25180. invSize = invSize !== 0 ? 32767 / invSize : 0;
  25181. }
  25182. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  25183. return triangles;
  25184. }
  25185. // create a circular doubly linked list from polygon points in the specified winding order
  25186. function linkedList(data, start, end, dim, clockwise) {
  25187. let last;
  25188. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  25189. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25190. } else {
  25191. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  25192. }
  25193. if (last && equals(last, last.next)) {
  25194. removeNode(last);
  25195. last = last.next;
  25196. }
  25197. return last;
  25198. }
  25199. // eliminate colinear or duplicate points
  25200. function filterPoints(start, end) {
  25201. if (!start) return start;
  25202. if (!end) end = start;
  25203. let p = start,
  25204. again;
  25205. do {
  25206. again = false;
  25207. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25208. removeNode(p);
  25209. p = end = p.prev;
  25210. if (p === p.next) break;
  25211. again = true;
  25212. } else {
  25213. p = p.next;
  25214. }
  25215. } while (again || p !== end);
  25216. return end;
  25217. }
  25218. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25219. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25220. if (!ear) return;
  25221. // interlink polygon nodes in z-order
  25222. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25223. let stop = ear;
  25224. // iterate through ears, slicing them one by one
  25225. while (ear.prev !== ear.next) {
  25226. const prev = ear.prev;
  25227. const next = ear.next;
  25228. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25229. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25230. removeNode(ear);
  25231. // skipping the next vertex leads to less sliver triangles
  25232. ear = next.next;
  25233. stop = next.next;
  25234. continue;
  25235. }
  25236. ear = next;
  25237. // if we looped through the whole remaining polygon and can't find any more ears
  25238. if (ear === stop) {
  25239. // try filtering points and slicing again
  25240. if (!pass) {
  25241. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25242. // if this didn't work, try curing all small self-intersections locally
  25243. } else if (pass === 1) {
  25244. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25245. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25246. // as a last resort, try splitting the remaining polygon into two
  25247. } else if (pass === 2) {
  25248. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25249. }
  25250. break;
  25251. }
  25252. }
  25253. }
  25254. // check whether a polygon node forms a valid ear with adjacent nodes
  25255. function isEar(ear) {
  25256. const a = ear.prev,
  25257. b = ear,
  25258. c = ear.next;
  25259. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25260. // now make sure we don't have other points inside the potential ear
  25261. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25262. // triangle bbox
  25263. const x0 = Math.min(ax, bx, cx),
  25264. y0 = Math.min(ay, by, cy),
  25265. x1 = Math.max(ax, bx, cx),
  25266. y1 = Math.max(ay, by, cy);
  25267. let p = c.next;
  25268. while (p !== a) {
  25269. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25270. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25271. area(p.prev, p, p.next) >= 0) return false;
  25272. p = p.next;
  25273. }
  25274. return true;
  25275. }
  25276. function isEarHashed(ear, minX, minY, invSize) {
  25277. const a = ear.prev,
  25278. b = ear,
  25279. c = ear.next;
  25280. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25281. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25282. // triangle bbox
  25283. const x0 = Math.min(ax, bx, cx),
  25284. y0 = Math.min(ay, by, cy),
  25285. x1 = Math.max(ax, bx, cx),
  25286. y1 = Math.max(ay, by, cy);
  25287. // z-order range for the current triangle bbox;
  25288. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25289. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25290. let p = ear.prevZ,
  25291. n = ear.nextZ;
  25292. // look for points inside the triangle in both directions
  25293. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25294. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25295. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25296. p = p.prevZ;
  25297. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25298. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25299. n = n.nextZ;
  25300. }
  25301. // look for remaining points in decreasing z-order
  25302. while (p && p.z >= minZ) {
  25303. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25304. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25305. p = p.prevZ;
  25306. }
  25307. // look for remaining points in increasing z-order
  25308. while (n && n.z <= maxZ) {
  25309. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25310. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25311. n = n.nextZ;
  25312. }
  25313. return true;
  25314. }
  25315. // go through all polygon nodes and cure small local self-intersections
  25316. function cureLocalIntersections(start, triangles) {
  25317. let p = start;
  25318. do {
  25319. const a = p.prev,
  25320. b = p.next.next;
  25321. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25322. triangles.push(a.i, p.i, b.i);
  25323. // remove two nodes involved
  25324. removeNode(p);
  25325. removeNode(p.next);
  25326. p = start = b;
  25327. }
  25328. p = p.next;
  25329. } while (p !== start);
  25330. return filterPoints(p);
  25331. }
  25332. // try splitting polygon into two and triangulate them independently
  25333. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25334. // look for a valid diagonal that divides the polygon into two
  25335. let a = start;
  25336. do {
  25337. let b = a.next.next;
  25338. while (b !== a.prev) {
  25339. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25340. // split the polygon in two by the diagonal
  25341. let c = splitPolygon(a, b);
  25342. // filter colinear points around the cuts
  25343. a = filterPoints(a, a.next);
  25344. c = filterPoints(c, c.next);
  25345. // run earcut on each half
  25346. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25347. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25348. return;
  25349. }
  25350. b = b.next;
  25351. }
  25352. a = a.next;
  25353. } while (a !== start);
  25354. }
  25355. // link every hole into the outer loop, producing a single-ring polygon without holes
  25356. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25357. const queue = [];
  25358. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25359. const start = holeIndices[i] * dim;
  25360. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25361. const list = linkedList(data, start, end, dim, false);
  25362. if (list === list.next) list.steiner = true;
  25363. queue.push(getLeftmost(list));
  25364. }
  25365. queue.sort(compareXYSlope);
  25366. // process holes from left to right
  25367. for (let i = 0; i < queue.length; i++) {
  25368. outerNode = eliminateHole(queue[i], outerNode);
  25369. }
  25370. return outerNode;
  25371. }
  25372. function compareXYSlope(a, b) {
  25373. let result = a.x - b.x;
  25374. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25375. // the bridge to the outer shell is always the point that they meet at.
  25376. if (result === 0) {
  25377. result = a.y - b.y;
  25378. if (result === 0) {
  25379. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25380. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25381. result = aSlope - bSlope;
  25382. }
  25383. }
  25384. return result;
  25385. }
  25386. // find a bridge between vertices that connects hole with an outer ring and link it
  25387. function eliminateHole(hole, outerNode) {
  25388. const bridge = findHoleBridge(hole, outerNode);
  25389. if (!bridge) {
  25390. return outerNode;
  25391. }
  25392. const bridgeReverse = splitPolygon(bridge, hole);
  25393. // filter collinear points around the cuts
  25394. filterPoints(bridgeReverse, bridgeReverse.next);
  25395. return filterPoints(bridge, bridge.next);
  25396. }
  25397. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25398. function findHoleBridge(hole, outerNode) {
  25399. let p = outerNode;
  25400. const hx = hole.x;
  25401. const hy = hole.y;
  25402. let qx = -Infinity;
  25403. let m;
  25404. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25405. // segment's endpoint with lesser x will be potential connection point
  25406. // unless they intersect at a vertex, then choose the vertex
  25407. if (equals(hole, p)) return p;
  25408. do {
  25409. if (equals(hole, p.next)) return p.next;
  25410. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25411. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25412. if (x <= hx && x > qx) {
  25413. qx = x;
  25414. m = p.x < p.next.x ? p : p.next;
  25415. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25416. }
  25417. }
  25418. p = p.next;
  25419. } while (p !== outerNode);
  25420. if (!m) return null;
  25421. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25422. // if there are no points found, we have a valid connection;
  25423. // otherwise choose the point of the minimum angle with the ray as connection point
  25424. const stop = m;
  25425. const mx = m.x;
  25426. const my = m.y;
  25427. let tanMin = Infinity;
  25428. p = m;
  25429. do {
  25430. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25431. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25432. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25433. if (locallyInside(p, hole) &&
  25434. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25435. m = p;
  25436. tanMin = tan;
  25437. }
  25438. }
  25439. p = p.next;
  25440. } while (p !== stop);
  25441. return m;
  25442. }
  25443. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25444. function sectorContainsSector(m, p) {
  25445. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25446. }
  25447. // interlink polygon nodes in z-order
  25448. function indexCurve(start, minX, minY, invSize) {
  25449. let p = start;
  25450. do {
  25451. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25452. p.prevZ = p.prev;
  25453. p.nextZ = p.next;
  25454. p = p.next;
  25455. } while (p !== start);
  25456. p.prevZ.nextZ = null;
  25457. p.prevZ = null;
  25458. sortLinked(p);
  25459. }
  25460. // Simon Tatham's linked list merge sort algorithm
  25461. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25462. function sortLinked(list) {
  25463. let numMerges;
  25464. let inSize = 1;
  25465. do {
  25466. let p = list;
  25467. let e;
  25468. list = null;
  25469. let tail = null;
  25470. numMerges = 0;
  25471. while (p) {
  25472. numMerges++;
  25473. let q = p;
  25474. let pSize = 0;
  25475. for (let i = 0; i < inSize; i++) {
  25476. pSize++;
  25477. q = q.nextZ;
  25478. if (!q) break;
  25479. }
  25480. let qSize = inSize;
  25481. while (pSize > 0 || (qSize > 0 && q)) {
  25482. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25483. e = p;
  25484. p = p.nextZ;
  25485. pSize--;
  25486. } else {
  25487. e = q;
  25488. q = q.nextZ;
  25489. qSize--;
  25490. }
  25491. if (tail) tail.nextZ = e;
  25492. else list = e;
  25493. e.prevZ = tail;
  25494. tail = e;
  25495. }
  25496. p = q;
  25497. }
  25498. tail.nextZ = null;
  25499. inSize *= 2;
  25500. } while (numMerges > 1);
  25501. return list;
  25502. }
  25503. // z-order of a point given coords and inverse of the longer side of data bbox
  25504. function zOrder(x, y, minX, minY, invSize) {
  25505. // coords are transformed into non-negative 15-bit integer range
  25506. x = (x - minX) * invSize | 0;
  25507. y = (y - minY) * invSize | 0;
  25508. x = (x | (x << 8)) & 0x00FF00FF;
  25509. x = (x | (x << 4)) & 0x0F0F0F0F;
  25510. x = (x | (x << 2)) & 0x33333333;
  25511. x = (x | (x << 1)) & 0x55555555;
  25512. y = (y | (y << 8)) & 0x00FF00FF;
  25513. y = (y | (y << 4)) & 0x0F0F0F0F;
  25514. y = (y | (y << 2)) & 0x33333333;
  25515. y = (y | (y << 1)) & 0x55555555;
  25516. return x | (y << 1);
  25517. }
  25518. // find the leftmost node of a polygon ring
  25519. function getLeftmost(start) {
  25520. let p = start,
  25521. leftmost = start;
  25522. do {
  25523. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25524. p = p.next;
  25525. } while (p !== start);
  25526. return leftmost;
  25527. }
  25528. // check if a point lies within a convex triangle
  25529. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25530. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25531. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25532. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25533. }
  25534. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25535. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25536. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25537. }
  25538. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25539. function isValidDiagonal(a, b) {
  25540. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges
  25541. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25542. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25543. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25544. }
  25545. // signed area of a triangle
  25546. function area(p, q, r) {
  25547. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25548. }
  25549. // check if two points are equal
  25550. function equals(p1, p2) {
  25551. return p1.x === p2.x && p1.y === p2.y;
  25552. }
  25553. // check if two segments intersect
  25554. function intersects(p1, q1, p2, q2) {
  25555. const o1 = sign(area(p1, q1, p2));
  25556. const o2 = sign(area(p1, q1, q2));
  25557. const o3 = sign(area(p2, q2, p1));
  25558. const o4 = sign(area(p2, q2, q1));
  25559. if (o1 !== o2 && o3 !== o4) return true; // general case
  25560. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25561. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25562. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25563. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25564. return false;
  25565. }
  25566. // for collinear points p, q, r, check if point q lies on segment pr
  25567. function onSegment(p, q, r) {
  25568. 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);
  25569. }
  25570. function sign(num) {
  25571. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25572. }
  25573. // check if a polygon diagonal intersects any polygon segments
  25574. function intersectsPolygon(a, b) {
  25575. let p = a;
  25576. do {
  25577. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25578. intersects(p, p.next, a, b)) return true;
  25579. p = p.next;
  25580. } while (p !== a);
  25581. return false;
  25582. }
  25583. // check if a polygon diagonal is locally inside the polygon
  25584. function locallyInside(a, b) {
  25585. return area(a.prev, a, a.next) < 0 ?
  25586. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25587. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25588. }
  25589. // check if the middle point of a polygon diagonal is inside the polygon
  25590. function middleInside(a, b) {
  25591. let p = a;
  25592. let inside = false;
  25593. const px = (a.x + b.x) / 2;
  25594. const py = (a.y + b.y) / 2;
  25595. do {
  25596. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25597. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25598. inside = !inside;
  25599. p = p.next;
  25600. } while (p !== a);
  25601. return inside;
  25602. }
  25603. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25604. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25605. function splitPolygon(a, b) {
  25606. const a2 = createNode(a.i, a.x, a.y),
  25607. b2 = createNode(b.i, b.x, b.y),
  25608. an = a.next,
  25609. bp = b.prev;
  25610. a.next = b;
  25611. b.prev = a;
  25612. a2.next = an;
  25613. an.prev = a2;
  25614. b2.next = a2;
  25615. a2.prev = b2;
  25616. bp.next = b2;
  25617. b2.prev = bp;
  25618. return b2;
  25619. }
  25620. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25621. function insertNode(i, x, y, last) {
  25622. const p = createNode(i, x, y);
  25623. if (!last) {
  25624. p.prev = p;
  25625. p.next = p;
  25626. } else {
  25627. p.next = last.next;
  25628. p.prev = last;
  25629. last.next.prev = p;
  25630. last.next = p;
  25631. }
  25632. return p;
  25633. }
  25634. function removeNode(p) {
  25635. p.next.prev = p.prev;
  25636. p.prev.next = p.next;
  25637. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25638. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25639. }
  25640. function createNode(i, x, y) {
  25641. return {
  25642. i, // vertex index in coordinates array
  25643. x, y, // vertex coordinates
  25644. prev: null, // previous and next vertex nodes in a polygon ring
  25645. next: null,
  25646. z: 0, // z-order curve value
  25647. prevZ: null, // previous and next nodes in z-order
  25648. nextZ: null,
  25649. steiner: false // indicates whether this is a steiner point
  25650. };
  25651. }
  25652. function signedArea(data, start, end, dim) {
  25653. let sum = 0;
  25654. for (let i = start, j = end - dim; i < end; i += dim) {
  25655. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25656. j = i;
  25657. }
  25658. return sum;
  25659. }
  25660. class Earcut {
  25661. /**
  25662. * Triangulates the given shape definition by returning an array of triangles.
  25663. *
  25664. * @param {Array<number>} data - An array with 2D points.
  25665. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25666. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25667. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25668. * representing vertex indices.
  25669. */
  25670. static triangulate( data, holeIndices, dim = 2 ) {
  25671. return earcut( data, holeIndices, dim );
  25672. }
  25673. }
  25674. /**
  25675. * A class containing utility functions for shapes.
  25676. *
  25677. * @hideconstructor
  25678. */
  25679. class ShapeUtils {
  25680. /**
  25681. * Calculate area of a ( 2D ) contour polygon.
  25682. *
  25683. * @param {Array<Vector2>} contour - An array of 2D points.
  25684. * @return {number} The area.
  25685. */
  25686. static area( contour ) {
  25687. const n = contour.length;
  25688. let a = 0.0;
  25689. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25690. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25691. }
  25692. return a * 0.5;
  25693. }
  25694. /**
  25695. * Returns `true` if the given contour uses a clockwise winding order.
  25696. *
  25697. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25698. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25699. */
  25700. static isClockWise( pts ) {
  25701. return ShapeUtils.area( pts ) < 0;
  25702. }
  25703. /**
  25704. * Triangulates the given shape definition.
  25705. *
  25706. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25707. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25708. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25709. */
  25710. static triangulateShape( contour, holes ) {
  25711. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25712. const holeIndices = []; // array of hole indices
  25713. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25714. removeDupEndPts( contour );
  25715. addContour( vertices, contour );
  25716. //
  25717. let holeIndex = contour.length;
  25718. holes.forEach( removeDupEndPts );
  25719. for ( let i = 0; i < holes.length; i ++ ) {
  25720. holeIndices.push( holeIndex );
  25721. holeIndex += holes[ i ].length;
  25722. addContour( vertices, holes[ i ] );
  25723. }
  25724. //
  25725. const triangles = Earcut.triangulate( vertices, holeIndices );
  25726. //
  25727. for ( let i = 0; i < triangles.length; i += 3 ) {
  25728. faces.push( triangles.slice( i, i + 3 ) );
  25729. }
  25730. return faces;
  25731. }
  25732. }
  25733. function removeDupEndPts( points ) {
  25734. const l = points.length;
  25735. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25736. points.pop();
  25737. }
  25738. }
  25739. function addContour( vertices, contour ) {
  25740. for ( let i = 0; i < contour.length; i ++ ) {
  25741. vertices.push( contour[ i ].x );
  25742. vertices.push( contour[ i ].y );
  25743. }
  25744. }
  25745. /**
  25746. * Creates extruded geometry from a path shape.
  25747. *
  25748. * ```js
  25749. * const length = 12, width = 8;
  25750. *
  25751. * const shape = new THREE.Shape();
  25752. * shape.moveTo( 0,0 );
  25753. * shape.lineTo( 0, width );
  25754. * shape.lineTo( length, width );
  25755. * shape.lineTo( length, 0 );
  25756. * shape.lineTo( 0, 0 );
  25757. *
  25758. * const geometry = new THREE.ExtrudeGeometry( shape );
  25759. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25760. * const mesh = new THREE.Mesh( geometry, material ) ;
  25761. * scene.add( mesh );
  25762. * ```
  25763. *
  25764. * @augments BufferGeometry
  25765. */
  25766. class ExtrudeGeometry extends BufferGeometry {
  25767. /**
  25768. * Constructs a new extrude geometry.
  25769. *
  25770. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25771. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25772. */
  25773. 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 = {} ) {
  25774. super();
  25775. this.type = 'ExtrudeGeometry';
  25776. /**
  25777. * Holds the constructor parameters that have been
  25778. * used to generate the geometry. Any modification
  25779. * after instantiation does not change the geometry.
  25780. *
  25781. * @type {Object}
  25782. */
  25783. this.parameters = {
  25784. shapes: shapes,
  25785. options: options
  25786. };
  25787. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25788. const scope = this;
  25789. const verticesArray = [];
  25790. const uvArray = [];
  25791. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25792. const shape = shapes[ i ];
  25793. addShape( shape );
  25794. }
  25795. // build geometry
  25796. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25797. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25798. this.computeVertexNormals();
  25799. // functions
  25800. function addShape( shape ) {
  25801. const placeholder = [];
  25802. // options
  25803. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25804. const steps = options.steps !== undefined ? options.steps : 1;
  25805. const depth = options.depth !== undefined ? options.depth : 1;
  25806. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25807. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25808. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25809. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25810. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25811. const extrudePath = options.extrudePath;
  25812. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25813. //
  25814. let extrudePts, extrudeByPath = false;
  25815. let splineTube, binormal, normal, position2;
  25816. if ( extrudePath ) {
  25817. extrudePts = extrudePath.getSpacedPoints( steps );
  25818. extrudeByPath = true;
  25819. bevelEnabled = false; // bevels not supported for path extrusion
  25820. // SETUP TNB variables
  25821. // TODO1 - have a .isClosed in spline?
  25822. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25823. // log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25824. binormal = new Vector3();
  25825. normal = new Vector3();
  25826. position2 = new Vector3();
  25827. }
  25828. // Safeguards if bevels are not enabled
  25829. if ( ! bevelEnabled ) {
  25830. bevelSegments = 0;
  25831. bevelThickness = 0;
  25832. bevelSize = 0;
  25833. bevelOffset = 0;
  25834. }
  25835. // Variables initialization
  25836. const shapePoints = shape.extractPoints( curveSegments );
  25837. let vertices = shapePoints.shape;
  25838. const holes = shapePoints.holes;
  25839. const reverse = ! ShapeUtils.isClockWise( vertices );
  25840. if ( reverse ) {
  25841. vertices = vertices.reverse();
  25842. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25843. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25844. const ahole = holes[ h ];
  25845. if ( ShapeUtils.isClockWise( ahole ) ) {
  25846. holes[ h ] = ahole.reverse();
  25847. }
  25848. }
  25849. }
  25850. /**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.
  25851. * @param {Array<Vector2>} points
  25852. */
  25853. function mergeOverlappingPoints( points ) {
  25854. const THRESHOLD = 1e-10;
  25855. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25856. let prevPos = points[ 0 ];
  25857. for ( let i = 1; i <= points.length; i ++ ) {
  25858. const currentIndex = i % points.length;
  25859. const currentPos = points[ currentIndex ];
  25860. const dx = currentPos.x - prevPos.x;
  25861. const dy = currentPos.y - prevPos.y;
  25862. const distSq = dx * dx + dy * dy;
  25863. const scalingFactorSqrt = Math.max(
  25864. Math.abs( currentPos.x ),
  25865. Math.abs( currentPos.y ),
  25866. Math.abs( prevPos.x ),
  25867. Math.abs( prevPos.y )
  25868. );
  25869. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25870. if ( distSq <= thresholdSqScaled ) {
  25871. points.splice( currentIndex, 1 );
  25872. i --;
  25873. continue;
  25874. }
  25875. prevPos = currentPos;
  25876. }
  25877. }
  25878. mergeOverlappingPoints( vertices );
  25879. holes.forEach( mergeOverlappingPoints );
  25880. const numHoles = holes.length;
  25881. /* Vertices */
  25882. const contour = vertices; // vertices has all points but contour has only points of circumference
  25883. for ( let h = 0; h < numHoles; h ++ ) {
  25884. const ahole = holes[ h ];
  25885. vertices = vertices.concat( ahole );
  25886. }
  25887. function scalePt2( pt, vec, size ) {
  25888. if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' );
  25889. return pt.clone().addScaledVector( vec, size );
  25890. }
  25891. const vlen = vertices.length;
  25892. // Find directions for point movement
  25893. function getBevelVec( inPt, inPrev, inNext ) {
  25894. // computes for inPt the corresponding point inPt' on a new contour
  25895. // shifted by 1 unit (length of normalized vector) to the left
  25896. // if we walk along contour clockwise, this new contour is outside the old one
  25897. //
  25898. // inPt' is the intersection of the two lines parallel to the two
  25899. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25900. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25901. // good reading for geometry algorithms (here: line-line intersection)
  25902. // http://geomalgorithms.com/a05-_intersect-1.html
  25903. const v_prev_x = inPt.x - inPrev.x,
  25904. v_prev_y = inPt.y - inPrev.y;
  25905. const v_next_x = inNext.x - inPt.x,
  25906. v_next_y = inNext.y - inPt.y;
  25907. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25908. // check for collinear edges
  25909. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25910. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25911. // not collinear
  25912. // length of vectors for normalizing
  25913. const v_prev_len = Math.sqrt( v_prev_lensq );
  25914. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25915. // shift adjacent points by unit vectors to the left
  25916. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25917. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25918. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25919. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25920. // scaling factor for v_prev to intersection point
  25921. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25922. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25923. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25924. // vector from inPt to intersection point
  25925. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25926. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25927. // Don't normalize!, otherwise sharp corners become ugly
  25928. // but prevent crazy spikes
  25929. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25930. if ( v_trans_lensq <= 2 ) {
  25931. return new Vector2( v_trans_x, v_trans_y );
  25932. } else {
  25933. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25934. }
  25935. } else {
  25936. // handle special case of collinear edges
  25937. let direction_eq = false; // assumes: opposite
  25938. if ( v_prev_x > Number.EPSILON ) {
  25939. if ( v_next_x > Number.EPSILON ) {
  25940. direction_eq = true;
  25941. }
  25942. } else {
  25943. if ( v_prev_x < - Number.EPSILON ) {
  25944. if ( v_next_x < - Number.EPSILON ) {
  25945. direction_eq = true;
  25946. }
  25947. } else {
  25948. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25949. direction_eq = true;
  25950. }
  25951. }
  25952. }
  25953. if ( direction_eq ) {
  25954. // log("Warning: lines are a straight sequence");
  25955. v_trans_x = - v_prev_y;
  25956. v_trans_y = v_prev_x;
  25957. shrink_by = Math.sqrt( v_prev_lensq );
  25958. } else {
  25959. // log("Warning: lines are a straight spike");
  25960. v_trans_x = v_prev_x;
  25961. v_trans_y = v_prev_y;
  25962. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25963. }
  25964. }
  25965. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25966. }
  25967. const contourMovements = [];
  25968. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25969. if ( j === il ) j = 0;
  25970. if ( k === il ) k = 0;
  25971. // (j)---(i)---(k)
  25972. // log('i,j,k', i, j , k)
  25973. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25974. }
  25975. const holesMovements = [];
  25976. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25977. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25978. const ahole = holes[ h ];
  25979. oneHoleMovements = [];
  25980. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25981. if ( j === il ) j = 0;
  25982. if ( k === il ) k = 0;
  25983. // (j)---(i)---(k)
  25984. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25985. }
  25986. holesMovements.push( oneHoleMovements );
  25987. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25988. }
  25989. let faces;
  25990. if ( bevelSegments === 0 ) {
  25991. faces = ShapeUtils.triangulateShape( contour, holes );
  25992. } else {
  25993. const contractedContourVertices = [];
  25994. const expandedHoleVertices = [];
  25995. // Loop bevelSegments, 1 for the front, 1 for the back
  25996. for ( let b = 0; b < bevelSegments; b ++ ) {
  25997. //for ( b = bevelSegments; b > 0; b -- ) {
  25998. const t = b / bevelSegments;
  25999. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26000. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26001. // contract shape
  26002. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26003. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26004. v( vert.x, vert.y, - z );
  26005. if ( t === 0 ) contractedContourVertices.push( vert );
  26006. }
  26007. // expand holes
  26008. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  26009. const ahole = holes[ h ];
  26010. oneHoleMovements = holesMovements[ h ];
  26011. const oneHoleVertices = [];
  26012. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26013. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26014. v( vert.x, vert.y, - z );
  26015. if ( t === 0 ) oneHoleVertices.push( vert );
  26016. }
  26017. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  26018. }
  26019. }
  26020. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  26021. }
  26022. const flen = faces.length;
  26023. const bs = bevelSize + bevelOffset;
  26024. // Back facing vertices
  26025. for ( let i = 0; i < vlen; i ++ ) {
  26026. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26027. if ( ! extrudeByPath ) {
  26028. v( vert.x, vert.y, 0 );
  26029. } else {
  26030. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  26031. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  26032. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  26033. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  26034. v( position2.x, position2.y, position2.z );
  26035. }
  26036. }
  26037. // Add stepped vertices...
  26038. // Including front facing vertices
  26039. for ( let s = 1; s <= steps; s ++ ) {
  26040. for ( let i = 0; i < vlen; i ++ ) {
  26041. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  26042. if ( ! extrudeByPath ) {
  26043. v( vert.x, vert.y, depth / steps * s );
  26044. } else {
  26045. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  26046. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  26047. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  26048. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  26049. v( position2.x, position2.y, position2.z );
  26050. }
  26051. }
  26052. }
  26053. // Add bevel segments planes
  26054. //for ( b = 1; b <= bevelSegments; b ++ ) {
  26055. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  26056. const t = b / bevelSegments;
  26057. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  26058. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  26059. // contract shape
  26060. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  26061. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  26062. v( vert.x, vert.y, depth + z );
  26063. }
  26064. // expand holes
  26065. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26066. const ahole = holes[ h ];
  26067. oneHoleMovements = holesMovements[ h ];
  26068. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  26069. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  26070. if ( ! extrudeByPath ) {
  26071. v( vert.x, vert.y, depth + z );
  26072. } else {
  26073. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  26074. }
  26075. }
  26076. }
  26077. }
  26078. /* Faces */
  26079. // Top and bottom faces
  26080. buildLidFaces();
  26081. // Sides faces
  26082. buildSideFaces();
  26083. ///// Internal functions
  26084. function buildLidFaces() {
  26085. const start = verticesArray.length / 3;
  26086. if ( bevelEnabled ) {
  26087. let layer = 0; // steps + 1
  26088. let offset = vlen * layer;
  26089. // Bottom faces
  26090. for ( let i = 0; i < flen; i ++ ) {
  26091. const face = faces[ i ];
  26092. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  26093. }
  26094. layer = steps + bevelSegments * 2;
  26095. offset = vlen * layer;
  26096. // Top faces
  26097. for ( let i = 0; i < flen; i ++ ) {
  26098. const face = faces[ i ];
  26099. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  26100. }
  26101. } else {
  26102. // Bottom faces
  26103. for ( let i = 0; i < flen; i ++ ) {
  26104. const face = faces[ i ];
  26105. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  26106. }
  26107. // Top faces
  26108. for ( let i = 0; i < flen; i ++ ) {
  26109. const face = faces[ i ];
  26110. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  26111. }
  26112. }
  26113. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  26114. }
  26115. // Create faces for the z-sides of the shape
  26116. function buildSideFaces() {
  26117. const start = verticesArray.length / 3;
  26118. let layeroffset = 0;
  26119. sidewalls( contour, layeroffset );
  26120. layeroffset += contour.length;
  26121. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  26122. const ahole = holes[ h ];
  26123. sidewalls( ahole, layeroffset );
  26124. //, true
  26125. layeroffset += ahole.length;
  26126. }
  26127. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  26128. }
  26129. function sidewalls( contour, layeroffset ) {
  26130. let i = contour.length;
  26131. while ( -- i >= 0 ) {
  26132. const j = i;
  26133. let k = i - 1;
  26134. if ( k < 0 ) k = contour.length - 1;
  26135. //log('b', i,j, i-1, k,vertices.length);
  26136. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  26137. const slen1 = vlen * s;
  26138. const slen2 = vlen * ( s + 1 );
  26139. const a = layeroffset + j + slen1,
  26140. b = layeroffset + k + slen1,
  26141. c = layeroffset + k + slen2,
  26142. d = layeroffset + j + slen2;
  26143. f4( a, b, c, d );
  26144. }
  26145. }
  26146. }
  26147. function v( x, y, z ) {
  26148. placeholder.push( x );
  26149. placeholder.push( y );
  26150. placeholder.push( z );
  26151. }
  26152. function f3( a, b, c ) {
  26153. addVertex( a );
  26154. addVertex( b );
  26155. addVertex( c );
  26156. const nextIndex = verticesArray.length / 3;
  26157. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26158. addUV( uvs[ 0 ] );
  26159. addUV( uvs[ 1 ] );
  26160. addUV( uvs[ 2 ] );
  26161. }
  26162. function f4( a, b, c, d ) {
  26163. addVertex( a );
  26164. addVertex( b );
  26165. addVertex( d );
  26166. addVertex( b );
  26167. addVertex( c );
  26168. addVertex( d );
  26169. const nextIndex = verticesArray.length / 3;
  26170. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  26171. addUV( uvs[ 0 ] );
  26172. addUV( uvs[ 1 ] );
  26173. addUV( uvs[ 3 ] );
  26174. addUV( uvs[ 1 ] );
  26175. addUV( uvs[ 2 ] );
  26176. addUV( uvs[ 3 ] );
  26177. }
  26178. function addVertex( index ) {
  26179. verticesArray.push( placeholder[ index * 3 + 0 ] );
  26180. verticesArray.push( placeholder[ index * 3 + 1 ] );
  26181. verticesArray.push( placeholder[ index * 3 + 2 ] );
  26182. }
  26183. function addUV( vector2 ) {
  26184. uvArray.push( vector2.x );
  26185. uvArray.push( vector2.y );
  26186. }
  26187. }
  26188. }
  26189. copy( source ) {
  26190. super.copy( source );
  26191. this.parameters = Object.assign( {}, source.parameters );
  26192. return this;
  26193. }
  26194. toJSON() {
  26195. const data = super.toJSON();
  26196. const shapes = this.parameters.shapes;
  26197. const options = this.parameters.options;
  26198. return toJSON$1( shapes, options, data );
  26199. }
  26200. /**
  26201. * Factory method for creating an instance of this class from the given
  26202. * JSON object.
  26203. *
  26204. * @param {Object} data - A JSON object representing the serialized geometry.
  26205. * @param {Array<Shape>} shapes - An array of shapes.
  26206. * @return {ExtrudeGeometry} A new instance.
  26207. */
  26208. static fromJSON( data, shapes ) {
  26209. const geometryShapes = [];
  26210. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26211. const shape = shapes[ data.shapes[ j ] ];
  26212. geometryShapes.push( shape );
  26213. }
  26214. const extrudePath = data.options.extrudePath;
  26215. if ( extrudePath !== undefined ) {
  26216. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26217. }
  26218. return new ExtrudeGeometry( geometryShapes, data.options );
  26219. }
  26220. }
  26221. const WorldUVGenerator = {
  26222. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26223. const a_x = vertices[ indexA * 3 ];
  26224. const a_y = vertices[ indexA * 3 + 1 ];
  26225. const b_x = vertices[ indexB * 3 ];
  26226. const b_y = vertices[ indexB * 3 + 1 ];
  26227. const c_x = vertices[ indexC * 3 ];
  26228. const c_y = vertices[ indexC * 3 + 1 ];
  26229. return [
  26230. new Vector2( a_x, a_y ),
  26231. new Vector2( b_x, b_y ),
  26232. new Vector2( c_x, c_y )
  26233. ];
  26234. },
  26235. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26236. const a_x = vertices[ indexA * 3 ];
  26237. const a_y = vertices[ indexA * 3 + 1 ];
  26238. const a_z = vertices[ indexA * 3 + 2 ];
  26239. const b_x = vertices[ indexB * 3 ];
  26240. const b_y = vertices[ indexB * 3 + 1 ];
  26241. const b_z = vertices[ indexB * 3 + 2 ];
  26242. const c_x = vertices[ indexC * 3 ];
  26243. const c_y = vertices[ indexC * 3 + 1 ];
  26244. const c_z = vertices[ indexC * 3 + 2 ];
  26245. const d_x = vertices[ indexD * 3 ];
  26246. const d_y = vertices[ indexD * 3 + 1 ];
  26247. const d_z = vertices[ indexD * 3 + 2 ];
  26248. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26249. return [
  26250. new Vector2( a_x, 1 - a_z ),
  26251. new Vector2( b_x, 1 - b_z ),
  26252. new Vector2( c_x, 1 - c_z ),
  26253. new Vector2( d_x, 1 - d_z )
  26254. ];
  26255. } else {
  26256. return [
  26257. new Vector2( a_y, 1 - a_z ),
  26258. new Vector2( b_y, 1 - b_z ),
  26259. new Vector2( c_y, 1 - c_z ),
  26260. new Vector2( d_y, 1 - d_z )
  26261. ];
  26262. }
  26263. }
  26264. };
  26265. function toJSON$1( shapes, options, data ) {
  26266. data.shapes = [];
  26267. if ( Array.isArray( shapes ) ) {
  26268. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26269. const shape = shapes[ i ];
  26270. data.shapes.push( shape.uuid );
  26271. }
  26272. } else {
  26273. data.shapes.push( shapes.uuid );
  26274. }
  26275. data.options = Object.assign( {}, options );
  26276. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26277. return data;
  26278. }
  26279. /**
  26280. * A geometry class for representing an icosahedron.
  26281. *
  26282. * ```js
  26283. * const geometry = new THREE.IcosahedronGeometry();
  26284. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26285. * const icosahedron = new THREE.Mesh( geometry, material );
  26286. * scene.add( icosahedron );
  26287. * ```
  26288. *
  26289. * @augments PolyhedronGeometry
  26290. */
  26291. class IcosahedronGeometry extends PolyhedronGeometry {
  26292. /**
  26293. * Constructs a new icosahedron geometry.
  26294. *
  26295. * @param {number} [radius=1] - Radius of the icosahedron.
  26296. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26297. */
  26298. constructor( radius = 1, detail = 0 ) {
  26299. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26300. const vertices = [
  26301. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26302. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26303. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26304. ];
  26305. const indices = [
  26306. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26307. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26308. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26309. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26310. ];
  26311. super( vertices, indices, radius, detail );
  26312. this.type = 'IcosahedronGeometry';
  26313. /**
  26314. * Holds the constructor parameters that have been
  26315. * used to generate the geometry. Any modification
  26316. * after instantiation does not change the geometry.
  26317. *
  26318. * @type {Object}
  26319. */
  26320. this.parameters = {
  26321. radius: radius,
  26322. detail: detail
  26323. };
  26324. }
  26325. /**
  26326. * Factory method for creating an instance of this class from the given
  26327. * JSON object.
  26328. *
  26329. * @param {Object} data - A JSON object representing the serialized geometry.
  26330. * @return {IcosahedronGeometry} A new instance.
  26331. */
  26332. static fromJSON( data ) {
  26333. return new IcosahedronGeometry( data.radius, data.detail );
  26334. }
  26335. }
  26336. /**
  26337. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26338. *
  26339. * ```js
  26340. * const points = [];
  26341. * for ( let i = 0; i < 10; i ++ ) {
  26342. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26343. * }
  26344. * const geometry = new THREE.LatheGeometry( points );
  26345. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26346. * const lathe = new THREE.Mesh( geometry, material );
  26347. * scene.add( lathe );
  26348. * ```
  26349. *
  26350. * @augments BufferGeometry
  26351. */
  26352. class LatheGeometry extends BufferGeometry {
  26353. /**
  26354. * Constructs a new lathe geometry.
  26355. *
  26356. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26357. * must be greater than zero.
  26358. * @param {number} [segments=12] - The number of circumference segments to generate.
  26359. * @param {number} [phiStart=0] - The starting angle in radians.
  26360. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26361. * closed lathe, less than 2PI is a portion.
  26362. */
  26363. 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 ) {
  26364. super();
  26365. this.type = 'LatheGeometry';
  26366. /**
  26367. * Holds the constructor parameters that have been
  26368. * used to generate the geometry. Any modification
  26369. * after instantiation does not change the geometry.
  26370. *
  26371. * @type {Object}
  26372. */
  26373. this.parameters = {
  26374. points: points,
  26375. segments: segments,
  26376. phiStart: phiStart,
  26377. phiLength: phiLength
  26378. };
  26379. segments = Math.floor( segments );
  26380. // clamp phiLength so it's in range of [ 0, 2PI ]
  26381. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26382. // buffers
  26383. const indices = [];
  26384. const vertices = [];
  26385. const uvs = [];
  26386. const initNormals = [];
  26387. const normals = [];
  26388. // helper variables
  26389. const inverseSegments = 1.0 / segments;
  26390. const vertex = new Vector3();
  26391. const uv = new Vector2();
  26392. const normal = new Vector3();
  26393. const curNormal = new Vector3();
  26394. const prevNormal = new Vector3();
  26395. let dx = 0;
  26396. let dy = 0;
  26397. // pre-compute normals for initial "meridian"
  26398. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26399. switch ( j ) {
  26400. case 0: // special handling for 1st vertex on path
  26401. dx = points[ j + 1 ].x - points[ j ].x;
  26402. dy = points[ j + 1 ].y - points[ j ].y;
  26403. normal.x = dy * 1.0;
  26404. normal.y = - dx;
  26405. normal.z = dy * 0.0;
  26406. prevNormal.copy( normal );
  26407. normal.normalize();
  26408. initNormals.push( normal.x, normal.y, normal.z );
  26409. break;
  26410. case ( points.length - 1 ): // special handling for last Vertex on path
  26411. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26412. break;
  26413. default: // default handling for all vertices in between
  26414. dx = points[ j + 1 ].x - points[ j ].x;
  26415. dy = points[ j + 1 ].y - points[ j ].y;
  26416. normal.x = dy * 1.0;
  26417. normal.y = - dx;
  26418. normal.z = dy * 0.0;
  26419. curNormal.copy( normal );
  26420. normal.x += prevNormal.x;
  26421. normal.y += prevNormal.y;
  26422. normal.z += prevNormal.z;
  26423. normal.normalize();
  26424. initNormals.push( normal.x, normal.y, normal.z );
  26425. prevNormal.copy( curNormal );
  26426. }
  26427. }
  26428. // generate vertices, uvs and normals
  26429. for ( let i = 0; i <= segments; i ++ ) {
  26430. const phi = phiStart + i * inverseSegments * phiLength;
  26431. const sin = Math.sin( phi );
  26432. const cos = Math.cos( phi );
  26433. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26434. // vertex
  26435. vertex.x = points[ j ].x * sin;
  26436. vertex.y = points[ j ].y;
  26437. vertex.z = points[ j ].x * cos;
  26438. vertices.push( vertex.x, vertex.y, vertex.z );
  26439. // uv
  26440. uv.x = i / segments;
  26441. uv.y = j / ( points.length - 1 );
  26442. uvs.push( uv.x, uv.y );
  26443. // normal
  26444. const x = initNormals[ 3 * j + 0 ] * sin;
  26445. const y = initNormals[ 3 * j + 1 ];
  26446. const z = initNormals[ 3 * j + 0 ] * cos;
  26447. normals.push( x, y, z );
  26448. }
  26449. }
  26450. // indices
  26451. for ( let i = 0; i < segments; i ++ ) {
  26452. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26453. const base = j + i * points.length;
  26454. const a = base;
  26455. const b = base + points.length;
  26456. const c = base + points.length + 1;
  26457. const d = base + 1;
  26458. // faces
  26459. indices.push( a, b, d );
  26460. indices.push( c, d, b );
  26461. }
  26462. }
  26463. // build geometry
  26464. this.setIndex( indices );
  26465. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26466. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26467. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26468. }
  26469. copy( source ) {
  26470. super.copy( source );
  26471. this.parameters = Object.assign( {}, source.parameters );
  26472. return this;
  26473. }
  26474. /**
  26475. * Factory method for creating an instance of this class from the given
  26476. * JSON object.
  26477. *
  26478. * @param {Object} data - A JSON object representing the serialized geometry.
  26479. * @return {LatheGeometry} A new instance.
  26480. */
  26481. static fromJSON( data ) {
  26482. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26483. }
  26484. }
  26485. /**
  26486. * A geometry class for representing an octahedron.
  26487. *
  26488. * ```js
  26489. * const geometry = new THREE.OctahedronGeometry();
  26490. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26491. * const octahedron = new THREE.Mesh( geometry, material );
  26492. * scene.add( octahedron );
  26493. * ```
  26494. *
  26495. * @augments PolyhedronGeometry
  26496. */
  26497. class OctahedronGeometry extends PolyhedronGeometry {
  26498. /**
  26499. * Constructs a new octahedron geometry.
  26500. *
  26501. * @param {number} [radius=1] - Radius of the octahedron.
  26502. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26503. */
  26504. constructor( radius = 1, detail = 0 ) {
  26505. const vertices = [
  26506. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26507. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26508. ];
  26509. const indices = [
  26510. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26511. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26512. 1, 3, 4, 1, 4, 2
  26513. ];
  26514. super( vertices, indices, radius, detail );
  26515. this.type = 'OctahedronGeometry';
  26516. /**
  26517. * Holds the constructor parameters that have been
  26518. * used to generate the geometry. Any modification
  26519. * after instantiation does not change the geometry.
  26520. *
  26521. * @type {Object}
  26522. */
  26523. this.parameters = {
  26524. radius: radius,
  26525. detail: detail
  26526. };
  26527. }
  26528. /**
  26529. * Factory method for creating an instance of this class from the given
  26530. * JSON object.
  26531. *
  26532. * @param {Object} data - A JSON object representing the serialized geometry.
  26533. * @return {OctahedronGeometry} A new instance.
  26534. */
  26535. static fromJSON( data ) {
  26536. return new OctahedronGeometry( data.radius, data.detail );
  26537. }
  26538. }
  26539. /**
  26540. * A geometry class for representing a plane.
  26541. *
  26542. * ```js
  26543. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26544. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26545. * const plane = new THREE.Mesh( geometry, material );
  26546. * scene.add( plane );
  26547. * ```
  26548. *
  26549. * @augments BufferGeometry
  26550. */
  26551. class PlaneGeometry extends BufferGeometry {
  26552. /**
  26553. * Constructs a new plane geometry.
  26554. *
  26555. * @param {number} [width=1] - The width along the X axis.
  26556. * @param {number} [height=1] - The height along the Y axis
  26557. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26558. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26559. */
  26560. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26561. super();
  26562. this.type = 'PlaneGeometry';
  26563. /**
  26564. * Holds the constructor parameters that have been
  26565. * used to generate the geometry. Any modification
  26566. * after instantiation does not change the geometry.
  26567. *
  26568. * @type {Object}
  26569. */
  26570. this.parameters = {
  26571. width: width,
  26572. height: height,
  26573. widthSegments: widthSegments,
  26574. heightSegments: heightSegments
  26575. };
  26576. const width_half = width / 2;
  26577. const height_half = height / 2;
  26578. const gridX = Math.floor( widthSegments );
  26579. const gridY = Math.floor( heightSegments );
  26580. const gridX1 = gridX + 1;
  26581. const gridY1 = gridY + 1;
  26582. const segment_width = width / gridX;
  26583. const segment_height = height / gridY;
  26584. //
  26585. const indices = [];
  26586. const vertices = [];
  26587. const normals = [];
  26588. const uvs = [];
  26589. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26590. const y = iy * segment_height - height_half;
  26591. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26592. const x = ix * segment_width - width_half;
  26593. vertices.push( x, - y, 0 );
  26594. normals.push( 0, 0, 1 );
  26595. uvs.push( ix / gridX );
  26596. uvs.push( 1 - ( iy / gridY ) );
  26597. }
  26598. }
  26599. for ( let iy = 0; iy < gridY; iy ++ ) {
  26600. for ( let ix = 0; ix < gridX; ix ++ ) {
  26601. const a = ix + gridX1 * iy;
  26602. const b = ix + gridX1 * ( iy + 1 );
  26603. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26604. const d = ( ix + 1 ) + gridX1 * iy;
  26605. indices.push( a, b, d );
  26606. indices.push( b, c, d );
  26607. }
  26608. }
  26609. this.setIndex( indices );
  26610. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26611. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26612. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26613. }
  26614. copy( source ) {
  26615. super.copy( source );
  26616. this.parameters = Object.assign( {}, source.parameters );
  26617. return this;
  26618. }
  26619. /**
  26620. * Factory method for creating an instance of this class from the given
  26621. * JSON object.
  26622. *
  26623. * @param {Object} data - A JSON object representing the serialized geometry.
  26624. * @return {PlaneGeometry} A new instance.
  26625. */
  26626. static fromJSON( data ) {
  26627. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26628. }
  26629. }
  26630. /**
  26631. * A class for generating a two-dimensional ring geometry.
  26632. *
  26633. * ```js
  26634. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26635. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26636. * const mesh = new THREE.Mesh( geometry, material );
  26637. * scene.add( mesh );
  26638. * ```
  26639. *
  26640. * @augments BufferGeometry
  26641. */
  26642. class RingGeometry extends BufferGeometry {
  26643. /**
  26644. * Constructs a new ring geometry.
  26645. *
  26646. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26647. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26648. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26649. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26650. * @param {number} [thetaStart=0] - Starting angle in radians.
  26651. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26652. */
  26653. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26654. super();
  26655. this.type = 'RingGeometry';
  26656. /**
  26657. * Holds the constructor parameters that have been
  26658. * used to generate the geometry. Any modification
  26659. * after instantiation does not change the geometry.
  26660. *
  26661. * @type {Object}
  26662. */
  26663. this.parameters = {
  26664. innerRadius: innerRadius,
  26665. outerRadius: outerRadius,
  26666. thetaSegments: thetaSegments,
  26667. phiSegments: phiSegments,
  26668. thetaStart: thetaStart,
  26669. thetaLength: thetaLength
  26670. };
  26671. thetaSegments = Math.max( 3, thetaSegments );
  26672. phiSegments = Math.max( 1, phiSegments );
  26673. // buffers
  26674. const indices = [];
  26675. const vertices = [];
  26676. const normals = [];
  26677. const uvs = [];
  26678. // some helper variables
  26679. let radius = innerRadius;
  26680. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26681. const vertex = new Vector3();
  26682. const uv = new Vector2();
  26683. // generate vertices, normals and uvs
  26684. for ( let j = 0; j <= phiSegments; j ++ ) {
  26685. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26686. // values are generate from the inside of the ring to the outside
  26687. const segment = thetaStart + i / thetaSegments * thetaLength;
  26688. // vertex
  26689. vertex.x = radius * Math.cos( segment );
  26690. vertex.y = radius * Math.sin( segment );
  26691. vertices.push( vertex.x, vertex.y, vertex.z );
  26692. // normal
  26693. normals.push( 0, 0, 1 );
  26694. // uv
  26695. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26696. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26697. uvs.push( uv.x, uv.y );
  26698. }
  26699. // increase the radius for next row of vertices
  26700. radius += radiusStep;
  26701. }
  26702. // indices
  26703. for ( let j = 0; j < phiSegments; j ++ ) {
  26704. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26705. for ( let i = 0; i < thetaSegments; i ++ ) {
  26706. const segment = i + thetaSegmentLevel;
  26707. const a = segment;
  26708. const b = segment + thetaSegments + 1;
  26709. const c = segment + thetaSegments + 2;
  26710. const d = segment + 1;
  26711. // faces
  26712. indices.push( a, b, d );
  26713. indices.push( b, c, d );
  26714. }
  26715. }
  26716. // build geometry
  26717. this.setIndex( indices );
  26718. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26719. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26720. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26721. }
  26722. copy( source ) {
  26723. super.copy( source );
  26724. this.parameters = Object.assign( {}, source.parameters );
  26725. return this;
  26726. }
  26727. /**
  26728. * Factory method for creating an instance of this class from the given
  26729. * JSON object.
  26730. *
  26731. * @param {Object} data - A JSON object representing the serialized geometry.
  26732. * @return {RingGeometry} A new instance.
  26733. */
  26734. static fromJSON( data ) {
  26735. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26736. }
  26737. }
  26738. /**
  26739. * Creates an one-sided polygonal geometry from one or more path shapes.
  26740. *
  26741. * ```js
  26742. * const arcShape = new THREE.Shape()
  26743. * .moveTo( 5, 1 )
  26744. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26745. *
  26746. * const geometry = new THREE.ShapeGeometry( arcShape );
  26747. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26748. * const mesh = new THREE.Mesh( geometry, material ) ;
  26749. * scene.add( mesh );
  26750. * ```
  26751. *
  26752. * @augments BufferGeometry
  26753. */
  26754. class ShapeGeometry extends BufferGeometry {
  26755. /**
  26756. * Constructs a new shape geometry.
  26757. *
  26758. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26759. * @param {number} [curveSegments=12] - Number of segments per shape.
  26760. */
  26761. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26762. super();
  26763. this.type = 'ShapeGeometry';
  26764. /**
  26765. * Holds the constructor parameters that have been
  26766. * used to generate the geometry. Any modification
  26767. * after instantiation does not change the geometry.
  26768. *
  26769. * @type {Object}
  26770. */
  26771. this.parameters = {
  26772. shapes: shapes,
  26773. curveSegments: curveSegments
  26774. };
  26775. // buffers
  26776. const indices = [];
  26777. const vertices = [];
  26778. const normals = [];
  26779. const uvs = [];
  26780. // helper variables
  26781. let groupStart = 0;
  26782. let groupCount = 0;
  26783. // allow single and array values for "shapes" parameter
  26784. if ( Array.isArray( shapes ) === false ) {
  26785. addShape( shapes );
  26786. } else {
  26787. for ( let i = 0; i < shapes.length; i ++ ) {
  26788. addShape( shapes[ i ] );
  26789. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26790. groupStart += groupCount;
  26791. groupCount = 0;
  26792. }
  26793. }
  26794. // build geometry
  26795. this.setIndex( indices );
  26796. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26797. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26798. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26799. // helper functions
  26800. function addShape( shape ) {
  26801. const indexOffset = vertices.length / 3;
  26802. const points = shape.extractPoints( curveSegments );
  26803. let shapeVertices = points.shape;
  26804. const shapeHoles = points.holes;
  26805. // check direction of vertices
  26806. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26807. shapeVertices = shapeVertices.reverse();
  26808. }
  26809. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26810. const shapeHole = shapeHoles[ i ];
  26811. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26812. shapeHoles[ i ] = shapeHole.reverse();
  26813. }
  26814. }
  26815. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26816. // join vertices of inner and outer paths to a single array
  26817. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26818. const shapeHole = shapeHoles[ i ];
  26819. shapeVertices = shapeVertices.concat( shapeHole );
  26820. }
  26821. // vertices, normals, uvs
  26822. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26823. const vertex = shapeVertices[ i ];
  26824. vertices.push( vertex.x, vertex.y, 0 );
  26825. normals.push( 0, 0, 1 );
  26826. uvs.push( vertex.x, vertex.y ); // world uvs
  26827. }
  26828. // indices
  26829. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26830. const face = faces[ i ];
  26831. const a = face[ 0 ] + indexOffset;
  26832. const b = face[ 1 ] + indexOffset;
  26833. const c = face[ 2 ] + indexOffset;
  26834. indices.push( a, b, c );
  26835. groupCount += 3;
  26836. }
  26837. }
  26838. }
  26839. copy( source ) {
  26840. super.copy( source );
  26841. this.parameters = Object.assign( {}, source.parameters );
  26842. return this;
  26843. }
  26844. toJSON() {
  26845. const data = super.toJSON();
  26846. const shapes = this.parameters.shapes;
  26847. return toJSON( shapes, data );
  26848. }
  26849. /**
  26850. * Factory method for creating an instance of this class from the given
  26851. * JSON object.
  26852. *
  26853. * @param {Object} data - A JSON object representing the serialized geometry.
  26854. * @param {Array<Shape>} shapes - An array of shapes.
  26855. * @return {ShapeGeometry} A new instance.
  26856. */
  26857. static fromJSON( data, shapes ) {
  26858. const geometryShapes = [];
  26859. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26860. const shape = shapes[ data.shapes[ j ] ];
  26861. geometryShapes.push( shape );
  26862. }
  26863. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26864. }
  26865. }
  26866. function toJSON( shapes, data ) {
  26867. data.shapes = [];
  26868. if ( Array.isArray( shapes ) ) {
  26869. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26870. const shape = shapes[ i ];
  26871. data.shapes.push( shape.uuid );
  26872. }
  26873. } else {
  26874. data.shapes.push( shapes.uuid );
  26875. }
  26876. return data;
  26877. }
  26878. /**
  26879. * A class for generating a sphere geometry.
  26880. *
  26881. * ```js
  26882. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26883. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26884. * const sphere = new THREE.Mesh( geometry, material );
  26885. * scene.add( sphere );
  26886. * ```
  26887. *
  26888. * @augments BufferGeometry
  26889. */
  26890. class SphereGeometry extends BufferGeometry {
  26891. /**
  26892. * Constructs a new sphere geometry.
  26893. *
  26894. * @param {number} [radius=1] - The sphere radius.
  26895. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26896. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26897. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26898. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26899. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26900. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26901. */
  26902. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26903. super();
  26904. this.type = 'SphereGeometry';
  26905. /**
  26906. * Holds the constructor parameters that have been
  26907. * used to generate the geometry. Any modification
  26908. * after instantiation does not change the geometry.
  26909. *
  26910. * @type {Object}
  26911. */
  26912. this.parameters = {
  26913. radius: radius,
  26914. widthSegments: widthSegments,
  26915. heightSegments: heightSegments,
  26916. phiStart: phiStart,
  26917. phiLength: phiLength,
  26918. thetaStart: thetaStart,
  26919. thetaLength: thetaLength
  26920. };
  26921. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26922. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26923. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26924. let index = 0;
  26925. const grid = [];
  26926. const vertex = new Vector3();
  26927. const normal = new Vector3();
  26928. // buffers
  26929. const indices = [];
  26930. const vertices = [];
  26931. const normals = [];
  26932. const uvs = [];
  26933. // generate vertices, normals and uvs
  26934. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26935. const verticesRow = [];
  26936. const v = iy / heightSegments;
  26937. // special case for the poles
  26938. let uOffset = 0;
  26939. if ( iy === 0 && thetaStart === 0 ) {
  26940. uOffset = 0.5 / widthSegments;
  26941. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26942. uOffset = -0.5 / widthSegments;
  26943. }
  26944. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26945. const u = ix / widthSegments;
  26946. // vertex
  26947. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26948. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26949. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26950. vertices.push( vertex.x, vertex.y, vertex.z );
  26951. // normal
  26952. normal.copy( vertex ).normalize();
  26953. normals.push( normal.x, normal.y, normal.z );
  26954. // uv
  26955. uvs.push( u + uOffset, 1 - v );
  26956. verticesRow.push( index ++ );
  26957. }
  26958. grid.push( verticesRow );
  26959. }
  26960. // indices
  26961. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26962. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26963. const a = grid[ iy ][ ix + 1 ];
  26964. const b = grid[ iy ][ ix ];
  26965. const c = grid[ iy + 1 ][ ix ];
  26966. const d = grid[ iy + 1 ][ ix + 1 ];
  26967. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26968. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26969. }
  26970. }
  26971. // build geometry
  26972. this.setIndex( indices );
  26973. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26974. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26975. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26976. }
  26977. copy( source ) {
  26978. super.copy( source );
  26979. this.parameters = Object.assign( {}, source.parameters );
  26980. return this;
  26981. }
  26982. /**
  26983. * Factory method for creating an instance of this class from the given
  26984. * JSON object.
  26985. *
  26986. * @param {Object} data - A JSON object representing the serialized geometry.
  26987. * @return {SphereGeometry} A new instance.
  26988. */
  26989. static fromJSON( data ) {
  26990. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26991. }
  26992. }
  26993. /**
  26994. * A geometry class for representing an tetrahedron.
  26995. *
  26996. * ```js
  26997. * const geometry = new THREE.TetrahedronGeometry();
  26998. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26999. * const tetrahedron = new THREE.Mesh( geometry, material );
  27000. * scene.add( tetrahedron );
  27001. * ```
  27002. *
  27003. * @augments PolyhedronGeometry
  27004. */
  27005. class TetrahedronGeometry extends PolyhedronGeometry {
  27006. /**
  27007. * Constructs a new tetrahedron geometry.
  27008. *
  27009. * @param {number} [radius=1] - Radius of the tetrahedron.
  27010. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  27011. */
  27012. constructor( radius = 1, detail = 0 ) {
  27013. const vertices = [
  27014. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  27015. ];
  27016. const indices = [
  27017. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  27018. ];
  27019. super( vertices, indices, radius, detail );
  27020. this.type = 'TetrahedronGeometry';
  27021. /**
  27022. * Holds the constructor parameters that have been
  27023. * used to generate the geometry. Any modification
  27024. * after instantiation does not change the geometry.
  27025. *
  27026. * @type {Object}
  27027. */
  27028. this.parameters = {
  27029. radius: radius,
  27030. detail: detail
  27031. };
  27032. }
  27033. /**
  27034. * Factory method for creating an instance of this class from the given
  27035. * JSON object.
  27036. *
  27037. * @param {Object} data - A JSON object representing the serialized geometry.
  27038. * @return {TetrahedronGeometry} A new instance.
  27039. */
  27040. static fromJSON( data ) {
  27041. return new TetrahedronGeometry( data.radius, data.detail );
  27042. }
  27043. }
  27044. /**
  27045. * A geometry class for representing an torus.
  27046. *
  27047. * ```js
  27048. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  27049. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27050. * const torus = new THREE.Mesh( geometry, material );
  27051. * scene.add( torus );
  27052. * ```
  27053. *
  27054. * @augments BufferGeometry
  27055. */
  27056. class TorusGeometry extends BufferGeometry {
  27057. /**
  27058. * Constructs a new torus geometry.
  27059. *
  27060. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  27061. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  27062. * @param {number} [radialSegments=12] - The number of radial segments.
  27063. * @param {number} [tubularSegments=48] - The number of tubular segments.
  27064. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  27065. */
  27066. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  27067. super();
  27068. this.type = 'TorusGeometry';
  27069. /**
  27070. * Holds the constructor parameters that have been
  27071. * used to generate the geometry. Any modification
  27072. * after instantiation does not change the geometry.
  27073. *
  27074. * @type {Object}
  27075. */
  27076. this.parameters = {
  27077. radius: radius,
  27078. tube: tube,
  27079. radialSegments: radialSegments,
  27080. tubularSegments: tubularSegments,
  27081. arc: arc
  27082. };
  27083. radialSegments = Math.floor( radialSegments );
  27084. tubularSegments = Math.floor( tubularSegments );
  27085. // buffers
  27086. const indices = [];
  27087. const vertices = [];
  27088. const normals = [];
  27089. const uvs = [];
  27090. // helper variables
  27091. const center = new Vector3();
  27092. const vertex = new Vector3();
  27093. const normal = new Vector3();
  27094. // generate vertices, normals and uvs
  27095. for ( let j = 0; j <= radialSegments; j ++ ) {
  27096. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27097. const u = i / tubularSegments * arc;
  27098. const v = j / radialSegments * Math.PI * 2;
  27099. // vertex
  27100. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  27101. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  27102. vertex.z = tube * Math.sin( v );
  27103. vertices.push( vertex.x, vertex.y, vertex.z );
  27104. // normal
  27105. center.x = radius * Math.cos( u );
  27106. center.y = radius * Math.sin( u );
  27107. normal.subVectors( vertex, center ).normalize();
  27108. normals.push( normal.x, normal.y, normal.z );
  27109. // uv
  27110. uvs.push( i / tubularSegments );
  27111. uvs.push( j / radialSegments );
  27112. }
  27113. }
  27114. // generate indices
  27115. for ( let j = 1; j <= radialSegments; j ++ ) {
  27116. for ( let i = 1; i <= tubularSegments; i ++ ) {
  27117. // indices
  27118. const a = ( tubularSegments + 1 ) * j + i - 1;
  27119. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  27120. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  27121. const d = ( tubularSegments + 1 ) * j + i;
  27122. // faces
  27123. indices.push( a, b, d );
  27124. indices.push( b, c, d );
  27125. }
  27126. }
  27127. // build geometry
  27128. this.setIndex( indices );
  27129. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27130. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27131. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27132. }
  27133. copy( source ) {
  27134. super.copy( source );
  27135. this.parameters = Object.assign( {}, source.parameters );
  27136. return this;
  27137. }
  27138. /**
  27139. * Factory method for creating an instance of this class from the given
  27140. * JSON object.
  27141. *
  27142. * @param {Object} data - A JSON object representing the serialized geometry.
  27143. * @return {TorusGeometry} A new instance.
  27144. */
  27145. static fromJSON( data ) {
  27146. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  27147. }
  27148. }
  27149. /**
  27150. * Creates a torus knot, the particular shape of which is defined by a pair
  27151. * of coprime integers, p and q. If p and q are not coprime, the result will
  27152. * be a torus link.
  27153. *
  27154. * ```js
  27155. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  27156. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  27157. * const torusKnot = new THREE.Mesh( geometry, material );
  27158. * scene.add( torusKnot );
  27159. * ```
  27160. *
  27161. * @augments BufferGeometry
  27162. */
  27163. class TorusKnotGeometry extends BufferGeometry {
  27164. /**
  27165. * Constructs a new torus knot geometry.
  27166. *
  27167. * @param {number} [radius=1] - Radius of the torus knot.
  27168. * @param {number} [tube=0.4] - Radius of the tube.
  27169. * @param {number} [tubularSegments=64] - The number of tubular segments.
  27170. * @param {number} [radialSegments=8] - The number of radial segments.
  27171. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  27172. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  27173. */
  27174. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  27175. super();
  27176. this.type = 'TorusKnotGeometry';
  27177. /**
  27178. * Holds the constructor parameters that have been
  27179. * used to generate the geometry. Any modification
  27180. * after instantiation does not change the geometry.
  27181. *
  27182. * @type {Object}
  27183. */
  27184. this.parameters = {
  27185. radius: radius,
  27186. tube: tube,
  27187. tubularSegments: tubularSegments,
  27188. radialSegments: radialSegments,
  27189. p: p,
  27190. q: q
  27191. };
  27192. tubularSegments = Math.floor( tubularSegments );
  27193. radialSegments = Math.floor( radialSegments );
  27194. // buffers
  27195. const indices = [];
  27196. const vertices = [];
  27197. const normals = [];
  27198. const uvs = [];
  27199. // helper variables
  27200. const vertex = new Vector3();
  27201. const normal = new Vector3();
  27202. const P1 = new Vector3();
  27203. const P2 = new Vector3();
  27204. const B = new Vector3();
  27205. const T = new Vector3();
  27206. const N = new Vector3();
  27207. // generate vertices, normals and uvs
  27208. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27209. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27210. const u = i / tubularSegments * p * Math.PI * 2;
  27211. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27212. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27213. calculatePositionOnCurve( u, p, q, radius, P1 );
  27214. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27215. // calculate orthonormal basis
  27216. T.subVectors( P2, P1 );
  27217. N.addVectors( P2, P1 );
  27218. B.crossVectors( T, N );
  27219. N.crossVectors( B, T );
  27220. // normalize B, N. T can be ignored, we don't use it
  27221. B.normalize();
  27222. N.normalize();
  27223. for ( let j = 0; j <= radialSegments; ++ j ) {
  27224. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27225. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27226. const v = j / radialSegments * Math.PI * 2;
  27227. const cx = - tube * Math.cos( v );
  27228. const cy = tube * Math.sin( v );
  27229. // now calculate the final vertex position.
  27230. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27231. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27232. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27233. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27234. vertices.push( vertex.x, vertex.y, vertex.z );
  27235. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27236. normal.subVectors( vertex, P1 ).normalize();
  27237. normals.push( normal.x, normal.y, normal.z );
  27238. // uv
  27239. uvs.push( i / tubularSegments );
  27240. uvs.push( j / radialSegments );
  27241. }
  27242. }
  27243. // generate indices
  27244. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27245. for ( let i = 1; i <= radialSegments; i ++ ) {
  27246. // indices
  27247. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27248. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27249. const c = ( radialSegments + 1 ) * j + i;
  27250. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27251. // faces
  27252. indices.push( a, b, d );
  27253. indices.push( b, c, d );
  27254. }
  27255. }
  27256. // build geometry
  27257. this.setIndex( indices );
  27258. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27259. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27260. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27261. // this function calculates the current position on the torus curve
  27262. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27263. const cu = Math.cos( u );
  27264. const su = Math.sin( u );
  27265. const quOverP = q / p * u;
  27266. const cs = Math.cos( quOverP );
  27267. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27268. position.y = radius * ( 2 + cs ) * su * 0.5;
  27269. position.z = radius * Math.sin( quOverP ) * 0.5;
  27270. }
  27271. }
  27272. copy( source ) {
  27273. super.copy( source );
  27274. this.parameters = Object.assign( {}, source.parameters );
  27275. return this;
  27276. }
  27277. /**
  27278. * Factory method for creating an instance of this class from the given
  27279. * JSON object.
  27280. *
  27281. * @param {Object} data - A JSON object representing the serialized geometry.
  27282. * @return {TorusKnotGeometry} A new instance.
  27283. */
  27284. static fromJSON( data ) {
  27285. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27286. }
  27287. }
  27288. /**
  27289. * Creates a tube that extrudes along a 3D curve.
  27290. *
  27291. * ```js
  27292. * class CustomSinCurve extends THREE.Curve {
  27293. *
  27294. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27295. *
  27296. * const tx = t * 3 - 1.5;
  27297. * const ty = Math.sin( 2 * Math.PI * t );
  27298. * const tz = 0;
  27299. *
  27300. * return optionalTarget.set( tx, ty, tz );
  27301. * }
  27302. *
  27303. * }
  27304. *
  27305. * const path = new CustomSinCurve( 10 );
  27306. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27307. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27308. * const mesh = new THREE.Mesh( geometry, material );
  27309. * scene.add( mesh );
  27310. * ```
  27311. *
  27312. * @augments BufferGeometry
  27313. */
  27314. class TubeGeometry extends BufferGeometry {
  27315. /**
  27316. * Constructs a new tube geometry.
  27317. *
  27318. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27319. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27320. * @param {number} [radius=1] -The radius of the tube.
  27321. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27322. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27323. */
  27324. 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 ) {
  27325. super();
  27326. this.type = 'TubeGeometry';
  27327. /**
  27328. * Holds the constructor parameters that have been
  27329. * used to generate the geometry. Any modification
  27330. * after instantiation does not change the geometry.
  27331. *
  27332. * @type {Object}
  27333. */
  27334. this.parameters = {
  27335. path: path,
  27336. tubularSegments: tubularSegments,
  27337. radius: radius,
  27338. radialSegments: radialSegments,
  27339. closed: closed
  27340. };
  27341. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27342. // expose internals
  27343. this.tangents = frames.tangents;
  27344. this.normals = frames.normals;
  27345. this.binormals = frames.binormals;
  27346. // helper variables
  27347. const vertex = new Vector3();
  27348. const normal = new Vector3();
  27349. const uv = new Vector2();
  27350. let P = new Vector3();
  27351. // buffer
  27352. const vertices = [];
  27353. const normals = [];
  27354. const uvs = [];
  27355. const indices = [];
  27356. // create buffer data
  27357. generateBufferData();
  27358. // build geometry
  27359. this.setIndex( indices );
  27360. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27361. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27362. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27363. // functions
  27364. function generateBufferData() {
  27365. for ( let i = 0; i < tubularSegments; i ++ ) {
  27366. generateSegment( i );
  27367. }
  27368. // if the geometry is not closed, generate the last row of vertices and normals
  27369. // at the regular position on the given path
  27370. //
  27371. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27372. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27373. // uvs are generated in a separate function.
  27374. // this makes it easy compute correct values for closed geometries
  27375. generateUVs();
  27376. // finally create faces
  27377. generateIndices();
  27378. }
  27379. function generateSegment( i ) {
  27380. // we use getPointAt to sample evenly distributed points from the given path
  27381. P = path.getPointAt( i / tubularSegments, P );
  27382. // retrieve corresponding normal and binormal
  27383. const N = frames.normals[ i ];
  27384. const B = frames.binormals[ i ];
  27385. // generate normals and vertices for the current segment
  27386. for ( let j = 0; j <= radialSegments; j ++ ) {
  27387. const v = j / radialSegments * Math.PI * 2;
  27388. const sin = Math.sin( v );
  27389. const cos = - Math.cos( v );
  27390. // normal
  27391. normal.x = ( cos * N.x + sin * B.x );
  27392. normal.y = ( cos * N.y + sin * B.y );
  27393. normal.z = ( cos * N.z + sin * B.z );
  27394. normal.normalize();
  27395. normals.push( normal.x, normal.y, normal.z );
  27396. // vertex
  27397. vertex.x = P.x + radius * normal.x;
  27398. vertex.y = P.y + radius * normal.y;
  27399. vertex.z = P.z + radius * normal.z;
  27400. vertices.push( vertex.x, vertex.y, vertex.z );
  27401. }
  27402. }
  27403. function generateIndices() {
  27404. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27405. for ( let i = 1; i <= radialSegments; i ++ ) {
  27406. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27407. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27408. const c = ( radialSegments + 1 ) * j + i;
  27409. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27410. // faces
  27411. indices.push( a, b, d );
  27412. indices.push( b, c, d );
  27413. }
  27414. }
  27415. }
  27416. function generateUVs() {
  27417. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27418. for ( let j = 0; j <= radialSegments; j ++ ) {
  27419. uv.x = i / tubularSegments;
  27420. uv.y = j / radialSegments;
  27421. uvs.push( uv.x, uv.y );
  27422. }
  27423. }
  27424. }
  27425. }
  27426. copy( source ) {
  27427. super.copy( source );
  27428. this.parameters = Object.assign( {}, source.parameters );
  27429. return this;
  27430. }
  27431. toJSON() {
  27432. const data = super.toJSON();
  27433. data.path = this.parameters.path.toJSON();
  27434. return data;
  27435. }
  27436. /**
  27437. * Factory method for creating an instance of this class from the given
  27438. * JSON object.
  27439. *
  27440. * @param {Object} data - A JSON object representing the serialized geometry.
  27441. * @return {TubeGeometry} A new instance.
  27442. */
  27443. static fromJSON( data ) {
  27444. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27445. // User defined curves or instances of CurvePath will not be deserialized.
  27446. return new TubeGeometry(
  27447. new Curves[ data.path.type ]().fromJSON( data.path ),
  27448. data.tubularSegments,
  27449. data.radius,
  27450. data.radialSegments,
  27451. data.closed
  27452. );
  27453. }
  27454. }
  27455. /**
  27456. * Can be used as a helper object to visualize a geometry as a wireframe.
  27457. *
  27458. * ```js
  27459. * const geometry = new THREE.SphereGeometry();
  27460. *
  27461. * const wireframe = new THREE.WireframeGeometry( geometry );
  27462. *
  27463. * const line = new THREE.LineSegments( wireframe );
  27464. * line.material.depthWrite = false;
  27465. * line.material.opacity = 0.25;
  27466. * line.material.transparent = true;
  27467. *
  27468. * scene.add( line );
  27469. * ```
  27470. *
  27471. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27472. *
  27473. * @augments BufferGeometry
  27474. */
  27475. class WireframeGeometry extends BufferGeometry {
  27476. /**
  27477. * Constructs a new wireframe geometry.
  27478. *
  27479. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27480. */
  27481. constructor( geometry = null ) {
  27482. super();
  27483. this.type = 'WireframeGeometry';
  27484. /**
  27485. * Holds the constructor parameters that have been
  27486. * used to generate the geometry. Any modification
  27487. * after instantiation does not change the geometry.
  27488. *
  27489. * @type {Object}
  27490. */
  27491. this.parameters = {
  27492. geometry: geometry
  27493. };
  27494. if ( geometry !== null ) {
  27495. // buffer
  27496. const vertices = [];
  27497. const edges = new Set();
  27498. // helper variables
  27499. const start = new Vector3();
  27500. const end = new Vector3();
  27501. if ( geometry.index !== null ) {
  27502. // indexed BufferGeometry
  27503. const position = geometry.attributes.position;
  27504. const indices = geometry.index;
  27505. let groups = geometry.groups;
  27506. if ( groups.length === 0 ) {
  27507. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27508. }
  27509. // create a data structure that contains all edges without duplicates
  27510. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27511. const group = groups[ o ];
  27512. const groupStart = group.start;
  27513. const groupCount = group.count;
  27514. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27515. for ( let j = 0; j < 3; j ++ ) {
  27516. const index1 = indices.getX( i + j );
  27517. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27518. start.fromBufferAttribute( position, index1 );
  27519. end.fromBufferAttribute( position, index2 );
  27520. if ( isUniqueEdge( start, end, edges ) === true ) {
  27521. vertices.push( start.x, start.y, start.z );
  27522. vertices.push( end.x, end.y, end.z );
  27523. }
  27524. }
  27525. }
  27526. }
  27527. } else {
  27528. // non-indexed BufferGeometry
  27529. const position = geometry.attributes.position;
  27530. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27531. for ( let j = 0; j < 3; j ++ ) {
  27532. // three edges per triangle, an edge is represented as (index1, index2)
  27533. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27534. const index1 = 3 * i + j;
  27535. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27536. start.fromBufferAttribute( position, index1 );
  27537. end.fromBufferAttribute( position, index2 );
  27538. if ( isUniqueEdge( start, end, edges ) === true ) {
  27539. vertices.push( start.x, start.y, start.z );
  27540. vertices.push( end.x, end.y, end.z );
  27541. }
  27542. }
  27543. }
  27544. }
  27545. // build geometry
  27546. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27547. }
  27548. }
  27549. copy( source ) {
  27550. super.copy( source );
  27551. this.parameters = Object.assign( {}, source.parameters );
  27552. return this;
  27553. }
  27554. }
  27555. function isUniqueEdge( start, end, edges ) {
  27556. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27557. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27558. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27559. return false;
  27560. } else {
  27561. edges.add( hash1 );
  27562. edges.add( hash2 );
  27563. return true;
  27564. }
  27565. }
  27566. var Geometries = /*#__PURE__*/Object.freeze({
  27567. __proto__: null,
  27568. BoxGeometry: BoxGeometry,
  27569. CapsuleGeometry: CapsuleGeometry,
  27570. CircleGeometry: CircleGeometry,
  27571. ConeGeometry: ConeGeometry,
  27572. CylinderGeometry: CylinderGeometry,
  27573. DodecahedronGeometry: DodecahedronGeometry,
  27574. EdgesGeometry: EdgesGeometry,
  27575. ExtrudeGeometry: ExtrudeGeometry,
  27576. IcosahedronGeometry: IcosahedronGeometry,
  27577. LatheGeometry: LatheGeometry,
  27578. OctahedronGeometry: OctahedronGeometry,
  27579. PlaneGeometry: PlaneGeometry,
  27580. PolyhedronGeometry: PolyhedronGeometry,
  27581. RingGeometry: RingGeometry,
  27582. ShapeGeometry: ShapeGeometry,
  27583. SphereGeometry: SphereGeometry,
  27584. TetrahedronGeometry: TetrahedronGeometry,
  27585. TorusGeometry: TorusGeometry,
  27586. TorusKnotGeometry: TorusKnotGeometry,
  27587. TubeGeometry: TubeGeometry,
  27588. WireframeGeometry: WireframeGeometry
  27589. });
  27590. /**
  27591. * This material can receive shadows, but otherwise is completely transparent.
  27592. *
  27593. * ```js
  27594. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27595. * geometry.rotateX( - Math.PI / 2 );
  27596. *
  27597. * const material = new THREE.ShadowMaterial();
  27598. * material.opacity = 0.2;
  27599. *
  27600. * const plane = new THREE.Mesh( geometry, material );
  27601. * plane.position.y = -200;
  27602. * plane.receiveShadow = true;
  27603. * scene.add( plane );
  27604. * ```
  27605. *
  27606. * @augments Material
  27607. */
  27608. class ShadowMaterial extends Material {
  27609. /**
  27610. * Constructs a new shadow material.
  27611. *
  27612. * @param {Object} [parameters] - An object with one or more properties
  27613. * defining the material's appearance. Any property of the material
  27614. * (including any property from inherited materials) can be passed
  27615. * in here. Color values can be passed any type of value accepted
  27616. * by {@link Color#set}.
  27617. */
  27618. constructor( parameters ) {
  27619. super();
  27620. /**
  27621. * This flag can be used for type testing.
  27622. *
  27623. * @type {boolean}
  27624. * @readonly
  27625. * @default true
  27626. */
  27627. this.isShadowMaterial = true;
  27628. this.type = 'ShadowMaterial';
  27629. /**
  27630. * Color of the material.
  27631. *
  27632. * @type {Color}
  27633. * @default (0,0,0)
  27634. */
  27635. this.color = new Color( 0x000000 );
  27636. /**
  27637. * Overwritten since shadow materials are transparent
  27638. * by default.
  27639. *
  27640. * @type {boolean}
  27641. * @default true
  27642. */
  27643. this.transparent = true;
  27644. /**
  27645. * Whether the material is affected by fog or not.
  27646. *
  27647. * @type {boolean}
  27648. * @default true
  27649. */
  27650. this.fog = true;
  27651. this.setValues( parameters );
  27652. }
  27653. copy( source ) {
  27654. super.copy( source );
  27655. this.color.copy( source.color );
  27656. this.fog = source.fog;
  27657. return this;
  27658. }
  27659. }
  27660. /**
  27661. * This class works just like {@link ShaderMaterial}, except that definitions
  27662. * of built-in uniforms and attributes are not automatically prepended to the
  27663. * GLSL shader code.
  27664. *
  27665. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27666. *
  27667. * @augments ShaderMaterial
  27668. */
  27669. class RawShaderMaterial extends ShaderMaterial {
  27670. /**
  27671. * Constructs a new raw shader material.
  27672. *
  27673. * @param {Object} [parameters] - An object with one or more properties
  27674. * defining the material's appearance. Any property of the material
  27675. * (including any property from inherited materials) can be passed
  27676. * in here. Color values can be passed any type of value accepted
  27677. * by {@link Color#set}.
  27678. */
  27679. constructor( parameters ) {
  27680. super( parameters );
  27681. /**
  27682. * This flag can be used for type testing.
  27683. *
  27684. * @type {boolean}
  27685. * @readonly
  27686. * @default true
  27687. */
  27688. this.isRawShaderMaterial = true;
  27689. this.type = 'RawShaderMaterial';
  27690. }
  27691. }
  27692. /**
  27693. * A standard physically based material, using Metallic-Roughness workflow.
  27694. *
  27695. * Physically based rendering (PBR) has recently become the standard in many
  27696. * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/},
  27697. * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and
  27698. * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}.
  27699. *
  27700. * This approach differs from older approaches in that instead of using
  27701. * approximations for the way in which light interacts with a surface, a
  27702. * physically correct model is used. The idea is that, instead of tweaking
  27703. * materials to look good under specific lighting, a material can be created
  27704. * that will react 'correctly' under all lighting scenarios.
  27705. *
  27706. * In practice this gives a more accurate and realistic looking result than
  27707. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27708. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27709. * shading.
  27710. *
  27711. * Note that for best results you should always specify an environment map when using this material.
  27712. *
  27713. * For a non-technical introduction to the concept of PBR and how to set up a
  27714. * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}:
  27715. *
  27716. * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/}
  27717. * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/}
  27718. *
  27719. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27720. * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf}
  27721. * (pdf), by Brent Burley.
  27722. *
  27723. * @augments Material
  27724. */
  27725. class MeshStandardMaterial extends Material {
  27726. /**
  27727. * Constructs a new mesh standard material.
  27728. *
  27729. * @param {Object} [parameters] - An object with one or more properties
  27730. * defining the material's appearance. Any property of the material
  27731. * (including any property from inherited materials) can be passed
  27732. * in here. Color values can be passed any type of value accepted
  27733. * by {@link Color#set}.
  27734. */
  27735. constructor( parameters ) {
  27736. super();
  27737. /**
  27738. * This flag can be used for type testing.
  27739. *
  27740. * @type {boolean}
  27741. * @readonly
  27742. * @default true
  27743. */
  27744. this.isMeshStandardMaterial = true;
  27745. this.type = 'MeshStandardMaterial';
  27746. this.defines = { 'STANDARD': '' };
  27747. /**
  27748. * Color of the material.
  27749. *
  27750. * @type {Color}
  27751. * @default (1,1,1)
  27752. */
  27753. this.color = new Color( 0xffffff ); // diffuse
  27754. /**
  27755. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27756. * means fully diffuse. If `roughnessMap` is also provided,
  27757. * both values are multiplied.
  27758. *
  27759. * @type {number}
  27760. * @default 1
  27761. */
  27762. this.roughness = 1.0;
  27763. /**
  27764. * How much the material is like a metal. Non-metallic materials such as wood
  27765. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27766. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27767. * If `metalnessMap` is also provided, both values are multiplied.
  27768. *
  27769. * @type {number}
  27770. * @default 0
  27771. */
  27772. this.metalness = 0.0;
  27773. /**
  27774. * The color map. May optionally include an alpha channel, typically combined
  27775. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27776. * color is modulated by the diffuse `color`.
  27777. *
  27778. * @type {?Texture}
  27779. * @default null
  27780. */
  27781. this.map = null;
  27782. /**
  27783. * The light map. Requires a second set of UVs.
  27784. *
  27785. * @type {?Texture}
  27786. * @default null
  27787. */
  27788. this.lightMap = null;
  27789. /**
  27790. * Intensity of the baked light.
  27791. *
  27792. * @type {number}
  27793. * @default 1
  27794. */
  27795. this.lightMapIntensity = 1.0;
  27796. /**
  27797. * The red channel of this texture is used as the ambient occlusion map.
  27798. * Requires a second set of UVs.
  27799. *
  27800. * @type {?Texture}
  27801. * @default null
  27802. */
  27803. this.aoMap = null;
  27804. /**
  27805. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27806. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27807. * red channel is also `1`, ambient light is fully occluded on a surface.
  27808. *
  27809. * @type {number}
  27810. * @default 1
  27811. */
  27812. this.aoMapIntensity = 1.0;
  27813. /**
  27814. * Emissive (light) color of the material, essentially a solid color
  27815. * unaffected by other lighting.
  27816. *
  27817. * @type {Color}
  27818. * @default (0,0,0)
  27819. */
  27820. this.emissive = new Color( 0x000000 );
  27821. /**
  27822. * Intensity of the emissive light. Modulates the emissive color.
  27823. *
  27824. * @type {number}
  27825. * @default 1
  27826. */
  27827. this.emissiveIntensity = 1.0;
  27828. /**
  27829. * Set emissive (glow) map. The emissive map color is modulated by the
  27830. * emissive color and the emissive intensity. If you have an emissive map,
  27831. * be sure to set the emissive color to something other than black.
  27832. *
  27833. * @type {?Texture}
  27834. * @default null
  27835. */
  27836. this.emissiveMap = null;
  27837. /**
  27838. * The texture to create a bump map. The black and white values map to the
  27839. * perceived depth in relation to the lights. Bump doesn't actually affect
  27840. * the geometry of the object, only the lighting. If a normal map is defined
  27841. * this will be ignored.
  27842. *
  27843. * @type {?Texture}
  27844. * @default null
  27845. */
  27846. this.bumpMap = null;
  27847. /**
  27848. * How much the bump map affects the material. Typical range is `[0,1]`.
  27849. *
  27850. * @type {number}
  27851. * @default 1
  27852. */
  27853. this.bumpScale = 1;
  27854. /**
  27855. * The texture to create a normal map. The RGB values affect the surface
  27856. * normal for each pixel fragment and change the way the color is lit. Normal
  27857. * maps do not change the actual shape of the surface, only the lighting. In
  27858. * case the material has a normal map authored using the left handed
  27859. * convention, the `y` component of `normalScale` should be negated to compensate
  27860. * for the different handedness.
  27861. *
  27862. * @type {?Texture}
  27863. * @default null
  27864. */
  27865. this.normalMap = null;
  27866. /**
  27867. * The type of normal map.
  27868. *
  27869. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27870. * @default TangentSpaceNormalMap
  27871. */
  27872. this.normalMapType = TangentSpaceNormalMap;
  27873. /**
  27874. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27875. *
  27876. * @type {Vector2}
  27877. * @default (1,1)
  27878. */
  27879. this.normalScale = new Vector2( 1, 1 );
  27880. /**
  27881. * The displacement map affects the position of the mesh's vertices. Unlike
  27882. * other maps which only affect the light and shade of the material the
  27883. * displaced vertices can cast shadows, block other objects, and otherwise
  27884. * act as real geometry. The displacement texture is an image where the value
  27885. * of each pixel (white being the highest) is mapped against, and
  27886. * repositions, the vertices of the mesh.
  27887. *
  27888. * @type {?Texture}
  27889. * @default null
  27890. */
  27891. this.displacementMap = null;
  27892. /**
  27893. * How much the displacement map affects the mesh (where black is no
  27894. * displacement, and white is maximum displacement). Without a displacement
  27895. * map set, this value is not applied.
  27896. *
  27897. * @type {number}
  27898. * @default 0
  27899. */
  27900. this.displacementScale = 1;
  27901. /**
  27902. * The offset of the displacement map's values on the mesh's vertices.
  27903. * The bias is added to the scaled sample of the displacement map.
  27904. * Without a displacement map set, this value is not applied.
  27905. *
  27906. * @type {number}
  27907. * @default 0
  27908. */
  27909. this.displacementBias = 0;
  27910. /**
  27911. * The green channel of this texture is used to alter the roughness of the
  27912. * material.
  27913. *
  27914. * @type {?Texture}
  27915. * @default null
  27916. */
  27917. this.roughnessMap = null;
  27918. /**
  27919. * The blue channel of this texture is used to alter the metalness of the
  27920. * material.
  27921. *
  27922. * @type {?Texture}
  27923. * @default null
  27924. */
  27925. this.metalnessMap = null;
  27926. /**
  27927. * The alpha map is a grayscale texture that controls the opacity across the
  27928. * surface (black: fully transparent; white: fully opaque).
  27929. *
  27930. * Only the color of the texture is used, ignoring the alpha channel if one
  27931. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27932. * when sampling this texture due to the extra bit of precision provided for
  27933. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27934. * luminance/alpha textures will also still work as expected.
  27935. *
  27936. * @type {?Texture}
  27937. * @default null
  27938. */
  27939. this.alphaMap = null;
  27940. /**
  27941. * The environment map. To ensure a physically correct rendering, environment maps
  27942. * are internally pre-processed with {@link PMREMGenerator}.
  27943. *
  27944. * @type {?Texture}
  27945. * @default null
  27946. */
  27947. this.envMap = null;
  27948. /**
  27949. * The rotation of the environment map in radians.
  27950. *
  27951. * @type {Euler}
  27952. * @default (0,0,0)
  27953. */
  27954. this.envMapRotation = new Euler();
  27955. /**
  27956. * Scales the effect of the environment map by multiplying its color.
  27957. *
  27958. * @type {number}
  27959. * @default 1
  27960. */
  27961. this.envMapIntensity = 1.0;
  27962. /**
  27963. * Renders the geometry as a wireframe.
  27964. *
  27965. * @type {boolean}
  27966. * @default false
  27967. */
  27968. this.wireframe = false;
  27969. /**
  27970. * Controls the thickness of the wireframe.
  27971. *
  27972. * Can only be used with {@link SVGRenderer}.
  27973. *
  27974. * @type {number}
  27975. * @default 1
  27976. */
  27977. this.wireframeLinewidth = 1;
  27978. /**
  27979. * Defines appearance of wireframe ends.
  27980. *
  27981. * Can only be used with {@link SVGRenderer}.
  27982. *
  27983. * @type {('round'|'bevel'|'miter')}
  27984. * @default 'round'
  27985. */
  27986. this.wireframeLinecap = 'round';
  27987. /**
  27988. * Defines appearance of wireframe joints.
  27989. *
  27990. * Can only be used with {@link SVGRenderer}.
  27991. *
  27992. * @type {('round'|'bevel'|'miter')}
  27993. * @default 'round'
  27994. */
  27995. this.wireframeLinejoin = 'round';
  27996. /**
  27997. * Whether the material is rendered with flat shading or not.
  27998. *
  27999. * @type {boolean}
  28000. * @default false
  28001. */
  28002. this.flatShading = false;
  28003. /**
  28004. * Whether the material is affected by fog or not.
  28005. *
  28006. * @type {boolean}
  28007. * @default true
  28008. */
  28009. this.fog = true;
  28010. this.setValues( parameters );
  28011. }
  28012. copy( source ) {
  28013. super.copy( source );
  28014. this.defines = { 'STANDARD': '' };
  28015. this.color.copy( source.color );
  28016. this.roughness = source.roughness;
  28017. this.metalness = source.metalness;
  28018. this.map = source.map;
  28019. this.lightMap = source.lightMap;
  28020. this.lightMapIntensity = source.lightMapIntensity;
  28021. this.aoMap = source.aoMap;
  28022. this.aoMapIntensity = source.aoMapIntensity;
  28023. this.emissive.copy( source.emissive );
  28024. this.emissiveMap = source.emissiveMap;
  28025. this.emissiveIntensity = source.emissiveIntensity;
  28026. this.bumpMap = source.bumpMap;
  28027. this.bumpScale = source.bumpScale;
  28028. this.normalMap = source.normalMap;
  28029. this.normalMapType = source.normalMapType;
  28030. this.normalScale.copy( source.normalScale );
  28031. this.displacementMap = source.displacementMap;
  28032. this.displacementScale = source.displacementScale;
  28033. this.displacementBias = source.displacementBias;
  28034. this.roughnessMap = source.roughnessMap;
  28035. this.metalnessMap = source.metalnessMap;
  28036. this.alphaMap = source.alphaMap;
  28037. this.envMap = source.envMap;
  28038. this.envMapRotation.copy( source.envMapRotation );
  28039. this.envMapIntensity = source.envMapIntensity;
  28040. this.wireframe = source.wireframe;
  28041. this.wireframeLinewidth = source.wireframeLinewidth;
  28042. this.wireframeLinecap = source.wireframeLinecap;
  28043. this.wireframeLinejoin = source.wireframeLinejoin;
  28044. this.flatShading = source.flatShading;
  28045. this.fog = source.fog;
  28046. return this;
  28047. }
  28048. }
  28049. /**
  28050. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  28051. * physically-based rendering properties:
  28052. *
  28053. * - Anisotropy: Ability to represent the anisotropic property of materials
  28054. * as observable with brushed metals.
  28055. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  28056. * a clear, reflective layer on top of another layer that may be irregular or rough.
  28057. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  28058. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  28059. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  28060. * wings of many insects.
  28061. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  28062. * transparent materials are less reflective. Physically-based transmission provides a more
  28063. * realistic option for thin, transparent surfaces like glass.
  28064. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  28065. * - Sheen: Can be used for representing cloth and fabric materials.
  28066. *
  28067. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  28068. * higher performance cost, per pixel, than other three.js materials. Most
  28069. * effects are disabled by default, and add cost as they are enabled. For
  28070. * best results, always specify an environment map when using this material.
  28071. *
  28072. * @augments MeshStandardMaterial
  28073. */
  28074. class MeshPhysicalMaterial extends MeshStandardMaterial {
  28075. /**
  28076. * Constructs a new mesh physical material.
  28077. *
  28078. * @param {Object} [parameters] - An object with one or more properties
  28079. * defining the material's appearance. Any property of the material
  28080. * (including any property from inherited materials) can be passed
  28081. * in here. Color values can be passed any type of value accepted
  28082. * by {@link Color#set}.
  28083. */
  28084. constructor( parameters ) {
  28085. super();
  28086. /**
  28087. * This flag can be used for type testing.
  28088. *
  28089. * @type {boolean}
  28090. * @readonly
  28091. * @default true
  28092. */
  28093. this.isMeshPhysicalMaterial = true;
  28094. this.defines = {
  28095. 'STANDARD': '',
  28096. 'PHYSICAL': ''
  28097. };
  28098. this.type = 'MeshPhysicalMaterial';
  28099. /**
  28100. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  28101. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  28102. * property provides additional rotation to the vectors in the texture.
  28103. *
  28104. * @type {number}
  28105. * @default 1
  28106. */
  28107. this.anisotropyRotation = 0;
  28108. /**
  28109. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  28110. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  28111. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  28112. *
  28113. * @type {?Texture}
  28114. * @default null
  28115. */
  28116. this.anisotropyMap = null;
  28117. /**
  28118. * The red channel of this texture is multiplied against `clearcoat`,
  28119. * for per-pixel control over a coating's intensity.
  28120. *
  28121. * @type {?Texture}
  28122. * @default null
  28123. */
  28124. this.clearcoatMap = null;
  28125. /**
  28126. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  28127. *
  28128. * @type {number}
  28129. * @default 0
  28130. */
  28131. this.clearcoatRoughness = 0.0;
  28132. /**
  28133. * The green channel of this texture is multiplied against
  28134. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  28135. *
  28136. * @type {?Texture}
  28137. * @default null
  28138. */
  28139. this.clearcoatRoughnessMap = null;
  28140. /**
  28141. * How much `clearcoatNormalMap` affects the clear coat layer, from
  28142. * `(0,0)` to `(1,1)`.
  28143. *
  28144. * @type {Vector2}
  28145. * @default (1,1)
  28146. */
  28147. this.clearcoatNormalScale = new Vector2( 1, 1 );
  28148. /**
  28149. * Can be used to enable independent normals for the clear coat layer.
  28150. *
  28151. * @type {?Texture}
  28152. * @default null
  28153. */
  28154. this.clearcoatNormalMap = null;
  28155. /**
  28156. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  28157. *
  28158. * @type {number}
  28159. * @default 1.5
  28160. */
  28161. this.ior = 1.5;
  28162. /**
  28163. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  28164. * corresponds to an index-of-refraction of `1.5`.
  28165. *
  28166. * This models the reflectivity of non-metallic materials. It has no effect
  28167. * when `metalness` is `1.0`
  28168. *
  28169. * @name MeshPhysicalMaterial#reflectivity
  28170. * @type {number}
  28171. * @default 0.5
  28172. */
  28173. Object.defineProperty( this, 'reflectivity', {
  28174. get: function () {
  28175. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  28176. },
  28177. set: function ( reflectivity ) {
  28178. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  28179. }
  28180. } );
  28181. /**
  28182. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  28183. * control over iridescence.
  28184. *
  28185. * @type {?Texture}
  28186. * @default null
  28187. */
  28188. this.iridescenceMap = null;
  28189. /**
  28190. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  28191. * Between `1.0` to `2.333`.
  28192. *
  28193. * @type {number}
  28194. * @default 1.3
  28195. */
  28196. this.iridescenceIOR = 1.3;
  28197. /**
  28198. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  28199. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  28200. *
  28201. * @type {Array<number,number>}
  28202. * @default [100,400]
  28203. */
  28204. this.iridescenceThicknessRange = [ 100, 400 ];
  28205. /**
  28206. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28207. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28208. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28209. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28210. * - Values in-between will linearly interpolate between the elements of the array.
  28211. *
  28212. * @type {?Texture}
  28213. * @default null
  28214. */
  28215. this.iridescenceThicknessMap = null;
  28216. /**
  28217. * The sheen tint.
  28218. *
  28219. * @type {Color}
  28220. * @default (0,0,0)
  28221. */
  28222. this.sheenColor = new Color( 0x000000 );
  28223. /**
  28224. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28225. * over sheen tint.
  28226. *
  28227. * @type {?Texture}
  28228. * @default null
  28229. */
  28230. this.sheenColorMap = null;
  28231. /**
  28232. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28233. *
  28234. * @type {number}
  28235. * @default 1
  28236. */
  28237. this.sheenRoughness = 1.0;
  28238. /**
  28239. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28240. * over sheen roughness.
  28241. *
  28242. * @type {?Texture}
  28243. * @default null
  28244. */
  28245. this.sheenRoughnessMap = null;
  28246. /**
  28247. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28248. * optical transparency.
  28249. *
  28250. * @type {?Texture}
  28251. * @default null
  28252. */
  28253. this.transmissionMap = null;
  28254. /**
  28255. * The thickness of the volume beneath the surface. The value is given in the
  28256. * coordinate space of the mesh. If the value is `0` the material is
  28257. * thin-walled. Otherwise the material is a volume boundary.
  28258. *
  28259. * @type {number}
  28260. * @default 0
  28261. */
  28262. this.thickness = 0;
  28263. /**
  28264. * A texture that defines the thickness, stored in the green channel. This will
  28265. * be multiplied by `thickness`.
  28266. *
  28267. * @type {?Texture}
  28268. * @default null
  28269. */
  28270. this.thicknessMap = null;
  28271. /**
  28272. * Density of the medium given as the average distance that light travels in
  28273. * the medium before interacting with a particle. The value is given in world
  28274. * space units, and must be greater than zero.
  28275. *
  28276. * @type {number}
  28277. * @default Infinity
  28278. */
  28279. this.attenuationDistance = Infinity;
  28280. /**
  28281. * The color that white light turns into due to absorption when reaching the
  28282. * attenuation distance.
  28283. *
  28284. * @type {Color}
  28285. * @default (1,1,1)
  28286. */
  28287. this.attenuationColor = new Color( 1, 1, 1 );
  28288. /**
  28289. * A float that scales the amount of specular reflection for non-metals only.
  28290. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28291. *
  28292. * @type {number}
  28293. * @default 1
  28294. */
  28295. this.specularIntensity = 1.0;
  28296. /**
  28297. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28298. * for per-pixel control over specular intensity.
  28299. *
  28300. * @type {?Texture}
  28301. * @default null
  28302. */
  28303. this.specularIntensityMap = null;
  28304. /**
  28305. * Tints the specular reflection at normal incidence for non-metals only.
  28306. *
  28307. * @type {Color}
  28308. * @default (1,1,1)
  28309. */
  28310. this.specularColor = new Color( 1, 1, 1 );
  28311. /**
  28312. * The RGB channels of this texture are multiplied against `specularColor`,
  28313. * for per-pixel control over specular color.
  28314. *
  28315. * @type {?Texture}
  28316. * @default null
  28317. */
  28318. this.specularColorMap = null;
  28319. this._anisotropy = 0;
  28320. this._clearcoat = 0;
  28321. this._dispersion = 0;
  28322. this._iridescence = 0;
  28323. this._sheen = 0.0;
  28324. this._transmission = 0;
  28325. this.setValues( parameters );
  28326. }
  28327. /**
  28328. * The anisotropy strength, from `0.0` to `1.0`.
  28329. *
  28330. * @type {number}
  28331. * @default 0
  28332. */
  28333. get anisotropy() {
  28334. return this._anisotropy;
  28335. }
  28336. set anisotropy( value ) {
  28337. if ( this._anisotropy > 0 !== value > 0 ) {
  28338. this.version ++;
  28339. }
  28340. this._anisotropy = value;
  28341. }
  28342. /**
  28343. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28344. * clear coat related properties to enable multilayer materials that have a
  28345. * thin translucent layer over the base layer.
  28346. *
  28347. * @type {number}
  28348. * @default 0
  28349. */
  28350. get clearcoat() {
  28351. return this._clearcoat;
  28352. }
  28353. set clearcoat( value ) {
  28354. if ( this._clearcoat > 0 !== value > 0 ) {
  28355. this.version ++;
  28356. }
  28357. this._clearcoat = value;
  28358. }
  28359. /**
  28360. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28361. * the surface and the viewer, from `0.0` to `1.0`.
  28362. *
  28363. * @type {number}
  28364. * @default 0
  28365. */
  28366. get iridescence() {
  28367. return this._iridescence;
  28368. }
  28369. set iridescence( value ) {
  28370. if ( this._iridescence > 0 !== value > 0 ) {
  28371. this.version ++;
  28372. }
  28373. this._iridescence = value;
  28374. }
  28375. /**
  28376. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28377. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28378. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28379. *
  28380. * @type {number}
  28381. * @default 0
  28382. */
  28383. get dispersion() {
  28384. return this._dispersion;
  28385. }
  28386. set dispersion( value ) {
  28387. if ( this._dispersion > 0 !== value > 0 ) {
  28388. this.version ++;
  28389. }
  28390. this._dispersion = value;
  28391. }
  28392. /**
  28393. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28394. *
  28395. * @type {number}
  28396. * @default 0
  28397. */
  28398. get sheen() {
  28399. return this._sheen;
  28400. }
  28401. set sheen( value ) {
  28402. if ( this._sheen > 0 !== value > 0 ) {
  28403. this.version ++;
  28404. }
  28405. this._sheen = value;
  28406. }
  28407. /**
  28408. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28409. *
  28410. * Thin, transparent or semitransparent, plastic or glass materials remain
  28411. * largely reflective even if they are fully transmissive. The transmission
  28412. * property can be used to model these materials.
  28413. *
  28414. * When transmission is non-zero, `opacity` should be set to `1`.
  28415. *
  28416. * @type {number}
  28417. * @default 0
  28418. */
  28419. get transmission() {
  28420. return this._transmission;
  28421. }
  28422. set transmission( value ) {
  28423. if ( this._transmission > 0 !== value > 0 ) {
  28424. this.version ++;
  28425. }
  28426. this._transmission = value;
  28427. }
  28428. copy( source ) {
  28429. super.copy( source );
  28430. this.defines = {
  28431. 'STANDARD': '',
  28432. 'PHYSICAL': ''
  28433. };
  28434. this.anisotropy = source.anisotropy;
  28435. this.anisotropyRotation = source.anisotropyRotation;
  28436. this.anisotropyMap = source.anisotropyMap;
  28437. this.clearcoat = source.clearcoat;
  28438. this.clearcoatMap = source.clearcoatMap;
  28439. this.clearcoatRoughness = source.clearcoatRoughness;
  28440. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28441. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28442. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28443. this.dispersion = source.dispersion;
  28444. this.ior = source.ior;
  28445. this.iridescence = source.iridescence;
  28446. this.iridescenceMap = source.iridescenceMap;
  28447. this.iridescenceIOR = source.iridescenceIOR;
  28448. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28449. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28450. this.sheen = source.sheen;
  28451. this.sheenColor.copy( source.sheenColor );
  28452. this.sheenColorMap = source.sheenColorMap;
  28453. this.sheenRoughness = source.sheenRoughness;
  28454. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28455. this.transmission = source.transmission;
  28456. this.transmissionMap = source.transmissionMap;
  28457. this.thickness = source.thickness;
  28458. this.thicknessMap = source.thicknessMap;
  28459. this.attenuationDistance = source.attenuationDistance;
  28460. this.attenuationColor.copy( source.attenuationColor );
  28461. this.specularIntensity = source.specularIntensity;
  28462. this.specularIntensityMap = source.specularIntensityMap;
  28463. this.specularColor.copy( source.specularColor );
  28464. this.specularColorMap = source.specularColorMap;
  28465. return this;
  28466. }
  28467. }
  28468. /**
  28469. * A material for shiny surfaces with specular highlights.
  28470. *
  28471. * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model}
  28472. * model for calculating reflectance. Unlike the Lambertian model used in the
  28473. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28474. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28475. *
  28476. * Performance will generally be greater when using this material over the
  28477. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28478. * some graphical accuracy.
  28479. *
  28480. * @augments Material
  28481. */
  28482. class MeshPhongMaterial extends Material {
  28483. /**
  28484. * Constructs a new mesh phong material.
  28485. *
  28486. * @param {Object} [parameters] - An object with one or more properties
  28487. * defining the material's appearance. Any property of the material
  28488. * (including any property from inherited materials) can be passed
  28489. * in here. Color values can be passed any type of value accepted
  28490. * by {@link Color#set}.
  28491. */
  28492. constructor( parameters ) {
  28493. super();
  28494. /**
  28495. * This flag can be used for type testing.
  28496. *
  28497. * @type {boolean}
  28498. * @readonly
  28499. * @default true
  28500. */
  28501. this.isMeshPhongMaterial = true;
  28502. this.type = 'MeshPhongMaterial';
  28503. /**
  28504. * Color of the material.
  28505. *
  28506. * @type {Color}
  28507. * @default (1,1,1)
  28508. */
  28509. this.color = new Color( 0xffffff ); // diffuse
  28510. /**
  28511. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28512. *
  28513. * This defines how shiny the material is and the color of its shine.
  28514. *
  28515. * @type {Color}
  28516. */
  28517. this.specular = new Color( 0x111111 );
  28518. /**
  28519. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28520. *
  28521. * @type {number}
  28522. * @default 30
  28523. */
  28524. this.shininess = 30;
  28525. /**
  28526. * The color map. May optionally include an alpha channel, typically combined
  28527. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28528. * color is modulated by the diffuse `color`.
  28529. *
  28530. * @type {?Texture}
  28531. * @default null
  28532. */
  28533. this.map = null;
  28534. /**
  28535. * The light map. Requires a second set of UVs.
  28536. *
  28537. * @type {?Texture}
  28538. * @default null
  28539. */
  28540. this.lightMap = null;
  28541. /**
  28542. * Intensity of the baked light.
  28543. *
  28544. * @type {number}
  28545. * @default 1
  28546. */
  28547. this.lightMapIntensity = 1.0;
  28548. /**
  28549. * The red channel of this texture is used as the ambient occlusion map.
  28550. * Requires a second set of UVs.
  28551. *
  28552. * @type {?Texture}
  28553. * @default null
  28554. */
  28555. this.aoMap = null;
  28556. /**
  28557. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28558. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28559. * red channel is also `1`, ambient light is fully occluded on a surface.
  28560. *
  28561. * @type {number}
  28562. * @default 1
  28563. */
  28564. this.aoMapIntensity = 1.0;
  28565. /**
  28566. * Emissive (light) color of the material, essentially a solid color
  28567. * unaffected by other lighting.
  28568. *
  28569. * @type {Color}
  28570. * @default (0,0,0)
  28571. */
  28572. this.emissive = new Color( 0x000000 );
  28573. /**
  28574. * Intensity of the emissive light. Modulates the emissive color.
  28575. *
  28576. * @type {number}
  28577. * @default 1
  28578. */
  28579. this.emissiveIntensity = 1.0;
  28580. /**
  28581. * Set emissive (glow) map. The emissive map color is modulated by the
  28582. * emissive color and the emissive intensity. If you have an emissive map,
  28583. * be sure to set the emissive color to something other than black.
  28584. *
  28585. * @type {?Texture}
  28586. * @default null
  28587. */
  28588. this.emissiveMap = null;
  28589. /**
  28590. * The texture to create a bump map. The black and white values map to the
  28591. * perceived depth in relation to the lights. Bump doesn't actually affect
  28592. * the geometry of the object, only the lighting. If a normal map is defined
  28593. * this will be ignored.
  28594. *
  28595. * @type {?Texture}
  28596. * @default null
  28597. */
  28598. this.bumpMap = null;
  28599. /**
  28600. * How much the bump map affects the material. Typical range is `[0,1]`.
  28601. *
  28602. * @type {number}
  28603. * @default 1
  28604. */
  28605. this.bumpScale = 1;
  28606. /**
  28607. * The texture to create a normal map. The RGB values affect the surface
  28608. * normal for each pixel fragment and change the way the color is lit. Normal
  28609. * maps do not change the actual shape of the surface, only the lighting. In
  28610. * case the material has a normal map authored using the left handed
  28611. * convention, the `y` component of `normalScale` should be negated to compensate
  28612. * for the different handedness.
  28613. *
  28614. * @type {?Texture}
  28615. * @default null
  28616. */
  28617. this.normalMap = null;
  28618. /**
  28619. * The type of normal map.
  28620. *
  28621. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28622. * @default TangentSpaceNormalMap
  28623. */
  28624. this.normalMapType = TangentSpaceNormalMap;
  28625. /**
  28626. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28627. *
  28628. * @type {Vector2}
  28629. * @default (1,1)
  28630. */
  28631. this.normalScale = new Vector2( 1, 1 );
  28632. /**
  28633. * The displacement map affects the position of the mesh's vertices. Unlike
  28634. * other maps which only affect the light and shade of the material the
  28635. * displaced vertices can cast shadows, block other objects, and otherwise
  28636. * act as real geometry. The displacement texture is an image where the value
  28637. * of each pixel (white being the highest) is mapped against, and
  28638. * repositions, the vertices of the mesh.
  28639. *
  28640. * @type {?Texture}
  28641. * @default null
  28642. */
  28643. this.displacementMap = null;
  28644. /**
  28645. * How much the displacement map affects the mesh (where black is no
  28646. * displacement, and white is maximum displacement). Without a displacement
  28647. * map set, this value is not applied.
  28648. *
  28649. * @type {number}
  28650. * @default 0
  28651. */
  28652. this.displacementScale = 1;
  28653. /**
  28654. * The offset of the displacement map's values on the mesh's vertices.
  28655. * The bias is added to the scaled sample of the displacement map.
  28656. * Without a displacement map set, this value is not applied.
  28657. *
  28658. * @type {number}
  28659. * @default 0
  28660. */
  28661. this.displacementBias = 0;
  28662. /**
  28663. * The specular map value affects both how much the specular surface
  28664. * highlight contributes and how much of the environment map affects the
  28665. * surface.
  28666. *
  28667. * @type {?Texture}
  28668. * @default null
  28669. */
  28670. this.specularMap = null;
  28671. /**
  28672. * The alpha map is a grayscale texture that controls the opacity across the
  28673. * surface (black: fully transparent; white: fully opaque).
  28674. *
  28675. * Only the color of the texture is used, ignoring the alpha channel if one
  28676. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28677. * when sampling this texture due to the extra bit of precision provided for
  28678. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28679. * luminance/alpha textures will also still work as expected.
  28680. *
  28681. * @type {?Texture}
  28682. * @default null
  28683. */
  28684. this.alphaMap = null;
  28685. /**
  28686. * The environment map.
  28687. *
  28688. * @type {?Texture}
  28689. * @default null
  28690. */
  28691. this.envMap = null;
  28692. /**
  28693. * The rotation of the environment map in radians.
  28694. *
  28695. * @type {Euler}
  28696. * @default (0,0,0)
  28697. */
  28698. this.envMapRotation = new Euler();
  28699. /**
  28700. * How to combine the result of the surface's color with the environment map, if any.
  28701. *
  28702. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28703. * blend between the two colors.
  28704. *
  28705. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28706. * @default MultiplyOperation
  28707. */
  28708. this.combine = MultiplyOperation;
  28709. /**
  28710. * How much the environment map affects the surface.
  28711. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28712. *
  28713. * @type {number}
  28714. * @default 1
  28715. */
  28716. this.reflectivity = 1;
  28717. /**
  28718. * The index of refraction (IOR) of air (approximately 1) divided by the
  28719. * index of refraction of the material. It is used with environment mapping
  28720. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28721. * The refraction ratio should not exceed `1`.
  28722. *
  28723. * @type {number}
  28724. * @default 0.98
  28725. */
  28726. this.refractionRatio = 0.98;
  28727. /**
  28728. * Renders the geometry as a wireframe.
  28729. *
  28730. * @type {boolean}
  28731. * @default false
  28732. */
  28733. this.wireframe = false;
  28734. /**
  28735. * Controls the thickness of the wireframe.
  28736. *
  28737. * Can only be used with {@link SVGRenderer}.
  28738. *
  28739. * @type {number}
  28740. * @default 1
  28741. */
  28742. this.wireframeLinewidth = 1;
  28743. /**
  28744. * Defines appearance of wireframe ends.
  28745. *
  28746. * Can only be used with {@link SVGRenderer}.
  28747. *
  28748. * @type {('round'|'bevel'|'miter')}
  28749. * @default 'round'
  28750. */
  28751. this.wireframeLinecap = 'round';
  28752. /**
  28753. * Defines appearance of wireframe joints.
  28754. *
  28755. * Can only be used with {@link SVGRenderer}.
  28756. *
  28757. * @type {('round'|'bevel'|'miter')}
  28758. * @default 'round'
  28759. */
  28760. this.wireframeLinejoin = 'round';
  28761. /**
  28762. * Whether the material is rendered with flat shading or not.
  28763. *
  28764. * @type {boolean}
  28765. * @default false
  28766. */
  28767. this.flatShading = false;
  28768. /**
  28769. * Whether the material is affected by fog or not.
  28770. *
  28771. * @type {boolean}
  28772. * @default true
  28773. */
  28774. this.fog = true;
  28775. this.setValues( parameters );
  28776. }
  28777. copy( source ) {
  28778. super.copy( source );
  28779. this.color.copy( source.color );
  28780. this.specular.copy( source.specular );
  28781. this.shininess = source.shininess;
  28782. this.map = source.map;
  28783. this.lightMap = source.lightMap;
  28784. this.lightMapIntensity = source.lightMapIntensity;
  28785. this.aoMap = source.aoMap;
  28786. this.aoMapIntensity = source.aoMapIntensity;
  28787. this.emissive.copy( source.emissive );
  28788. this.emissiveMap = source.emissiveMap;
  28789. this.emissiveIntensity = source.emissiveIntensity;
  28790. this.bumpMap = source.bumpMap;
  28791. this.bumpScale = source.bumpScale;
  28792. this.normalMap = source.normalMap;
  28793. this.normalMapType = source.normalMapType;
  28794. this.normalScale.copy( source.normalScale );
  28795. this.displacementMap = source.displacementMap;
  28796. this.displacementScale = source.displacementScale;
  28797. this.displacementBias = source.displacementBias;
  28798. this.specularMap = source.specularMap;
  28799. this.alphaMap = source.alphaMap;
  28800. this.envMap = source.envMap;
  28801. this.envMapRotation.copy( source.envMapRotation );
  28802. this.combine = source.combine;
  28803. this.reflectivity = source.reflectivity;
  28804. this.refractionRatio = source.refractionRatio;
  28805. this.wireframe = source.wireframe;
  28806. this.wireframeLinewidth = source.wireframeLinewidth;
  28807. this.wireframeLinecap = source.wireframeLinecap;
  28808. this.wireframeLinejoin = source.wireframeLinejoin;
  28809. this.flatShading = source.flatShading;
  28810. this.fog = source.fog;
  28811. return this;
  28812. }
  28813. }
  28814. /**
  28815. * A material implementing toon shading.
  28816. *
  28817. * @augments Material
  28818. */
  28819. class MeshToonMaterial extends Material {
  28820. /**
  28821. * Constructs a new mesh toon material.
  28822. *
  28823. * @param {Object} [parameters] - An object with one or more properties
  28824. * defining the material's appearance. Any property of the material
  28825. * (including any property from inherited materials) can be passed
  28826. * in here. Color values can be passed any type of value accepted
  28827. * by {@link Color#set}.
  28828. */
  28829. constructor( parameters ) {
  28830. super();
  28831. /**
  28832. * This flag can be used for type testing.
  28833. *
  28834. * @type {boolean}
  28835. * @readonly
  28836. * @default true
  28837. */
  28838. this.isMeshToonMaterial = true;
  28839. this.defines = { 'TOON': '' };
  28840. this.type = 'MeshToonMaterial';
  28841. /**
  28842. * Color of the material.
  28843. *
  28844. * @type {Color}
  28845. * @default (1,1,1)
  28846. */
  28847. this.color = new Color( 0xffffff );
  28848. /**
  28849. * The color map. May optionally include an alpha channel, typically combined
  28850. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28851. * color is modulated by the diffuse `color`.
  28852. *
  28853. * @type {?Texture}
  28854. * @default null
  28855. */
  28856. this.map = null;
  28857. /**
  28858. * Gradient map for toon shading. It's required to set
  28859. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28860. * when using this type of texture.
  28861. *
  28862. * @type {?Texture}
  28863. * @default null
  28864. */
  28865. this.gradientMap = null;
  28866. /**
  28867. * The light map. Requires a second set of UVs.
  28868. *
  28869. * @type {?Texture}
  28870. * @default null
  28871. */
  28872. this.lightMap = null;
  28873. /**
  28874. * Intensity of the baked light.
  28875. *
  28876. * @type {number}
  28877. * @default 1
  28878. */
  28879. this.lightMapIntensity = 1.0;
  28880. /**
  28881. * The red channel of this texture is used as the ambient occlusion map.
  28882. * Requires a second set of UVs.
  28883. *
  28884. * @type {?Texture}
  28885. * @default null
  28886. */
  28887. this.aoMap = null;
  28888. /**
  28889. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28890. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28891. * red channel is also `1`, ambient light is fully occluded on a surface.
  28892. *
  28893. * @type {number}
  28894. * @default 1
  28895. */
  28896. this.aoMapIntensity = 1.0;
  28897. /**
  28898. * Emissive (light) color of the material, essentially a solid color
  28899. * unaffected by other lighting.
  28900. *
  28901. * @type {Color}
  28902. * @default (0,0,0)
  28903. */
  28904. this.emissive = new Color( 0x000000 );
  28905. /**
  28906. * Intensity of the emissive light. Modulates the emissive color.
  28907. *
  28908. * @type {number}
  28909. * @default 1
  28910. */
  28911. this.emissiveIntensity = 1.0;
  28912. /**
  28913. * Set emissive (glow) map. The emissive map color is modulated by the
  28914. * emissive color and the emissive intensity. If you have an emissive map,
  28915. * be sure to set the emissive color to something other than black.
  28916. *
  28917. * @type {?Texture}
  28918. * @default null
  28919. */
  28920. this.emissiveMap = null;
  28921. /**
  28922. * The texture to create a bump map. The black and white values map to the
  28923. * perceived depth in relation to the lights. Bump doesn't actually affect
  28924. * the geometry of the object, only the lighting. If a normal map is defined
  28925. * this will be ignored.
  28926. *
  28927. * @type {?Texture}
  28928. * @default null
  28929. */
  28930. this.bumpMap = null;
  28931. /**
  28932. * How much the bump map affects the material. Typical range is `[0,1]`.
  28933. *
  28934. * @type {number}
  28935. * @default 1
  28936. */
  28937. this.bumpScale = 1;
  28938. /**
  28939. * The texture to create a normal map. The RGB values affect the surface
  28940. * normal for each pixel fragment and change the way the color is lit. Normal
  28941. * maps do not change the actual shape of the surface, only the lighting. In
  28942. * case the material has a normal map authored using the left handed
  28943. * convention, the `y` component of `normalScale` should be negated to compensate
  28944. * for the different handedness.
  28945. *
  28946. * @type {?Texture}
  28947. * @default null
  28948. */
  28949. this.normalMap = null;
  28950. /**
  28951. * The type of normal map.
  28952. *
  28953. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28954. * @default TangentSpaceNormalMap
  28955. */
  28956. this.normalMapType = TangentSpaceNormalMap;
  28957. /**
  28958. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28959. *
  28960. * @type {Vector2}
  28961. * @default (1,1)
  28962. */
  28963. this.normalScale = new Vector2( 1, 1 );
  28964. /**
  28965. * The displacement map affects the position of the mesh's vertices. Unlike
  28966. * other maps which only affect the light and shade of the material the
  28967. * displaced vertices can cast shadows, block other objects, and otherwise
  28968. * act as real geometry. The displacement texture is an image where the value
  28969. * of each pixel (white being the highest) is mapped against, and
  28970. * repositions, the vertices of the mesh.
  28971. *
  28972. * @type {?Texture}
  28973. * @default null
  28974. */
  28975. this.displacementMap = null;
  28976. /**
  28977. * How much the displacement map affects the mesh (where black is no
  28978. * displacement, and white is maximum displacement). Without a displacement
  28979. * map set, this value is not applied.
  28980. *
  28981. * @type {number}
  28982. * @default 0
  28983. */
  28984. this.displacementScale = 1;
  28985. /**
  28986. * The offset of the displacement map's values on the mesh's vertices.
  28987. * The bias is added to the scaled sample of the displacement map.
  28988. * Without a displacement map set, this value is not applied.
  28989. *
  28990. * @type {number}
  28991. * @default 0
  28992. */
  28993. this.displacementBias = 0;
  28994. /**
  28995. * The alpha map is a grayscale texture that controls the opacity across the
  28996. * surface (black: fully transparent; white: fully opaque).
  28997. *
  28998. * Only the color of the texture is used, ignoring the alpha channel if one
  28999. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29000. * when sampling this texture due to the extra bit of precision provided for
  29001. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29002. * luminance/alpha textures will also still work as expected.
  29003. *
  29004. * @type {?Texture}
  29005. * @default null
  29006. */
  29007. this.alphaMap = null;
  29008. /**
  29009. * Renders the geometry as a wireframe.
  29010. *
  29011. * @type {boolean}
  29012. * @default false
  29013. */
  29014. this.wireframe = false;
  29015. /**
  29016. * Controls the thickness of the wireframe.
  29017. *
  29018. * Can only be used with {@link SVGRenderer}.
  29019. *
  29020. * @type {number}
  29021. * @default 1
  29022. */
  29023. this.wireframeLinewidth = 1;
  29024. /**
  29025. * Defines appearance of wireframe ends.
  29026. *
  29027. * Can only be used with {@link SVGRenderer}.
  29028. *
  29029. * @type {('round'|'bevel'|'miter')}
  29030. * @default 'round'
  29031. */
  29032. this.wireframeLinecap = 'round';
  29033. /**
  29034. * Defines appearance of wireframe joints.
  29035. *
  29036. * Can only be used with {@link SVGRenderer}.
  29037. *
  29038. * @type {('round'|'bevel'|'miter')}
  29039. * @default 'round'
  29040. */
  29041. this.wireframeLinejoin = 'round';
  29042. /**
  29043. * Whether the material is affected by fog or not.
  29044. *
  29045. * @type {boolean}
  29046. * @default true
  29047. */
  29048. this.fog = true;
  29049. this.setValues( parameters );
  29050. }
  29051. copy( source ) {
  29052. super.copy( source );
  29053. this.color.copy( source.color );
  29054. this.map = source.map;
  29055. this.gradientMap = source.gradientMap;
  29056. this.lightMap = source.lightMap;
  29057. this.lightMapIntensity = source.lightMapIntensity;
  29058. this.aoMap = source.aoMap;
  29059. this.aoMapIntensity = source.aoMapIntensity;
  29060. this.emissive.copy( source.emissive );
  29061. this.emissiveMap = source.emissiveMap;
  29062. this.emissiveIntensity = source.emissiveIntensity;
  29063. this.bumpMap = source.bumpMap;
  29064. this.bumpScale = source.bumpScale;
  29065. this.normalMap = source.normalMap;
  29066. this.normalMapType = source.normalMapType;
  29067. this.normalScale.copy( source.normalScale );
  29068. this.displacementMap = source.displacementMap;
  29069. this.displacementScale = source.displacementScale;
  29070. this.displacementBias = source.displacementBias;
  29071. this.alphaMap = source.alphaMap;
  29072. this.wireframe = source.wireframe;
  29073. this.wireframeLinewidth = source.wireframeLinewidth;
  29074. this.wireframeLinecap = source.wireframeLinecap;
  29075. this.wireframeLinejoin = source.wireframeLinejoin;
  29076. this.fog = source.fog;
  29077. return this;
  29078. }
  29079. }
  29080. /**
  29081. * A material that maps the normal vectors to RGB colors.
  29082. *
  29083. * @augments Material
  29084. */
  29085. class MeshNormalMaterial extends Material {
  29086. /**
  29087. * Constructs a new mesh normal material.
  29088. *
  29089. * @param {Object} [parameters] - An object with one or more properties
  29090. * defining the material's appearance. Any property of the material
  29091. * (including any property from inherited materials) can be passed
  29092. * in here. Color values can be passed any type of value accepted
  29093. * by {@link Color#set}.
  29094. */
  29095. constructor( parameters ) {
  29096. super();
  29097. /**
  29098. * This flag can be used for type testing.
  29099. *
  29100. * @type {boolean}
  29101. * @readonly
  29102. * @default true
  29103. */
  29104. this.isMeshNormalMaterial = true;
  29105. this.type = 'MeshNormalMaterial';
  29106. /**
  29107. * The texture to create a bump map. The black and white values map to the
  29108. * perceived depth in relation to the lights. Bump doesn't actually affect
  29109. * the geometry of the object, only the lighting. If a normal map is defined
  29110. * this will be ignored.
  29111. *
  29112. * @type {?Texture}
  29113. * @default null
  29114. */
  29115. this.bumpMap = null;
  29116. /**
  29117. * How much the bump map affects the material. Typical range is `[0,1]`.
  29118. *
  29119. * @type {number}
  29120. * @default 1
  29121. */
  29122. this.bumpScale = 1;
  29123. /**
  29124. * The texture to create a normal map. The RGB values affect the surface
  29125. * normal for each pixel fragment and change the way the color is lit. Normal
  29126. * maps do not change the actual shape of the surface, only the lighting. In
  29127. * case the material has a normal map authored using the left handed
  29128. * convention, the `y` component of `normalScale` should be negated to compensate
  29129. * for the different handedness.
  29130. *
  29131. * @type {?Texture}
  29132. * @default null
  29133. */
  29134. this.normalMap = null;
  29135. /**
  29136. * The type of normal map.
  29137. *
  29138. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29139. * @default TangentSpaceNormalMap
  29140. */
  29141. this.normalMapType = TangentSpaceNormalMap;
  29142. /**
  29143. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29144. *
  29145. * @type {Vector2}
  29146. * @default (1,1)
  29147. */
  29148. this.normalScale = new Vector2( 1, 1 );
  29149. /**
  29150. * The displacement map affects the position of the mesh's vertices. Unlike
  29151. * other maps which only affect the light and shade of the material the
  29152. * displaced vertices can cast shadows, block other objects, and otherwise
  29153. * act as real geometry. The displacement texture is an image where the value
  29154. * of each pixel (white being the highest) is mapped against, and
  29155. * repositions, the vertices of the mesh.
  29156. *
  29157. * @type {?Texture}
  29158. * @default null
  29159. */
  29160. this.displacementMap = null;
  29161. /**
  29162. * How much the displacement map affects the mesh (where black is no
  29163. * displacement, and white is maximum displacement). Without a displacement
  29164. * map set, this value is not applied.
  29165. *
  29166. * @type {number}
  29167. * @default 0
  29168. */
  29169. this.displacementScale = 1;
  29170. /**
  29171. * The offset of the displacement map's values on the mesh's vertices.
  29172. * The bias is added to the scaled sample of the displacement map.
  29173. * Without a displacement map set, this value is not applied.
  29174. *
  29175. * @type {number}
  29176. * @default 0
  29177. */
  29178. this.displacementBias = 0;
  29179. /**
  29180. * Renders the geometry as a wireframe.
  29181. *
  29182. * @type {boolean}
  29183. * @default false
  29184. */
  29185. this.wireframe = false;
  29186. /**
  29187. * Controls the thickness of the wireframe.
  29188. *
  29189. * WebGL and WebGPU ignore this property and always render
  29190. * 1 pixel wide lines.
  29191. *
  29192. * @type {number}
  29193. * @default 1
  29194. */
  29195. this.wireframeLinewidth = 1;
  29196. /**
  29197. * Whether the material is rendered with flat shading or not.
  29198. *
  29199. * @type {boolean}
  29200. * @default false
  29201. */
  29202. this.flatShading = false;
  29203. this.setValues( parameters );
  29204. }
  29205. copy( source ) {
  29206. super.copy( source );
  29207. this.bumpMap = source.bumpMap;
  29208. this.bumpScale = source.bumpScale;
  29209. this.normalMap = source.normalMap;
  29210. this.normalMapType = source.normalMapType;
  29211. this.normalScale.copy( source.normalScale );
  29212. this.displacementMap = source.displacementMap;
  29213. this.displacementScale = source.displacementScale;
  29214. this.displacementBias = source.displacementBias;
  29215. this.wireframe = source.wireframe;
  29216. this.wireframeLinewidth = source.wireframeLinewidth;
  29217. this.flatShading = source.flatShading;
  29218. return this;
  29219. }
  29220. }
  29221. /**
  29222. * A material for non-shiny surfaces, without specular highlights.
  29223. *
  29224. * The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
  29225. * model for calculating reflectance. This can simulate some surfaces (such
  29226. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29227. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29228. * shading.
  29229. *
  29230. * Due to the simplicity of the reflectance and illumination models,
  29231. * performance will be greater when using this material over the
  29232. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29233. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29234. *
  29235. * @augments Material
  29236. */
  29237. class MeshLambertMaterial extends Material {
  29238. /**
  29239. * Constructs a new mesh lambert material.
  29240. *
  29241. * @param {Object} [parameters] - An object with one or more properties
  29242. * defining the material's appearance. Any property of the material
  29243. * (including any property from inherited materials) can be passed
  29244. * in here. Color values can be passed any type of value accepted
  29245. * by {@link Color#set}.
  29246. */
  29247. constructor( parameters ) {
  29248. super();
  29249. /**
  29250. * This flag can be used for type testing.
  29251. *
  29252. * @type {boolean}
  29253. * @readonly
  29254. * @default true
  29255. */
  29256. this.isMeshLambertMaterial = true;
  29257. this.type = 'MeshLambertMaterial';
  29258. /**
  29259. * Color of the material.
  29260. *
  29261. * @type {Color}
  29262. * @default (1,1,1)
  29263. */
  29264. this.color = new Color( 0xffffff ); // diffuse
  29265. /**
  29266. * The color map. May optionally include an alpha channel, typically combined
  29267. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29268. * color is modulated by the diffuse `color`.
  29269. *
  29270. * @type {?Texture}
  29271. * @default null
  29272. */
  29273. this.map = null;
  29274. /**
  29275. * The light map. Requires a second set of UVs.
  29276. *
  29277. * @type {?Texture}
  29278. * @default null
  29279. */
  29280. this.lightMap = null;
  29281. /**
  29282. * Intensity of the baked light.
  29283. *
  29284. * @type {number}
  29285. * @default 1
  29286. */
  29287. this.lightMapIntensity = 1.0;
  29288. /**
  29289. * The red channel of this texture is used as the ambient occlusion map.
  29290. * Requires a second set of UVs.
  29291. *
  29292. * @type {?Texture}
  29293. * @default null
  29294. */
  29295. this.aoMap = null;
  29296. /**
  29297. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29298. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29299. * red channel is also `1`, ambient light is fully occluded on a surface.
  29300. *
  29301. * @type {number}
  29302. * @default 1
  29303. */
  29304. this.aoMapIntensity = 1.0;
  29305. /**
  29306. * Emissive (light) color of the material, essentially a solid color
  29307. * unaffected by other lighting.
  29308. *
  29309. * @type {Color}
  29310. * @default (0,0,0)
  29311. */
  29312. this.emissive = new Color( 0x000000 );
  29313. /**
  29314. * Intensity of the emissive light. Modulates the emissive color.
  29315. *
  29316. * @type {number}
  29317. * @default 1
  29318. */
  29319. this.emissiveIntensity = 1.0;
  29320. /**
  29321. * Set emissive (glow) map. The emissive map color is modulated by the
  29322. * emissive color and the emissive intensity. If you have an emissive map,
  29323. * be sure to set the emissive color to something other than black.
  29324. *
  29325. * @type {?Texture}
  29326. * @default null
  29327. */
  29328. this.emissiveMap = null;
  29329. /**
  29330. * The texture to create a bump map. The black and white values map to the
  29331. * perceived depth in relation to the lights. Bump doesn't actually affect
  29332. * the geometry of the object, only the lighting. If a normal map is defined
  29333. * this will be ignored.
  29334. *
  29335. * @type {?Texture}
  29336. * @default null
  29337. */
  29338. this.bumpMap = null;
  29339. /**
  29340. * How much the bump map affects the material. Typical range is `[0,1]`.
  29341. *
  29342. * @type {number}
  29343. * @default 1
  29344. */
  29345. this.bumpScale = 1;
  29346. /**
  29347. * The texture to create a normal map. The RGB values affect the surface
  29348. * normal for each pixel fragment and change the way the color is lit. Normal
  29349. * maps do not change the actual shape of the surface, only the lighting. In
  29350. * case the material has a normal map authored using the left handed
  29351. * convention, the `y` component of `normalScale` should be negated to compensate
  29352. * for the different handedness.
  29353. *
  29354. * @type {?Texture}
  29355. * @default null
  29356. */
  29357. this.normalMap = null;
  29358. /**
  29359. * The type of normal map.
  29360. *
  29361. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29362. * @default TangentSpaceNormalMap
  29363. */
  29364. this.normalMapType = TangentSpaceNormalMap;
  29365. /**
  29366. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29367. *
  29368. * @type {Vector2}
  29369. * @default (1,1)
  29370. */
  29371. this.normalScale = new Vector2( 1, 1 );
  29372. /**
  29373. * The displacement map affects the position of the mesh's vertices. Unlike
  29374. * other maps which only affect the light and shade of the material the
  29375. * displaced vertices can cast shadows, block other objects, and otherwise
  29376. * act as real geometry. The displacement texture is an image where the value
  29377. * of each pixel (white being the highest) is mapped against, and
  29378. * repositions, the vertices of the mesh.
  29379. *
  29380. * @type {?Texture}
  29381. * @default null
  29382. */
  29383. this.displacementMap = null;
  29384. /**
  29385. * How much the displacement map affects the mesh (where black is no
  29386. * displacement, and white is maximum displacement). Without a displacement
  29387. * map set, this value is not applied.
  29388. *
  29389. * @type {number}
  29390. * @default 0
  29391. */
  29392. this.displacementScale = 1;
  29393. /**
  29394. * The offset of the displacement map's values on the mesh's vertices.
  29395. * The bias is added to the scaled sample of the displacement map.
  29396. * Without a displacement map set, this value is not applied.
  29397. *
  29398. * @type {number}
  29399. * @default 0
  29400. */
  29401. this.displacementBias = 0;
  29402. /**
  29403. * Specular map used by the material.
  29404. *
  29405. * @type {?Texture}
  29406. * @default null
  29407. */
  29408. this.specularMap = null;
  29409. /**
  29410. * The alpha map is a grayscale texture that controls the opacity across the
  29411. * surface (black: fully transparent; white: fully opaque).
  29412. *
  29413. * Only the color of the texture is used, ignoring the alpha channel if one
  29414. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29415. * when sampling this texture due to the extra bit of precision provided for
  29416. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29417. * luminance/alpha textures will also still work as expected.
  29418. *
  29419. * @type {?Texture}
  29420. * @default null
  29421. */
  29422. this.alphaMap = null;
  29423. /**
  29424. * The environment map.
  29425. *
  29426. * @type {?Texture}
  29427. * @default null
  29428. */
  29429. this.envMap = null;
  29430. /**
  29431. * The rotation of the environment map in radians.
  29432. *
  29433. * @type {Euler}
  29434. * @default (0,0,0)
  29435. */
  29436. this.envMapRotation = new Euler();
  29437. /**
  29438. * How to combine the result of the surface's color with the environment map, if any.
  29439. *
  29440. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29441. * blend between the two colors.
  29442. *
  29443. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29444. * @default MultiplyOperation
  29445. */
  29446. this.combine = MultiplyOperation;
  29447. /**
  29448. * How much the environment map affects the surface.
  29449. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29450. *
  29451. * @type {number}
  29452. * @default 1
  29453. */
  29454. this.reflectivity = 1;
  29455. /**
  29456. * The index of refraction (IOR) of air (approximately 1) divided by the
  29457. * index of refraction of the material. It is used with environment mapping
  29458. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29459. * The refraction ratio should not exceed `1`.
  29460. *
  29461. * @type {number}
  29462. * @default 0.98
  29463. */
  29464. this.refractionRatio = 0.98;
  29465. /**
  29466. * Renders the geometry as a wireframe.
  29467. *
  29468. * @type {boolean}
  29469. * @default false
  29470. */
  29471. this.wireframe = false;
  29472. /**
  29473. * Controls the thickness of the wireframe.
  29474. *
  29475. * Can only be used with {@link SVGRenderer}.
  29476. *
  29477. * @type {number}
  29478. * @default 1
  29479. */
  29480. this.wireframeLinewidth = 1;
  29481. /**
  29482. * Defines appearance of wireframe ends.
  29483. *
  29484. * Can only be used with {@link SVGRenderer}.
  29485. *
  29486. * @type {('round'|'bevel'|'miter')}
  29487. * @default 'round'
  29488. */
  29489. this.wireframeLinecap = 'round';
  29490. /**
  29491. * Defines appearance of wireframe joints.
  29492. *
  29493. * Can only be used with {@link SVGRenderer}.
  29494. *
  29495. * @type {('round'|'bevel'|'miter')}
  29496. * @default 'round'
  29497. */
  29498. this.wireframeLinejoin = 'round';
  29499. /**
  29500. * Whether the material is rendered with flat shading or not.
  29501. *
  29502. * @type {boolean}
  29503. * @default false
  29504. */
  29505. this.flatShading = false;
  29506. /**
  29507. * Whether the material is affected by fog or not.
  29508. *
  29509. * @type {boolean}
  29510. * @default true
  29511. */
  29512. this.fog = true;
  29513. this.setValues( parameters );
  29514. }
  29515. copy( source ) {
  29516. super.copy( source );
  29517. this.color.copy( source.color );
  29518. this.map = source.map;
  29519. this.lightMap = source.lightMap;
  29520. this.lightMapIntensity = source.lightMapIntensity;
  29521. this.aoMap = source.aoMap;
  29522. this.aoMapIntensity = source.aoMapIntensity;
  29523. this.emissive.copy( source.emissive );
  29524. this.emissiveMap = source.emissiveMap;
  29525. this.emissiveIntensity = source.emissiveIntensity;
  29526. this.bumpMap = source.bumpMap;
  29527. this.bumpScale = source.bumpScale;
  29528. this.normalMap = source.normalMap;
  29529. this.normalMapType = source.normalMapType;
  29530. this.normalScale.copy( source.normalScale );
  29531. this.displacementMap = source.displacementMap;
  29532. this.displacementScale = source.displacementScale;
  29533. this.displacementBias = source.displacementBias;
  29534. this.specularMap = source.specularMap;
  29535. this.alphaMap = source.alphaMap;
  29536. this.envMap = source.envMap;
  29537. this.envMapRotation.copy( source.envMapRotation );
  29538. this.combine = source.combine;
  29539. this.reflectivity = source.reflectivity;
  29540. this.refractionRatio = source.refractionRatio;
  29541. this.wireframe = source.wireframe;
  29542. this.wireframeLinewidth = source.wireframeLinewidth;
  29543. this.wireframeLinecap = source.wireframeLinecap;
  29544. this.wireframeLinejoin = source.wireframeLinejoin;
  29545. this.flatShading = source.flatShading;
  29546. this.fog = source.fog;
  29547. return this;
  29548. }
  29549. }
  29550. /**
  29551. * A material for drawing geometry by depth. Depth is based off of the camera
  29552. * near and far plane. White is nearest, black is farthest.
  29553. *
  29554. * @augments Material
  29555. */
  29556. class MeshDepthMaterial extends Material {
  29557. /**
  29558. * Constructs a new mesh depth material.
  29559. *
  29560. * @param {Object} [parameters] - An object with one or more properties
  29561. * defining the material's appearance. Any property of the material
  29562. * (including any property from inherited materials) can be passed
  29563. * in here. Color values can be passed any type of value accepted
  29564. * by {@link Color#set}.
  29565. */
  29566. constructor( parameters ) {
  29567. super();
  29568. /**
  29569. * This flag can be used for type testing.
  29570. *
  29571. * @type {boolean}
  29572. * @readonly
  29573. * @default true
  29574. */
  29575. this.isMeshDepthMaterial = true;
  29576. this.type = 'MeshDepthMaterial';
  29577. /**
  29578. * Type for depth packing.
  29579. *
  29580. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29581. * @default BasicDepthPacking
  29582. */
  29583. this.depthPacking = BasicDepthPacking;
  29584. /**
  29585. * The color map. May optionally include an alpha channel, typically combined
  29586. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29587. *
  29588. * @type {?Texture}
  29589. * @default null
  29590. */
  29591. this.map = null;
  29592. /**
  29593. * The alpha map is a grayscale texture that controls the opacity across the
  29594. * surface (black: fully transparent; white: fully opaque).
  29595. *
  29596. * Only the color of the texture is used, ignoring the alpha channel if one
  29597. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29598. * when sampling this texture due to the extra bit of precision provided for
  29599. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29600. * luminance/alpha textures will also still work as expected.
  29601. *
  29602. * @type {?Texture}
  29603. * @default null
  29604. */
  29605. this.alphaMap = null;
  29606. /**
  29607. * The displacement map affects the position of the mesh's vertices. Unlike
  29608. * other maps which only affect the light and shade of the material the
  29609. * displaced vertices can cast shadows, block other objects, and otherwise
  29610. * act as real geometry. The displacement texture is an image where the value
  29611. * of each pixel (white being the highest) is mapped against, and
  29612. * repositions, the vertices of the mesh.
  29613. *
  29614. * @type {?Texture}
  29615. * @default null
  29616. */
  29617. this.displacementMap = null;
  29618. /**
  29619. * How much the displacement map affects the mesh (where black is no
  29620. * displacement, and white is maximum displacement). Without a displacement
  29621. * map set, this value is not applied.
  29622. *
  29623. * @type {number}
  29624. * @default 0
  29625. */
  29626. this.displacementScale = 1;
  29627. /**
  29628. * The offset of the displacement map's values on the mesh's vertices.
  29629. * The bias is added to the scaled sample of the displacement map.
  29630. * Without a displacement map set, this value is not applied.
  29631. *
  29632. * @type {number}
  29633. * @default 0
  29634. */
  29635. this.displacementBias = 0;
  29636. /**
  29637. * Renders the geometry as a wireframe.
  29638. *
  29639. * @type {boolean}
  29640. * @default false
  29641. */
  29642. this.wireframe = false;
  29643. /**
  29644. * Controls the thickness of the wireframe.
  29645. *
  29646. * WebGL and WebGPU ignore this property and always render
  29647. * 1 pixel wide lines.
  29648. *
  29649. * @type {number}
  29650. * @default 1
  29651. */
  29652. this.wireframeLinewidth = 1;
  29653. this.setValues( parameters );
  29654. }
  29655. copy( source ) {
  29656. super.copy( source );
  29657. this.depthPacking = source.depthPacking;
  29658. this.map = source.map;
  29659. this.alphaMap = source.alphaMap;
  29660. this.displacementMap = source.displacementMap;
  29661. this.displacementScale = source.displacementScale;
  29662. this.displacementBias = source.displacementBias;
  29663. this.wireframe = source.wireframe;
  29664. this.wireframeLinewidth = source.wireframeLinewidth;
  29665. return this;
  29666. }
  29667. }
  29668. /**
  29669. * A material used internally for implementing shadow mapping with
  29670. * point lights.
  29671. *
  29672. * Can also be used to customize the shadow casting of an object by assigning
  29673. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29674. * The following examples demonstrates this approach in order to ensure
  29675. * transparent parts of objects do not cast shadows.
  29676. *
  29677. * @augments Material
  29678. */
  29679. class MeshDistanceMaterial extends Material {
  29680. /**
  29681. * Constructs a new mesh distance material.
  29682. *
  29683. * @param {Object} [parameters] - An object with one or more properties
  29684. * defining the material's appearance. Any property of the material
  29685. * (including any property from inherited materials) can be passed
  29686. * in here. Color values can be passed any type of value accepted
  29687. * by {@link Color#set}.
  29688. */
  29689. constructor( parameters ) {
  29690. super();
  29691. /**
  29692. * This flag can be used for type testing.
  29693. *
  29694. * @type {boolean}
  29695. * @readonly
  29696. * @default true
  29697. */
  29698. this.isMeshDistanceMaterial = true;
  29699. this.type = 'MeshDistanceMaterial';
  29700. /**
  29701. * The color map. May optionally include an alpha channel, typically combined
  29702. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29703. *
  29704. * @type {?Texture}
  29705. * @default null
  29706. */
  29707. this.map = null;
  29708. /**
  29709. * The alpha map is a grayscale texture that controls the opacity across the
  29710. * surface (black: fully transparent; white: fully opaque).
  29711. *
  29712. * Only the color of the texture is used, ignoring the alpha channel if one
  29713. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29714. * when sampling this texture due to the extra bit of precision provided for
  29715. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29716. * luminance/alpha textures will also still work as expected.
  29717. *
  29718. * @type {?Texture}
  29719. * @default null
  29720. */
  29721. this.alphaMap = null;
  29722. /**
  29723. * The displacement map affects the position of the mesh's vertices. Unlike
  29724. * other maps which only affect the light and shade of the material the
  29725. * displaced vertices can cast shadows, block other objects, and otherwise
  29726. * act as real geometry. The displacement texture is an image where the value
  29727. * of each pixel (white being the highest) is mapped against, and
  29728. * repositions, the vertices of the mesh.
  29729. *
  29730. * @type {?Texture}
  29731. * @default null
  29732. */
  29733. this.displacementMap = null;
  29734. /**
  29735. * How much the displacement map affects the mesh (where black is no
  29736. * displacement, and white is maximum displacement). Without a displacement
  29737. * map set, this value is not applied.
  29738. *
  29739. * @type {number}
  29740. * @default 0
  29741. */
  29742. this.displacementScale = 1;
  29743. /**
  29744. * The offset of the displacement map's values on the mesh's vertices.
  29745. * The bias is added to the scaled sample of the displacement map.
  29746. * Without a displacement map set, this value is not applied.
  29747. *
  29748. * @type {number}
  29749. * @default 0
  29750. */
  29751. this.displacementBias = 0;
  29752. this.setValues( parameters );
  29753. }
  29754. copy( source ) {
  29755. super.copy( source );
  29756. this.map = source.map;
  29757. this.alphaMap = source.alphaMap;
  29758. this.displacementMap = source.displacementMap;
  29759. this.displacementScale = source.displacementScale;
  29760. this.displacementBias = source.displacementBias;
  29761. return this;
  29762. }
  29763. }
  29764. /**
  29765. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29766. * material color and shading.
  29767. *
  29768. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29769. * baked lighting. It will cast a shadow onto an object that receives shadows
  29770. * (and shadow clipping works), but it will not self-shadow or receive
  29771. * shadows.
  29772. *
  29773. * @augments Material
  29774. */
  29775. class MeshMatcapMaterial extends Material {
  29776. /**
  29777. * Constructs a new mesh matcap material.
  29778. *
  29779. * @param {Object} [parameters] - An object with one or more properties
  29780. * defining the material's appearance. Any property of the material
  29781. * (including any property from inherited materials) can be passed
  29782. * in here. Color values can be passed any type of value accepted
  29783. * by {@link Color#set}.
  29784. */
  29785. constructor( parameters ) {
  29786. super();
  29787. /**
  29788. * This flag can be used for type testing.
  29789. *
  29790. * @type {boolean}
  29791. * @readonly
  29792. * @default true
  29793. */
  29794. this.isMeshMatcapMaterial = true;
  29795. this.defines = { 'MATCAP': '' };
  29796. this.type = 'MeshMatcapMaterial';
  29797. /**
  29798. * Color of the material.
  29799. *
  29800. * @type {Color}
  29801. * @default (1,1,1)
  29802. */
  29803. this.color = new Color( 0xffffff ); // diffuse
  29804. /**
  29805. * The matcap map.
  29806. *
  29807. * @type {?Texture}
  29808. * @default null
  29809. */
  29810. this.matcap = null;
  29811. /**
  29812. * The color map. May optionally include an alpha channel, typically combined
  29813. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29814. * color is modulated by the diffuse `color`.
  29815. *
  29816. * @type {?Texture}
  29817. * @default null
  29818. */
  29819. this.map = null;
  29820. /**
  29821. * The texture to create a bump map. The black and white values map to the
  29822. * perceived depth in relation to the lights. Bump doesn't actually affect
  29823. * the geometry of the object, only the lighting. If a normal map is defined
  29824. * this will be ignored.
  29825. *
  29826. * @type {?Texture}
  29827. * @default null
  29828. */
  29829. this.bumpMap = null;
  29830. /**
  29831. * How much the bump map affects the material. Typical range is `[0,1]`.
  29832. *
  29833. * @type {number}
  29834. * @default 1
  29835. */
  29836. this.bumpScale = 1;
  29837. /**
  29838. * The texture to create a normal map. The RGB values affect the surface
  29839. * normal for each pixel fragment and change the way the color is lit. Normal
  29840. * maps do not change the actual shape of the surface, only the lighting. In
  29841. * case the material has a normal map authored using the left handed
  29842. * convention, the `y` component of `normalScale` should be negated to compensate
  29843. * for the different handedness.
  29844. *
  29845. * @type {?Texture}
  29846. * @default null
  29847. */
  29848. this.normalMap = null;
  29849. /**
  29850. * The type of normal map.
  29851. *
  29852. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29853. * @default TangentSpaceNormalMap
  29854. */
  29855. this.normalMapType = TangentSpaceNormalMap;
  29856. /**
  29857. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29858. *
  29859. * @type {Vector2}
  29860. * @default (1,1)
  29861. */
  29862. this.normalScale = new Vector2( 1, 1 );
  29863. /**
  29864. * The displacement map affects the position of the mesh's vertices. Unlike
  29865. * other maps which only affect the light and shade of the material the
  29866. * displaced vertices can cast shadows, block other objects, and otherwise
  29867. * act as real geometry. The displacement texture is an image where the value
  29868. * of each pixel (white being the highest) is mapped against, and
  29869. * repositions, the vertices of the mesh.
  29870. *
  29871. * @type {?Texture}
  29872. * @default null
  29873. */
  29874. this.displacementMap = null;
  29875. /**
  29876. * How much the displacement map affects the mesh (where black is no
  29877. * displacement, and white is maximum displacement). Without a displacement
  29878. * map set, this value is not applied.
  29879. *
  29880. * @type {number}
  29881. * @default 0
  29882. */
  29883. this.displacementScale = 1;
  29884. /**
  29885. * The offset of the displacement map's values on the mesh's vertices.
  29886. * The bias is added to the scaled sample of the displacement map.
  29887. * Without a displacement map set, this value is not applied.
  29888. *
  29889. * @type {number}
  29890. * @default 0
  29891. */
  29892. this.displacementBias = 0;
  29893. /**
  29894. * The alpha map is a grayscale texture that controls the opacity across the
  29895. * surface (black: fully transparent; white: fully opaque).
  29896. *
  29897. * Only the color of the texture is used, ignoring the alpha channel if one
  29898. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29899. * when sampling this texture due to the extra bit of precision provided for
  29900. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29901. * luminance/alpha textures will also still work as expected.
  29902. *
  29903. * @type {?Texture}
  29904. * @default null
  29905. */
  29906. this.alphaMap = null;
  29907. /**
  29908. * Renders the geometry as a wireframe.
  29909. *
  29910. * @type {boolean}
  29911. * @default false
  29912. */
  29913. this.wireframe = false;
  29914. /**
  29915. * Controls the thickness of the wireframe.
  29916. *
  29917. * Can only be used with {@link SVGRenderer}.
  29918. *
  29919. * @type {number}
  29920. * @default 1
  29921. */
  29922. this.wireframeLinewidth = 1;
  29923. /**
  29924. * Whether the material is rendered with flat shading or not.
  29925. *
  29926. * @type {boolean}
  29927. * @default false
  29928. */
  29929. this.flatShading = false;
  29930. /**
  29931. * Whether the material is affected by fog or not.
  29932. *
  29933. * @type {boolean}
  29934. * @default true
  29935. */
  29936. this.fog = true;
  29937. this.setValues( parameters );
  29938. }
  29939. copy( source ) {
  29940. super.copy( source );
  29941. this.defines = { 'MATCAP': '' };
  29942. this.color.copy( source.color );
  29943. this.matcap = source.matcap;
  29944. this.map = source.map;
  29945. this.bumpMap = source.bumpMap;
  29946. this.bumpScale = source.bumpScale;
  29947. this.normalMap = source.normalMap;
  29948. this.normalMapType = source.normalMapType;
  29949. this.normalScale.copy( source.normalScale );
  29950. this.displacementMap = source.displacementMap;
  29951. this.displacementScale = source.displacementScale;
  29952. this.displacementBias = source.displacementBias;
  29953. this.alphaMap = source.alphaMap;
  29954. this.wireframe = source.wireframe;
  29955. this.wireframeLinewidth = source.wireframeLinewidth;
  29956. this.flatShading = source.flatShading;
  29957. this.fog = source.fog;
  29958. return this;
  29959. }
  29960. }
  29961. /**
  29962. * A material for rendering line primitives.
  29963. *
  29964. * Materials define the appearance of renderable 3D objects.
  29965. *
  29966. * ```js
  29967. * const material = new THREE.LineDashedMaterial( {
  29968. * color: 0xffffff,
  29969. * scale: 1,
  29970. * dashSize: 3,
  29971. * gapSize: 1,
  29972. * } );
  29973. * ```
  29974. *
  29975. * @augments LineBasicMaterial
  29976. */
  29977. class LineDashedMaterial extends LineBasicMaterial {
  29978. /**
  29979. * Constructs a new line dashed material.
  29980. *
  29981. * @param {Object} [parameters] - An object with one or more properties
  29982. * defining the material's appearance. Any property of the material
  29983. * (including any property from inherited materials) can be passed
  29984. * in here. Color values can be passed any type of value accepted
  29985. * by {@link Color#set}.
  29986. */
  29987. constructor( parameters ) {
  29988. super();
  29989. /**
  29990. * This flag can be used for type testing.
  29991. *
  29992. * @type {boolean}
  29993. * @readonly
  29994. * @default true
  29995. */
  29996. this.isLineDashedMaterial = true;
  29997. this.type = 'LineDashedMaterial';
  29998. /**
  29999. * The scale of the dashed part of a line.
  30000. *
  30001. * @type {number}
  30002. * @default 1
  30003. */
  30004. this.scale = 1;
  30005. /**
  30006. * The size of the dash. This is both the gap with the stroke.
  30007. *
  30008. * @type {number}
  30009. * @default 3
  30010. */
  30011. this.dashSize = 3;
  30012. /**
  30013. * The size of the gap.
  30014. *
  30015. * @type {number}
  30016. * @default 1
  30017. */
  30018. this.gapSize = 1;
  30019. this.setValues( parameters );
  30020. }
  30021. copy( source ) {
  30022. super.copy( source );
  30023. this.scale = source.scale;
  30024. this.dashSize = source.dashSize;
  30025. this.gapSize = source.gapSize;
  30026. return this;
  30027. }
  30028. }
  30029. /**
  30030. * Converts an array to a specific type.
  30031. *
  30032. * @param {TypedArray|Array} array - The array to convert.
  30033. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  30034. * @return {TypedArray} The converted array.
  30035. */
  30036. function convertArray( array, type ) {
  30037. if ( ! array || array.constructor === type ) return array;
  30038. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  30039. return new type( array ); // create typed array
  30040. }
  30041. return Array.prototype.slice.call( array ); // create Array
  30042. }
  30043. /**
  30044. * Returns `true` if the given object is a typed array.
  30045. *
  30046. * @param {any} object - The object to check.
  30047. * @return {boolean} Whether the given object is a typed array.
  30048. */
  30049. function isTypedArray( object ) {
  30050. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  30051. }
  30052. /**
  30053. * Returns an array by which times and values can be sorted.
  30054. *
  30055. * @param {Array<number>} times - The keyframe time values.
  30056. * @return {Array<number>} The array.
  30057. */
  30058. function getKeyframeOrder( times ) {
  30059. function compareTime( i, j ) {
  30060. return times[ i ] - times[ j ];
  30061. }
  30062. const n = times.length;
  30063. const result = new Array( n );
  30064. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  30065. result.sort( compareTime );
  30066. return result;
  30067. }
  30068. /**
  30069. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30070. *
  30071. * @param {Array<number>} values - The values to sort.
  30072. * @param {number} stride - The stride.
  30073. * @param {Array<number>} order - The sort order.
  30074. * @return {Array<number>} The sorted values.
  30075. */
  30076. function sortedArray( values, stride, order ) {
  30077. const nValues = values.length;
  30078. const result = new values.constructor( nValues );
  30079. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  30080. const srcOffset = order[ i ] * stride;
  30081. for ( let j = 0; j !== stride; ++ j ) {
  30082. result[ dstOffset ++ ] = values[ srcOffset + j ];
  30083. }
  30084. }
  30085. return result;
  30086. }
  30087. /**
  30088. * Used for parsing AOS keyframe formats.
  30089. *
  30090. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30091. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  30092. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  30093. * @param {string} valuePropertyName - The name of the property to use.
  30094. */
  30095. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30096. let i = 1, key = jsonKeys[ 0 ];
  30097. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  30098. key = jsonKeys[ i ++ ];
  30099. }
  30100. if ( key === undefined ) return; // no data
  30101. let value = key[ valuePropertyName ];
  30102. if ( value === undefined ) return; // no data
  30103. if ( Array.isArray( value ) ) {
  30104. do {
  30105. value = key[ valuePropertyName ];
  30106. if ( value !== undefined ) {
  30107. times.push( key.time );
  30108. values.push( ...value ); // push all elements
  30109. }
  30110. key = jsonKeys[ i ++ ];
  30111. } while ( key !== undefined );
  30112. } else if ( value.toArray !== undefined ) {
  30113. // ...assume THREE.Math-ish
  30114. do {
  30115. value = key[ valuePropertyName ];
  30116. if ( value !== undefined ) {
  30117. times.push( key.time );
  30118. value.toArray( values, values.length );
  30119. }
  30120. key = jsonKeys[ i ++ ];
  30121. } while ( key !== undefined );
  30122. } else {
  30123. // otherwise push as-is
  30124. do {
  30125. value = key[ valuePropertyName ];
  30126. if ( value !== undefined ) {
  30127. times.push( key.time );
  30128. values.push( value );
  30129. }
  30130. key = jsonKeys[ i ++ ];
  30131. } while ( key !== undefined );
  30132. }
  30133. }
  30134. /**
  30135. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30136. *
  30137. * @param {AnimationClip} sourceClip - The values to sort.
  30138. * @param {string} name - The name of the clip.
  30139. * @param {number} startFrame - The start frame.
  30140. * @param {number} endFrame - The end frame.
  30141. * @param {number} [fps=30] - The FPS.
  30142. * @return {AnimationClip} The new sub clip.
  30143. */
  30144. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30145. const clip = sourceClip.clone();
  30146. clip.name = name;
  30147. const tracks = [];
  30148. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30149. const track = clip.tracks[ i ];
  30150. const valueSize = track.getValueSize();
  30151. const times = [];
  30152. const values = [];
  30153. for ( let j = 0; j < track.times.length; ++ j ) {
  30154. const frame = track.times[ j ] * fps;
  30155. if ( frame < startFrame || frame >= endFrame ) continue;
  30156. times.push( track.times[ j ] );
  30157. for ( let k = 0; k < valueSize; ++ k ) {
  30158. values.push( track.values[ j * valueSize + k ] );
  30159. }
  30160. }
  30161. if ( times.length === 0 ) continue;
  30162. track.times = convertArray( times, track.times.constructor );
  30163. track.values = convertArray( values, track.values.constructor );
  30164. tracks.push( track );
  30165. }
  30166. clip.tracks = tracks;
  30167. // find minimum .times value across all tracks in the trimmed clip
  30168. let minStartTime = Infinity;
  30169. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30170. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  30171. minStartTime = clip.tracks[ i ].times[ 0 ];
  30172. }
  30173. }
  30174. // shift all tracks such that clip begins at t=0
  30175. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  30176. clip.tracks[ i ].shift( -1 * minStartTime );
  30177. }
  30178. clip.resetDuration();
  30179. return clip;
  30180. }
  30181. /**
  30182. * Converts the keyframes of the given animation clip to an additive format.
  30183. *
  30184. * @param {AnimationClip} targetClip - The clip to make additive.
  30185. * @param {number} [referenceFrame=0] - The reference frame.
  30186. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30187. * @param {number} [fps=30] - The FPS.
  30188. * @return {AnimationClip} The updated clip which is now additive.
  30189. */
  30190. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30191. if ( fps <= 0 ) fps = 30;
  30192. const numTracks = referenceClip.tracks.length;
  30193. const referenceTime = referenceFrame / fps;
  30194. // Make each track's values relative to the values at the reference frame
  30195. for ( let i = 0; i < numTracks; ++ i ) {
  30196. const referenceTrack = referenceClip.tracks[ i ];
  30197. const referenceTrackType = referenceTrack.ValueTypeName;
  30198. // Skip this track if it's non-numeric
  30199. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  30200. // Find the track in the target clip whose name and type matches the reference track
  30201. const targetTrack = targetClip.tracks.find( function ( track ) {
  30202. return track.name === referenceTrack.name
  30203. && track.ValueTypeName === referenceTrackType;
  30204. } );
  30205. if ( targetTrack === undefined ) continue;
  30206. let referenceOffset = 0;
  30207. const referenceValueSize = referenceTrack.getValueSize();
  30208. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30209. referenceOffset = referenceValueSize / 3;
  30210. }
  30211. let targetOffset = 0;
  30212. const targetValueSize = targetTrack.getValueSize();
  30213. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  30214. targetOffset = targetValueSize / 3;
  30215. }
  30216. const lastIndex = referenceTrack.times.length - 1;
  30217. let referenceValue;
  30218. // Find the value to subtract out of the track
  30219. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  30220. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  30221. const startIndex = referenceOffset;
  30222. const endIndex = referenceValueSize - referenceOffset;
  30223. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30224. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30225. // Reference frame is after the last keyframe, so just use the last keyframe
  30226. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30227. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30228. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30229. } else {
  30230. // Interpolate to the reference value
  30231. const interpolant = referenceTrack.createInterpolant();
  30232. const startIndex = referenceOffset;
  30233. const endIndex = referenceValueSize - referenceOffset;
  30234. interpolant.evaluate( referenceTime );
  30235. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30236. }
  30237. // Conjugate the quaternion
  30238. if ( referenceTrackType === 'quaternion' ) {
  30239. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30240. referenceQuat.toArray( referenceValue );
  30241. }
  30242. // Subtract the reference value from all of the track values
  30243. const numTimes = targetTrack.times.length;
  30244. for ( let j = 0; j < numTimes; ++ j ) {
  30245. const valueStart = j * targetValueSize + targetOffset;
  30246. if ( referenceTrackType === 'quaternion' ) {
  30247. // Multiply the conjugate for quaternion track types
  30248. Quaternion.multiplyQuaternionsFlat(
  30249. targetTrack.values,
  30250. valueStart,
  30251. referenceValue,
  30252. 0,
  30253. targetTrack.values,
  30254. valueStart
  30255. );
  30256. } else {
  30257. const valueEnd = targetValueSize - targetOffset * 2;
  30258. // Subtract each value for all other numeric track types
  30259. for ( let k = 0; k < valueEnd; ++ k ) {
  30260. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30261. }
  30262. }
  30263. }
  30264. }
  30265. targetClip.blendMode = AdditiveAnimationBlendMode;
  30266. return targetClip;
  30267. }
  30268. /**
  30269. * A class with various methods to assist with animations.
  30270. *
  30271. * @hideconstructor
  30272. */
  30273. class AnimationUtils {
  30274. /**
  30275. * Converts an array to a specific type
  30276. *
  30277. * @static
  30278. * @param {TypedArray|Array} array - The array to convert.
  30279. * @param {TypedArray.constructor} type - The constructor of a type array.
  30280. * @return {TypedArray} The converted array
  30281. */
  30282. static convertArray( array, type ) {
  30283. return convertArray( array, type );
  30284. }
  30285. /**
  30286. * Returns `true` if the given object is a typed array.
  30287. *
  30288. * @static
  30289. * @param {any} object - The object to check.
  30290. * @return {boolean} Whether the given object is a typed array.
  30291. */
  30292. static isTypedArray( object ) {
  30293. return isTypedArray( object );
  30294. }
  30295. /**
  30296. * Returns an array by which times and values can be sorted.
  30297. *
  30298. * @static
  30299. * @param {Array<number>} times - The keyframe time values.
  30300. * @return {Array<number>} The array.
  30301. */
  30302. static getKeyframeOrder( times ) {
  30303. return getKeyframeOrder( times );
  30304. }
  30305. /**
  30306. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30307. *
  30308. * @static
  30309. * @param {Array<number>} values - The values to sort.
  30310. * @param {number} stride - The stride.
  30311. * @param {Array<number>} order - The sort order.
  30312. * @return {Array<number>} The sorted values.
  30313. */
  30314. static sortedArray( values, stride, order ) {
  30315. return sortedArray( values, stride, order );
  30316. }
  30317. /**
  30318. * Used for parsing AOS keyframe formats.
  30319. *
  30320. * @static
  30321. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30322. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30323. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30324. * @param {string} valuePropertyName - The name of the property to use.
  30325. */
  30326. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30327. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30328. }
  30329. /**
  30330. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30331. *
  30332. * @static
  30333. * @param {AnimationClip} sourceClip - The values to sort.
  30334. * @param {string} name - The name of the clip.
  30335. * @param {number} startFrame - The start frame.
  30336. * @param {number} endFrame - The end frame.
  30337. * @param {number} [fps=30] - The FPS.
  30338. * @return {AnimationClip} The new sub clip.
  30339. */
  30340. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30341. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30342. }
  30343. /**
  30344. * Converts the keyframes of the given animation clip to an additive format.
  30345. *
  30346. * @static
  30347. * @param {AnimationClip} targetClip - The clip to make additive.
  30348. * @param {number} [referenceFrame=0] - The reference frame.
  30349. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30350. * @param {number} [fps=30] - The FPS.
  30351. * @return {AnimationClip} The updated clip which is now additive.
  30352. */
  30353. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30354. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30355. }
  30356. }
  30357. /**
  30358. * Abstract base class of interpolants over parametric samples.
  30359. *
  30360. * The parameter domain is one dimensional, typically the time or a path
  30361. * along a curve defined by the data.
  30362. *
  30363. * The sample values can have any dimensionality and derived classes may
  30364. * apply special interpretations to the data.
  30365. *
  30366. * This class provides the interval seek in a Template Method, deferring
  30367. * the actual interpolation to derived classes.
  30368. *
  30369. * Time complexity is O(1) for linear access crossing at most two points
  30370. * and O(log N) for random access, where N is the number of positions.
  30371. *
  30372. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30373. *
  30374. * @abstract
  30375. */
  30376. class Interpolant {
  30377. /**
  30378. * Constructs a new interpolant.
  30379. *
  30380. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30381. * @param {TypedArray} sampleValues - The sample values.
  30382. * @param {number} sampleSize - The sample size
  30383. * @param {TypedArray} [resultBuffer] - The result buffer.
  30384. */
  30385. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30386. /**
  30387. * The parameter positions.
  30388. *
  30389. * @type {TypedArray}
  30390. */
  30391. this.parameterPositions = parameterPositions;
  30392. /**
  30393. * A cache index.
  30394. *
  30395. * @private
  30396. * @type {number}
  30397. * @default 0
  30398. */
  30399. this._cachedIndex = 0;
  30400. /**
  30401. * The result buffer.
  30402. *
  30403. * @type {TypedArray}
  30404. */
  30405. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30406. /**
  30407. * The sample values.
  30408. *
  30409. * @type {TypedArray}
  30410. */
  30411. this.sampleValues = sampleValues;
  30412. /**
  30413. * The value size.
  30414. *
  30415. * @type {TypedArray}
  30416. */
  30417. this.valueSize = sampleSize;
  30418. /**
  30419. * The interpolation settings.
  30420. *
  30421. * @type {?Object}
  30422. * @default null
  30423. */
  30424. this.settings = null;
  30425. /**
  30426. * The default settings object.
  30427. *
  30428. * @type {Object}
  30429. */
  30430. this.DefaultSettings_ = {};
  30431. }
  30432. /**
  30433. * Evaluate the interpolant at position `t`.
  30434. *
  30435. * @param {number} t - The interpolation factor.
  30436. * @return {TypedArray} The result buffer.
  30437. */
  30438. evaluate( t ) {
  30439. const pp = this.parameterPositions;
  30440. let i1 = this._cachedIndex,
  30441. t1 = pp[ i1 ],
  30442. t0 = pp[ i1 - 1 ];
  30443. validate_interval: {
  30444. seek: {
  30445. let right;
  30446. linear_scan: {
  30447. //- See http://jsperf.com/comparison-to-undefined/3
  30448. //- slower code:
  30449. //-
  30450. //- if ( t >= t1 || t1 === undefined ) {
  30451. forward_scan: if ( ! ( t < t1 ) ) {
  30452. for ( let giveUpAt = i1 + 2; ; ) {
  30453. if ( t1 === undefined ) {
  30454. if ( t < t0 ) break forward_scan;
  30455. // after end
  30456. i1 = pp.length;
  30457. this._cachedIndex = i1;
  30458. return this.copySampleValue_( i1 - 1 );
  30459. }
  30460. if ( i1 === giveUpAt ) break; // this loop
  30461. t0 = t1;
  30462. t1 = pp[ ++ i1 ];
  30463. if ( t < t1 ) {
  30464. // we have arrived at the sought interval
  30465. break seek;
  30466. }
  30467. }
  30468. // prepare binary search on the right side of the index
  30469. right = pp.length;
  30470. break linear_scan;
  30471. }
  30472. //- slower code:
  30473. //- if ( t < t0 || t0 === undefined ) {
  30474. if ( ! ( t >= t0 ) ) {
  30475. // looping?
  30476. const t1global = pp[ 1 ];
  30477. if ( t < t1global ) {
  30478. i1 = 2; // + 1, using the scan for the details
  30479. t0 = t1global;
  30480. }
  30481. // linear reverse scan
  30482. for ( let giveUpAt = i1 - 2; ; ) {
  30483. if ( t0 === undefined ) {
  30484. // before start
  30485. this._cachedIndex = 0;
  30486. return this.copySampleValue_( 0 );
  30487. }
  30488. if ( i1 === giveUpAt ) break; // this loop
  30489. t1 = t0;
  30490. t0 = pp[ -- i1 - 1 ];
  30491. if ( t >= t0 ) {
  30492. // we have arrived at the sought interval
  30493. break seek;
  30494. }
  30495. }
  30496. // prepare binary search on the left side of the index
  30497. right = i1;
  30498. i1 = 0;
  30499. break linear_scan;
  30500. }
  30501. // the interval is valid
  30502. break validate_interval;
  30503. } // linear scan
  30504. // binary search
  30505. while ( i1 < right ) {
  30506. const mid = ( i1 + right ) >>> 1;
  30507. if ( t < pp[ mid ] ) {
  30508. right = mid;
  30509. } else {
  30510. i1 = mid + 1;
  30511. }
  30512. }
  30513. t1 = pp[ i1 ];
  30514. t0 = pp[ i1 - 1 ];
  30515. // check boundary cases, again
  30516. if ( t0 === undefined ) {
  30517. this._cachedIndex = 0;
  30518. return this.copySampleValue_( 0 );
  30519. }
  30520. if ( t1 === undefined ) {
  30521. i1 = pp.length;
  30522. this._cachedIndex = i1;
  30523. return this.copySampleValue_( i1 - 1 );
  30524. }
  30525. } // seek
  30526. this._cachedIndex = i1;
  30527. this.intervalChanged_( i1, t0, t1 );
  30528. } // validate_interval
  30529. return this.interpolate_( i1, t0, t, t1 );
  30530. }
  30531. /**
  30532. * Returns the interpolation settings.
  30533. *
  30534. * @return {Object} The interpolation settings.
  30535. */
  30536. getSettings_() {
  30537. return this.settings || this.DefaultSettings_;
  30538. }
  30539. /**
  30540. * Copies a sample value to the result buffer.
  30541. *
  30542. * @param {number} index - An index into the sample value buffer.
  30543. * @return {TypedArray} The result buffer.
  30544. */
  30545. copySampleValue_( index ) {
  30546. // copies a sample value to the result buffer
  30547. const result = this.resultBuffer,
  30548. values = this.sampleValues,
  30549. stride = this.valueSize,
  30550. offset = index * stride;
  30551. for ( let i = 0; i !== stride; ++ i ) {
  30552. result[ i ] = values[ offset + i ];
  30553. }
  30554. return result;
  30555. }
  30556. /**
  30557. * Copies a sample value to the result buffer.
  30558. *
  30559. * @abstract
  30560. * @param {number} i1 - An index into the sample value buffer.
  30561. * @param {number} t0 - The previous interpolation factor.
  30562. * @param {number} t - The current interpolation factor.
  30563. * @param {number} t1 - The next interpolation factor.
  30564. * @return {TypedArray} The result buffer.
  30565. */
  30566. interpolate_( /* i1, t0, t, t1 */ ) {
  30567. throw new Error( 'call to abstract method' );
  30568. // implementations shall return this.resultBuffer
  30569. }
  30570. /**
  30571. * Optional method that is executed when the interval has changed.
  30572. *
  30573. * @param {number} i1 - An index into the sample value buffer.
  30574. * @param {number} t0 - The previous interpolation factor.
  30575. * @param {number} t - The current interpolation factor.
  30576. */
  30577. intervalChanged_( /* i1, t0, t1 */ ) {
  30578. // empty
  30579. }
  30580. }
  30581. /**
  30582. * Fast and simple cubic spline interpolant.
  30583. *
  30584. * It was derived from a Hermitian construction setting the first derivative
  30585. * at each sample position to the linear slope between neighboring positions
  30586. * over their parameter interval.
  30587. *
  30588. * @augments Interpolant
  30589. */
  30590. class CubicInterpolant extends Interpolant {
  30591. /**
  30592. * Constructs a new cubic interpolant.
  30593. *
  30594. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30595. * @param {TypedArray} sampleValues - The sample values.
  30596. * @param {number} sampleSize - The sample size
  30597. * @param {TypedArray} [resultBuffer] - The result buffer.
  30598. */
  30599. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30600. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30601. this._weightPrev = -0;
  30602. this._offsetPrev = -0;
  30603. this._weightNext = -0;
  30604. this._offsetNext = -0;
  30605. this.DefaultSettings_ = {
  30606. endingStart: ZeroCurvatureEnding,
  30607. endingEnd: ZeroCurvatureEnding
  30608. };
  30609. }
  30610. intervalChanged_( i1, t0, t1 ) {
  30611. const pp = this.parameterPositions;
  30612. let iPrev = i1 - 2,
  30613. iNext = i1 + 1,
  30614. tPrev = pp[ iPrev ],
  30615. tNext = pp[ iNext ];
  30616. if ( tPrev === undefined ) {
  30617. switch ( this.getSettings_().endingStart ) {
  30618. case ZeroSlopeEnding:
  30619. // f'(t0) = 0
  30620. iPrev = i1;
  30621. tPrev = 2 * t0 - t1;
  30622. break;
  30623. case WrapAroundEnding:
  30624. // use the other end of the curve
  30625. iPrev = pp.length - 2;
  30626. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30627. break;
  30628. default: // ZeroCurvatureEnding
  30629. // f''(t0) = 0 a.k.a. Natural Spline
  30630. iPrev = i1;
  30631. tPrev = t1;
  30632. }
  30633. }
  30634. if ( tNext === undefined ) {
  30635. switch ( this.getSettings_().endingEnd ) {
  30636. case ZeroSlopeEnding:
  30637. // f'(tN) = 0
  30638. iNext = i1;
  30639. tNext = 2 * t1 - t0;
  30640. break;
  30641. case WrapAroundEnding:
  30642. // use the other end of the curve
  30643. iNext = 1;
  30644. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30645. break;
  30646. default: // ZeroCurvatureEnding
  30647. // f''(tN) = 0, a.k.a. Natural Spline
  30648. iNext = i1 - 1;
  30649. tNext = t0;
  30650. }
  30651. }
  30652. const halfDt = ( t1 - t0 ) * 0.5,
  30653. stride = this.valueSize;
  30654. this._weightPrev = halfDt / ( t0 - tPrev );
  30655. this._weightNext = halfDt / ( tNext - t1 );
  30656. this._offsetPrev = iPrev * stride;
  30657. this._offsetNext = iNext * stride;
  30658. }
  30659. interpolate_( i1, t0, t, t1 ) {
  30660. const result = this.resultBuffer,
  30661. values = this.sampleValues,
  30662. stride = this.valueSize,
  30663. o1 = i1 * stride, o0 = o1 - stride,
  30664. oP = this._offsetPrev, oN = this._offsetNext,
  30665. wP = this._weightPrev, wN = this._weightNext,
  30666. p = ( t - t0 ) / ( t1 - t0 ),
  30667. pp = p * p,
  30668. ppp = pp * p;
  30669. // evaluate polynomials
  30670. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30671. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30672. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30673. const sN = wN * ppp - wN * pp;
  30674. // combine data linearly
  30675. for ( let i = 0; i !== stride; ++ i ) {
  30676. result[ i ] =
  30677. sP * values[ oP + i ] +
  30678. s0 * values[ o0 + i ] +
  30679. s1 * values[ o1 + i ] +
  30680. sN * values[ oN + i ];
  30681. }
  30682. return result;
  30683. }
  30684. }
  30685. /**
  30686. * A basic linear interpolant.
  30687. *
  30688. * @augments Interpolant
  30689. */
  30690. class LinearInterpolant extends Interpolant {
  30691. /**
  30692. * Constructs a new linear interpolant.
  30693. *
  30694. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30695. * @param {TypedArray} sampleValues - The sample values.
  30696. * @param {number} sampleSize - The sample size
  30697. * @param {TypedArray} [resultBuffer] - The result buffer.
  30698. */
  30699. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30700. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30701. }
  30702. interpolate_( i1, t0, t, t1 ) {
  30703. const result = this.resultBuffer,
  30704. values = this.sampleValues,
  30705. stride = this.valueSize,
  30706. offset1 = i1 * stride,
  30707. offset0 = offset1 - stride,
  30708. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30709. weight0 = 1 - weight1;
  30710. for ( let i = 0; i !== stride; ++ i ) {
  30711. result[ i ] =
  30712. values[ offset0 + i ] * weight0 +
  30713. values[ offset1 + i ] * weight1;
  30714. }
  30715. return result;
  30716. }
  30717. }
  30718. /**
  30719. * Interpolant that evaluates to the sample value at the position preceding
  30720. * the parameter.
  30721. *
  30722. * @augments Interpolant
  30723. */
  30724. class DiscreteInterpolant extends Interpolant {
  30725. /**
  30726. * Constructs a new discrete interpolant.
  30727. *
  30728. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30729. * @param {TypedArray} sampleValues - The sample values.
  30730. * @param {number} sampleSize - The sample size
  30731. * @param {TypedArray} [resultBuffer] - The result buffer.
  30732. */
  30733. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30734. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30735. }
  30736. interpolate_( i1 /*, t0, t, t1 */ ) {
  30737. return this.copySampleValue_( i1 - 1 );
  30738. }
  30739. }
  30740. /**
  30741. * Represents s a timed sequence of keyframes, which are composed of lists of
  30742. * times and related values, and which are used to animate a specific property
  30743. * of an object.
  30744. */
  30745. class KeyframeTrack {
  30746. /**
  30747. * Constructs a new keyframe track.
  30748. *
  30749. * @param {string} name - The keyframe track's name.
  30750. * @param {Array<number>} times - A list of keyframe times.
  30751. * @param {Array<number|string|boolean>} values - A list of keyframe values.
  30752. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30753. */
  30754. constructor( name, times, values, interpolation ) {
  30755. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30756. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30757. /**
  30758. * The track's name can refer to morph targets or bones or
  30759. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30760. * for the forms of strings that can be parsed for property binding.
  30761. *
  30762. * @type {string}
  30763. */
  30764. this.name = name;
  30765. /**
  30766. * The keyframe times.
  30767. *
  30768. * @type {Float32Array}
  30769. */
  30770. this.times = convertArray( times, this.TimeBufferType );
  30771. /**
  30772. * The keyframe values.
  30773. *
  30774. * @type {Float32Array}
  30775. */
  30776. this.values = convertArray( values, this.ValueBufferType );
  30777. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30778. }
  30779. /**
  30780. * Converts the keyframe track to JSON.
  30781. *
  30782. * @static
  30783. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30784. * @return {Object} The serialized keyframe track as JSON.
  30785. */
  30786. static toJSON( track ) {
  30787. const trackType = track.constructor;
  30788. let json;
  30789. // derived classes can define a static toJSON method
  30790. if ( trackType.toJSON !== this.toJSON ) {
  30791. json = trackType.toJSON( track );
  30792. } else {
  30793. // by default, we assume the data can be serialized as-is
  30794. json = {
  30795. 'name': track.name,
  30796. 'times': convertArray( track.times, Array ),
  30797. 'values': convertArray( track.values, Array )
  30798. };
  30799. const interpolation = track.getInterpolation();
  30800. if ( interpolation !== track.DefaultInterpolation ) {
  30801. json.interpolation = interpolation;
  30802. }
  30803. }
  30804. json.type = track.ValueTypeName; // mandatory
  30805. return json;
  30806. }
  30807. /**
  30808. * Factory method for creating a new discrete interpolant.
  30809. *
  30810. * @static
  30811. * @param {TypedArray} [result] - The result buffer.
  30812. * @return {DiscreteInterpolant} The new interpolant.
  30813. */
  30814. InterpolantFactoryMethodDiscrete( result ) {
  30815. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30816. }
  30817. /**
  30818. * Factory method for creating a new linear interpolant.
  30819. *
  30820. * @static
  30821. * @param {TypedArray} [result] - The result buffer.
  30822. * @return {LinearInterpolant} The new interpolant.
  30823. */
  30824. InterpolantFactoryMethodLinear( result ) {
  30825. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30826. }
  30827. /**
  30828. * Factory method for creating a new smooth interpolant.
  30829. *
  30830. * @static
  30831. * @param {TypedArray} [result] - The result buffer.
  30832. * @return {CubicInterpolant} The new interpolant.
  30833. */
  30834. InterpolantFactoryMethodSmooth( result ) {
  30835. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30836. }
  30837. /**
  30838. * Defines the interpolation factor method for this keyframe track.
  30839. *
  30840. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30841. * @return {KeyframeTrack} A reference to this keyframe track.
  30842. */
  30843. setInterpolation( interpolation ) {
  30844. let factoryMethod;
  30845. switch ( interpolation ) {
  30846. case InterpolateDiscrete:
  30847. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30848. break;
  30849. case InterpolateLinear:
  30850. factoryMethod = this.InterpolantFactoryMethodLinear;
  30851. break;
  30852. case InterpolateSmooth:
  30853. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30854. break;
  30855. }
  30856. if ( factoryMethod === undefined ) {
  30857. const message = 'unsupported interpolation for ' +
  30858. this.ValueTypeName + ' keyframe track named ' + this.name;
  30859. if ( this.createInterpolant === undefined ) {
  30860. // fall back to default, unless the default itself is messed up
  30861. if ( interpolation !== this.DefaultInterpolation ) {
  30862. this.setInterpolation( this.DefaultInterpolation );
  30863. } else {
  30864. throw new Error( message ); // fatal, in this case
  30865. }
  30866. }
  30867. warn( 'KeyframeTrack:', message );
  30868. return this;
  30869. }
  30870. this.createInterpolant = factoryMethod;
  30871. return this;
  30872. }
  30873. /**
  30874. * Returns the current interpolation type.
  30875. *
  30876. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30877. */
  30878. getInterpolation() {
  30879. switch ( this.createInterpolant ) {
  30880. case this.InterpolantFactoryMethodDiscrete:
  30881. return InterpolateDiscrete;
  30882. case this.InterpolantFactoryMethodLinear:
  30883. return InterpolateLinear;
  30884. case this.InterpolantFactoryMethodSmooth:
  30885. return InterpolateSmooth;
  30886. }
  30887. }
  30888. /**
  30889. * Returns the value size.
  30890. *
  30891. * @return {number} The value size.
  30892. */
  30893. getValueSize() {
  30894. return this.values.length / this.times.length;
  30895. }
  30896. /**
  30897. * Moves all keyframes either forward or backward in time.
  30898. *
  30899. * @param {number} timeOffset - The offset to move the time values.
  30900. * @return {KeyframeTrack} A reference to this keyframe track.
  30901. */
  30902. shift( timeOffset ) {
  30903. if ( timeOffset !== 0.0 ) {
  30904. const times = this.times;
  30905. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30906. times[ i ] += timeOffset;
  30907. }
  30908. }
  30909. return this;
  30910. }
  30911. /**
  30912. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30913. *
  30914. * @param {number} timeScale - The time scale.
  30915. * @return {KeyframeTrack} A reference to this keyframe track.
  30916. */
  30917. scale( timeScale ) {
  30918. if ( timeScale !== 1.0 ) {
  30919. const times = this.times;
  30920. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30921. times[ i ] *= timeScale;
  30922. }
  30923. }
  30924. return this;
  30925. }
  30926. /**
  30927. * Removes keyframes before and after animation without changing any values within the defined time range.
  30928. *
  30929. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30930. * keys this will change their values
  30931. *
  30932. * @param {number} startTime - The start time.
  30933. * @param {number} endTime - The end time.
  30934. * @return {KeyframeTrack} A reference to this keyframe track.
  30935. */
  30936. trim( startTime, endTime ) {
  30937. const times = this.times,
  30938. nKeys = times.length;
  30939. let from = 0,
  30940. to = nKeys - 1;
  30941. while ( from !== nKeys && times[ from ] < startTime ) {
  30942. ++ from;
  30943. }
  30944. while ( to !== -1 && times[ to ] > endTime ) {
  30945. -- to;
  30946. }
  30947. ++ to; // inclusive -> exclusive bound
  30948. if ( from !== 0 || to !== nKeys ) {
  30949. // empty tracks are forbidden, so keep at least one keyframe
  30950. if ( from >= to ) {
  30951. to = Math.max( to, 1 );
  30952. from = to - 1;
  30953. }
  30954. const stride = this.getValueSize();
  30955. this.times = times.slice( from, to );
  30956. this.values = this.values.slice( from * stride, to * stride );
  30957. }
  30958. return this;
  30959. }
  30960. /**
  30961. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30962. * are valid.
  30963. *
  30964. * @return {boolean} Whether the keyframes are valid or not.
  30965. */
  30966. validate() {
  30967. let valid = true;
  30968. const valueSize = this.getValueSize();
  30969. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30970. error( 'KeyframeTrack: Invalid value size in track.', this );
  30971. valid = false;
  30972. }
  30973. const times = this.times,
  30974. values = this.values,
  30975. nKeys = times.length;
  30976. if ( nKeys === 0 ) {
  30977. error( 'KeyframeTrack: Track is empty.', this );
  30978. valid = false;
  30979. }
  30980. let prevTime = null;
  30981. for ( let i = 0; i !== nKeys; i ++ ) {
  30982. const currTime = times[ i ];
  30983. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30984. error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime );
  30985. valid = false;
  30986. break;
  30987. }
  30988. if ( prevTime !== null && prevTime > currTime ) {
  30989. error( 'KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  30990. valid = false;
  30991. break;
  30992. }
  30993. prevTime = currTime;
  30994. }
  30995. if ( values !== undefined ) {
  30996. if ( isTypedArray( values ) ) {
  30997. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  30998. const value = values[ i ];
  30999. if ( isNaN( value ) ) {
  31000. error( 'KeyframeTrack: Value is not a valid number.', this, i, value );
  31001. valid = false;
  31002. break;
  31003. }
  31004. }
  31005. }
  31006. }
  31007. return valid;
  31008. }
  31009. /**
  31010. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  31011. * common in morph target sequences).
  31012. *
  31013. * @return {AnimationClip} A reference to this animation clip.
  31014. */
  31015. optimize() {
  31016. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  31017. // times or values may be shared with other tracks, so overwriting is unsafe
  31018. const times = this.times.slice(),
  31019. values = this.values.slice(),
  31020. stride = this.getValueSize(),
  31021. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  31022. lastIndex = times.length - 1;
  31023. let writeIndex = 1;
  31024. for ( let i = 1; i < lastIndex; ++ i ) {
  31025. let keep = false;
  31026. const time = times[ i ];
  31027. const timeNext = times[ i + 1 ];
  31028. // remove adjacent keyframes scheduled at the same time
  31029. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  31030. if ( ! smoothInterpolation ) {
  31031. // remove unnecessary keyframes same as their neighbors
  31032. const offset = i * stride,
  31033. offsetP = offset - stride,
  31034. offsetN = offset + stride;
  31035. for ( let j = 0; j !== stride; ++ j ) {
  31036. const value = values[ offset + j ];
  31037. if ( value !== values[ offsetP + j ] ||
  31038. value !== values[ offsetN + j ] ) {
  31039. keep = true;
  31040. break;
  31041. }
  31042. }
  31043. } else {
  31044. keep = true;
  31045. }
  31046. }
  31047. // in-place compaction
  31048. if ( keep ) {
  31049. if ( i !== writeIndex ) {
  31050. times[ writeIndex ] = times[ i ];
  31051. const readOffset = i * stride,
  31052. writeOffset = writeIndex * stride;
  31053. for ( let j = 0; j !== stride; ++ j ) {
  31054. values[ writeOffset + j ] = values[ readOffset + j ];
  31055. }
  31056. }
  31057. ++ writeIndex;
  31058. }
  31059. }
  31060. // flush last keyframe (compaction looks ahead)
  31061. if ( lastIndex > 0 ) {
  31062. times[ writeIndex ] = times[ lastIndex ];
  31063. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  31064. values[ writeOffset + j ] = values[ readOffset + j ];
  31065. }
  31066. ++ writeIndex;
  31067. }
  31068. if ( writeIndex !== times.length ) {
  31069. this.times = times.slice( 0, writeIndex );
  31070. this.values = values.slice( 0, writeIndex * stride );
  31071. } else {
  31072. this.times = times;
  31073. this.values = values;
  31074. }
  31075. return this;
  31076. }
  31077. /**
  31078. * Returns a new keyframe track with copied values from this instance.
  31079. *
  31080. * @return {KeyframeTrack} A clone of this instance.
  31081. */
  31082. clone() {
  31083. const times = this.times.slice();
  31084. const values = this.values.slice();
  31085. const TypedKeyframeTrack = this.constructor;
  31086. const track = new TypedKeyframeTrack( this.name, times, values );
  31087. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  31088. track.createInterpolant = this.createInterpolant;
  31089. return track;
  31090. }
  31091. }
  31092. /**
  31093. * The value type name.
  31094. *
  31095. * @type {String}
  31096. * @default ''
  31097. */
  31098. KeyframeTrack.prototype.ValueTypeName = '';
  31099. /**
  31100. * The time buffer type of this keyframe track.
  31101. *
  31102. * @type {TypedArray|Array}
  31103. * @default Float32Array.constructor
  31104. */
  31105. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  31106. /**
  31107. * The value buffer type of this keyframe track.
  31108. *
  31109. * @type {TypedArray|Array}
  31110. * @default Float32Array.constructor
  31111. */
  31112. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  31113. /**
  31114. * The default interpolation type of this keyframe track.
  31115. *
  31116. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31117. * @default InterpolateLinear
  31118. */
  31119. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  31120. /**
  31121. * A track for boolean keyframe values.
  31122. *
  31123. * @augments KeyframeTrack
  31124. */
  31125. class BooleanKeyframeTrack extends KeyframeTrack {
  31126. /**
  31127. * Constructs a new boolean keyframe track.
  31128. *
  31129. * This keyframe track type has no `interpolation` parameter because the
  31130. * interpolation is always discrete.
  31131. *
  31132. * @param {string} name - The keyframe track's name.
  31133. * @param {Array<number>} times - A list of keyframe times.
  31134. * @param {Array<boolean>} values - A list of keyframe values.
  31135. */
  31136. constructor( name, times, values ) {
  31137. super( name, times, values );
  31138. }
  31139. }
  31140. /**
  31141. * The value type name.
  31142. *
  31143. * @type {String}
  31144. * @default 'bool'
  31145. */
  31146. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  31147. /**
  31148. * The value buffer type of this keyframe track.
  31149. *
  31150. * @type {TypedArray|Array}
  31151. * @default Array.constructor
  31152. */
  31153. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  31154. /**
  31155. * The default interpolation type of this keyframe track.
  31156. *
  31157. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31158. * @default InterpolateDiscrete
  31159. */
  31160. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31161. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31162. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31163. /**
  31164. * A track for color keyframe values.
  31165. *
  31166. * @augments KeyframeTrack
  31167. */
  31168. class ColorKeyframeTrack extends KeyframeTrack {
  31169. /**
  31170. * Constructs a new color keyframe track.
  31171. *
  31172. * @param {string} name - The keyframe track's name.
  31173. * @param {Array<number>} times - A list of keyframe times.
  31174. * @param {Array<number>} values - A list of keyframe values.
  31175. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31176. */
  31177. constructor( name, times, values, interpolation ) {
  31178. super( name, times, values, interpolation );
  31179. }
  31180. }
  31181. /**
  31182. * The value type name.
  31183. *
  31184. * @type {String}
  31185. * @default 'color'
  31186. */
  31187. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  31188. /**
  31189. * A track for numeric keyframe values.
  31190. *
  31191. * @augments KeyframeTrack
  31192. */
  31193. class NumberKeyframeTrack extends KeyframeTrack {
  31194. /**
  31195. * Constructs a new number keyframe track.
  31196. *
  31197. * @param {string} name - The keyframe track's name.
  31198. * @param {Array<number>} times - A list of keyframe times.
  31199. * @param {Array<number>} values - A list of keyframe values.
  31200. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31201. */
  31202. constructor( name, times, values, interpolation ) {
  31203. super( name, times, values, interpolation );
  31204. }
  31205. }
  31206. /**
  31207. * The value type name.
  31208. *
  31209. * @type {String}
  31210. * @default 'number'
  31211. */
  31212. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  31213. /**
  31214. * Spherical linear unit quaternion interpolant.
  31215. *
  31216. * @augments Interpolant
  31217. */
  31218. class QuaternionLinearInterpolant extends Interpolant {
  31219. /**
  31220. * Constructs a new SLERP interpolant.
  31221. *
  31222. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  31223. * @param {TypedArray} sampleValues - The sample values.
  31224. * @param {number} sampleSize - The sample size
  31225. * @param {TypedArray} [resultBuffer] - The result buffer.
  31226. */
  31227. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31228. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31229. }
  31230. interpolate_( i1, t0, t, t1 ) {
  31231. const result = this.resultBuffer,
  31232. values = this.sampleValues,
  31233. stride = this.valueSize,
  31234. alpha = ( t - t0 ) / ( t1 - t0 );
  31235. let offset = i1 * stride;
  31236. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31237. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31238. }
  31239. return result;
  31240. }
  31241. }
  31242. /**
  31243. * A track for Quaternion keyframe values.
  31244. *
  31245. * @augments KeyframeTrack
  31246. */
  31247. class QuaternionKeyframeTrack extends KeyframeTrack {
  31248. /**
  31249. * Constructs a new Quaternion keyframe track.
  31250. *
  31251. * @param {string} name - The keyframe track's name.
  31252. * @param {Array<number>} times - A list of keyframe times.
  31253. * @param {Array<number>} values - A list of keyframe values.
  31254. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31255. */
  31256. constructor( name, times, values, interpolation ) {
  31257. super( name, times, values, interpolation );
  31258. }
  31259. /**
  31260. * Overwritten so the method returns Quaternion based interpolant.
  31261. *
  31262. * @static
  31263. * @param {TypedArray} [result] - The result buffer.
  31264. * @return {QuaternionLinearInterpolant} The new interpolant.
  31265. */
  31266. InterpolantFactoryMethodLinear( result ) {
  31267. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31268. }
  31269. }
  31270. /**
  31271. * The value type name.
  31272. *
  31273. * @type {String}
  31274. * @default 'quaternion'
  31275. */
  31276. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31277. // ValueBufferType is inherited
  31278. // DefaultInterpolation is inherited;
  31279. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31280. /**
  31281. * A track for string keyframe values.
  31282. *
  31283. * @augments KeyframeTrack
  31284. */
  31285. class StringKeyframeTrack extends KeyframeTrack {
  31286. /**
  31287. * Constructs a new string keyframe track.
  31288. *
  31289. * This keyframe track type has no `interpolation` parameter because the
  31290. * interpolation is always discrete.
  31291. *
  31292. * @param {string} name - The keyframe track's name.
  31293. * @param {Array<number>} times - A list of keyframe times.
  31294. * @param {Array<string>} values - A list of keyframe values.
  31295. */
  31296. constructor( name, times, values ) {
  31297. super( name, times, values );
  31298. }
  31299. }
  31300. /**
  31301. * The value type name.
  31302. *
  31303. * @type {String}
  31304. * @default 'string'
  31305. */
  31306. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31307. /**
  31308. * The value buffer type of this keyframe track.
  31309. *
  31310. * @type {TypedArray|Array}
  31311. * @default Array.constructor
  31312. */
  31313. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31314. /**
  31315. * The default interpolation type of this keyframe track.
  31316. *
  31317. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31318. * @default InterpolateDiscrete
  31319. */
  31320. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31321. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31322. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31323. /**
  31324. * A track for vector keyframe values.
  31325. *
  31326. * @augments KeyframeTrack
  31327. */
  31328. class VectorKeyframeTrack extends KeyframeTrack {
  31329. /**
  31330. * Constructs a new vector keyframe track.
  31331. *
  31332. * @param {string} name - The keyframe track's name.
  31333. * @param {Array<number>} times - A list of keyframe times.
  31334. * @param {Array<number>} values - A list of keyframe values.
  31335. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31336. */
  31337. constructor( name, times, values, interpolation ) {
  31338. super( name, times, values, interpolation );
  31339. }
  31340. }
  31341. /**
  31342. * The value type name.
  31343. *
  31344. * @type {String}
  31345. * @default 'vector'
  31346. */
  31347. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31348. /**
  31349. * A reusable set of keyframe tracks which represent an animation.
  31350. */
  31351. class AnimationClip {
  31352. /**
  31353. * Constructs a new animation clip.
  31354. *
  31355. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31356. * use the static interface of this class for creating clips. In most cases though, animation clips
  31357. * will automatically be created by loaders when importing animated 3D assets.
  31358. *
  31359. * @param {string} [name=''] - The clip's name.
  31360. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31361. * the duration will be calculated from the passed keyframes.
  31362. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31363. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31364. * is blended/combined when two or more animations are simultaneously played.
  31365. */
  31366. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31367. /**
  31368. * The clip's name.
  31369. *
  31370. * @type {string}
  31371. */
  31372. this.name = name;
  31373. /**
  31374. * An array of keyframe tracks.
  31375. *
  31376. * @type {Array<KeyframeTrack>}
  31377. */
  31378. this.tracks = tracks;
  31379. /**
  31380. * The clip's duration in seconds.
  31381. *
  31382. * @type {number}
  31383. */
  31384. this.duration = duration;
  31385. /**
  31386. * Defines how the animation is blended/combined when two or more animations
  31387. * are simultaneously played.
  31388. *
  31389. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31390. */
  31391. this.blendMode = blendMode;
  31392. /**
  31393. * The UUID of the animation clip.
  31394. *
  31395. * @type {string}
  31396. * @readonly
  31397. */
  31398. this.uuid = generateUUID();
  31399. /**
  31400. * An object that can be used to store custom data about the animation clip.
  31401. * It should not hold references to functions as these will not be cloned.
  31402. *
  31403. * @type {Object}
  31404. */
  31405. this.userData = {};
  31406. // this means it should figure out its duration by scanning the tracks
  31407. if ( this.duration < 0 ) {
  31408. this.resetDuration();
  31409. }
  31410. }
  31411. /**
  31412. * Factory method for creating an animation clip from the given JSON.
  31413. *
  31414. * @static
  31415. * @param {Object} json - The serialized animation clip.
  31416. * @return {AnimationClip} The new animation clip.
  31417. */
  31418. static parse( json ) {
  31419. const tracks = [],
  31420. jsonTracks = json.tracks,
  31421. frameTime = 1.0 / ( json.fps || 1.0 );
  31422. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31423. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31424. }
  31425. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31426. clip.uuid = json.uuid;
  31427. clip.userData = JSON.parse( json.userData || '{}' );
  31428. return clip;
  31429. }
  31430. /**
  31431. * Serializes the given animation clip into JSON.
  31432. *
  31433. * @static
  31434. * @param {AnimationClip} clip - The animation clip to serialize.
  31435. * @return {Object} The JSON object.
  31436. */
  31437. static toJSON( clip ) {
  31438. const tracks = [],
  31439. clipTracks = clip.tracks;
  31440. const json = {
  31441. 'name': clip.name,
  31442. 'duration': clip.duration,
  31443. 'tracks': tracks,
  31444. 'uuid': clip.uuid,
  31445. 'blendMode': clip.blendMode,
  31446. 'userData': JSON.stringify( clip.userData ),
  31447. };
  31448. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31449. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31450. }
  31451. return json;
  31452. }
  31453. /**
  31454. * Returns a new animation clip from the passed morph targets array of a
  31455. * geometry, taking a name and the number of frames per second.
  31456. *
  31457. * Note: The fps parameter is required, but the animation speed can be
  31458. * overridden via {@link AnimationAction#setDuration}.
  31459. *
  31460. * @static
  31461. * @param {string} name - The name of the animation clip.
  31462. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31463. * @param {number} fps - The Frames-Per-Second value.
  31464. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31465. * @return {AnimationClip} The new animation clip.
  31466. */
  31467. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31468. const numMorphTargets = morphTargetSequence.length;
  31469. const tracks = [];
  31470. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31471. let times = [];
  31472. let values = [];
  31473. times.push(
  31474. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31475. i,
  31476. ( i + 1 ) % numMorphTargets );
  31477. values.push( 0, 1, 0 );
  31478. const order = getKeyframeOrder( times );
  31479. times = sortedArray( times, 1, order );
  31480. values = sortedArray( values, 1, order );
  31481. // if there is a key at the first frame, duplicate it as the
  31482. // last frame as well for perfect loop.
  31483. if ( ! noLoop && times[ 0 ] === 0 ) {
  31484. times.push( numMorphTargets );
  31485. values.push( values[ 0 ] );
  31486. }
  31487. tracks.push(
  31488. new NumberKeyframeTrack(
  31489. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31490. times, values
  31491. ).scale( 1.0 / fps ) );
  31492. }
  31493. return new this( name, -1, tracks );
  31494. }
  31495. /**
  31496. * Searches for an animation clip by name, taking as its first parameter
  31497. * either an array of clips, or a mesh or geometry that contains an
  31498. * array named "animations" property.
  31499. *
  31500. * @static
  31501. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31502. * @param {string} name - The name to search for.
  31503. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31504. */
  31505. static findByName( objectOrClipArray, name ) {
  31506. let clipArray = objectOrClipArray;
  31507. if ( ! Array.isArray( objectOrClipArray ) ) {
  31508. const o = objectOrClipArray;
  31509. clipArray = o.geometry && o.geometry.animations || o.animations;
  31510. }
  31511. for ( let i = 0; i < clipArray.length; i ++ ) {
  31512. if ( clipArray[ i ].name === name ) {
  31513. return clipArray[ i ];
  31514. }
  31515. }
  31516. return null;
  31517. }
  31518. /**
  31519. * Returns an array of new AnimationClips created from the morph target
  31520. * sequences of a geometry, trying to sort morph target names into
  31521. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31522. *
  31523. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31524. *
  31525. * @static
  31526. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31527. * @param {number} fps - The Frames-Per-Second value.
  31528. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31529. * @return {Array<AnimationClip>} An array of new animation clips.
  31530. */
  31531. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31532. const animationToMorphTargets = {};
  31533. // tested with https://regex101.com/ on trick sequences
  31534. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31535. const pattern = /^([\w-]*?)([\d]+)$/;
  31536. // sort morph target names into animation groups based
  31537. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31538. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31539. const morphTarget = morphTargets[ i ];
  31540. const parts = morphTarget.name.match( pattern );
  31541. if ( parts && parts.length > 1 ) {
  31542. const name = parts[ 1 ];
  31543. let animationMorphTargets = animationToMorphTargets[ name ];
  31544. if ( ! animationMorphTargets ) {
  31545. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31546. }
  31547. animationMorphTargets.push( morphTarget );
  31548. }
  31549. }
  31550. const clips = [];
  31551. for ( const name in animationToMorphTargets ) {
  31552. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31553. }
  31554. return clips;
  31555. }
  31556. /**
  31557. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31558. *
  31559. * @static
  31560. * @deprecated since r175.
  31561. * @param {Object} animation - A serialized animation clip as JSON.
  31562. * @param {Array<Bones>} bones - An array of bones.
  31563. * @return {?AnimationClip} The new animation clip.
  31564. */
  31565. static parseAnimation( animation, bones ) {
  31566. warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31567. if ( ! animation ) {
  31568. error( 'AnimationClip: No animation in JSONLoader data.' );
  31569. return null;
  31570. }
  31571. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31572. // only return track if there are actually keys.
  31573. if ( animationKeys.length !== 0 ) {
  31574. const times = [];
  31575. const values = [];
  31576. flattenJSON( animationKeys, times, values, propertyName );
  31577. // empty keys are filtered out, so check again
  31578. if ( times.length !== 0 ) {
  31579. destTracks.push( new trackType( trackName, times, values ) );
  31580. }
  31581. }
  31582. };
  31583. const tracks = [];
  31584. const clipName = animation.name || 'default';
  31585. const fps = animation.fps || 30;
  31586. const blendMode = animation.blendMode;
  31587. // automatic length determination in AnimationClip.
  31588. let duration = animation.length || -1;
  31589. const hierarchyTracks = animation.hierarchy || [];
  31590. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31591. const animationKeys = hierarchyTracks[ h ].keys;
  31592. // skip empty tracks
  31593. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31594. // process morph targets
  31595. if ( animationKeys[ 0 ].morphTargets ) {
  31596. // figure out all morph targets used in this track
  31597. const morphTargetNames = {};
  31598. let k;
  31599. for ( k = 0; k < animationKeys.length; k ++ ) {
  31600. if ( animationKeys[ k ].morphTargets ) {
  31601. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31602. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31603. }
  31604. }
  31605. }
  31606. // create a track for each morph target with all zero
  31607. // morphTargetInfluences except for the keys in which
  31608. // the morphTarget is named.
  31609. for ( const morphTargetName in morphTargetNames ) {
  31610. const times = [];
  31611. const values = [];
  31612. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31613. const animationKey = animationKeys[ k ];
  31614. times.push( animationKey.time );
  31615. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31616. }
  31617. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31618. }
  31619. duration = morphTargetNames.length * fps;
  31620. } else {
  31621. // ...assume skeletal animation
  31622. const boneName = '.bones[' + bones[ h ].name + ']';
  31623. addNonemptyTrack(
  31624. VectorKeyframeTrack, boneName + '.position',
  31625. animationKeys, 'pos', tracks );
  31626. addNonemptyTrack(
  31627. QuaternionKeyframeTrack, boneName + '.quaternion',
  31628. animationKeys, 'rot', tracks );
  31629. addNonemptyTrack(
  31630. VectorKeyframeTrack, boneName + '.scale',
  31631. animationKeys, 'scl', tracks );
  31632. }
  31633. }
  31634. if ( tracks.length === 0 ) {
  31635. return null;
  31636. }
  31637. const clip = new this( clipName, duration, tracks, blendMode );
  31638. return clip;
  31639. }
  31640. /**
  31641. * Sets the duration of this clip to the duration of its longest keyframe track.
  31642. *
  31643. * @return {AnimationClip} A reference to this animation clip.
  31644. */
  31645. resetDuration() {
  31646. const tracks = this.tracks;
  31647. let duration = 0;
  31648. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31649. const track = this.tracks[ i ];
  31650. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31651. }
  31652. this.duration = duration;
  31653. return this;
  31654. }
  31655. /**
  31656. * Trims all tracks to the clip's duration.
  31657. *
  31658. * @return {AnimationClip} A reference to this animation clip.
  31659. */
  31660. trim() {
  31661. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31662. this.tracks[ i ].trim( 0, this.duration );
  31663. }
  31664. return this;
  31665. }
  31666. /**
  31667. * Performs minimal validation on each track in the clip. Returns `true` if all
  31668. * tracks are valid.
  31669. *
  31670. * @return {boolean} Whether the clip's keyframes are valid or not.
  31671. */
  31672. validate() {
  31673. let valid = true;
  31674. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31675. valid = valid && this.tracks[ i ].validate();
  31676. }
  31677. return valid;
  31678. }
  31679. /**
  31680. * Optimizes each track by removing equivalent sequential keys (which are
  31681. * common in morph target sequences).
  31682. *
  31683. * @return {AnimationClip} A reference to this animation clip.
  31684. */
  31685. optimize() {
  31686. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31687. this.tracks[ i ].optimize();
  31688. }
  31689. return this;
  31690. }
  31691. /**
  31692. * Returns a new animation clip with copied values from this instance.
  31693. *
  31694. * @return {AnimationClip} A clone of this instance.
  31695. */
  31696. clone() {
  31697. const tracks = [];
  31698. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31699. tracks.push( this.tracks[ i ].clone() );
  31700. }
  31701. const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31702. clip.userData = JSON.parse( JSON.stringify( this.userData ) );
  31703. return clip;
  31704. }
  31705. /**
  31706. * Serializes this animation clip into JSON.
  31707. *
  31708. * @return {Object} The JSON object.
  31709. */
  31710. toJSON() {
  31711. return this.constructor.toJSON( this );
  31712. }
  31713. }
  31714. function getTrackTypeForValueTypeName( typeName ) {
  31715. switch ( typeName.toLowerCase() ) {
  31716. case 'scalar':
  31717. case 'double':
  31718. case 'float':
  31719. case 'number':
  31720. case 'integer':
  31721. return NumberKeyframeTrack;
  31722. case 'vector':
  31723. case 'vector2':
  31724. case 'vector3':
  31725. case 'vector4':
  31726. return VectorKeyframeTrack;
  31727. case 'color':
  31728. return ColorKeyframeTrack;
  31729. case 'quaternion':
  31730. return QuaternionKeyframeTrack;
  31731. case 'bool':
  31732. case 'boolean':
  31733. return BooleanKeyframeTrack;
  31734. case 'string':
  31735. return StringKeyframeTrack;
  31736. }
  31737. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31738. }
  31739. function parseKeyframeTrack( json ) {
  31740. if ( json.type === undefined ) {
  31741. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31742. }
  31743. const trackType = getTrackTypeForValueTypeName( json.type );
  31744. if ( json.times === undefined ) {
  31745. const times = [], values = [];
  31746. flattenJSON( json.keys, times, values, 'value' );
  31747. json.times = times;
  31748. json.values = values;
  31749. }
  31750. // derived classes can define a static parse method
  31751. if ( trackType.parse !== undefined ) {
  31752. return trackType.parse( json );
  31753. } else {
  31754. // by default, we assume a constructor compatible with the base
  31755. return new trackType( json.name, json.times, json.values, json.interpolation );
  31756. }
  31757. }
  31758. /**
  31759. * @class
  31760. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31761. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31762. * @hideconstructor
  31763. */
  31764. const Cache = {
  31765. /**
  31766. * Whether caching is enabled or not.
  31767. *
  31768. * @static
  31769. * @type {boolean}
  31770. * @default false
  31771. */
  31772. enabled: false,
  31773. /**
  31774. * A dictionary that holds cached files.
  31775. *
  31776. * @static
  31777. * @type {Object<string,Object>}
  31778. */
  31779. files: {},
  31780. /**
  31781. * Adds a cache entry with a key to reference the file. If this key already
  31782. * holds a file, it is overwritten.
  31783. *
  31784. * @static
  31785. * @param {string} key - The key to reference the cached file.
  31786. * @param {Object} file - The file to be cached.
  31787. */
  31788. add: function ( key, file ) {
  31789. if ( this.enabled === false ) return;
  31790. // log( 'Cache', 'Adding key:', key );
  31791. this.files[ key ] = file;
  31792. },
  31793. /**
  31794. * Gets the cached value for the given key.
  31795. *
  31796. * @static
  31797. * @param {string} key - The key to reference the cached file.
  31798. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31799. */
  31800. get: function ( key ) {
  31801. if ( this.enabled === false ) return;
  31802. // log( 'Cache', 'Checking key:', key );
  31803. return this.files[ key ];
  31804. },
  31805. /**
  31806. * Removes the cached file associated with the given key.
  31807. *
  31808. * @static
  31809. * @param {string} key - The key to reference the cached file.
  31810. */
  31811. remove: function ( key ) {
  31812. delete this.files[ key ];
  31813. },
  31814. /**
  31815. * Remove all values from the cache.
  31816. *
  31817. * @static
  31818. */
  31819. clear: function () {
  31820. this.files = {};
  31821. }
  31822. };
  31823. /**
  31824. * Handles and keeps track of loaded and pending data. A default global
  31825. * instance of this class is created and used by loaders if not supplied
  31826. * manually.
  31827. *
  31828. * In general that should be sufficient, however there are times when it can
  31829. * be useful to have separate loaders - for example if you want to show
  31830. * separate loading bars for objects and textures.
  31831. *
  31832. * ```js
  31833. * const manager = new THREE.LoadingManager();
  31834. * manager.onLoad = () => console.log( 'Loading complete!' );
  31835. *
  31836. * const loader1 = new OBJLoader( manager );
  31837. * const loader2 = new ColladaLoader( manager );
  31838. * ```
  31839. */
  31840. class LoadingManager {
  31841. /**
  31842. * Constructs a new loading manager.
  31843. *
  31844. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31845. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31846. * @param {Function} [onError] - Executes when an error occurs.
  31847. */
  31848. constructor( onLoad, onProgress, onError ) {
  31849. const scope = this;
  31850. let isLoading = false;
  31851. let itemsLoaded = 0;
  31852. let itemsTotal = 0;
  31853. let urlModifier = undefined;
  31854. const handlers = [];
  31855. // Refer to #5689 for the reason why we don't set .onStart
  31856. // in the constructor
  31857. /**
  31858. * Executes when an item starts loading.
  31859. *
  31860. * @type {Function|undefined}
  31861. * @default undefined
  31862. */
  31863. this.onStart = undefined;
  31864. /**
  31865. * Executes when all items have been loaded.
  31866. *
  31867. * @type {Function|undefined}
  31868. * @default undefined
  31869. */
  31870. this.onLoad = onLoad;
  31871. /**
  31872. * Executes when single items have been loaded.
  31873. *
  31874. * @type {Function|undefined}
  31875. * @default undefined
  31876. */
  31877. this.onProgress = onProgress;
  31878. /**
  31879. * Executes when an error occurs.
  31880. *
  31881. * @type {Function|undefined}
  31882. * @default undefined
  31883. */
  31884. this.onError = onError;
  31885. /**
  31886. * Used for aborting ongoing requests in loaders using this manager.
  31887. *
  31888. * @type {AbortController}
  31889. */
  31890. this.abortController = new AbortController();
  31891. /**
  31892. * This should be called by any loader using the manager when the loader
  31893. * starts loading an item.
  31894. *
  31895. * @param {string} url - The URL to load.
  31896. */
  31897. this.itemStart = function ( url ) {
  31898. itemsTotal ++;
  31899. if ( isLoading === false ) {
  31900. if ( scope.onStart !== undefined ) {
  31901. scope.onStart( url, itemsLoaded, itemsTotal );
  31902. }
  31903. }
  31904. isLoading = true;
  31905. };
  31906. /**
  31907. * This should be called by any loader using the manager when the loader
  31908. * ended loading an item.
  31909. *
  31910. * @param {string} url - The URL of the loaded item.
  31911. */
  31912. this.itemEnd = function ( url ) {
  31913. itemsLoaded ++;
  31914. if ( scope.onProgress !== undefined ) {
  31915. scope.onProgress( url, itemsLoaded, itemsTotal );
  31916. }
  31917. if ( itemsLoaded === itemsTotal ) {
  31918. isLoading = false;
  31919. if ( scope.onLoad !== undefined ) {
  31920. scope.onLoad();
  31921. }
  31922. }
  31923. };
  31924. /**
  31925. * This should be called by any loader using the manager when the loader
  31926. * encounters an error when loading an item.
  31927. *
  31928. * @param {string} url - The URL of the item that produces an error.
  31929. */
  31930. this.itemError = function ( url ) {
  31931. if ( scope.onError !== undefined ) {
  31932. scope.onError( url );
  31933. }
  31934. };
  31935. /**
  31936. * Given a URL, uses the URL modifier callback (if any) and returns a
  31937. * resolved URL. If no URL modifier is set, returns the original URL.
  31938. *
  31939. * @param {string} url - The URL to load.
  31940. * @return {string} The resolved URL.
  31941. */
  31942. this.resolveURL = function ( url ) {
  31943. if ( urlModifier ) {
  31944. return urlModifier( url );
  31945. }
  31946. return url;
  31947. };
  31948. /**
  31949. * If provided, the callback will be passed each resource URL before a
  31950. * request is sent. The callback may return the original URL, or a new URL to
  31951. * override loading behavior. This behavior can be used to load assets from
  31952. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31953. *
  31954. * ```js
  31955. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31956. *
  31957. * const manager = new THREE.LoadingManager();
  31958. *
  31959. * // Initialize loading manager with URL callback.
  31960. * const objectURLs = [];
  31961. * manager.setURLModifier( ( url ) => {
  31962. *
  31963. * url = URL.createObjectURL( blobs[ url ] );
  31964. * objectURLs.push( url );
  31965. * return url;
  31966. *
  31967. * } );
  31968. *
  31969. * // Load as usual, then revoke the blob URLs.
  31970. * const loader = new GLTFLoader( manager );
  31971. * loader.load( 'fish.gltf', (gltf) => {
  31972. *
  31973. * scene.add( gltf.scene );
  31974. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  31975. *
  31976. * } );
  31977. * ```
  31978. *
  31979. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  31980. * @return {LoadingManager} A reference to this loading manager.
  31981. */
  31982. this.setURLModifier = function ( transform ) {
  31983. urlModifier = transform;
  31984. return this;
  31985. };
  31986. /**
  31987. * Registers a loader with the given regular expression. Can be used to
  31988. * define what loader should be used in order to load specific files. A
  31989. * typical use case is to overwrite the default loader for textures.
  31990. *
  31991. * ```js
  31992. * // add handler for TGA textures
  31993. * manager.addHandler( /\.tga$/i, new TGALoader() );
  31994. * ```
  31995. *
  31996. * @param {string} regex - A regular expression.
  31997. * @param {Loader} loader - A loader that should handle matched cases.
  31998. * @return {LoadingManager} A reference to this loading manager.
  31999. */
  32000. this.addHandler = function ( regex, loader ) {
  32001. handlers.push( regex, loader );
  32002. return this;
  32003. };
  32004. /**
  32005. * Removes the loader for the given regular expression.
  32006. *
  32007. * @param {string} regex - A regular expression.
  32008. * @return {LoadingManager} A reference to this loading manager.
  32009. */
  32010. this.removeHandler = function ( regex ) {
  32011. const index = handlers.indexOf( regex );
  32012. if ( index !== -1 ) {
  32013. handlers.splice( index, 2 );
  32014. }
  32015. return this;
  32016. };
  32017. /**
  32018. * Can be used to retrieve the registered loader for the given file path.
  32019. *
  32020. * @param {string} file - The file path.
  32021. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  32022. */
  32023. this.getHandler = function ( file ) {
  32024. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  32025. const regex = handlers[ i ];
  32026. const loader = handlers[ i + 1 ];
  32027. if ( regex.global ) regex.lastIndex = 0; // see #17920
  32028. if ( regex.test( file ) ) {
  32029. return loader;
  32030. }
  32031. }
  32032. return null;
  32033. };
  32034. /**
  32035. * Can be used to abort ongoing loading requests in loaders using this manager.
  32036. * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
  32037. * is supported in the browser.
  32038. *
  32039. * @return {LoadingManager} A reference to this loading manager.
  32040. */
  32041. this.abort = function () {
  32042. this.abortController.abort();
  32043. this.abortController = new AbortController();
  32044. return this;
  32045. };
  32046. }
  32047. }
  32048. /**
  32049. * The global default loading manager.
  32050. *
  32051. * @constant
  32052. * @type {LoadingManager}
  32053. */
  32054. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  32055. /**
  32056. * Abstract base class for loaders.
  32057. *
  32058. * @abstract
  32059. */
  32060. class Loader {
  32061. /**
  32062. * Constructs a new loader.
  32063. *
  32064. * @param {LoadingManager} [manager] - The loading manager.
  32065. */
  32066. constructor( manager ) {
  32067. /**
  32068. * The loading manager.
  32069. *
  32070. * @type {LoadingManager}
  32071. * @default DefaultLoadingManager
  32072. */
  32073. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  32074. /**
  32075. * The crossOrigin string to implement CORS for loading the url from a
  32076. * different domain that allows CORS.
  32077. *
  32078. * @type {string}
  32079. * @default 'anonymous'
  32080. */
  32081. this.crossOrigin = 'anonymous';
  32082. /**
  32083. * Whether the XMLHttpRequest uses credentials.
  32084. *
  32085. * @type {boolean}
  32086. * @default false
  32087. */
  32088. this.withCredentials = false;
  32089. /**
  32090. * The base path from which the asset will be loaded.
  32091. *
  32092. * @type {string}
  32093. */
  32094. this.path = '';
  32095. /**
  32096. * The base path from which additional resources like textures will be loaded.
  32097. *
  32098. * @type {string}
  32099. */
  32100. this.resourcePath = '';
  32101. /**
  32102. * The [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  32103. * used in HTTP request.
  32104. *
  32105. * @type {Object<string, any>}
  32106. */
  32107. this.requestHeader = {};
  32108. }
  32109. /**
  32110. * This method needs to be implemented by all concrete loaders. It holds the
  32111. * logic for loading assets from the backend.
  32112. *
  32113. * @abstract
  32114. * @param {string} url - The path/URL of the file to be loaded.
  32115. * @param {Function} onLoad - Executed when the loading process has been finished.
  32116. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32117. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32118. */
  32119. load( /* url, onLoad, onProgress, onError */ ) {}
  32120. /**
  32121. * A async version of {@link Loader#load}.
  32122. *
  32123. * @param {string} url - The path/URL of the file to be loaded.
  32124. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32125. * @return {Promise} A Promise that resolves when the asset has been loaded.
  32126. */
  32127. loadAsync( url, onProgress ) {
  32128. const scope = this;
  32129. return new Promise( function ( resolve, reject ) {
  32130. scope.load( url, resolve, onProgress, reject );
  32131. } );
  32132. }
  32133. /**
  32134. * This method needs to be implemented by all concrete loaders. It holds the
  32135. * logic for parsing the asset into three.js entities.
  32136. *
  32137. * @abstract
  32138. * @param {any} data - The data to parse.
  32139. */
  32140. parse( /* data */ ) {}
  32141. /**
  32142. * Sets the `crossOrigin` String to implement CORS for loading the URL
  32143. * from a different domain that allows CORS.
  32144. *
  32145. * @param {string} crossOrigin - The `crossOrigin` value.
  32146. * @return {Loader} A reference to this instance.
  32147. */
  32148. setCrossOrigin( crossOrigin ) {
  32149. this.crossOrigin = crossOrigin;
  32150. return this;
  32151. }
  32152. /**
  32153. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  32154. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials]{@link https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials}.
  32155. *
  32156. * Note: This setting has no effect if you are loading files locally or from the same domain.
  32157. *
  32158. * @param {boolean} value - The `withCredentials` value.
  32159. * @return {Loader} A reference to this instance.
  32160. */
  32161. setWithCredentials( value ) {
  32162. this.withCredentials = value;
  32163. return this;
  32164. }
  32165. /**
  32166. * Sets the base path for the asset.
  32167. *
  32168. * @param {string} path - The base path.
  32169. * @return {Loader} A reference to this instance.
  32170. */
  32171. setPath( path ) {
  32172. this.path = path;
  32173. return this;
  32174. }
  32175. /**
  32176. * Sets the base path for dependent resources like textures.
  32177. *
  32178. * @param {string} resourcePath - The resource path.
  32179. * @return {Loader} A reference to this instance.
  32180. */
  32181. setResourcePath( resourcePath ) {
  32182. this.resourcePath = resourcePath;
  32183. return this;
  32184. }
  32185. /**
  32186. * Sets the given request header.
  32187. *
  32188. * @param {Object} requestHeader - A [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  32189. * for configuring the HTTP request.
  32190. * @return {Loader} A reference to this instance.
  32191. */
  32192. setRequestHeader( requestHeader ) {
  32193. this.requestHeader = requestHeader;
  32194. return this;
  32195. }
  32196. /**
  32197. * This method can be implemented in loaders for aborting ongoing requests.
  32198. *
  32199. * @abstract
  32200. * @return {Loader} A reference to this instance.
  32201. */
  32202. abort() {
  32203. return this;
  32204. }
  32205. }
  32206. /**
  32207. * Callback for onProgress in loaders.
  32208. *
  32209. * @callback onProgressCallback
  32210. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  32211. */
  32212. /**
  32213. * Callback for onError in loaders.
  32214. *
  32215. * @callback onErrorCallback
  32216. * @param {Error} error - The error which occurred during the loading process.
  32217. */
  32218. /**
  32219. * The default material name that is used by loaders
  32220. * when creating materials for loaded 3D objects.
  32221. *
  32222. * Note: Not all loaders might honor this setting.
  32223. *
  32224. * @static
  32225. * @type {string}
  32226. * @default '__DEFAULT'
  32227. */
  32228. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  32229. const loading = {};
  32230. class HttpError extends Error {
  32231. constructor( message, response ) {
  32232. super( message );
  32233. this.response = response;
  32234. }
  32235. }
  32236. /**
  32237. * A low level class for loading resources with the Fetch API, used internally by
  32238. * most loaders. It can also be used directly to load any file type that does
  32239. * not have a loader.
  32240. *
  32241. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  32242. * once to your application.
  32243. *
  32244. * ```js
  32245. * const loader = new THREE.FileLoader();
  32246. * const data = await loader.loadAsync( 'example.txt' );
  32247. * ```
  32248. *
  32249. * @augments Loader
  32250. */
  32251. class FileLoader extends Loader {
  32252. /**
  32253. * Constructs a new file loader.
  32254. *
  32255. * @param {LoadingManager} [manager] - The loading manager.
  32256. */
  32257. constructor( manager ) {
  32258. super( manager );
  32259. /**
  32260. * The expected mime type. Valid values can be found
  32261. * [here]{@link hhttps://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype}
  32262. *
  32263. * @type {string}
  32264. */
  32265. this.mimeType = '';
  32266. /**
  32267. * The expected response type.
  32268. *
  32269. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32270. * @default ''
  32271. */
  32272. this.responseType = '';
  32273. /**
  32274. * Used for aborting requests.
  32275. *
  32276. * @private
  32277. * @type {AbortController}
  32278. */
  32279. this._abortController = new AbortController();
  32280. }
  32281. /**
  32282. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32283. *
  32284. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32285. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32286. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32287. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32288. * @return {any|undefined} The cached resource if available.
  32289. */
  32290. load( url, onLoad, onProgress, onError ) {
  32291. if ( url === undefined ) url = '';
  32292. if ( this.path !== undefined ) url = this.path + url;
  32293. url = this.manager.resolveURL( url );
  32294. const cached = Cache.get( `file:${url}` );
  32295. if ( cached !== undefined ) {
  32296. this.manager.itemStart( url );
  32297. setTimeout( () => {
  32298. if ( onLoad ) onLoad( cached );
  32299. this.manager.itemEnd( url );
  32300. }, 0 );
  32301. return cached;
  32302. }
  32303. // Check if request is duplicate
  32304. if ( loading[ url ] !== undefined ) {
  32305. loading[ url ].push( {
  32306. onLoad: onLoad,
  32307. onProgress: onProgress,
  32308. onError: onError
  32309. } );
  32310. return;
  32311. }
  32312. // Initialise array for duplicate requests
  32313. loading[ url ] = [];
  32314. loading[ url ].push( {
  32315. onLoad: onLoad,
  32316. onProgress: onProgress,
  32317. onError: onError,
  32318. } );
  32319. // create request
  32320. const req = new Request( url, {
  32321. headers: new Headers( this.requestHeader ),
  32322. credentials: this.withCredentials ? 'include' : 'same-origin',
  32323. signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal
  32324. } );
  32325. // record states ( avoid data race )
  32326. const mimeType = this.mimeType;
  32327. const responseType = this.responseType;
  32328. // start the fetch
  32329. fetch( req )
  32330. .then( response => {
  32331. if ( response.status === 200 || response.status === 0 ) {
  32332. // Some browsers return HTTP Status 0 when using non-http protocol
  32333. // e.g. 'file://' or 'data://'. Handle as success.
  32334. if ( response.status === 0 ) {
  32335. warn( 'FileLoader: HTTP Status 0 received.' );
  32336. }
  32337. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32338. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32339. return response;
  32340. }
  32341. const callbacks = loading[ url ];
  32342. const reader = response.body.getReader();
  32343. // Nginx needs X-File-Size check
  32344. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32345. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32346. const total = contentLength ? parseInt( contentLength ) : 0;
  32347. const lengthComputable = total !== 0;
  32348. let loaded = 0;
  32349. // periodically read data into the new stream tracking while download progress
  32350. const stream = new ReadableStream( {
  32351. start( controller ) {
  32352. readData();
  32353. function readData() {
  32354. reader.read().then( ( { done, value } ) => {
  32355. if ( done ) {
  32356. controller.close();
  32357. } else {
  32358. loaded += value.byteLength;
  32359. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32360. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32361. const callback = callbacks[ i ];
  32362. if ( callback.onProgress ) callback.onProgress( event );
  32363. }
  32364. controller.enqueue( value );
  32365. readData();
  32366. }
  32367. }, ( e ) => {
  32368. controller.error( e );
  32369. } );
  32370. }
  32371. }
  32372. } );
  32373. return new Response( stream );
  32374. } else {
  32375. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32376. }
  32377. } )
  32378. .then( response => {
  32379. switch ( responseType ) {
  32380. case 'arraybuffer':
  32381. return response.arrayBuffer();
  32382. case 'blob':
  32383. return response.blob();
  32384. case 'document':
  32385. return response.text()
  32386. .then( text => {
  32387. const parser = new DOMParser();
  32388. return parser.parseFromString( text, mimeType );
  32389. } );
  32390. case 'json':
  32391. return response.json();
  32392. default:
  32393. if ( mimeType === '' ) {
  32394. return response.text();
  32395. } else {
  32396. // sniff encoding
  32397. const re = /charset="?([^;"\s]*)"?/i;
  32398. const exec = re.exec( mimeType );
  32399. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32400. const decoder = new TextDecoder( label );
  32401. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32402. }
  32403. }
  32404. } )
  32405. .then( data => {
  32406. // Add to cache only on HTTP success, so that we do not cache
  32407. // error response bodies as proper responses to requests.
  32408. Cache.add( `file:${url}`, data );
  32409. const callbacks = loading[ url ];
  32410. delete loading[ url ];
  32411. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32412. const callback = callbacks[ i ];
  32413. if ( callback.onLoad ) callback.onLoad( data );
  32414. }
  32415. } )
  32416. .catch( err => {
  32417. // Abort errors and other errors are handled the same
  32418. const callbacks = loading[ url ];
  32419. if ( callbacks === undefined ) {
  32420. // When onLoad was called and url was deleted in `loading`
  32421. this.manager.itemError( url );
  32422. throw err;
  32423. }
  32424. delete loading[ url ];
  32425. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32426. const callback = callbacks[ i ];
  32427. if ( callback.onError ) callback.onError( err );
  32428. }
  32429. this.manager.itemError( url );
  32430. } )
  32431. .finally( () => {
  32432. this.manager.itemEnd( url );
  32433. } );
  32434. this.manager.itemStart( url );
  32435. }
  32436. /**
  32437. * Sets the expected response type.
  32438. *
  32439. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32440. * @return {FileLoader} A reference to this file loader.
  32441. */
  32442. setResponseType( value ) {
  32443. this.responseType = value;
  32444. return this;
  32445. }
  32446. /**
  32447. * Sets the expected mime type of the loaded file.
  32448. *
  32449. * @param {string} value - The mime type.
  32450. * @return {FileLoader} A reference to this file loader.
  32451. */
  32452. setMimeType( value ) {
  32453. this.mimeType = value;
  32454. return this;
  32455. }
  32456. /**
  32457. * Aborts ongoing fetch requests.
  32458. *
  32459. * @return {FileLoader} A reference to this instance.
  32460. */
  32461. abort() {
  32462. this._abortController.abort();
  32463. this._abortController = new AbortController();
  32464. return this;
  32465. }
  32466. }
  32467. /**
  32468. * Class for loading animation clips in the JSON format. The files are internally
  32469. * loaded via {@link FileLoader}.
  32470. *
  32471. * ```js
  32472. * const loader = new THREE.AnimationLoader();
  32473. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32474. * ```
  32475. *
  32476. * @augments Loader
  32477. */
  32478. class AnimationLoader extends Loader {
  32479. /**
  32480. * Constructs a new animation loader.
  32481. *
  32482. * @param {LoadingManager} [manager] - The loading manager.
  32483. */
  32484. constructor( manager ) {
  32485. super( manager );
  32486. }
  32487. /**
  32488. * Starts loading from the given URL and pass the loaded animations as an array
  32489. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32490. *
  32491. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32492. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32493. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32494. * @param {onErrorCallback} onError - Executed when errors occur.
  32495. */
  32496. load( url, onLoad, onProgress, onError ) {
  32497. const scope = this;
  32498. const loader = new FileLoader( this.manager );
  32499. loader.setPath( this.path );
  32500. loader.setRequestHeader( this.requestHeader );
  32501. loader.setWithCredentials( this.withCredentials );
  32502. loader.load( url, function ( text ) {
  32503. try {
  32504. onLoad( scope.parse( JSON.parse( text ) ) );
  32505. } catch ( e ) {
  32506. if ( onError ) {
  32507. onError( e );
  32508. } else {
  32509. error( e );
  32510. }
  32511. scope.manager.itemError( url );
  32512. }
  32513. }, onProgress, onError );
  32514. }
  32515. /**
  32516. * Parses the given JSON object and returns an array of animation clips.
  32517. *
  32518. * @param {Object} json - The serialized animation clips.
  32519. * @return {Array<AnimationClip>} The parsed animation clips.
  32520. */
  32521. parse( json ) {
  32522. const animations = [];
  32523. for ( let i = 0; i < json.length; i ++ ) {
  32524. const clip = AnimationClip.parse( json[ i ] );
  32525. animations.push( clip );
  32526. }
  32527. return animations;
  32528. }
  32529. }
  32530. /**
  32531. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32532. * Textures are internally loaded via {@link FileLoader}.
  32533. *
  32534. * Derived classes have to implement the `parse()` method which holds the parsing
  32535. * for the respective format.
  32536. *
  32537. * @abstract
  32538. * @augments Loader
  32539. */
  32540. class CompressedTextureLoader extends Loader {
  32541. /**
  32542. * Constructs a new compressed texture loader.
  32543. *
  32544. * @param {LoadingManager} [manager] - The loading manager.
  32545. */
  32546. constructor( manager ) {
  32547. super( manager );
  32548. }
  32549. /**
  32550. * Starts loading from the given URL and passes the loaded compressed texture
  32551. * to the `onLoad()` callback. The method also returns a new texture object which can
  32552. * directly be used for material creation. If you do it this way, the texture
  32553. * may pop up in your scene once the respective loading process is finished.
  32554. *
  32555. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32556. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32557. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32558. * @param {onErrorCallback} onError - Executed when errors occur.
  32559. * @return {CompressedTexture} The compressed texture.
  32560. */
  32561. load( url, onLoad, onProgress, onError ) {
  32562. const scope = this;
  32563. const images = [];
  32564. const texture = new CompressedTexture();
  32565. const loader = new FileLoader( this.manager );
  32566. loader.setPath( this.path );
  32567. loader.setResponseType( 'arraybuffer' );
  32568. loader.setRequestHeader( this.requestHeader );
  32569. loader.setWithCredentials( scope.withCredentials );
  32570. let loaded = 0;
  32571. function loadTexture( i ) {
  32572. loader.load( url[ i ], function ( buffer ) {
  32573. const texDatas = scope.parse( buffer, true );
  32574. images[ i ] = {
  32575. width: texDatas.width,
  32576. height: texDatas.height,
  32577. format: texDatas.format,
  32578. mipmaps: texDatas.mipmaps
  32579. };
  32580. loaded += 1;
  32581. if ( loaded === 6 ) {
  32582. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32583. texture.image = images;
  32584. texture.format = texDatas.format;
  32585. texture.needsUpdate = true;
  32586. if ( onLoad ) onLoad( texture );
  32587. }
  32588. }, onProgress, onError );
  32589. }
  32590. if ( Array.isArray( url ) ) {
  32591. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32592. loadTexture( i );
  32593. }
  32594. } else {
  32595. // compressed cubemap texture stored in a single DDS file
  32596. loader.load( url, function ( buffer ) {
  32597. const texDatas = scope.parse( buffer, true );
  32598. if ( texDatas.isCubemap ) {
  32599. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32600. for ( let f = 0; f < faces; f ++ ) {
  32601. images[ f ] = { mipmaps: [] };
  32602. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32603. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32604. images[ f ].format = texDatas.format;
  32605. images[ f ].width = texDatas.width;
  32606. images[ f ].height = texDatas.height;
  32607. }
  32608. }
  32609. texture.image = images;
  32610. } else {
  32611. texture.image.width = texDatas.width;
  32612. texture.image.height = texDatas.height;
  32613. texture.mipmaps = texDatas.mipmaps;
  32614. }
  32615. if ( texDatas.mipmapCount === 1 ) {
  32616. texture.minFilter = LinearFilter;
  32617. }
  32618. texture.format = texDatas.format;
  32619. texture.needsUpdate = true;
  32620. if ( onLoad ) onLoad( texture );
  32621. }, onProgress, onError );
  32622. }
  32623. return texture;
  32624. }
  32625. }
  32626. const _loading = new WeakMap();
  32627. /**
  32628. * A loader for loading images. The class loads images with the HTML `Image` API.
  32629. *
  32630. * ```js
  32631. * const loader = new THREE.ImageLoader();
  32632. * const image = await loader.loadAsync( 'image.png' );
  32633. * ```
  32634. * Please note that `ImageLoader` has dropped support for progress
  32635. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32636. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639}.
  32637. *
  32638. * @augments Loader
  32639. */
  32640. class ImageLoader extends Loader {
  32641. /**
  32642. * Constructs a new image loader.
  32643. *
  32644. * @param {LoadingManager} [manager] - The loading manager.
  32645. */
  32646. constructor( manager ) {
  32647. super( manager );
  32648. }
  32649. /**
  32650. * Starts loading from the given URL and passes the loaded image
  32651. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32652. * directly be used for texture creation. If you do it this way, the texture
  32653. * may pop up in your scene once the respective loading process is finished.
  32654. *
  32655. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32656. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32657. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32658. * @param {onErrorCallback} onError - Executed when errors occur.
  32659. * @return {Image} The image.
  32660. */
  32661. load( url, onLoad, onProgress, onError ) {
  32662. if ( this.path !== undefined ) url = this.path + url;
  32663. url = this.manager.resolveURL( url );
  32664. const scope = this;
  32665. const cached = Cache.get( `image:${url}` );
  32666. if ( cached !== undefined ) {
  32667. if ( cached.complete === true ) {
  32668. scope.manager.itemStart( url );
  32669. setTimeout( function () {
  32670. if ( onLoad ) onLoad( cached );
  32671. scope.manager.itemEnd( url );
  32672. }, 0 );
  32673. } else {
  32674. let arr = _loading.get( cached );
  32675. if ( arr === undefined ) {
  32676. arr = [];
  32677. _loading.set( cached, arr );
  32678. }
  32679. arr.push( { onLoad, onError } );
  32680. }
  32681. return cached;
  32682. }
  32683. const image = createElementNS( 'img' );
  32684. function onImageLoad() {
  32685. removeEventListeners();
  32686. if ( onLoad ) onLoad( this );
  32687. //
  32688. const callbacks = _loading.get( this ) || [];
  32689. for ( let i = 0; i < callbacks.length; i ++ ) {
  32690. const callback = callbacks[ i ];
  32691. if ( callback.onLoad ) callback.onLoad( this );
  32692. }
  32693. _loading.delete( this );
  32694. scope.manager.itemEnd( url );
  32695. }
  32696. function onImageError( event ) {
  32697. removeEventListeners();
  32698. if ( onError ) onError( event );
  32699. Cache.remove( `image:${url}` );
  32700. //
  32701. const callbacks = _loading.get( this ) || [];
  32702. for ( let i = 0; i < callbacks.length; i ++ ) {
  32703. const callback = callbacks[ i ];
  32704. if ( callback.onError ) callback.onError( event );
  32705. }
  32706. _loading.delete( this );
  32707. scope.manager.itemError( url );
  32708. scope.manager.itemEnd( url );
  32709. }
  32710. function removeEventListeners() {
  32711. image.removeEventListener( 'load', onImageLoad, false );
  32712. image.removeEventListener( 'error', onImageError, false );
  32713. }
  32714. image.addEventListener( 'load', onImageLoad, false );
  32715. image.addEventListener( 'error', onImageError, false );
  32716. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32717. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32718. }
  32719. Cache.add( `image:${url}`, image );
  32720. scope.manager.itemStart( url );
  32721. image.src = url;
  32722. return image;
  32723. }
  32724. }
  32725. /**
  32726. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32727. *
  32728. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32729. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32730. * like vertical and horizontal cross, column and row layouts are not supported.
  32731. *
  32732. * Note that, by convention, cube maps are specified in a coordinate system
  32733. * in which positive-x is to the right when looking up the positive-z axis --
  32734. * in other words, using a left-handed coordinate system. Since three.js uses
  32735. * a right-handed coordinate system, environment maps used in three.js will
  32736. * have pos-x and neg-x swapped.
  32737. *
  32738. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32739. * is set to `SRGBColorSpace` by default.
  32740. *
  32741. * ```js
  32742. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32743. * const cubeTexture = await loader.loadAsync( [
  32744. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32745. * ] );
  32746. * scene.background = cubeTexture;
  32747. * ```
  32748. *
  32749. * @augments Loader
  32750. */
  32751. class CubeTextureLoader extends Loader {
  32752. /**
  32753. * Constructs a new cube texture loader.
  32754. *
  32755. * @param {LoadingManager} [manager] - The loading manager.
  32756. */
  32757. constructor( manager ) {
  32758. super( manager );
  32759. }
  32760. /**
  32761. * Starts loading from the given URL and pass the fully loaded cube texture
  32762. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32763. * directly be used for material creation. If you do it this way, the cube texture
  32764. * may pop up in your scene once the respective loading process is finished.
  32765. *
  32766. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32767. * cube texture. The urls should be specified in the following order: pos-x,
  32768. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32769. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32770. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32771. * @param {onErrorCallback} onError - Executed when errors occur.
  32772. * @return {CubeTexture} The cube texture.
  32773. */
  32774. load( urls, onLoad, onProgress, onError ) {
  32775. const texture = new CubeTexture();
  32776. texture.colorSpace = SRGBColorSpace;
  32777. const loader = new ImageLoader( this.manager );
  32778. loader.setCrossOrigin( this.crossOrigin );
  32779. loader.setPath( this.path );
  32780. let loaded = 0;
  32781. function loadTexture( i ) {
  32782. loader.load( urls[ i ], function ( image ) {
  32783. texture.images[ i ] = image;
  32784. loaded ++;
  32785. if ( loaded === 6 ) {
  32786. texture.needsUpdate = true;
  32787. if ( onLoad ) onLoad( texture );
  32788. }
  32789. }, undefined, onError );
  32790. }
  32791. for ( let i = 0; i < urls.length; ++ i ) {
  32792. loadTexture( i );
  32793. }
  32794. return texture;
  32795. }
  32796. }
  32797. /**
  32798. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32799. * Textures are internally loaded via {@link FileLoader}.
  32800. *
  32801. * Derived classes have to implement the `parse()` method which holds the parsing
  32802. * for the respective format.
  32803. *
  32804. * @abstract
  32805. * @augments Loader
  32806. */
  32807. class DataTextureLoader extends Loader {
  32808. /**
  32809. * Constructs a new data texture loader.
  32810. *
  32811. * @param {LoadingManager} [manager] - The loading manager.
  32812. */
  32813. constructor( manager ) {
  32814. super( manager );
  32815. }
  32816. /**
  32817. * Starts loading from the given URL and passes the loaded data texture
  32818. * to the `onLoad()` callback. The method also returns a new texture object which can
  32819. * directly be used for material creation. If you do it this way, the texture
  32820. * may pop up in your scene once the respective loading process is finished.
  32821. *
  32822. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32823. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32824. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32825. * @param {onErrorCallback} onError - Executed when errors occur.
  32826. * @return {DataTexture} The data texture.
  32827. */
  32828. load( url, onLoad, onProgress, onError ) {
  32829. const scope = this;
  32830. const texture = new DataTexture();
  32831. const loader = new FileLoader( this.manager );
  32832. loader.setResponseType( 'arraybuffer' );
  32833. loader.setRequestHeader( this.requestHeader );
  32834. loader.setPath( this.path );
  32835. loader.setWithCredentials( scope.withCredentials );
  32836. loader.load( url, function ( buffer ) {
  32837. let texData;
  32838. try {
  32839. texData = scope.parse( buffer );
  32840. } catch ( error ) {
  32841. if ( onError !== undefined ) {
  32842. onError( error );
  32843. } else {
  32844. error( error );
  32845. return;
  32846. }
  32847. }
  32848. if ( texData.image !== undefined ) {
  32849. texture.image = texData.image;
  32850. } else if ( texData.data !== undefined ) {
  32851. texture.image.width = texData.width;
  32852. texture.image.height = texData.height;
  32853. texture.image.data = texData.data;
  32854. }
  32855. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32856. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32857. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32858. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32859. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32860. if ( texData.colorSpace !== undefined ) {
  32861. texture.colorSpace = texData.colorSpace;
  32862. }
  32863. if ( texData.flipY !== undefined ) {
  32864. texture.flipY = texData.flipY;
  32865. }
  32866. if ( texData.format !== undefined ) {
  32867. texture.format = texData.format;
  32868. }
  32869. if ( texData.type !== undefined ) {
  32870. texture.type = texData.type;
  32871. }
  32872. if ( texData.mipmaps !== undefined ) {
  32873. texture.mipmaps = texData.mipmaps;
  32874. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32875. }
  32876. if ( texData.mipmapCount === 1 ) {
  32877. texture.minFilter = LinearFilter;
  32878. }
  32879. if ( texData.generateMipmaps !== undefined ) {
  32880. texture.generateMipmaps = texData.generateMipmaps;
  32881. }
  32882. texture.needsUpdate = true;
  32883. if ( onLoad ) onLoad( texture, texData );
  32884. }, onProgress, onError );
  32885. return texture;
  32886. }
  32887. }
  32888. /**
  32889. * Class for loading textures. Images are internally
  32890. * loaded via {@link ImageLoader}.
  32891. *
  32892. * ```js
  32893. * const loader = new THREE.TextureLoader();
  32894. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32895. *
  32896. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32897. * ```
  32898. * Please note that `TextureLoader` has dropped support for progress
  32899. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32900. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145}.
  32901. *
  32902. * @augments Loader
  32903. */
  32904. class TextureLoader extends Loader {
  32905. /**
  32906. * Constructs a new texture loader.
  32907. *
  32908. * @param {LoadingManager} [manager] - The loading manager.
  32909. */
  32910. constructor( manager ) {
  32911. super( manager );
  32912. }
  32913. /**
  32914. * Starts loading from the given URL and pass the fully loaded texture
  32915. * to the `onLoad()` callback. The method also returns a new texture object which can
  32916. * directly be used for material creation. If you do it this way, the texture
  32917. * may pop up in your scene once the respective loading process is finished.
  32918. *
  32919. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32920. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32921. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32922. * @param {onErrorCallback} onError - Executed when errors occur.
  32923. * @return {Texture} The texture.
  32924. */
  32925. load( url, onLoad, onProgress, onError ) {
  32926. const texture = new Texture();
  32927. const loader = new ImageLoader( this.manager );
  32928. loader.setCrossOrigin( this.crossOrigin );
  32929. loader.setPath( this.path );
  32930. loader.load( url, function ( image ) {
  32931. texture.image = image;
  32932. texture.needsUpdate = true;
  32933. if ( onLoad !== undefined ) {
  32934. onLoad( texture );
  32935. }
  32936. }, onProgress, onError );
  32937. return texture;
  32938. }
  32939. }
  32940. /**
  32941. * Abstract base class for lights - all other light types inherit the
  32942. * properties and methods described here.
  32943. *
  32944. * @abstract
  32945. * @augments Object3D
  32946. */
  32947. class Light extends Object3D {
  32948. /**
  32949. * Constructs a new light.
  32950. *
  32951. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32952. * @param {number} [intensity=1] - The light's strength/intensity.
  32953. */
  32954. constructor( color, intensity = 1 ) {
  32955. super();
  32956. /**
  32957. * This flag can be used for type testing.
  32958. *
  32959. * @type {boolean}
  32960. * @readonly
  32961. * @default true
  32962. */
  32963. this.isLight = true;
  32964. this.type = 'Light';
  32965. /**
  32966. * The light's color.
  32967. *
  32968. * @type {Color}
  32969. */
  32970. this.color = new Color( color );
  32971. /**
  32972. * The light's intensity.
  32973. *
  32974. * @type {number}
  32975. * @default 1
  32976. */
  32977. this.intensity = intensity;
  32978. }
  32979. /**
  32980. * Frees the GPU-related resources allocated by this instance. Call this
  32981. * method whenever this instance is no longer used in your app.
  32982. */
  32983. dispose() {
  32984. // Empty here in base class; some subclasses override.
  32985. }
  32986. copy( source, recursive ) {
  32987. super.copy( source, recursive );
  32988. this.color.copy( source.color );
  32989. this.intensity = source.intensity;
  32990. return this;
  32991. }
  32992. toJSON( meta ) {
  32993. const data = super.toJSON( meta );
  32994. data.object.color = this.color.getHex();
  32995. data.object.intensity = this.intensity;
  32996. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  32997. if ( this.distance !== undefined ) data.object.distance = this.distance;
  32998. if ( this.angle !== undefined ) data.object.angle = this.angle;
  32999. if ( this.decay !== undefined ) data.object.decay = this.decay;
  33000. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  33001. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  33002. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  33003. return data;
  33004. }
  33005. }
  33006. /**
  33007. * A light source positioned directly above the scene, with color fading from
  33008. * the sky color to the ground color.
  33009. *
  33010. * This light cannot be used to cast shadows.
  33011. *
  33012. * ```js
  33013. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  33014. * scene.add( light );
  33015. * ```
  33016. *
  33017. * @augments Light
  33018. */
  33019. class HemisphereLight extends Light {
  33020. /**
  33021. * Constructs a new hemisphere light.
  33022. *
  33023. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  33024. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  33025. * @param {number} [intensity=1] - The light's strength/intensity.
  33026. */
  33027. constructor( skyColor, groundColor, intensity ) {
  33028. super( skyColor, intensity );
  33029. /**
  33030. * This flag can be used for type testing.
  33031. *
  33032. * @type {boolean}
  33033. * @readonly
  33034. * @default true
  33035. */
  33036. this.isHemisphereLight = true;
  33037. this.type = 'HemisphereLight';
  33038. this.position.copy( Object3D.DEFAULT_UP );
  33039. this.updateMatrix();
  33040. /**
  33041. * The light's ground color.
  33042. *
  33043. * @type {Color}
  33044. */
  33045. this.groundColor = new Color( groundColor );
  33046. }
  33047. copy( source, recursive ) {
  33048. super.copy( source, recursive );
  33049. this.groundColor.copy( source.groundColor );
  33050. return this;
  33051. }
  33052. }
  33053. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  33054. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  33055. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  33056. /**
  33057. * Abstract base class for light shadow classes. These classes
  33058. * represent the shadow configuration for different light types.
  33059. *
  33060. * @abstract
  33061. */
  33062. class LightShadow {
  33063. /**
  33064. * Constructs a new light shadow.
  33065. *
  33066. * @param {Camera} camera - The light's view of the world.
  33067. */
  33068. constructor( camera ) {
  33069. /**
  33070. * The light's view of the world.
  33071. *
  33072. * @type {Camera}
  33073. */
  33074. this.camera = camera;
  33075. /**
  33076. * The intensity of the shadow. The default is `1`.
  33077. * Valid values are in the range `[0, 1]`.
  33078. *
  33079. * @type {number}
  33080. * @default 1
  33081. */
  33082. this.intensity = 1;
  33083. /**
  33084. * Shadow map bias, how much to add or subtract from the normalized depth
  33085. * when deciding whether a surface is in shadow.
  33086. *
  33087. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  33088. * may help reduce artifacts in shadows.
  33089. *
  33090. * @type {number}
  33091. * @default 0
  33092. */
  33093. this.bias = 0;
  33094. /**
  33095. * Defines how much the position used to query the shadow map is offset along
  33096. * the object normal. The default is `0`. Increasing this value can be used to
  33097. * reduce shadow acne especially in large scenes where light shines onto
  33098. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  33099. *
  33100. * @type {number}
  33101. * @default 0
  33102. */
  33103. this.normalBias = 0;
  33104. /**
  33105. * Setting this to values greater than 1 will blur the edges of the shadow.
  33106. * High values will cause unwanted banding effects in the shadows - a greater
  33107. * map size will allow for a higher value to be used here before these effects
  33108. * become visible.
  33109. *
  33110. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  33111. * and it is recommended to increase softness by decreasing the shadow map size instead.
  33112. *
  33113. * The property has no effect when the shadow map type is `BasicShadowMap`.
  33114. *
  33115. * @type {number}
  33116. * @default 1
  33117. */
  33118. this.radius = 1;
  33119. /**
  33120. * The amount of samples to use when blurring a VSM shadow map.
  33121. *
  33122. * @type {number}
  33123. * @default 8
  33124. */
  33125. this.blurSamples = 8;
  33126. /**
  33127. * Defines the width and height of the shadow map. Higher values give better quality
  33128. * shadows at the cost of computation time. Values must be powers of two.
  33129. *
  33130. * @type {Vector2}
  33131. * @default (512,512)
  33132. */
  33133. this.mapSize = new Vector2( 512, 512 );
  33134. /**
  33135. * The type of shadow texture. The default is `UnsignedByteType`.
  33136. *
  33137. * @type {number}
  33138. * @default UnsignedByteType
  33139. */
  33140. this.mapType = UnsignedByteType;
  33141. /**
  33142. * The depth map generated using the internal camera; a location beyond a
  33143. * pixel's depth is in shadow. Computed internally during rendering.
  33144. *
  33145. * @type {?RenderTarget}
  33146. * @default null
  33147. */
  33148. this.map = null;
  33149. /**
  33150. * The distribution map generated using the internal camera; an occlusion is
  33151. * calculated based on the distribution of depths. Computed internally during
  33152. * rendering.
  33153. *
  33154. * @type {?RenderTarget}
  33155. * @default null
  33156. */
  33157. this.mapPass = null;
  33158. /**
  33159. * Model to shadow camera space, to compute location and depth in shadow map.
  33160. * This is computed internally during rendering.
  33161. *
  33162. * @type {Matrix4}
  33163. */
  33164. this.matrix = new Matrix4();
  33165. /**
  33166. * Enables automatic updates of the light's shadow. If you do not require dynamic
  33167. * lighting / shadows, you may set this to `false`.
  33168. *
  33169. * @type {boolean}
  33170. * @default true
  33171. */
  33172. this.autoUpdate = true;
  33173. /**
  33174. * When set to `true`, shadow maps will be updated in the next `render` call.
  33175. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  33176. * set this property to `true` and then make a render call to update the light's shadow.
  33177. *
  33178. * @type {boolean}
  33179. * @default false
  33180. */
  33181. this.needsUpdate = false;
  33182. this._frustum = new Frustum();
  33183. this._frameExtents = new Vector2( 1, 1 );
  33184. this._viewportCount = 1;
  33185. this._viewports = [
  33186. new Vector4( 0, 0, 1, 1 )
  33187. ];
  33188. }
  33189. /**
  33190. * Used internally by the renderer to get the number of viewports that need
  33191. * to be rendered for this shadow.
  33192. *
  33193. * @return {number} The viewport count.
  33194. */
  33195. getViewportCount() {
  33196. return this._viewportCount;
  33197. }
  33198. /**
  33199. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  33200. *
  33201. * @return {Frustum} The shadow camera frustum.
  33202. */
  33203. getFrustum() {
  33204. return this._frustum;
  33205. }
  33206. /**
  33207. * Update the matrices for the camera and shadow, used internally by the renderer.
  33208. *
  33209. * @param {Light} light - The light for which the shadow is being rendered.
  33210. */
  33211. updateMatrices( light ) {
  33212. const shadowCamera = this.camera;
  33213. const shadowMatrix = this.matrix;
  33214. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  33215. shadowCamera.position.copy( _lightPositionWorld$1 );
  33216. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  33217. shadowCamera.lookAt( _lookTarget$1 );
  33218. shadowCamera.updateMatrixWorld();
  33219. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  33220. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1, shadowCamera.coordinateSystem, shadowCamera.reversedDepth );
  33221. if ( shadowCamera.reversedDepth ) {
  33222. shadowMatrix.set(
  33223. 0.5, 0.0, 0.0, 0.5,
  33224. 0.0, 0.5, 0.0, 0.5,
  33225. 0.0, 0.0, 1.0, 0.0,
  33226. 0.0, 0.0, 0.0, 1.0
  33227. );
  33228. } else {
  33229. shadowMatrix.set(
  33230. 0.5, 0.0, 0.0, 0.5,
  33231. 0.0, 0.5, 0.0, 0.5,
  33232. 0.0, 0.0, 0.5, 0.5,
  33233. 0.0, 0.0, 0.0, 1.0
  33234. );
  33235. }
  33236. shadowMatrix.multiply( _projScreenMatrix$1 );
  33237. }
  33238. /**
  33239. * Returns a viewport definition for the given viewport index.
  33240. *
  33241. * @param {number} viewportIndex - The viewport index.
  33242. * @return {Vector4} The viewport.
  33243. */
  33244. getViewport( viewportIndex ) {
  33245. return this._viewports[ viewportIndex ];
  33246. }
  33247. /**
  33248. * Returns the frame extends.
  33249. *
  33250. * @return {Vector2} The frame extends.
  33251. */
  33252. getFrameExtents() {
  33253. return this._frameExtents;
  33254. }
  33255. /**
  33256. * Frees the GPU-related resources allocated by this instance. Call this
  33257. * method whenever this instance is no longer used in your app.
  33258. */
  33259. dispose() {
  33260. if ( this.map ) {
  33261. this.map.dispose();
  33262. }
  33263. if ( this.mapPass ) {
  33264. this.mapPass.dispose();
  33265. }
  33266. }
  33267. /**
  33268. * Copies the values of the given light shadow instance to this instance.
  33269. *
  33270. * @param {LightShadow} source - The light shadow to copy.
  33271. * @return {LightShadow} A reference to this light shadow instance.
  33272. */
  33273. copy( source ) {
  33274. this.camera = source.camera.clone();
  33275. this.intensity = source.intensity;
  33276. this.bias = source.bias;
  33277. this.radius = source.radius;
  33278. this.autoUpdate = source.autoUpdate;
  33279. this.needsUpdate = source.needsUpdate;
  33280. this.normalBias = source.normalBias;
  33281. this.blurSamples = source.blurSamples;
  33282. this.mapSize.copy( source.mapSize );
  33283. return this;
  33284. }
  33285. /**
  33286. * Returns a new light shadow instance with copied values from this instance.
  33287. *
  33288. * @return {LightShadow} A clone of this instance.
  33289. */
  33290. clone() {
  33291. return new this.constructor().copy( this );
  33292. }
  33293. /**
  33294. * Serializes the light shadow into JSON.
  33295. *
  33296. * @return {Object} A JSON object representing the serialized light shadow.
  33297. * @see {@link ObjectLoader#parse}
  33298. */
  33299. toJSON() {
  33300. const object = {};
  33301. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  33302. if ( this.bias !== 0 ) object.bias = this.bias;
  33303. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  33304. if ( this.radius !== 1 ) object.radius = this.radius;
  33305. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  33306. object.camera = this.camera.toJSON( false ).object;
  33307. delete object.camera.matrix;
  33308. return object;
  33309. }
  33310. }
  33311. /**
  33312. * Represents the shadow configuration of directional lights.
  33313. *
  33314. * @augments LightShadow
  33315. */
  33316. class SpotLightShadow extends LightShadow {
  33317. /**
  33318. * Constructs a new spot light shadow.
  33319. */
  33320. constructor() {
  33321. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  33322. /**
  33323. * This flag can be used for type testing.
  33324. *
  33325. * @type {boolean}
  33326. * @readonly
  33327. * @default true
  33328. */
  33329. this.isSpotLightShadow = true;
  33330. /**
  33331. * Used to focus the shadow camera. The camera's field of view is set as a
  33332. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33333. *
  33334. * @type {number}
  33335. * @default 1
  33336. */
  33337. this.focus = 1;
  33338. /**
  33339. * Texture aspect ratio.
  33340. *
  33341. * @type {number}
  33342. * @default 1
  33343. */
  33344. this.aspect = 1;
  33345. }
  33346. updateMatrices( light ) {
  33347. const camera = this.camera;
  33348. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33349. const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect;
  33350. const far = light.distance || camera.far;
  33351. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33352. camera.fov = fov;
  33353. camera.aspect = aspect;
  33354. camera.far = far;
  33355. camera.updateProjectionMatrix();
  33356. }
  33357. super.updateMatrices( light );
  33358. }
  33359. copy( source ) {
  33360. super.copy( source );
  33361. this.focus = source.focus;
  33362. return this;
  33363. }
  33364. }
  33365. /**
  33366. * This light gets emitted from a single point in one direction, along a cone
  33367. * that increases in size the further from the light it gets.
  33368. *
  33369. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33370. *
  33371. * ```js
  33372. * // white spotlight shining from the side, modulated by a texture
  33373. * const spotLight = new THREE.SpotLight( 0xffffff );
  33374. * spotLight.position.set( 100, 1000, 100 );
  33375. * spotLight.map = new THREE.TextureLoader().load( url );
  33376. *
  33377. * spotLight.castShadow = true;
  33378. * spotLight.shadow.mapSize.width = 1024;
  33379. * spotLight.shadow.mapSize.height = 1024;
  33380. * spotLight.shadow.camera.near = 500;
  33381. * spotLight.shadow.camera.far = 4000;
  33382. * spotLight.shadow.camera.fov = 30;s
  33383. * ```
  33384. *
  33385. * @augments Light
  33386. */
  33387. class SpotLight extends Light {
  33388. /**
  33389. * Constructs a new spot light.
  33390. *
  33391. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33392. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33393. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33394. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33395. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33396. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33397. */
  33398. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33399. super( color, intensity );
  33400. /**
  33401. * This flag can be used for type testing.
  33402. *
  33403. * @type {boolean}
  33404. * @readonly
  33405. * @default true
  33406. */
  33407. this.isSpotLight = true;
  33408. this.type = 'SpotLight';
  33409. this.position.copy( Object3D.DEFAULT_UP );
  33410. this.updateMatrix();
  33411. /**
  33412. * The spot light points from its position to the
  33413. * target's position.
  33414. *
  33415. * For the target's position to be changed to anything other
  33416. * than the default, it must be added to the scene.
  33417. *
  33418. * It is also possible to set the target to be another 3D object
  33419. * in the scene. The light will now track the target object.
  33420. *
  33421. * @type {Object3D}
  33422. */
  33423. this.target = new Object3D();
  33424. /**
  33425. * Maximum range of the light. `0` means no limit.
  33426. *
  33427. * @type {number}
  33428. * @default 0
  33429. */
  33430. this.distance = distance;
  33431. /**
  33432. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33433. *
  33434. * @type {number}
  33435. * @default Math.PI/3
  33436. */
  33437. this.angle = angle;
  33438. /**
  33439. * Percent of the spotlight cone that is attenuated due to penumbra.
  33440. * Value range is `[0,1]`.
  33441. *
  33442. * @type {number}
  33443. * @default 0
  33444. */
  33445. this.penumbra = penumbra;
  33446. /**
  33447. * The amount the light dims along the distance of the light. In context of
  33448. * physically-correct rendering the default value should not be changed.
  33449. *
  33450. * @type {number}
  33451. * @default 2
  33452. */
  33453. this.decay = decay;
  33454. /**
  33455. * A texture used to modulate the color of the light. The spot light
  33456. * color is mixed with the RGB value of this texture, with a ratio
  33457. * corresponding to its alpha value. The cookie-like masking effect is
  33458. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33459. *
  33460. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33461. *
  33462. * @type {?Texture}
  33463. * @default null
  33464. */
  33465. this.map = null;
  33466. /**
  33467. * This property holds the light's shadow configuration.
  33468. *
  33469. * @type {SpotLightShadow}
  33470. */
  33471. this.shadow = new SpotLightShadow();
  33472. }
  33473. /**
  33474. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33475. * Changing the power will also change the light's intensity.
  33476. *
  33477. * @type {number}
  33478. */
  33479. get power() {
  33480. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33481. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33482. return this.intensity * Math.PI;
  33483. }
  33484. set power( power ) {
  33485. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33486. this.intensity = power / Math.PI;
  33487. }
  33488. dispose() {
  33489. this.shadow.dispose();
  33490. }
  33491. copy( source, recursive ) {
  33492. super.copy( source, recursive );
  33493. this.distance = source.distance;
  33494. this.angle = source.angle;
  33495. this.penumbra = source.penumbra;
  33496. this.decay = source.decay;
  33497. this.target = source.target.clone();
  33498. this.shadow = source.shadow.clone();
  33499. return this;
  33500. }
  33501. }
  33502. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33503. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33504. const _lookTarget = /*@__PURE__*/ new Vector3();
  33505. /**
  33506. * Represents the shadow configuration of point lights.
  33507. *
  33508. * @augments LightShadow
  33509. */
  33510. class PointLightShadow extends LightShadow {
  33511. /**
  33512. * Constructs a new point light shadow.
  33513. */
  33514. constructor() {
  33515. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33516. /**
  33517. * This flag can be used for type testing.
  33518. *
  33519. * @type {boolean}
  33520. * @readonly
  33521. * @default true
  33522. */
  33523. this.isPointLightShadow = true;
  33524. this._frameExtents = new Vector2( 4, 2 );
  33525. this._viewportCount = 6;
  33526. this._viewports = [
  33527. // These viewports map a cube-map onto a 2D texture with the
  33528. // following orientation:
  33529. //
  33530. // xzXZ
  33531. // y Y
  33532. //
  33533. // X - Positive x direction
  33534. // x - Negative x direction
  33535. // Y - Positive y direction
  33536. // y - Negative y direction
  33537. // Z - Positive z direction
  33538. // z - Negative z direction
  33539. // positive X
  33540. new Vector4( 2, 1, 1, 1 ),
  33541. // negative X
  33542. new Vector4( 0, 1, 1, 1 ),
  33543. // positive Z
  33544. new Vector4( 3, 1, 1, 1 ),
  33545. // negative Z
  33546. new Vector4( 1, 1, 1, 1 ),
  33547. // positive Y
  33548. new Vector4( 3, 0, 1, 1 ),
  33549. // negative Y
  33550. new Vector4( 1, 0, 1, 1 )
  33551. ];
  33552. this._cubeDirections = [
  33553. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33554. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33555. ];
  33556. this._cubeUps = [
  33557. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33558. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33559. ];
  33560. }
  33561. /**
  33562. * Update the matrices for the camera and shadow, used internally by the renderer.
  33563. *
  33564. * @param {Light} light - The light for which the shadow is being rendered.
  33565. * @param {number} [viewportIndex=0] - The viewport index.
  33566. */
  33567. updateMatrices( light, viewportIndex = 0 ) {
  33568. const camera = this.camera;
  33569. const shadowMatrix = this.matrix;
  33570. const far = light.distance || camera.far;
  33571. if ( far !== camera.far ) {
  33572. camera.far = far;
  33573. camera.updateProjectionMatrix();
  33574. }
  33575. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33576. camera.position.copy( _lightPositionWorld );
  33577. _lookTarget.copy( camera.position );
  33578. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33579. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33580. camera.lookAt( _lookTarget );
  33581. camera.updateMatrixWorld();
  33582. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33583. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33584. this._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth );
  33585. }
  33586. }
  33587. /**
  33588. * A light that gets emitted from a single point in all directions. A common
  33589. * use case for this is to replicate the light emitted from a bare
  33590. * lightbulb.
  33591. *
  33592. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33593. *
  33594. * ```js
  33595. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33596. * light.position.set( 50, 50, 50 );
  33597. * scene.add( light );
  33598. * ```
  33599. *
  33600. * @augments Light
  33601. */
  33602. class PointLight extends Light {
  33603. /**
  33604. * Constructs a new point light.
  33605. *
  33606. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33607. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33608. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33609. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33610. */
  33611. constructor( color, intensity, distance = 0, decay = 2 ) {
  33612. super( color, intensity );
  33613. /**
  33614. * This flag can be used for type testing.
  33615. *
  33616. * @type {boolean}
  33617. * @readonly
  33618. * @default true
  33619. */
  33620. this.isPointLight = true;
  33621. this.type = 'PointLight';
  33622. /**
  33623. * When distance is zero, light will attenuate according to inverse-square
  33624. * law to infinite distance. When distance is non-zero, light will attenuate
  33625. * according to inverse-square law until near the distance cutoff, where it
  33626. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33627. * physically correct.
  33628. *
  33629. * @type {number}
  33630. * @default 0
  33631. */
  33632. this.distance = distance;
  33633. /**
  33634. * The amount the light dims along the distance of the light. In context of
  33635. * physically-correct rendering the default value should not be changed.
  33636. *
  33637. * @type {number}
  33638. * @default 2
  33639. */
  33640. this.decay = decay;
  33641. /**
  33642. * This property holds the light's shadow configuration.
  33643. *
  33644. * @type {PointLightShadow}
  33645. */
  33646. this.shadow = new PointLightShadow();
  33647. }
  33648. /**
  33649. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33650. * Changing the power will also change the light's intensity.
  33651. *
  33652. * @type {number}
  33653. */
  33654. get power() {
  33655. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33656. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33657. return this.intensity * 4 * Math.PI;
  33658. }
  33659. set power( power ) {
  33660. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33661. this.intensity = power / ( 4 * Math.PI );
  33662. }
  33663. dispose() {
  33664. this.shadow.dispose();
  33665. }
  33666. copy( source, recursive ) {
  33667. super.copy( source, recursive );
  33668. this.distance = source.distance;
  33669. this.decay = source.decay;
  33670. this.shadow = source.shadow.clone();
  33671. return this;
  33672. }
  33673. }
  33674. /**
  33675. * Camera that uses [orthographic projection]{@link https://en.wikipedia.org/wiki/Orthographic_projection}.
  33676. *
  33677. * In this projection mode, an object's size in the rendered image stays
  33678. * constant regardless of its distance from the camera. This can be useful
  33679. * for rendering 2D scenes and UI elements, amongst other things.
  33680. *
  33681. * ```js
  33682. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33683. * scene.add( camera );
  33684. * ```
  33685. *
  33686. * @augments Camera
  33687. */
  33688. class OrthographicCamera extends Camera {
  33689. /**
  33690. * Constructs a new orthographic camera.
  33691. *
  33692. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33693. * @param {number} [right=1] - The right plane of the camera's frustum.
  33694. * @param {number} [top=1] - The top plane of the camera's frustum.
  33695. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33696. * @param {number} [near=0.1] - The camera's near plane.
  33697. * @param {number} [far=2000] - The camera's far plane.
  33698. */
  33699. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33700. super();
  33701. /**
  33702. * This flag can be used for type testing.
  33703. *
  33704. * @type {boolean}
  33705. * @readonly
  33706. * @default true
  33707. */
  33708. this.isOrthographicCamera = true;
  33709. this.type = 'OrthographicCamera';
  33710. /**
  33711. * The zoom factor of the camera.
  33712. *
  33713. * @type {number}
  33714. * @default 1
  33715. */
  33716. this.zoom = 1;
  33717. /**
  33718. * Represents the frustum window specification. This property should not be edited
  33719. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33720. *
  33721. * @type {?Object}
  33722. * @default null
  33723. */
  33724. this.view = null;
  33725. /**
  33726. * The left plane of the camera's frustum.
  33727. *
  33728. * @type {number}
  33729. * @default -1
  33730. */
  33731. this.left = left;
  33732. /**
  33733. * The right plane of the camera's frustum.
  33734. *
  33735. * @type {number}
  33736. * @default 1
  33737. */
  33738. this.right = right;
  33739. /**
  33740. * The top plane of the camera's frustum.
  33741. *
  33742. * @type {number}
  33743. * @default 1
  33744. */
  33745. this.top = top;
  33746. /**
  33747. * The bottom plane of the camera's frustum.
  33748. *
  33749. * @type {number}
  33750. * @default -1
  33751. */
  33752. this.bottom = bottom;
  33753. /**
  33754. * The camera's near plane. The valid range is greater than `0`
  33755. * and less than the current value of {@link OrthographicCamera#far}.
  33756. *
  33757. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33758. * valid value for an orthographic camera's near plane.
  33759. *
  33760. * @type {number}
  33761. * @default 0.1
  33762. */
  33763. this.near = near;
  33764. /**
  33765. * The camera's far plane. Must be greater than the
  33766. * current value of {@link OrthographicCamera#near}.
  33767. *
  33768. * @type {number}
  33769. * @default 2000
  33770. */
  33771. this.far = far;
  33772. this.updateProjectionMatrix();
  33773. }
  33774. copy( source, recursive ) {
  33775. super.copy( source, recursive );
  33776. this.left = source.left;
  33777. this.right = source.right;
  33778. this.top = source.top;
  33779. this.bottom = source.bottom;
  33780. this.near = source.near;
  33781. this.far = source.far;
  33782. this.zoom = source.zoom;
  33783. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33784. return this;
  33785. }
  33786. /**
  33787. * Sets an offset in a larger frustum. This is useful for multi-window or
  33788. * multi-monitor/multi-machine setups.
  33789. *
  33790. * @param {number} fullWidth - The full width of multiview setup.
  33791. * @param {number} fullHeight - The full height of multiview setup.
  33792. * @param {number} x - The horizontal offset of the subcamera.
  33793. * @param {number} y - The vertical offset of the subcamera.
  33794. * @param {number} width - The width of subcamera.
  33795. * @param {number} height - The height of subcamera.
  33796. * @see {@link PerspectiveCamera#setViewOffset}
  33797. */
  33798. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33799. if ( this.view === null ) {
  33800. this.view = {
  33801. enabled: true,
  33802. fullWidth: 1,
  33803. fullHeight: 1,
  33804. offsetX: 0,
  33805. offsetY: 0,
  33806. width: 1,
  33807. height: 1
  33808. };
  33809. }
  33810. this.view.enabled = true;
  33811. this.view.fullWidth = fullWidth;
  33812. this.view.fullHeight = fullHeight;
  33813. this.view.offsetX = x;
  33814. this.view.offsetY = y;
  33815. this.view.width = width;
  33816. this.view.height = height;
  33817. this.updateProjectionMatrix();
  33818. }
  33819. /**
  33820. * Removes the view offset from the projection matrix.
  33821. */
  33822. clearViewOffset() {
  33823. if ( this.view !== null ) {
  33824. this.view.enabled = false;
  33825. }
  33826. this.updateProjectionMatrix();
  33827. }
  33828. /**
  33829. * Updates the camera's projection matrix. Must be called after any change of
  33830. * camera properties.
  33831. */
  33832. updateProjectionMatrix() {
  33833. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33834. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33835. const cx = ( this.right + this.left ) / 2;
  33836. const cy = ( this.top + this.bottom ) / 2;
  33837. let left = cx - dx;
  33838. let right = cx + dx;
  33839. let top = cy + dy;
  33840. let bottom = cy - dy;
  33841. if ( this.view !== null && this.view.enabled ) {
  33842. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33843. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33844. left += scaleW * this.view.offsetX;
  33845. right = left + scaleW * this.view.width;
  33846. top -= scaleH * this.view.offsetY;
  33847. bottom = top - scaleH * this.view.height;
  33848. }
  33849. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth );
  33850. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33851. }
  33852. toJSON( meta ) {
  33853. const data = super.toJSON( meta );
  33854. data.object.zoom = this.zoom;
  33855. data.object.left = this.left;
  33856. data.object.right = this.right;
  33857. data.object.top = this.top;
  33858. data.object.bottom = this.bottom;
  33859. data.object.near = this.near;
  33860. data.object.far = this.far;
  33861. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33862. return data;
  33863. }
  33864. }
  33865. /**
  33866. * Represents the shadow configuration of directional lights.
  33867. *
  33868. * @augments LightShadow
  33869. */
  33870. class DirectionalLightShadow extends LightShadow {
  33871. /**
  33872. * Constructs a new directional light shadow.
  33873. */
  33874. constructor() {
  33875. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33876. /**
  33877. * This flag can be used for type testing.
  33878. *
  33879. * @type {boolean}
  33880. * @readonly
  33881. * @default true
  33882. */
  33883. this.isDirectionalLightShadow = true;
  33884. }
  33885. }
  33886. /**
  33887. * A light that gets emitted in a specific direction. This light will behave
  33888. * as though it is infinitely far away and the rays produced from it are all
  33889. * parallel. The common use case for this is to simulate daylight; the sun is
  33890. * far enough away that its position can be considered to be infinite, and
  33891. * all light rays coming from it are parallel.
  33892. *
  33893. * A common point of confusion for directional lights is that setting the
  33894. * rotation has no effect. This is because three.js's DirectionalLight is the
  33895. * equivalent to what is often called a 'Target Direct Light' in other
  33896. * applications.
  33897. *
  33898. * This means that its direction is calculated as pointing from the light's
  33899. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33900. * (as opposed to a 'Free Direct Light' that just has a rotation
  33901. * component).
  33902. *
  33903. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33904. *
  33905. * ```js
  33906. * // White directional light at half intensity shining from the top.
  33907. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33908. * scene.add( directionalLight );
  33909. * ```
  33910. *
  33911. * @augments Light
  33912. */
  33913. class DirectionalLight extends Light {
  33914. /**
  33915. * Constructs a new directional light.
  33916. *
  33917. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33918. * @param {number} [intensity=1] - The light's strength/intensity.
  33919. */
  33920. constructor( color, intensity ) {
  33921. super( color, intensity );
  33922. /**
  33923. * This flag can be used for type testing.
  33924. *
  33925. * @type {boolean}
  33926. * @readonly
  33927. * @default true
  33928. */
  33929. this.isDirectionalLight = true;
  33930. this.type = 'DirectionalLight';
  33931. this.position.copy( Object3D.DEFAULT_UP );
  33932. this.updateMatrix();
  33933. /**
  33934. * The directional light points from its position to the
  33935. * target's position.
  33936. *
  33937. * For the target's position to be changed to anything other
  33938. * than the default, it must be added to the scene.
  33939. *
  33940. * It is also possible to set the target to be another 3D object
  33941. * in the scene. The light will now track the target object.
  33942. *
  33943. * @type {Object3D}
  33944. */
  33945. this.target = new Object3D();
  33946. /**
  33947. * This property holds the light's shadow configuration.
  33948. *
  33949. * @type {DirectionalLightShadow}
  33950. */
  33951. this.shadow = new DirectionalLightShadow();
  33952. }
  33953. dispose() {
  33954. this.shadow.dispose();
  33955. }
  33956. copy( source ) {
  33957. super.copy( source );
  33958. this.target = source.target.clone();
  33959. this.shadow = source.shadow.clone();
  33960. return this;
  33961. }
  33962. }
  33963. /**
  33964. * This light globally illuminates all objects in the scene equally.
  33965. *
  33966. * It cannot be used to cast shadows as it does not have a direction.
  33967. *
  33968. * ```js
  33969. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  33970. * scene.add( light );
  33971. * ```
  33972. *
  33973. * @augments Light
  33974. */
  33975. class AmbientLight extends Light {
  33976. /**
  33977. * Constructs a new ambient light.
  33978. *
  33979. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33980. * @param {number} [intensity=1] - The light's strength/intensity.
  33981. */
  33982. constructor( color, intensity ) {
  33983. super( color, intensity );
  33984. /**
  33985. * This flag can be used for type testing.
  33986. *
  33987. * @type {boolean}
  33988. * @readonly
  33989. * @default true
  33990. */
  33991. this.isAmbientLight = true;
  33992. this.type = 'AmbientLight';
  33993. }
  33994. }
  33995. /**
  33996. * This class emits light uniformly across the face a rectangular plane.
  33997. * This light type can be used to simulate light sources such as bright
  33998. * windows or strip lighting.
  33999. *
  34000. * Important Notes:
  34001. *
  34002. * - There is no shadow support.
  34003. * - Only PBR materials are supported.
  34004. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  34005. * into your app and init the uniforms/textures.
  34006. *
  34007. * ```js
  34008. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  34009. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  34010. *
  34011. * const intensity = 1; const width = 10; const height = 10;
  34012. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  34013. * rectLight.position.set( 5, 5, 0 );
  34014. * rectLight.lookAt( 0, 0, 0 );
  34015. * scene.add( rectLight )
  34016. * ```
  34017. *
  34018. * @augments Light
  34019. */
  34020. class RectAreaLight extends Light {
  34021. /**
  34022. * Constructs a new area light.
  34023. *
  34024. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  34025. * @param {number} [intensity=1] - The light's strength/intensity.
  34026. * @param {number} [width=10] - The width of the light.
  34027. * @param {number} [height=10] - The height of the light.
  34028. */
  34029. constructor( color, intensity, width = 10, height = 10 ) {
  34030. super( color, intensity );
  34031. /**
  34032. * This flag can be used for type testing.
  34033. *
  34034. * @type {boolean}
  34035. * @readonly
  34036. * @default true
  34037. */
  34038. this.isRectAreaLight = true;
  34039. this.type = 'RectAreaLight';
  34040. /**
  34041. * The width of the light.
  34042. *
  34043. * @type {number}
  34044. * @default 10
  34045. */
  34046. this.width = width;
  34047. /**
  34048. * The height of the light.
  34049. *
  34050. * @type {number}
  34051. * @default 10
  34052. */
  34053. this.height = height;
  34054. }
  34055. /**
  34056. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  34057. * Changing the power will also change the light's intensity.
  34058. *
  34059. * @type {number}
  34060. */
  34061. get power() {
  34062. // compute the light's luminous power (in lumens) from its intensity (in nits)
  34063. return this.intensity * this.width * this.height * Math.PI;
  34064. }
  34065. set power( power ) {
  34066. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  34067. this.intensity = power / ( this.width * this.height * Math.PI );
  34068. }
  34069. copy( source ) {
  34070. super.copy( source );
  34071. this.width = source.width;
  34072. this.height = source.height;
  34073. return this;
  34074. }
  34075. toJSON( meta ) {
  34076. const data = super.toJSON( meta );
  34077. data.object.width = this.width;
  34078. data.object.height = this.height;
  34079. return data;
  34080. }
  34081. }
  34082. /**
  34083. * Represents a third-order spherical harmonics (SH). Light probes use this class
  34084. * to encode lighting information.
  34085. *
  34086. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  34087. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  34088. */
  34089. class SphericalHarmonics3 {
  34090. /**
  34091. * Constructs a new spherical harmonics.
  34092. */
  34093. constructor() {
  34094. /**
  34095. * This flag can be used for type testing.
  34096. *
  34097. * @type {boolean}
  34098. * @readonly
  34099. * @default true
  34100. */
  34101. this.isSphericalHarmonics3 = true;
  34102. /**
  34103. * An array holding the (9) SH coefficients.
  34104. *
  34105. * @type {Array<Vector3>}
  34106. */
  34107. this.coefficients = [];
  34108. for ( let i = 0; i < 9; i ++ ) {
  34109. this.coefficients.push( new Vector3() );
  34110. }
  34111. }
  34112. /**
  34113. * Sets the given SH coefficients to this instance by copying
  34114. * the values.
  34115. *
  34116. * @param {Array<Vector3>} coefficients - The SH coefficients.
  34117. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34118. */
  34119. set( coefficients ) {
  34120. for ( let i = 0; i < 9; i ++ ) {
  34121. this.coefficients[ i ].copy( coefficients[ i ] );
  34122. }
  34123. return this;
  34124. }
  34125. /**
  34126. * Sets all SH coefficients to `0`.
  34127. *
  34128. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34129. */
  34130. zero() {
  34131. for ( let i = 0; i < 9; i ++ ) {
  34132. this.coefficients[ i ].set( 0, 0, 0 );
  34133. }
  34134. return this;
  34135. }
  34136. /**
  34137. * Returns the radiance in the direction of the given normal.
  34138. *
  34139. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34140. * @param {Vector3} target - The target vector that is used to store the method's result.
  34141. * @return {Vector3} The radiance.
  34142. */
  34143. getAt( normal, target ) {
  34144. // normal is assumed to be unit length
  34145. const x = normal.x, y = normal.y, z = normal.z;
  34146. const coeff = this.coefficients;
  34147. // band 0
  34148. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  34149. // band 1
  34150. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  34151. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  34152. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  34153. // band 2
  34154. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  34155. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  34156. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  34157. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  34158. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  34159. return target;
  34160. }
  34161. /**
  34162. * Returns the irradiance (radiance convolved with cosine lobe) in the
  34163. * direction of the given normal.
  34164. *
  34165. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  34166. * @param {Vector3} target - The target vector that is used to store the method's result.
  34167. * @return {Vector3} The irradiance.
  34168. */
  34169. getIrradianceAt( normal, target ) {
  34170. // normal is assumed to be unit length
  34171. const x = normal.x, y = normal.y, z = normal.z;
  34172. const coeff = this.coefficients;
  34173. // band 0
  34174. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  34175. // band 1
  34176. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  34177. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  34178. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  34179. // band 2
  34180. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  34181. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  34182. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  34183. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  34184. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  34185. return target;
  34186. }
  34187. /**
  34188. * Adds the given SH to this instance.
  34189. *
  34190. * @param {SphericalHarmonics3} sh - The SH to add.
  34191. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34192. */
  34193. add( sh ) {
  34194. for ( let i = 0; i < 9; i ++ ) {
  34195. this.coefficients[ i ].add( sh.coefficients[ i ] );
  34196. }
  34197. return this;
  34198. }
  34199. /**
  34200. * A convenience method for performing {@link SphericalHarmonics3#add} and
  34201. * {@link SphericalHarmonics3#scale} at once.
  34202. *
  34203. * @param {SphericalHarmonics3} sh - The SH to add.
  34204. * @param {number} s - The scale factor.
  34205. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34206. */
  34207. addScaledSH( sh, s ) {
  34208. for ( let i = 0; i < 9; i ++ ) {
  34209. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  34210. }
  34211. return this;
  34212. }
  34213. /**
  34214. * Scales this SH by the given scale factor.
  34215. *
  34216. * @param {number} s - The scale factor.
  34217. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34218. */
  34219. scale( s ) {
  34220. for ( let i = 0; i < 9; i ++ ) {
  34221. this.coefficients[ i ].multiplyScalar( s );
  34222. }
  34223. return this;
  34224. }
  34225. /**
  34226. * Linear interpolates between the given SH and this instance by the given
  34227. * alpha factor.
  34228. *
  34229. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  34230. * @param {number} alpha - The alpha factor.
  34231. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34232. */
  34233. lerp( sh, alpha ) {
  34234. for ( let i = 0; i < 9; i ++ ) {
  34235. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  34236. }
  34237. return this;
  34238. }
  34239. /**
  34240. * Returns `true` if this spherical harmonics is equal with the given one.
  34241. *
  34242. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  34243. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  34244. */
  34245. equals( sh ) {
  34246. for ( let i = 0; i < 9; i ++ ) {
  34247. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  34248. return false;
  34249. }
  34250. }
  34251. return true;
  34252. }
  34253. /**
  34254. * Copies the values of the given spherical harmonics to this instance.
  34255. *
  34256. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  34257. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  34258. */
  34259. copy( sh ) {
  34260. return this.set( sh.coefficients );
  34261. }
  34262. /**
  34263. * Returns a new spherical harmonics with copied values from this instance.
  34264. *
  34265. * @return {SphericalHarmonics3} A clone of this instance.
  34266. */
  34267. clone() {
  34268. return new this.constructor().copy( this );
  34269. }
  34270. /**
  34271. * Sets the SH coefficients of this instance from the given array.
  34272. *
  34273. * @param {Array<number>} array - An array holding the SH coefficients.
  34274. * @param {number} [offset=0] - The array offset where to start copying.
  34275. * @return {SphericalHarmonics3} A clone of this instance.
  34276. */
  34277. fromArray( array, offset = 0 ) {
  34278. const coefficients = this.coefficients;
  34279. for ( let i = 0; i < 9; i ++ ) {
  34280. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  34281. }
  34282. return this;
  34283. }
  34284. /**
  34285. * Returns an array with the SH coefficients, or copies them into the provided
  34286. * array. The coefficients are represented as numbers.
  34287. *
  34288. * @param {Array<number>} [array=[]] - The target array.
  34289. * @param {number} [offset=0] - The array offset where to start copying.
  34290. * @return {Array<number>} An array with flat SH coefficients.
  34291. */
  34292. toArray( array = [], offset = 0 ) {
  34293. const coefficients = this.coefficients;
  34294. for ( let i = 0; i < 9; i ++ ) {
  34295. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  34296. }
  34297. return array;
  34298. }
  34299. /**
  34300. * Computes the SH basis for the given normal vector.
  34301. *
  34302. * @param {Vector3} normal - The normal.
  34303. * @param {Array<number>} shBasis - The target array holding the SH basis.
  34304. */
  34305. static getBasisAt( normal, shBasis ) {
  34306. // normal is assumed to be unit length
  34307. const x = normal.x, y = normal.y, z = normal.z;
  34308. // band 0
  34309. shBasis[ 0 ] = 0.282095;
  34310. // band 1
  34311. shBasis[ 1 ] = 0.488603 * y;
  34312. shBasis[ 2 ] = 0.488603 * z;
  34313. shBasis[ 3 ] = 0.488603 * x;
  34314. // band 2
  34315. shBasis[ 4 ] = 1.092548 * x * y;
  34316. shBasis[ 5 ] = 1.092548 * y * z;
  34317. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  34318. shBasis[ 7 ] = 1.092548 * x * z;
  34319. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  34320. }
  34321. }
  34322. /**
  34323. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  34324. * classical light sources (e.g. directional, point or spot lights), light
  34325. * probes do not emit light. Instead they store information about light
  34326. * passing through 3D space. During rendering, the light that hits a 3D
  34327. * object is approximated by using the data from the light probe.
  34328. *
  34329. * Light probes are usually created from (radiance) environment maps. The
  34330. * class {@link LightProbeGenerator} can be used to create light probes from
  34331. * cube textures or render targets. However, light estimation data could also
  34332. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34333. * augmented reality content that reacts to real world lighting.
  34334. *
  34335. * The current probe implementation in three.js supports so-called diffuse
  34336. * light probes. This type of light probe is functionally equivalent to an
  34337. * irradiance environment map.
  34338. *
  34339. * @augments Light
  34340. */
  34341. class LightProbe extends Light {
  34342. /**
  34343. * Constructs a new light probe.
  34344. *
  34345. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34346. * @param {number} [intensity=1] - The light's strength/intensity.
  34347. */
  34348. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34349. super( undefined, intensity );
  34350. /**
  34351. * This flag can be used for type testing.
  34352. *
  34353. * @type {boolean}
  34354. * @readonly
  34355. * @default true
  34356. */
  34357. this.isLightProbe = true;
  34358. /**
  34359. * A light probe uses spherical harmonics to encode lighting information.
  34360. *
  34361. * @type {SphericalHarmonics3}
  34362. */
  34363. this.sh = sh;
  34364. }
  34365. copy( source ) {
  34366. super.copy( source );
  34367. this.sh.copy( source.sh );
  34368. return this;
  34369. }
  34370. /**
  34371. * Deserializes the light prove from the given JSON.
  34372. *
  34373. * @param {Object} json - The JSON holding the serialized light probe.
  34374. * @return {LightProbe} A reference to this light probe.
  34375. */
  34376. fromJSON( json ) {
  34377. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34378. this.sh.fromArray( json.sh );
  34379. return this;
  34380. }
  34381. toJSON( meta ) {
  34382. const data = super.toJSON( meta );
  34383. data.object.sh = this.sh.toArray();
  34384. return data;
  34385. }
  34386. }
  34387. /**
  34388. * Class for loading geometries. The files are internally
  34389. * loaded via {@link FileLoader}.
  34390. *
  34391. * ```js
  34392. * const loader = new THREE.MaterialLoader();
  34393. * const material = await loader.loadAsync( 'material.json' );
  34394. * ```
  34395. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34396. *
  34397. * @augments Loader
  34398. */
  34399. class MaterialLoader extends Loader {
  34400. /**
  34401. * Constructs a new material loader.
  34402. *
  34403. * @param {LoadingManager} [manager] - The loading manager.
  34404. */
  34405. constructor( manager ) {
  34406. super( manager );
  34407. /**
  34408. * A dictionary holding textures used by the material.
  34409. *
  34410. * @type {Object<string,Texture>}
  34411. */
  34412. this.textures = {};
  34413. }
  34414. /**
  34415. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34416. *
  34417. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34418. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34419. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34420. * @param {onErrorCallback} onError - Executed when errors occur.
  34421. */
  34422. load( url, onLoad, onProgress, onError ) {
  34423. const scope = this;
  34424. const loader = new FileLoader( scope.manager );
  34425. loader.setPath( scope.path );
  34426. loader.setRequestHeader( scope.requestHeader );
  34427. loader.setWithCredentials( scope.withCredentials );
  34428. loader.load( url, function ( text ) {
  34429. try {
  34430. onLoad( scope.parse( JSON.parse( text ) ) );
  34431. } catch ( e ) {
  34432. if ( onError ) {
  34433. onError( e );
  34434. } else {
  34435. error( e );
  34436. }
  34437. scope.manager.itemError( url );
  34438. }
  34439. }, onProgress, onError );
  34440. }
  34441. /**
  34442. * Parses the given JSON object and returns a material.
  34443. *
  34444. * @param {Object} json - The serialized material.
  34445. * @return {Material} The parsed material.
  34446. */
  34447. parse( json ) {
  34448. const textures = this.textures;
  34449. function getTexture( name ) {
  34450. if ( textures[ name ] === undefined ) {
  34451. warn( 'MaterialLoader: Undefined texture', name );
  34452. }
  34453. return textures[ name ];
  34454. }
  34455. const material = this.createMaterialFromType( json.type );
  34456. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34457. if ( json.name !== undefined ) material.name = json.name;
  34458. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34459. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34460. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34461. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34462. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34463. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34464. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34465. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34466. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34467. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34468. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34469. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34470. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34471. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34472. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34473. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34474. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34475. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34476. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34477. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34478. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34479. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34480. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34481. if ( json.fog !== undefined ) material.fog = json.fog;
  34482. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34483. if ( json.blending !== undefined ) material.blending = json.blending;
  34484. if ( json.combine !== undefined ) material.combine = json.combine;
  34485. if ( json.side !== undefined ) material.side = json.side;
  34486. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34487. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34488. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34489. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34490. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34491. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34492. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34493. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34494. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34495. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34496. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34497. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34498. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34499. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34500. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34501. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34502. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34503. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34504. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34505. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34506. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34507. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34508. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34509. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34510. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34511. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34512. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34513. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34514. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34515. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34516. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34517. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34518. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34519. if ( json.scale !== undefined ) material.scale = json.scale;
  34520. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34521. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34522. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34523. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34524. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34525. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34526. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34527. if ( json.visible !== undefined ) material.visible = json.visible;
  34528. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34529. if ( json.userData !== undefined ) material.userData = json.userData;
  34530. if ( json.vertexColors !== undefined ) {
  34531. if ( typeof json.vertexColors === 'number' ) {
  34532. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34533. } else {
  34534. material.vertexColors = json.vertexColors;
  34535. }
  34536. }
  34537. // Shader Material
  34538. if ( json.uniforms !== undefined ) {
  34539. for ( const name in json.uniforms ) {
  34540. const uniform = json.uniforms[ name ];
  34541. material.uniforms[ name ] = {};
  34542. switch ( uniform.type ) {
  34543. case 't':
  34544. material.uniforms[ name ].value = getTexture( uniform.value );
  34545. break;
  34546. case 'c':
  34547. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34548. break;
  34549. case 'v2':
  34550. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34551. break;
  34552. case 'v3':
  34553. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34554. break;
  34555. case 'v4':
  34556. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34557. break;
  34558. case 'm3':
  34559. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34560. break;
  34561. case 'm4':
  34562. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34563. break;
  34564. default:
  34565. material.uniforms[ name ].value = uniform.value;
  34566. }
  34567. }
  34568. }
  34569. if ( json.defines !== undefined ) material.defines = json.defines;
  34570. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34571. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34572. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34573. if ( json.extensions !== undefined ) {
  34574. for ( const key in json.extensions ) {
  34575. material.extensions[ key ] = json.extensions[ key ];
  34576. }
  34577. }
  34578. if ( json.lights !== undefined ) material.lights = json.lights;
  34579. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34580. // for PointsMaterial
  34581. if ( json.size !== undefined ) material.size = json.size;
  34582. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34583. // maps
  34584. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34585. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34586. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34587. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34588. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34589. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34590. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34591. if ( json.normalScale !== undefined ) {
  34592. let normalScale = json.normalScale;
  34593. if ( Array.isArray( normalScale ) === false ) {
  34594. // Blender exporter used to export a scalar. See #7459
  34595. normalScale = [ normalScale, normalScale ];
  34596. }
  34597. material.normalScale = new Vector2().fromArray( normalScale );
  34598. }
  34599. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34600. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34601. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34602. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34603. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34604. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34605. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34606. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34607. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34608. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34609. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34610. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34611. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34612. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34613. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34614. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34615. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34616. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34617. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34618. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34619. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34620. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34621. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34622. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34623. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34624. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34625. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34626. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34627. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34628. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34629. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34630. return material;
  34631. }
  34632. /**
  34633. * Textures are not embedded in the material JSON so they have
  34634. * to be injected before the loading process starts.
  34635. *
  34636. * @param {Object} value - A dictionary holding textures for material properties.
  34637. * @return {MaterialLoader} A reference to this material loader.
  34638. */
  34639. setTextures( value ) {
  34640. this.textures = value;
  34641. return this;
  34642. }
  34643. /**
  34644. * Creates a material for the given type.
  34645. *
  34646. * @param {string} type - The material type.
  34647. * @return {Material} The new material.
  34648. */
  34649. createMaterialFromType( type ) {
  34650. return MaterialLoader.createMaterialFromType( type );
  34651. }
  34652. /**
  34653. * Creates a material for the given type.
  34654. *
  34655. * @static
  34656. * @param {string} type - The material type.
  34657. * @return {Material} The new material.
  34658. */
  34659. static createMaterialFromType( type ) {
  34660. const materialLib = {
  34661. ShadowMaterial,
  34662. SpriteMaterial,
  34663. RawShaderMaterial,
  34664. ShaderMaterial,
  34665. PointsMaterial,
  34666. MeshPhysicalMaterial,
  34667. MeshStandardMaterial,
  34668. MeshPhongMaterial,
  34669. MeshToonMaterial,
  34670. MeshNormalMaterial,
  34671. MeshLambertMaterial,
  34672. MeshDepthMaterial,
  34673. MeshDistanceMaterial,
  34674. MeshBasicMaterial,
  34675. MeshMatcapMaterial,
  34676. LineDashedMaterial,
  34677. LineBasicMaterial,
  34678. Material
  34679. };
  34680. return new materialLib[ type ]();
  34681. }
  34682. }
  34683. /**
  34684. * A class with loader utility functions.
  34685. */
  34686. class LoaderUtils {
  34687. /**
  34688. * Extracts the base URL from the given URL.
  34689. *
  34690. * @param {string} url -The URL to extract the base URL from.
  34691. * @return {string} The extracted base URL.
  34692. */
  34693. static extractUrlBase( url ) {
  34694. const index = url.lastIndexOf( '/' );
  34695. if ( index === -1 ) return './';
  34696. return url.slice( 0, index + 1 );
  34697. }
  34698. /**
  34699. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34700. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34701. * string.
  34702. *
  34703. * @param {string} url -The URL to resolve.
  34704. * @param {string} path - The base path for relative URLs to be resolved against.
  34705. * @return {string} The resolved URL.
  34706. */
  34707. static resolveURL( url, path ) {
  34708. // Invalid URL
  34709. if ( typeof url !== 'string' || url === '' ) return '';
  34710. // Host Relative URL
  34711. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34712. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34713. }
  34714. // Absolute URL http://,https://,//
  34715. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34716. // Data URI
  34717. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34718. // Blob URL
  34719. if ( /^blob:.*$/i.test( url ) ) return url;
  34720. // Relative URL
  34721. return path + url;
  34722. }
  34723. }
  34724. /**
  34725. * An instanced version of a geometry.
  34726. */
  34727. class InstancedBufferGeometry extends BufferGeometry {
  34728. /**
  34729. * Constructs a new instanced buffer geometry.
  34730. */
  34731. constructor() {
  34732. super();
  34733. /**
  34734. * This flag can be used for type testing.
  34735. *
  34736. * @type {boolean}
  34737. * @readonly
  34738. * @default true
  34739. */
  34740. this.isInstancedBufferGeometry = true;
  34741. this.type = 'InstancedBufferGeometry';
  34742. /**
  34743. * The instance count.
  34744. *
  34745. * @type {number}
  34746. * @default Infinity
  34747. */
  34748. this.instanceCount = Infinity;
  34749. }
  34750. copy( source ) {
  34751. super.copy( source );
  34752. this.instanceCount = source.instanceCount;
  34753. return this;
  34754. }
  34755. toJSON() {
  34756. const data = super.toJSON();
  34757. data.instanceCount = this.instanceCount;
  34758. data.isInstancedBufferGeometry = true;
  34759. return data;
  34760. }
  34761. }
  34762. /**
  34763. * Class for loading geometries. The files are internally
  34764. * loaded via {@link FileLoader}.
  34765. *
  34766. * ```js
  34767. * const loader = new THREE.BufferGeometryLoader();
  34768. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34769. *
  34770. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34771. * const object = new THREE.Mesh( geometry, material );
  34772. * scene.add( object );
  34773. * ```
  34774. *
  34775. * @augments Loader
  34776. */
  34777. class BufferGeometryLoader extends Loader {
  34778. /**
  34779. * Constructs a new geometry loader.
  34780. *
  34781. * @param {LoadingManager} [manager] - The loading manager.
  34782. */
  34783. constructor( manager ) {
  34784. super( manager );
  34785. }
  34786. /**
  34787. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34788. *
  34789. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34790. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34791. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34792. * @param {onErrorCallback} onError - Executed when errors occur.
  34793. */
  34794. load( url, onLoad, onProgress, onError ) {
  34795. const scope = this;
  34796. const loader = new FileLoader( scope.manager );
  34797. loader.setPath( scope.path );
  34798. loader.setRequestHeader( scope.requestHeader );
  34799. loader.setWithCredentials( scope.withCredentials );
  34800. loader.load( url, function ( text ) {
  34801. try {
  34802. onLoad( scope.parse( JSON.parse( text ) ) );
  34803. } catch ( e ) {
  34804. if ( onError ) {
  34805. onError( e );
  34806. } else {
  34807. error( e );
  34808. }
  34809. scope.manager.itemError( url );
  34810. }
  34811. }, onProgress, onError );
  34812. }
  34813. /**
  34814. * Parses the given JSON object and returns a geometry.
  34815. *
  34816. * @param {Object} json - The serialized geometry.
  34817. * @return {BufferGeometry} The parsed geometry.
  34818. */
  34819. parse( json ) {
  34820. const interleavedBufferMap = {};
  34821. const arrayBufferMap = {};
  34822. function getInterleavedBuffer( json, uuid ) {
  34823. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34824. const interleavedBuffers = json.interleavedBuffers;
  34825. const interleavedBuffer = interleavedBuffers[ uuid ];
  34826. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34827. const array = getTypedArray( interleavedBuffer.type, buffer );
  34828. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34829. ib.uuid = interleavedBuffer.uuid;
  34830. interleavedBufferMap[ uuid ] = ib;
  34831. return ib;
  34832. }
  34833. function getArrayBuffer( json, uuid ) {
  34834. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34835. const arrayBuffers = json.arrayBuffers;
  34836. const arrayBuffer = arrayBuffers[ uuid ];
  34837. const ab = new Uint32Array( arrayBuffer ).buffer;
  34838. arrayBufferMap[ uuid ] = ab;
  34839. return ab;
  34840. }
  34841. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34842. const index = json.data.index;
  34843. if ( index !== undefined ) {
  34844. const typedArray = getTypedArray( index.type, index.array );
  34845. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34846. }
  34847. const attributes = json.data.attributes;
  34848. for ( const key in attributes ) {
  34849. const attribute = attributes[ key ];
  34850. let bufferAttribute;
  34851. if ( attribute.isInterleavedBufferAttribute ) {
  34852. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34853. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34854. } else {
  34855. const typedArray = getTypedArray( attribute.type, attribute.array );
  34856. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34857. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34858. }
  34859. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34860. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34861. geometry.setAttribute( key, bufferAttribute );
  34862. }
  34863. const morphAttributes = json.data.morphAttributes;
  34864. if ( morphAttributes ) {
  34865. for ( const key in morphAttributes ) {
  34866. const attributeArray = morphAttributes[ key ];
  34867. const array = [];
  34868. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34869. const attribute = attributeArray[ i ];
  34870. let bufferAttribute;
  34871. if ( attribute.isInterleavedBufferAttribute ) {
  34872. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34873. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34874. } else {
  34875. const typedArray = getTypedArray( attribute.type, attribute.array );
  34876. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34877. }
  34878. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34879. array.push( bufferAttribute );
  34880. }
  34881. geometry.morphAttributes[ key ] = array;
  34882. }
  34883. }
  34884. const morphTargetsRelative = json.data.morphTargetsRelative;
  34885. if ( morphTargetsRelative ) {
  34886. geometry.morphTargetsRelative = true;
  34887. }
  34888. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34889. if ( groups !== undefined ) {
  34890. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34891. const group = groups[ i ];
  34892. geometry.addGroup( group.start, group.count, group.materialIndex );
  34893. }
  34894. }
  34895. const boundingSphere = json.data.boundingSphere;
  34896. if ( boundingSphere !== undefined ) {
  34897. geometry.boundingSphere = new Sphere().fromJSON( boundingSphere );
  34898. }
  34899. if ( json.name ) geometry.name = json.name;
  34900. if ( json.userData ) geometry.userData = json.userData;
  34901. return geometry;
  34902. }
  34903. }
  34904. /**
  34905. * 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}.
  34906. * The files are internally loaded via {@link FileLoader}.
  34907. *
  34908. * ```js
  34909. * const loader = new THREE.ObjectLoader();
  34910. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34911. * scene.add( obj );
  34912. *
  34913. * // Alternatively, to parse a previously loaded JSON structure
  34914. * const object = await loader.parseAsync( a_json_object );
  34915. * scene.add( object );
  34916. * ```
  34917. *
  34918. * @augments Loader
  34919. */
  34920. class ObjectLoader extends Loader {
  34921. /**
  34922. * Constructs a new object loader.
  34923. *
  34924. * @param {LoadingManager} [manager] - The loading manager.
  34925. */
  34926. constructor( manager ) {
  34927. super( manager );
  34928. }
  34929. /**
  34930. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34931. *
  34932. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34933. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  34934. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34935. * @param {onErrorCallback} onError - Executed when errors occur.
  34936. */
  34937. load( url, onLoad, onProgress, onError ) {
  34938. const scope = this;
  34939. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34940. this.resourcePath = this.resourcePath || path;
  34941. const loader = new FileLoader( this.manager );
  34942. loader.setPath( this.path );
  34943. loader.setRequestHeader( this.requestHeader );
  34944. loader.setWithCredentials( this.withCredentials );
  34945. loader.load( url, function ( text ) {
  34946. let json = null;
  34947. try {
  34948. json = JSON.parse( text );
  34949. } catch ( error ) {
  34950. if ( onError !== undefined ) onError( error );
  34951. error( 'ObjectLoader: Can\'t parse ' + url + '.', error.message );
  34952. return;
  34953. }
  34954. const metadata = json.metadata;
  34955. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34956. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  34957. error( 'ObjectLoader: Can\'t load ' + url );
  34958. return;
  34959. }
  34960. scope.parse( json, onLoad );
  34961. }, onProgress, onError );
  34962. }
  34963. /**
  34964. * Async version of {@link ObjectLoader#load}.
  34965. *
  34966. * @async
  34967. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34968. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34969. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  34970. */
  34971. async loadAsync( url, onProgress ) {
  34972. const scope = this;
  34973. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34974. this.resourcePath = this.resourcePath || path;
  34975. const loader = new FileLoader( this.manager );
  34976. loader.setPath( this.path );
  34977. loader.setRequestHeader( this.requestHeader );
  34978. loader.setWithCredentials( this.withCredentials );
  34979. const text = await loader.loadAsync( url, onProgress );
  34980. const json = JSON.parse( text );
  34981. const metadata = json.metadata;
  34982. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34983. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34984. }
  34985. return await scope.parseAsync( json );
  34986. }
  34987. /**
  34988. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  34989. * but can also be used directly to parse a previously loaded JSON structure.
  34990. *
  34991. * @param {Object} json - The serialized 3D object.
  34992. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  34993. * @return {Object3D} The parsed 3D object.
  34994. */
  34995. parse( json, onLoad ) {
  34996. const animations = this.parseAnimations( json.animations );
  34997. const shapes = this.parseShapes( json.shapes );
  34998. const geometries = this.parseGeometries( json.geometries, shapes );
  34999. const images = this.parseImages( json.images, function () {
  35000. if ( onLoad !== undefined ) onLoad( object );
  35001. } );
  35002. const textures = this.parseTextures( json.textures, images );
  35003. const materials = this.parseMaterials( json.materials, textures );
  35004. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35005. const skeletons = this.parseSkeletons( json.skeletons, object );
  35006. this.bindSkeletons( object, skeletons );
  35007. this.bindLightTargets( object );
  35008. //
  35009. if ( onLoad !== undefined ) {
  35010. let hasImages = false;
  35011. for ( const uuid in images ) {
  35012. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  35013. hasImages = true;
  35014. break;
  35015. }
  35016. }
  35017. if ( hasImages === false ) onLoad( object );
  35018. }
  35019. return object;
  35020. }
  35021. /**
  35022. * Async version of {@link ObjectLoader#parse}.
  35023. *
  35024. * @param {Object} json - The serialized 3D object.
  35025. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  35026. */
  35027. async parseAsync( json ) {
  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 = await this.parseImagesAsync( json.images );
  35032. const textures = this.parseTextures( json.textures, images );
  35033. const materials = this.parseMaterials( json.materials, textures );
  35034. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  35035. const skeletons = this.parseSkeletons( json.skeletons, object );
  35036. this.bindSkeletons( object, skeletons );
  35037. this.bindLightTargets( object );
  35038. return object;
  35039. }
  35040. // internals
  35041. parseShapes( json ) {
  35042. const shapes = {};
  35043. if ( json !== undefined ) {
  35044. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35045. const shape = new Shape().fromJSON( json[ i ] );
  35046. shapes[ shape.uuid ] = shape;
  35047. }
  35048. }
  35049. return shapes;
  35050. }
  35051. parseSkeletons( json, object ) {
  35052. const skeletons = {};
  35053. const bones = {};
  35054. // generate bone lookup table
  35055. object.traverse( function ( child ) {
  35056. if ( child.isBone ) bones[ child.uuid ] = child;
  35057. } );
  35058. // create skeletons
  35059. if ( json !== undefined ) {
  35060. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35061. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  35062. skeletons[ skeleton.uuid ] = skeleton;
  35063. }
  35064. }
  35065. return skeletons;
  35066. }
  35067. parseGeometries( json, shapes ) {
  35068. const geometries = {};
  35069. if ( json !== undefined ) {
  35070. const bufferGeometryLoader = new BufferGeometryLoader();
  35071. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35072. let geometry;
  35073. const data = json[ i ];
  35074. switch ( data.type ) {
  35075. case 'BufferGeometry':
  35076. case 'InstancedBufferGeometry':
  35077. geometry = bufferGeometryLoader.parse( data );
  35078. break;
  35079. default:
  35080. if ( data.type in Geometries ) {
  35081. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  35082. } else {
  35083. warn( `ObjectLoader: Unsupported geometry type "${ data.type }"` );
  35084. }
  35085. }
  35086. geometry.uuid = data.uuid;
  35087. if ( data.name !== undefined ) geometry.name = data.name;
  35088. if ( data.userData !== undefined ) geometry.userData = data.userData;
  35089. geometries[ data.uuid ] = geometry;
  35090. }
  35091. }
  35092. return geometries;
  35093. }
  35094. parseMaterials( json, textures ) {
  35095. const cache = {}; // MultiMaterial
  35096. const materials = {};
  35097. if ( json !== undefined ) {
  35098. const loader = new MaterialLoader();
  35099. loader.setTextures( textures );
  35100. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35101. const data = json[ i ];
  35102. if ( cache[ data.uuid ] === undefined ) {
  35103. cache[ data.uuid ] = loader.parse( data );
  35104. }
  35105. materials[ data.uuid ] = cache[ data.uuid ];
  35106. }
  35107. }
  35108. return materials;
  35109. }
  35110. parseAnimations( json ) {
  35111. const animations = {};
  35112. if ( json !== undefined ) {
  35113. for ( let i = 0; i < json.length; i ++ ) {
  35114. const data = json[ i ];
  35115. const clip = AnimationClip.parse( data );
  35116. animations[ clip.uuid ] = clip;
  35117. }
  35118. }
  35119. return animations;
  35120. }
  35121. parseImages( json, onLoad ) {
  35122. const scope = this;
  35123. const images = {};
  35124. let loader;
  35125. function loadImage( url ) {
  35126. scope.manager.itemStart( url );
  35127. return loader.load( url, function () {
  35128. scope.manager.itemEnd( url );
  35129. }, undefined, function () {
  35130. scope.manager.itemError( url );
  35131. scope.manager.itemEnd( url );
  35132. } );
  35133. }
  35134. function deserializeImage( image ) {
  35135. if ( typeof image === 'string' ) {
  35136. const url = image;
  35137. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35138. return loadImage( path );
  35139. } else {
  35140. if ( image.data ) {
  35141. return {
  35142. data: getTypedArray( image.type, image.data ),
  35143. width: image.width,
  35144. height: image.height
  35145. };
  35146. } else {
  35147. return null;
  35148. }
  35149. }
  35150. }
  35151. if ( json !== undefined && json.length > 0 ) {
  35152. const manager = new LoadingManager( onLoad );
  35153. loader = new ImageLoader( manager );
  35154. loader.setCrossOrigin( this.crossOrigin );
  35155. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35156. const image = json[ i ];
  35157. const url = image.url;
  35158. if ( Array.isArray( url ) ) {
  35159. // load array of images e.g CubeTexture
  35160. const imageArray = [];
  35161. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35162. const currentUrl = url[ j ];
  35163. const deserializedImage = deserializeImage( currentUrl );
  35164. if ( deserializedImage !== null ) {
  35165. if ( deserializedImage instanceof HTMLImageElement ) {
  35166. imageArray.push( deserializedImage );
  35167. } else {
  35168. // special case: handle array of data textures for cube textures
  35169. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35170. }
  35171. }
  35172. }
  35173. images[ image.uuid ] = new Source( imageArray );
  35174. } else {
  35175. // load single image
  35176. const deserializedImage = deserializeImage( image.url );
  35177. images[ image.uuid ] = new Source( deserializedImage );
  35178. }
  35179. }
  35180. }
  35181. return images;
  35182. }
  35183. async parseImagesAsync( json ) {
  35184. const scope = this;
  35185. const images = {};
  35186. let loader;
  35187. async function deserializeImage( image ) {
  35188. if ( typeof image === 'string' ) {
  35189. const url = image;
  35190. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  35191. return await loader.loadAsync( path );
  35192. } else {
  35193. if ( image.data ) {
  35194. return {
  35195. data: getTypedArray( image.type, image.data ),
  35196. width: image.width,
  35197. height: image.height
  35198. };
  35199. } else {
  35200. return null;
  35201. }
  35202. }
  35203. }
  35204. if ( json !== undefined && json.length > 0 ) {
  35205. loader = new ImageLoader( this.manager );
  35206. loader.setCrossOrigin( this.crossOrigin );
  35207. for ( let i = 0, il = json.length; i < il; i ++ ) {
  35208. const image = json[ i ];
  35209. const url = image.url;
  35210. if ( Array.isArray( url ) ) {
  35211. // load array of images e.g CubeTexture
  35212. const imageArray = [];
  35213. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  35214. const currentUrl = url[ j ];
  35215. const deserializedImage = await deserializeImage( currentUrl );
  35216. if ( deserializedImage !== null ) {
  35217. if ( deserializedImage instanceof HTMLImageElement ) {
  35218. imageArray.push( deserializedImage );
  35219. } else {
  35220. // special case: handle array of data textures for cube textures
  35221. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  35222. }
  35223. }
  35224. }
  35225. images[ image.uuid ] = new Source( imageArray );
  35226. } else {
  35227. // load single image
  35228. const deserializedImage = await deserializeImage( image.url );
  35229. images[ image.uuid ] = new Source( deserializedImage );
  35230. }
  35231. }
  35232. }
  35233. return images;
  35234. }
  35235. parseTextures( json, images ) {
  35236. function parseConstant( value, type ) {
  35237. if ( typeof value === 'number' ) return value;
  35238. warn( 'ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  35239. return type[ value ];
  35240. }
  35241. const textures = {};
  35242. if ( json !== undefined ) {
  35243. for ( let i = 0, l = json.length; i < l; i ++ ) {
  35244. const data = json[ i ];
  35245. if ( data.image === undefined ) {
  35246. warn( 'ObjectLoader: No "image" specified for', data.uuid );
  35247. }
  35248. if ( images[ data.image ] === undefined ) {
  35249. warn( 'ObjectLoader: Undefined image', data.image );
  35250. }
  35251. const source = images[ data.image ];
  35252. const image = source.data;
  35253. let texture;
  35254. if ( Array.isArray( image ) ) {
  35255. texture = new CubeTexture();
  35256. if ( image.length === 6 ) texture.needsUpdate = true;
  35257. } else {
  35258. if ( image && image.data ) {
  35259. texture = new DataTexture();
  35260. } else {
  35261. texture = new Texture();
  35262. }
  35263. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  35264. }
  35265. texture.source = source;
  35266. texture.uuid = data.uuid;
  35267. if ( data.name !== undefined ) texture.name = data.name;
  35268. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  35269. if ( data.channel !== undefined ) texture.channel = data.channel;
  35270. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  35271. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  35272. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  35273. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  35274. if ( data.wrap !== undefined ) {
  35275. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  35276. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  35277. }
  35278. if ( data.format !== undefined ) texture.format = data.format;
  35279. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  35280. if ( data.type !== undefined ) texture.type = data.type;
  35281. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  35282. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  35283. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  35284. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  35285. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  35286. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  35287. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  35288. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  35289. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  35290. if ( data.userData !== undefined ) texture.userData = data.userData;
  35291. textures[ data.uuid ] = texture;
  35292. }
  35293. }
  35294. return textures;
  35295. }
  35296. parseObject( data, geometries, materials, textures, animations ) {
  35297. let object;
  35298. function getGeometry( name ) {
  35299. if ( geometries[ name ] === undefined ) {
  35300. warn( 'ObjectLoader: Undefined geometry', name );
  35301. }
  35302. return geometries[ name ];
  35303. }
  35304. function getMaterial( name ) {
  35305. if ( name === undefined ) return undefined;
  35306. if ( Array.isArray( name ) ) {
  35307. const array = [];
  35308. for ( let i = 0, l = name.length; i < l; i ++ ) {
  35309. const uuid = name[ i ];
  35310. if ( materials[ uuid ] === undefined ) {
  35311. warn( 'ObjectLoader: Undefined material', uuid );
  35312. }
  35313. array.push( materials[ uuid ] );
  35314. }
  35315. return array;
  35316. }
  35317. if ( materials[ name ] === undefined ) {
  35318. warn( 'ObjectLoader: Undefined material', name );
  35319. }
  35320. return materials[ name ];
  35321. }
  35322. function getTexture( uuid ) {
  35323. if ( textures[ uuid ] === undefined ) {
  35324. warn( 'ObjectLoader: Undefined texture', uuid );
  35325. }
  35326. return textures[ uuid ];
  35327. }
  35328. let geometry, material;
  35329. switch ( data.type ) {
  35330. case 'Scene':
  35331. object = new Scene();
  35332. if ( data.background !== undefined ) {
  35333. if ( Number.isInteger( data.background ) ) {
  35334. object.background = new Color( data.background );
  35335. } else {
  35336. object.background = getTexture( data.background );
  35337. }
  35338. }
  35339. if ( data.environment !== undefined ) {
  35340. object.environment = getTexture( data.environment );
  35341. }
  35342. if ( data.fog !== undefined ) {
  35343. if ( data.fog.type === 'Fog' ) {
  35344. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35345. } else if ( data.fog.type === 'FogExp2' ) {
  35346. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35347. }
  35348. if ( data.fog.name !== '' ) {
  35349. object.fog.name = data.fog.name;
  35350. }
  35351. }
  35352. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35353. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35354. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35355. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35356. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35357. break;
  35358. case 'PerspectiveCamera':
  35359. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35360. if ( data.focus !== undefined ) object.focus = data.focus;
  35361. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35362. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35363. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35364. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35365. break;
  35366. case 'OrthographicCamera':
  35367. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35368. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35369. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35370. break;
  35371. case 'AmbientLight':
  35372. object = new AmbientLight( data.color, data.intensity );
  35373. break;
  35374. case 'DirectionalLight':
  35375. object = new DirectionalLight( data.color, data.intensity );
  35376. object.target = data.target || '';
  35377. break;
  35378. case 'PointLight':
  35379. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35380. break;
  35381. case 'RectAreaLight':
  35382. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35383. break;
  35384. case 'SpotLight':
  35385. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35386. object.target = data.target || '';
  35387. break;
  35388. case 'HemisphereLight':
  35389. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35390. break;
  35391. case 'LightProbe':
  35392. object = new LightProbe().fromJSON( data );
  35393. break;
  35394. case 'SkinnedMesh':
  35395. geometry = getGeometry( data.geometry );
  35396. material = getMaterial( data.material );
  35397. object = new SkinnedMesh( geometry, material );
  35398. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35399. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35400. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35401. break;
  35402. case 'Mesh':
  35403. geometry = getGeometry( data.geometry );
  35404. material = getMaterial( data.material );
  35405. object = new Mesh( geometry, material );
  35406. break;
  35407. case 'InstancedMesh':
  35408. geometry = getGeometry( data.geometry );
  35409. material = getMaterial( data.material );
  35410. const count = data.count;
  35411. const instanceMatrix = data.instanceMatrix;
  35412. const instanceColor = data.instanceColor;
  35413. object = new InstancedMesh( geometry, material, count );
  35414. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35415. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35416. break;
  35417. case 'BatchedMesh':
  35418. geometry = getGeometry( data.geometry );
  35419. material = getMaterial( data.material );
  35420. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35421. object.geometry = geometry;
  35422. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35423. object.sortObjects = data.sortObjects;
  35424. object._drawRanges = data.drawRanges;
  35425. object._reservedRanges = data.reservedRanges;
  35426. object._geometryInfo = data.geometryInfo.map( info => {
  35427. let box = null;
  35428. let sphere = null;
  35429. if ( info.boundingBox !== undefined ) {
  35430. box = new Box3().fromJSON( info.boundingBox );
  35431. }
  35432. if ( info.boundingSphere !== undefined ) {
  35433. sphere = new Sphere().fromJSON( info.boundingSphere );
  35434. }
  35435. return {
  35436. ...info,
  35437. boundingBox: box,
  35438. boundingSphere: sphere
  35439. };
  35440. } );
  35441. object._instanceInfo = data.instanceInfo;
  35442. object._availableInstanceIds = data._availableInstanceIds;
  35443. object._availableGeometryIds = data._availableGeometryIds;
  35444. object._nextIndexStart = data.nextIndexStart;
  35445. object._nextVertexStart = data.nextVertexStart;
  35446. object._geometryCount = data.geometryCount;
  35447. object._maxInstanceCount = data.maxInstanceCount;
  35448. object._maxVertexCount = data.maxVertexCount;
  35449. object._maxIndexCount = data.maxIndexCount;
  35450. object._geometryInitialized = data.geometryInitialized;
  35451. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35452. object._indirectTexture = getTexture( data.indirectTexture.uuid );
  35453. if ( data.colorsTexture !== undefined ) {
  35454. object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35455. }
  35456. if ( data.boundingSphere !== undefined ) {
  35457. object.boundingSphere = new Sphere().fromJSON( data.boundingSphere );
  35458. }
  35459. if ( data.boundingBox !== undefined ) {
  35460. object.boundingBox = new Box3().fromJSON( data.boundingBox );
  35461. }
  35462. break;
  35463. case 'LOD':
  35464. object = new LOD();
  35465. break;
  35466. case 'Line':
  35467. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35468. break;
  35469. case 'LineLoop':
  35470. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35471. break;
  35472. case 'LineSegments':
  35473. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35474. break;
  35475. case 'PointCloud':
  35476. case 'Points':
  35477. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35478. break;
  35479. case 'Sprite':
  35480. object = new Sprite( getMaterial( data.material ) );
  35481. break;
  35482. case 'Group':
  35483. object = new Group();
  35484. break;
  35485. case 'Bone':
  35486. object = new Bone();
  35487. break;
  35488. default:
  35489. object = new Object3D();
  35490. }
  35491. object.uuid = data.uuid;
  35492. if ( data.name !== undefined ) object.name = data.name;
  35493. if ( data.matrix !== undefined ) {
  35494. object.matrix.fromArray( data.matrix );
  35495. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35496. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35497. } else {
  35498. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35499. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35500. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35501. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35502. }
  35503. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35504. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35505. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35506. if ( data.shadow ) {
  35507. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35508. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35509. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35510. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35511. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35512. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35513. }
  35514. if ( data.visible !== undefined ) object.visible = data.visible;
  35515. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35516. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35517. if ( data.userData !== undefined ) object.userData = data.userData;
  35518. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35519. if ( data.children !== undefined ) {
  35520. const children = data.children;
  35521. for ( let i = 0; i < children.length; i ++ ) {
  35522. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35523. }
  35524. }
  35525. if ( data.animations !== undefined ) {
  35526. const objectAnimations = data.animations;
  35527. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35528. const uuid = objectAnimations[ i ];
  35529. object.animations.push( animations[ uuid ] );
  35530. }
  35531. }
  35532. if ( data.type === 'LOD' ) {
  35533. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35534. const levels = data.levels;
  35535. for ( let l = 0; l < levels.length; l ++ ) {
  35536. const level = levels[ l ];
  35537. const child = object.getObjectByProperty( 'uuid', level.object );
  35538. if ( child !== undefined ) {
  35539. object.addLevel( child, level.distance, level.hysteresis );
  35540. }
  35541. }
  35542. }
  35543. return object;
  35544. }
  35545. bindSkeletons( object, skeletons ) {
  35546. if ( Object.keys( skeletons ).length === 0 ) return;
  35547. object.traverse( function ( child ) {
  35548. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35549. const skeleton = skeletons[ child.skeleton ];
  35550. if ( skeleton === undefined ) {
  35551. warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35552. } else {
  35553. child.bind( skeleton, child.bindMatrix );
  35554. }
  35555. }
  35556. } );
  35557. }
  35558. bindLightTargets( object ) {
  35559. object.traverse( function ( child ) {
  35560. if ( child.isDirectionalLight || child.isSpotLight ) {
  35561. const uuid = child.target;
  35562. const target = object.getObjectByProperty( 'uuid', uuid );
  35563. if ( target !== undefined ) {
  35564. child.target = target;
  35565. } else {
  35566. child.target = new Object3D();
  35567. }
  35568. }
  35569. } );
  35570. }
  35571. }
  35572. const TEXTURE_MAPPING = {
  35573. UVMapping: UVMapping,
  35574. CubeReflectionMapping: CubeReflectionMapping,
  35575. CubeRefractionMapping: CubeRefractionMapping,
  35576. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35577. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35578. CubeUVReflectionMapping: CubeUVReflectionMapping
  35579. };
  35580. const TEXTURE_WRAPPING = {
  35581. RepeatWrapping: RepeatWrapping,
  35582. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35583. MirroredRepeatWrapping: MirroredRepeatWrapping
  35584. };
  35585. const TEXTURE_FILTER = {
  35586. NearestFilter: NearestFilter,
  35587. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35588. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35589. LinearFilter: LinearFilter,
  35590. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35591. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35592. };
  35593. const _errorMap = new WeakMap();
  35594. /**
  35595. * A loader for loading images as an [ImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap}.
  35596. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35597. * textures for rendering.
  35598. *
  35599. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35600. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35601. *
  35602. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35603. *
  35604. * Also note that unlike {@link FileLoader}, this loader avoids multiple concurrent requests to the same URL only if `Cache` is enabled.
  35605. *
  35606. * ```js
  35607. * const loader = new THREE.ImageBitmapLoader();
  35608. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35609. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35610. *
  35611. * const texture = new THREE.Texture( imageBitmap );
  35612. * texture.needsUpdate = true;
  35613. * ```
  35614. *
  35615. * @augments Loader
  35616. */
  35617. class ImageBitmapLoader extends Loader {
  35618. /**
  35619. * Constructs a new image bitmap loader.
  35620. *
  35621. * @param {LoadingManager} [manager] - The loading manager.
  35622. */
  35623. constructor( manager ) {
  35624. super( manager );
  35625. /**
  35626. * This flag can be used for type testing.
  35627. *
  35628. * @type {boolean}
  35629. * @readonly
  35630. * @default true
  35631. */
  35632. this.isImageBitmapLoader = true;
  35633. if ( typeof createImageBitmap === 'undefined' ) {
  35634. warn( 'ImageBitmapLoader: createImageBitmap() not supported.' );
  35635. }
  35636. if ( typeof fetch === 'undefined' ) {
  35637. warn( 'ImageBitmapLoader: fetch() not supported.' );
  35638. }
  35639. /**
  35640. * Represents the loader options.
  35641. *
  35642. * @type {Object}
  35643. * @default {premultiplyAlpha:'none'}
  35644. */
  35645. this.options = { premultiplyAlpha: 'none' };
  35646. /**
  35647. * Used for aborting requests.
  35648. *
  35649. * @private
  35650. * @type {AbortController}
  35651. */
  35652. this._abortController = new AbortController();
  35653. }
  35654. /**
  35655. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35656. * [createImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap}.
  35657. *
  35658. * @param {Object} options - The loader options to set.
  35659. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35660. */
  35661. setOptions( options ) {
  35662. this.options = options;
  35663. return this;
  35664. }
  35665. /**
  35666. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35667. *
  35668. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35669. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35670. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35671. * @param {onErrorCallback} onError - Executed when errors occur.
  35672. * @return {ImageBitmap|undefined} The image bitmap.
  35673. */
  35674. load( url, onLoad, onProgress, onError ) {
  35675. if ( url === undefined ) url = '';
  35676. if ( this.path !== undefined ) url = this.path + url;
  35677. url = this.manager.resolveURL( url );
  35678. const scope = this;
  35679. const cached = Cache.get( `image-bitmap:${url}` );
  35680. if ( cached !== undefined ) {
  35681. scope.manager.itemStart( url );
  35682. // If cached is a promise, wait for it to resolve
  35683. if ( cached.then ) {
  35684. cached.then( imageBitmap => {
  35685. // check if there is an error for the cached promise
  35686. if ( _errorMap.has( cached ) === true ) {
  35687. if ( onError ) onError( _errorMap.get( cached ) );
  35688. scope.manager.itemError( url );
  35689. scope.manager.itemEnd( url );
  35690. } else {
  35691. if ( onLoad ) onLoad( imageBitmap );
  35692. scope.manager.itemEnd( url );
  35693. return imageBitmap;
  35694. }
  35695. } );
  35696. return;
  35697. }
  35698. // If cached is not a promise (i.e., it's already an imageBitmap)
  35699. setTimeout( function () {
  35700. if ( onLoad ) onLoad( cached );
  35701. scope.manager.itemEnd( url );
  35702. }, 0 );
  35703. return cached;
  35704. }
  35705. const fetchOptions = {};
  35706. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35707. fetchOptions.headers = this.requestHeader;
  35708. fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal;
  35709. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35710. return res.blob();
  35711. } ).then( function ( blob ) {
  35712. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35713. } ).then( function ( imageBitmap ) {
  35714. Cache.add( `image-bitmap:${url}`, imageBitmap );
  35715. if ( onLoad ) onLoad( imageBitmap );
  35716. scope.manager.itemEnd( url );
  35717. return imageBitmap;
  35718. } ).catch( function ( e ) {
  35719. if ( onError ) onError( e );
  35720. _errorMap.set( promise, e );
  35721. Cache.remove( `image-bitmap:${url}` );
  35722. scope.manager.itemError( url );
  35723. scope.manager.itemEnd( url );
  35724. } );
  35725. Cache.add( `image-bitmap:${url}`, promise );
  35726. scope.manager.itemStart( url );
  35727. }
  35728. /**
  35729. * Aborts ongoing fetch requests.
  35730. *
  35731. * @return {ImageBitmapLoader} A reference to this instance.
  35732. */
  35733. abort() {
  35734. this._abortController.abort();
  35735. this._abortController = new AbortController();
  35736. return this;
  35737. }
  35738. }
  35739. let _context;
  35740. /**
  35741. * Manages the global audio context in the engine.
  35742. *
  35743. * @hideconstructor
  35744. */
  35745. class AudioContext {
  35746. /**
  35747. * Returns the global native audio context.
  35748. *
  35749. * @return {AudioContext} The native audio context.
  35750. */
  35751. static getContext() {
  35752. if ( _context === undefined ) {
  35753. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35754. }
  35755. return _context;
  35756. }
  35757. /**
  35758. * Allows to set the global native audio context from outside.
  35759. *
  35760. * @param {AudioContext} value - The native context to set.
  35761. */
  35762. static setContext( value ) {
  35763. _context = value;
  35764. }
  35765. }
  35766. /**
  35767. * Class for loading audio buffers. Audios are internally
  35768. * loaded via {@link FileLoader}.
  35769. *
  35770. * ```js
  35771. * const audioListener = new THREE.AudioListener();
  35772. * const ambientSound = new THREE.Audio( audioListener );
  35773. *
  35774. * const loader = new THREE.AudioLoader();
  35775. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35776. *
  35777. * ambientSound.setBuffer( audioBuffer );
  35778. * ambientSound.play();
  35779. * ```
  35780. *
  35781. * @augments Loader
  35782. */
  35783. class AudioLoader extends Loader {
  35784. /**
  35785. * Constructs a new audio loader.
  35786. *
  35787. * @param {LoadingManager} [manager] - The loading manager.
  35788. */
  35789. constructor( manager ) {
  35790. super( manager );
  35791. }
  35792. /**
  35793. * Starts loading from the given URL and passes the loaded audio buffer
  35794. * to the `onLoad()` callback.
  35795. *
  35796. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35797. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35798. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35799. * @param {onErrorCallback} onError - Executed when errors occur.
  35800. */
  35801. load( url, onLoad, onProgress, onError ) {
  35802. const scope = this;
  35803. const loader = new FileLoader( this.manager );
  35804. loader.setResponseType( 'arraybuffer' );
  35805. loader.setPath( this.path );
  35806. loader.setRequestHeader( this.requestHeader );
  35807. loader.setWithCredentials( this.withCredentials );
  35808. loader.load( url, function ( buffer ) {
  35809. try {
  35810. // Create a copy of the buffer. The `decodeAudioData` method
  35811. // detaches the buffer when complete, preventing reuse.
  35812. const bufferCopy = buffer.slice( 0 );
  35813. const context = AudioContext.getContext();
  35814. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35815. onLoad( audioBuffer );
  35816. } ).catch( handleError );
  35817. } catch ( e ) {
  35818. handleError( e );
  35819. }
  35820. }, onProgress, onError );
  35821. function handleError( e ) {
  35822. if ( onError ) {
  35823. onError( e );
  35824. } else {
  35825. error( e );
  35826. }
  35827. scope.manager.itemError( url );
  35828. }
  35829. }
  35830. }
  35831. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35832. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35833. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35834. /**
  35835. * A special type of camera that uses two perspective cameras with
  35836. * stereoscopic projection. Can be used for rendering stereo effects
  35837. * like [3D Anaglyph]{@link https://en.wikipedia.org/wiki/Anaglyph_3D} or
  35838. * [Parallax Barrier]{@link https://en.wikipedia.org/wiki/parallax_barrier}.
  35839. */
  35840. class StereoCamera {
  35841. /**
  35842. * Constructs a new stereo camera.
  35843. */
  35844. constructor() {
  35845. /**
  35846. * The type property is used for detecting the object type
  35847. * in context of serialization/deserialization.
  35848. *
  35849. * @type {string}
  35850. * @readonly
  35851. */
  35852. this.type = 'StereoCamera';
  35853. /**
  35854. * The aspect.
  35855. *
  35856. * @type {number}
  35857. * @default 1
  35858. */
  35859. this.aspect = 1;
  35860. /**
  35861. * The eye separation which represents the distance
  35862. * between the left and right camera.
  35863. *
  35864. * @type {number}
  35865. * @default 0.064
  35866. */
  35867. this.eyeSep = 0.064;
  35868. /**
  35869. * The camera representing the left eye. This is added to layer `1` so objects to be
  35870. * rendered by the left camera must also be added to this layer.
  35871. *
  35872. * @type {PerspectiveCamera}
  35873. */
  35874. this.cameraL = new PerspectiveCamera();
  35875. this.cameraL.layers.enable( 1 );
  35876. this.cameraL.matrixAutoUpdate = false;
  35877. /**
  35878. * The camera representing the right eye. This is added to layer `2` so objects to be
  35879. * rendered by the right camera must also be added to this layer.
  35880. *
  35881. * @type {PerspectiveCamera}
  35882. */
  35883. this.cameraR = new PerspectiveCamera();
  35884. this.cameraR.layers.enable( 2 );
  35885. this.cameraR.matrixAutoUpdate = false;
  35886. this._cache = {
  35887. focus: null,
  35888. fov: null,
  35889. aspect: null,
  35890. near: null,
  35891. far: null,
  35892. zoom: null,
  35893. eyeSep: null
  35894. };
  35895. }
  35896. /**
  35897. * Updates the stereo camera based on the given perspective camera.
  35898. *
  35899. * @param {PerspectiveCamera} camera - The perspective camera.
  35900. */
  35901. update( camera ) {
  35902. const cache = this._cache;
  35903. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35904. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35905. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35906. if ( needsUpdate ) {
  35907. cache.focus = camera.focus;
  35908. cache.fov = camera.fov;
  35909. cache.aspect = camera.aspect * this.aspect;
  35910. cache.near = camera.near;
  35911. cache.far = camera.far;
  35912. cache.zoom = camera.zoom;
  35913. cache.eyeSep = this.eyeSep;
  35914. // Off-axis stereoscopic effect based on
  35915. // http://paulbourke.net/stereographics/stereorender/
  35916. _projectionMatrix.copy( camera.projectionMatrix );
  35917. const eyeSepHalf = cache.eyeSep / 2;
  35918. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35919. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35920. let xmin, xmax;
  35921. // translate xOffset
  35922. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35923. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35924. // for left eye
  35925. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35926. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35927. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35928. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35929. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35930. // for right eye
  35931. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  35932. xmax = ymax * cache.aspect - eyeSepOnProjection;
  35933. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35934. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35935. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  35936. }
  35937. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  35938. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  35939. }
  35940. }
  35941. /**
  35942. * This type of camera can be used in order to efficiently render a scene with a
  35943. * predefined set of cameras. This is an important performance aspect for
  35944. * rendering VR scenes.
  35945. *
  35946. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  35947. * to define for each sub camera the `viewport` property which determines the
  35948. * part of the viewport that is rendered with this camera.
  35949. *
  35950. * @augments PerspectiveCamera
  35951. */
  35952. class ArrayCamera extends PerspectiveCamera {
  35953. /**
  35954. * Constructs a new array camera.
  35955. *
  35956. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  35957. */
  35958. constructor( array = [] ) {
  35959. super();
  35960. /**
  35961. * This flag can be used for type testing.
  35962. *
  35963. * @type {boolean}
  35964. * @readonly
  35965. * @default true
  35966. */
  35967. this.isArrayCamera = true;
  35968. /**
  35969. * Whether this camera is used with multiview rendering or not.
  35970. *
  35971. * @type {boolean}
  35972. * @readonly
  35973. * @default false
  35974. */
  35975. this.isMultiViewCamera = false;
  35976. /**
  35977. * An array of perspective sub cameras.
  35978. *
  35979. * @type {Array<PerspectiveCamera>}
  35980. */
  35981. this.cameras = array;
  35982. }
  35983. }
  35984. /**
  35985. * Class for keeping track of time.
  35986. */
  35987. class Clock {
  35988. /**
  35989. * Constructs a new clock.
  35990. *
  35991. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  35992. * `getDelta()` is called for the first time.
  35993. */
  35994. constructor( autoStart = true ) {
  35995. /**
  35996. * If set to `true`, the clock starts automatically when `getDelta()` is called
  35997. * for the first time.
  35998. *
  35999. * @type {boolean}
  36000. * @default true
  36001. */
  36002. this.autoStart = autoStart;
  36003. /**
  36004. * Holds the time at which the clock's `start()` method was last called.
  36005. *
  36006. * @type {number}
  36007. * @default 0
  36008. */
  36009. this.startTime = 0;
  36010. /**
  36011. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  36012. * `getDelta()` methods were last called.
  36013. *
  36014. * @type {number}
  36015. * @default 0
  36016. */
  36017. this.oldTime = 0;
  36018. /**
  36019. * Keeps track of the total time that the clock has been running.
  36020. *
  36021. * @type {number}
  36022. * @default 0
  36023. */
  36024. this.elapsedTime = 0;
  36025. /**
  36026. * Whether the clock is running or not.
  36027. *
  36028. * @type {boolean}
  36029. * @default true
  36030. */
  36031. this.running = false;
  36032. }
  36033. /**
  36034. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  36035. * called by the class.
  36036. */
  36037. start() {
  36038. this.startTime = performance.now();
  36039. this.oldTime = this.startTime;
  36040. this.elapsedTime = 0;
  36041. this.running = true;
  36042. }
  36043. /**
  36044. * Stops the clock.
  36045. */
  36046. stop() {
  36047. this.getElapsedTime();
  36048. this.running = false;
  36049. this.autoStart = false;
  36050. }
  36051. /**
  36052. * Returns the elapsed time in seconds.
  36053. *
  36054. * @return {number} The elapsed time.
  36055. */
  36056. getElapsedTime() {
  36057. this.getDelta();
  36058. return this.elapsedTime;
  36059. }
  36060. /**
  36061. * Returns the delta time in seconds.
  36062. *
  36063. * @return {number} The delta time.
  36064. */
  36065. getDelta() {
  36066. let diff = 0;
  36067. if ( this.autoStart && ! this.running ) {
  36068. this.start();
  36069. return 0;
  36070. }
  36071. if ( this.running ) {
  36072. const newTime = performance.now();
  36073. diff = ( newTime - this.oldTime ) / 1000;
  36074. this.oldTime = newTime;
  36075. this.elapsedTime += diff;
  36076. }
  36077. return diff;
  36078. }
  36079. }
  36080. const _position$1 = /*@__PURE__*/ new Vector3();
  36081. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  36082. const _scale$1 = /*@__PURE__*/ new Vector3();
  36083. const _forward = /*@__PURE__*/ new Vector3();
  36084. const _up = /*@__PURE__*/ new Vector3();
  36085. /**
  36086. * The class represents a virtual listener of the all positional and non-positional audio effects
  36087. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  36088. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  36089. *
  36090. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  36091. * camera represents the 3D transformation of the listener.
  36092. *
  36093. * @augments Object3D
  36094. */
  36095. class AudioListener extends Object3D {
  36096. /**
  36097. * Constructs a new audio listener.
  36098. */
  36099. constructor() {
  36100. super();
  36101. this.type = 'AudioListener';
  36102. /**
  36103. * The native audio context.
  36104. *
  36105. * @type {AudioContext}
  36106. * @readonly
  36107. */
  36108. this.context = AudioContext.getContext();
  36109. /**
  36110. * The gain node used for volume control.
  36111. *
  36112. * @type {GainNode}
  36113. * @readonly
  36114. */
  36115. this.gain = this.context.createGain();
  36116. this.gain.connect( this.context.destination );
  36117. /**
  36118. * An optional filter.
  36119. *
  36120. * Defined via {@link AudioListener#setFilter}.
  36121. *
  36122. * @type {?AudioNode}
  36123. * @default null
  36124. * @readonly
  36125. */
  36126. this.filter = null;
  36127. /**
  36128. * Time delta values required for `linearRampToValueAtTime()` usage.
  36129. *
  36130. * @type {number}
  36131. * @default 0
  36132. * @readonly
  36133. */
  36134. this.timeDelta = 0;
  36135. // private
  36136. this._clock = new Clock();
  36137. }
  36138. /**
  36139. * Returns the listener's input node.
  36140. *
  36141. * This method is used by other audio nodes to connect to this listener.
  36142. *
  36143. * @return {GainNode} The input node.
  36144. */
  36145. getInput() {
  36146. return this.gain;
  36147. }
  36148. /**
  36149. * Removes the current filter from this listener.
  36150. *
  36151. * @return {AudioListener} A reference to this listener.
  36152. */
  36153. removeFilter() {
  36154. if ( this.filter !== null ) {
  36155. this.gain.disconnect( this.filter );
  36156. this.filter.disconnect( this.context.destination );
  36157. this.gain.connect( this.context.destination );
  36158. this.filter = null;
  36159. }
  36160. return this;
  36161. }
  36162. /**
  36163. * Returns the current set filter.
  36164. *
  36165. * @return {?AudioNode} The filter.
  36166. */
  36167. getFilter() {
  36168. return this.filter;
  36169. }
  36170. /**
  36171. * Sets the given filter to this listener.
  36172. *
  36173. * @param {AudioNode} value - The filter to set.
  36174. * @return {AudioListener} A reference to this listener.
  36175. */
  36176. setFilter( value ) {
  36177. if ( this.filter !== null ) {
  36178. this.gain.disconnect( this.filter );
  36179. this.filter.disconnect( this.context.destination );
  36180. } else {
  36181. this.gain.disconnect( this.context.destination );
  36182. }
  36183. this.filter = value;
  36184. this.gain.connect( this.filter );
  36185. this.filter.connect( this.context.destination );
  36186. return this;
  36187. }
  36188. /**
  36189. * Returns the applications master volume.
  36190. *
  36191. * @return {number} The master volume.
  36192. */
  36193. getMasterVolume() {
  36194. return this.gain.gain.value;
  36195. }
  36196. /**
  36197. * Sets the applications master volume. This volume setting affects
  36198. * all audio nodes in the scene.
  36199. *
  36200. * @param {number} value - The master volume to set.
  36201. * @return {AudioListener} A reference to this listener.
  36202. */
  36203. setMasterVolume( value ) {
  36204. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36205. return this;
  36206. }
  36207. updateMatrixWorld( force ) {
  36208. super.updateMatrixWorld( force );
  36209. const listener = this.context.listener;
  36210. this.timeDelta = this._clock.getDelta();
  36211. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  36212. // the initial forward and up directions must be orthogonal
  36213. _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  36214. _up.set( 0, 1, 0 ).applyQuaternion( _quaternion$1 );
  36215. if ( listener.positionX ) {
  36216. // code path for Chrome (see #14393)
  36217. const endTime = this.context.currentTime + this.timeDelta;
  36218. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  36219. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  36220. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  36221. listener.forwardX.linearRampToValueAtTime( _forward.x, endTime );
  36222. listener.forwardY.linearRampToValueAtTime( _forward.y, endTime );
  36223. listener.forwardZ.linearRampToValueAtTime( _forward.z, endTime );
  36224. listener.upX.linearRampToValueAtTime( _up.x, endTime );
  36225. listener.upY.linearRampToValueAtTime( _up.y, endTime );
  36226. listener.upZ.linearRampToValueAtTime( _up.z, endTime );
  36227. } else {
  36228. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  36229. listener.setOrientation( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z );
  36230. }
  36231. }
  36232. }
  36233. /**
  36234. * Represents a non-positional ( global ) audio object.
  36235. *
  36236. * This and related audio modules make use of the [Web Audio API]{@link https://www.w3.org/TR/webaudio-1.1/}.
  36237. *
  36238. * ```js
  36239. * // create an AudioListener and add it to the camera
  36240. * const listener = new THREE.AudioListener();
  36241. * camera.add( listener );
  36242. *
  36243. * // create a global audio source
  36244. * const sound = new THREE.Audio( listener );
  36245. *
  36246. * // load a sound and set it as the Audio object's buffer
  36247. * const audioLoader = new THREE.AudioLoader();
  36248. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36249. * sound.setBuffer( buffer );
  36250. * sound.setLoop( true );
  36251. * sound.setVolume( 0.5 );
  36252. * sound.play();
  36253. * });
  36254. * ```
  36255. *
  36256. * @augments Object3D
  36257. */
  36258. class Audio extends Object3D {
  36259. /**
  36260. * Constructs a new audio.
  36261. *
  36262. * @param {AudioListener} listener - The global audio listener.
  36263. */
  36264. constructor( listener ) {
  36265. super();
  36266. this.type = 'Audio';
  36267. /**
  36268. * The global audio listener.
  36269. *
  36270. * @type {AudioListener}
  36271. * @readonly
  36272. */
  36273. this.listener = listener;
  36274. /**
  36275. * The audio context.
  36276. *
  36277. * @type {AudioContext}
  36278. * @readonly
  36279. */
  36280. this.context = listener.context;
  36281. /**
  36282. * The gain node used for volume control.
  36283. *
  36284. * @type {GainNode}
  36285. * @readonly
  36286. */
  36287. this.gain = this.context.createGain();
  36288. this.gain.connect( listener.getInput() );
  36289. /**
  36290. * Whether to start playback automatically or not.
  36291. *
  36292. * @type {boolean}
  36293. * @default false
  36294. */
  36295. this.autoplay = false;
  36296. /**
  36297. * A reference to an audio buffer.
  36298. *
  36299. * Defined via {@link Audio#setBuffer}.
  36300. *
  36301. * @type {?AudioBuffer}
  36302. * @default null
  36303. * @readonly
  36304. */
  36305. this.buffer = null;
  36306. /**
  36307. * Modify pitch, measured in cents. +/- 100 is a semitone.
  36308. * +/- 1200 is an octave.
  36309. *
  36310. * Defined via {@link Audio#setDetune}.
  36311. *
  36312. * @type {number}
  36313. * @default 0
  36314. * @readonly
  36315. */
  36316. this.detune = 0;
  36317. /**
  36318. * Whether the audio should loop or not.
  36319. *
  36320. * Defined via {@link Audio#setLoop}.
  36321. *
  36322. * @type {boolean}
  36323. * @default false
  36324. * @readonly
  36325. */
  36326. this.loop = false;
  36327. /**
  36328. * Defines where in the audio buffer the replay should
  36329. * start, in seconds.
  36330. *
  36331. * @type {number}
  36332. * @default 0
  36333. */
  36334. this.loopStart = 0;
  36335. /**
  36336. * Defines where in the audio buffer the replay should
  36337. * stop, in seconds.
  36338. *
  36339. * @type {number}
  36340. * @default 0
  36341. */
  36342. this.loopEnd = 0;
  36343. /**
  36344. * An offset to the time within the audio buffer the playback
  36345. * should begin, in seconds.
  36346. *
  36347. * @type {number}
  36348. * @default 0
  36349. */
  36350. this.offset = 0;
  36351. /**
  36352. * Overrides the default duration of the audio.
  36353. *
  36354. * @type {undefined|number}
  36355. * @default undefined
  36356. */
  36357. this.duration = undefined;
  36358. /**
  36359. * The playback speed.
  36360. *
  36361. * Defined via {@link Audio#setPlaybackRate}.
  36362. *
  36363. * @type {number}
  36364. * @readonly
  36365. * @default 1
  36366. */
  36367. this.playbackRate = 1;
  36368. /**
  36369. * Indicates whether the audio is playing or not.
  36370. *
  36371. * This flag will be automatically set when using {@link Audio#play},
  36372. * {@link Audio#pause}, {@link Audio#stop}.
  36373. *
  36374. * @type {boolean}
  36375. * @readonly
  36376. * @default false
  36377. */
  36378. this.isPlaying = false;
  36379. /**
  36380. * Indicates whether the audio playback can be controlled
  36381. * with method like {@link Audio#play} or {@link Audio#pause}.
  36382. *
  36383. * This flag will be automatically set when audio sources are
  36384. * defined.
  36385. *
  36386. * @type {boolean}
  36387. * @readonly
  36388. * @default true
  36389. */
  36390. this.hasPlaybackControl = true;
  36391. /**
  36392. * Holds a reference to the current audio source.
  36393. *
  36394. * The property is automatically by one of the `set*()` methods.
  36395. *
  36396. * @type {?AudioNode}
  36397. * @readonly
  36398. * @default null
  36399. */
  36400. this.source = null;
  36401. /**
  36402. * Defines the source type.
  36403. *
  36404. * The property is automatically by one of the `set*()` methods.
  36405. *
  36406. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36407. * @readonly
  36408. * @default 'empty'
  36409. */
  36410. this.sourceType = 'empty';
  36411. this._startedAt = 0;
  36412. this._progress = 0;
  36413. this._connected = false;
  36414. /**
  36415. * Can be used to apply a variety of low-order filters to create
  36416. * more complex sound effects e.g. via `BiquadFilterNode`.
  36417. *
  36418. * The property is automatically set by {@link Audio#setFilters}.
  36419. *
  36420. * @type {Array<AudioNode>}
  36421. * @readonly
  36422. */
  36423. this.filters = [];
  36424. }
  36425. /**
  36426. * Returns the output audio node.
  36427. *
  36428. * @return {GainNode} The output node.
  36429. */
  36430. getOutput() {
  36431. return this.gain;
  36432. }
  36433. /**
  36434. * Sets the given audio node as the source of this instance.
  36435. *
  36436. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36437. *
  36438. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36439. * @return {Audio} A reference to this instance.
  36440. */
  36441. setNodeSource( audioNode ) {
  36442. this.hasPlaybackControl = false;
  36443. this.sourceType = 'audioNode';
  36444. this.source = audioNode;
  36445. this.connect();
  36446. return this;
  36447. }
  36448. /**
  36449. * Sets the given media element as the source of this instance.
  36450. *
  36451. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36452. *
  36453. * @param {HTMLMediaElement} mediaElement - The media element.
  36454. * @return {Audio} A reference to this instance.
  36455. */
  36456. setMediaElementSource( mediaElement ) {
  36457. this.hasPlaybackControl = false;
  36458. this.sourceType = 'mediaNode';
  36459. this.source = this.context.createMediaElementSource( mediaElement );
  36460. this.connect();
  36461. return this;
  36462. }
  36463. /**
  36464. * Sets the given media stream as the source of this instance.
  36465. *
  36466. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36467. *
  36468. * @param {MediaStream} mediaStream - The media stream.
  36469. * @return {Audio} A reference to this instance.
  36470. */
  36471. setMediaStreamSource( mediaStream ) {
  36472. this.hasPlaybackControl = false;
  36473. this.sourceType = 'mediaStreamNode';
  36474. this.source = this.context.createMediaStreamSource( mediaStream );
  36475. this.connect();
  36476. return this;
  36477. }
  36478. /**
  36479. * Sets the given audio buffer as the source of this instance.
  36480. *
  36481. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36482. *
  36483. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36484. * @return {Audio} A reference to this instance.
  36485. */
  36486. setBuffer( audioBuffer ) {
  36487. this.buffer = audioBuffer;
  36488. this.sourceType = 'buffer';
  36489. if ( this.autoplay ) this.play();
  36490. return this;
  36491. }
  36492. /**
  36493. * Starts the playback of the audio.
  36494. *
  36495. * Can only be used with compatible audio sources that allow playback control.
  36496. *
  36497. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36498. * @return {Audio|undefined} A reference to this instance.
  36499. */
  36500. play( delay = 0 ) {
  36501. if ( this.isPlaying === true ) {
  36502. warn( 'Audio: Audio is already playing.' );
  36503. return;
  36504. }
  36505. if ( this.hasPlaybackControl === false ) {
  36506. warn( 'Audio: this Audio has no playback control.' );
  36507. return;
  36508. }
  36509. this._startedAt = this.context.currentTime + delay;
  36510. const source = this.context.createBufferSource();
  36511. source.buffer = this.buffer;
  36512. source.loop = this.loop;
  36513. source.loopStart = this.loopStart;
  36514. source.loopEnd = this.loopEnd;
  36515. source.onended = this.onEnded.bind( this );
  36516. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36517. this.isPlaying = true;
  36518. this.source = source;
  36519. this.setDetune( this.detune );
  36520. this.setPlaybackRate( this.playbackRate );
  36521. return this.connect();
  36522. }
  36523. /**
  36524. * Pauses the playback of the audio.
  36525. *
  36526. * Can only be used with compatible audio sources that allow playback control.
  36527. *
  36528. * @return {Audio|undefined} A reference to this instance.
  36529. */
  36530. pause() {
  36531. if ( this.hasPlaybackControl === false ) {
  36532. warn( 'Audio: this Audio has no playback control.' );
  36533. return;
  36534. }
  36535. if ( this.isPlaying === true ) {
  36536. // update current progress
  36537. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36538. if ( this.loop === true ) {
  36539. // ensure _progress does not exceed duration with looped audios
  36540. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36541. }
  36542. this.source.stop();
  36543. this.source.onended = null;
  36544. this.isPlaying = false;
  36545. }
  36546. return this;
  36547. }
  36548. /**
  36549. * Stops the playback of the audio.
  36550. *
  36551. * Can only be used with compatible audio sources that allow playback control.
  36552. *
  36553. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36554. * @return {Audio|undefined} A reference to this instance.
  36555. */
  36556. stop( delay = 0 ) {
  36557. if ( this.hasPlaybackControl === false ) {
  36558. warn( 'Audio: this Audio has no playback control.' );
  36559. return;
  36560. }
  36561. this._progress = 0;
  36562. if ( this.source !== null ) {
  36563. this.source.stop( this.context.currentTime + delay );
  36564. this.source.onended = null;
  36565. }
  36566. this.isPlaying = false;
  36567. return this;
  36568. }
  36569. /**
  36570. * Connects to the audio source. This is used internally on
  36571. * initialisation and when setting / removing filters.
  36572. *
  36573. * @return {Audio} A reference to this instance.
  36574. */
  36575. connect() {
  36576. if ( this.filters.length > 0 ) {
  36577. this.source.connect( this.filters[ 0 ] );
  36578. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36579. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36580. }
  36581. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36582. } else {
  36583. this.source.connect( this.getOutput() );
  36584. }
  36585. this._connected = true;
  36586. return this;
  36587. }
  36588. /**
  36589. * Disconnects to the audio source. This is used internally on
  36590. * initialisation and when setting / removing filters.
  36591. *
  36592. * @return {Audio|undefined} A reference to this instance.
  36593. */
  36594. disconnect() {
  36595. if ( this._connected === false ) {
  36596. return;
  36597. }
  36598. if ( this.filters.length > 0 ) {
  36599. this.source.disconnect( this.filters[ 0 ] );
  36600. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36601. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36602. }
  36603. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36604. } else {
  36605. this.source.disconnect( this.getOutput() );
  36606. }
  36607. this._connected = false;
  36608. return this;
  36609. }
  36610. /**
  36611. * Returns the current set filters.
  36612. *
  36613. * @return {Array<AudioNode>} The list of filters.
  36614. */
  36615. getFilters() {
  36616. return this.filters;
  36617. }
  36618. /**
  36619. * Sets an array of filters and connects them with the audio source.
  36620. *
  36621. * @param {Array<AudioNode>} [value] - A list of filters.
  36622. * @return {Audio} A reference to this instance.
  36623. */
  36624. setFilters( value ) {
  36625. if ( ! value ) value = [];
  36626. if ( this._connected === true ) {
  36627. this.disconnect();
  36628. this.filters = value.slice();
  36629. this.connect();
  36630. } else {
  36631. this.filters = value.slice();
  36632. }
  36633. return this;
  36634. }
  36635. /**
  36636. * Defines the detuning of oscillation in cents.
  36637. *
  36638. * @param {number} value - The detuning of oscillation in cents.
  36639. * @return {Audio} A reference to this instance.
  36640. */
  36641. setDetune( value ) {
  36642. this.detune = value;
  36643. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36644. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36645. }
  36646. return this;
  36647. }
  36648. /**
  36649. * Returns the detuning of oscillation in cents.
  36650. *
  36651. * @return {number} The detuning of oscillation in cents.
  36652. */
  36653. getDetune() {
  36654. return this.detune;
  36655. }
  36656. /**
  36657. * Returns the first filter in the list of filters.
  36658. *
  36659. * @return {AudioNode|undefined} The first filter in the list of filters.
  36660. */
  36661. getFilter() {
  36662. return this.getFilters()[ 0 ];
  36663. }
  36664. /**
  36665. * Applies a single filter node to the audio.
  36666. *
  36667. * @param {AudioNode} [filter] - The filter to set.
  36668. * @return {Audio} A reference to this instance.
  36669. */
  36670. setFilter( filter ) {
  36671. return this.setFilters( filter ? [ filter ] : [] );
  36672. }
  36673. /**
  36674. * Sets the playback rate.
  36675. *
  36676. * Can only be used with compatible audio sources that allow playback control.
  36677. *
  36678. * @param {number} [value] - The playback rate to set.
  36679. * @return {Audio|undefined} A reference to this instance.
  36680. */
  36681. setPlaybackRate( value ) {
  36682. if ( this.hasPlaybackControl === false ) {
  36683. warn( 'Audio: this Audio has no playback control.' );
  36684. return;
  36685. }
  36686. this.playbackRate = value;
  36687. if ( this.isPlaying === true ) {
  36688. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36689. }
  36690. return this;
  36691. }
  36692. /**
  36693. * Returns the current playback rate.
  36694. * @return {number} The playback rate.
  36695. */
  36696. getPlaybackRate() {
  36697. return this.playbackRate;
  36698. }
  36699. /**
  36700. * Automatically called when playback finished.
  36701. */
  36702. onEnded() {
  36703. this.isPlaying = false;
  36704. this._progress = 0;
  36705. }
  36706. /**
  36707. * Returns the loop flag.
  36708. *
  36709. * Can only be used with compatible audio sources that allow playback control.
  36710. *
  36711. * @return {boolean} Whether the audio should loop or not.
  36712. */
  36713. getLoop() {
  36714. if ( this.hasPlaybackControl === false ) {
  36715. warn( 'Audio: this Audio has no playback control.' );
  36716. return false;
  36717. }
  36718. return this.loop;
  36719. }
  36720. /**
  36721. * Sets the loop flag.
  36722. *
  36723. * Can only be used with compatible audio sources that allow playback control.
  36724. *
  36725. * @param {boolean} value - Whether the audio should loop or not.
  36726. * @return {Audio|undefined} A reference to this instance.
  36727. */
  36728. setLoop( value ) {
  36729. if ( this.hasPlaybackControl === false ) {
  36730. warn( 'Audio: this Audio has no playback control.' );
  36731. return;
  36732. }
  36733. this.loop = value;
  36734. if ( this.isPlaying === true ) {
  36735. this.source.loop = this.loop;
  36736. }
  36737. return this;
  36738. }
  36739. /**
  36740. * Sets the loop start value which defines where in the audio buffer the replay should
  36741. * start, in seconds.
  36742. *
  36743. * @param {number} value - The loop start value.
  36744. * @return {Audio} A reference to this instance.
  36745. */
  36746. setLoopStart( value ) {
  36747. this.loopStart = value;
  36748. return this;
  36749. }
  36750. /**
  36751. * Sets the loop end value which defines where in the audio buffer the replay should
  36752. * stop, in seconds.
  36753. *
  36754. * @param {number} value - The loop end value.
  36755. * @return {Audio} A reference to this instance.
  36756. */
  36757. setLoopEnd( value ) {
  36758. this.loopEnd = value;
  36759. return this;
  36760. }
  36761. /**
  36762. * Returns the volume.
  36763. *
  36764. * @return {number} The volume.
  36765. */
  36766. getVolume() {
  36767. return this.gain.gain.value;
  36768. }
  36769. /**
  36770. * Sets the volume.
  36771. *
  36772. * @param {number} value - The volume to set.
  36773. * @return {Audio} A reference to this instance.
  36774. */
  36775. setVolume( value ) {
  36776. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36777. return this;
  36778. }
  36779. copy( source, recursive ) {
  36780. super.copy( source, recursive );
  36781. if ( source.sourceType !== 'buffer' ) {
  36782. warn( 'Audio: Audio source type cannot be copied.' );
  36783. return this;
  36784. }
  36785. this.autoplay = source.autoplay;
  36786. this.buffer = source.buffer;
  36787. this.detune = source.detune;
  36788. this.loop = source.loop;
  36789. this.loopStart = source.loopStart;
  36790. this.loopEnd = source.loopEnd;
  36791. this.offset = source.offset;
  36792. this.duration = source.duration;
  36793. this.playbackRate = source.playbackRate;
  36794. this.hasPlaybackControl = source.hasPlaybackControl;
  36795. this.sourceType = source.sourceType;
  36796. this.filters = source.filters.slice();
  36797. return this;
  36798. }
  36799. clone( recursive ) {
  36800. return new this.constructor( this.listener ).copy( this, recursive );
  36801. }
  36802. }
  36803. const _position = /*@__PURE__*/ new Vector3();
  36804. const _quaternion = /*@__PURE__*/ new Quaternion();
  36805. const _scale = /*@__PURE__*/ new Vector3();
  36806. const _orientation = /*@__PURE__*/ new Vector3();
  36807. /**
  36808. * Represents a positional audio object.
  36809. *
  36810. * ```js
  36811. * // create an AudioListener and add it to the camera
  36812. * const listener = new THREE.AudioListener();
  36813. * camera.add( listener );
  36814. *
  36815. * // create the PositionalAudio object (passing in the listener)
  36816. * const sound = new THREE.PositionalAudio( listener );
  36817. *
  36818. * // load a sound and set it as the PositionalAudio object's buffer
  36819. * const audioLoader = new THREE.AudioLoader();
  36820. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36821. * sound.setBuffer( buffer );
  36822. * sound.setRefDistance( 20 );
  36823. * sound.play();
  36824. * });
  36825. *
  36826. * // create an object for the sound to play from
  36827. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36828. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36829. * const mesh = new THREE.Mesh( sphere, material );
  36830. * scene.add( mesh );
  36831. *
  36832. * // finally add the sound to the mesh
  36833. * mesh.add( sound );
  36834. *
  36835. * @augments Audio
  36836. */
  36837. class PositionalAudio extends Audio {
  36838. /**
  36839. * Constructs a positional audio.
  36840. *
  36841. * @param {AudioListener} listener - The global audio listener.
  36842. */
  36843. constructor( listener ) {
  36844. super( listener );
  36845. /**
  36846. * The panner node represents the location, direction, and behavior of an audio
  36847. * source in 3D space.
  36848. *
  36849. * @type {PannerNode}
  36850. * @readonly
  36851. */
  36852. this.panner = this.context.createPanner();
  36853. this.panner.panningModel = 'HRTF';
  36854. this.panner.connect( this.gain );
  36855. }
  36856. connect() {
  36857. super.connect();
  36858. this.panner.connect( this.gain );
  36859. return this;
  36860. }
  36861. disconnect() {
  36862. super.disconnect();
  36863. this.panner.disconnect( this.gain );
  36864. return this;
  36865. }
  36866. getOutput() {
  36867. return this.panner;
  36868. }
  36869. /**
  36870. * Returns the current reference distance.
  36871. *
  36872. * @return {number} The reference distance.
  36873. */
  36874. getRefDistance() {
  36875. return this.panner.refDistance;
  36876. }
  36877. /**
  36878. * Defines the reference distance for reducing volume as the audio source moves
  36879. * further from the listener – i.e. the distance at which the volume reduction
  36880. * starts taking effect.
  36881. *
  36882. * @param {number} value - The reference distance to set.
  36883. * @return {PositionalAudio} A reference to this instance.
  36884. */
  36885. setRefDistance( value ) {
  36886. this.panner.refDistance = value;
  36887. return this;
  36888. }
  36889. /**
  36890. * Returns the current rolloff factor.
  36891. *
  36892. * @return {number} The rolloff factor.
  36893. */
  36894. getRolloffFactor() {
  36895. return this.panner.rolloffFactor;
  36896. }
  36897. /**
  36898. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36899. *
  36900. * @param {number} value - The rolloff factor.
  36901. * @return {PositionalAudio} A reference to this instance.
  36902. */
  36903. setRolloffFactor( value ) {
  36904. this.panner.rolloffFactor = value;
  36905. return this;
  36906. }
  36907. /**
  36908. * Returns the current distance model.
  36909. *
  36910. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36911. */
  36912. getDistanceModel() {
  36913. return this.panner.distanceModel;
  36914. }
  36915. /**
  36916. * Defines which algorithm to use to reduce the volume of the audio source
  36917. * as it moves away from the listener.
  36918. *
  36919. * Read [the spec]{@link https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype}
  36920. * for more details.
  36921. *
  36922. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36923. * @return {PositionalAudio} A reference to this instance.
  36924. */
  36925. setDistanceModel( value ) {
  36926. this.panner.distanceModel = value;
  36927. return this;
  36928. }
  36929. /**
  36930. * Returns the current max distance.
  36931. *
  36932. * @return {number} The max distance.
  36933. */
  36934. getMaxDistance() {
  36935. return this.panner.maxDistance;
  36936. }
  36937. /**
  36938. * Defines the maximum distance between the audio source and the listener,
  36939. * after which the volume is not reduced any further.
  36940. *
  36941. * This value is used only by the `linear` distance model.
  36942. *
  36943. * @param {number} value - The max distance.
  36944. * @return {PositionalAudio} A reference to this instance.
  36945. */
  36946. setMaxDistance( value ) {
  36947. this.panner.maxDistance = value;
  36948. return this;
  36949. }
  36950. /**
  36951. * Sets the directional cone in which the audio can be listened.
  36952. *
  36953. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  36954. * @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.
  36955. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  36956. * @return {PositionalAudio} A reference to this instance.
  36957. */
  36958. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  36959. this.panner.coneInnerAngle = coneInnerAngle;
  36960. this.panner.coneOuterAngle = coneOuterAngle;
  36961. this.panner.coneOuterGain = coneOuterGain;
  36962. return this;
  36963. }
  36964. updateMatrixWorld( force ) {
  36965. super.updateMatrixWorld( force );
  36966. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  36967. this.matrixWorld.decompose( _position, _quaternion, _scale );
  36968. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  36969. const panner = this.panner;
  36970. if ( panner.positionX ) {
  36971. // code path for Chrome and Firefox (see #14393)
  36972. const endTime = this.context.currentTime + this.listener.timeDelta;
  36973. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  36974. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  36975. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  36976. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  36977. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  36978. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  36979. } else {
  36980. panner.setPosition( _position.x, _position.y, _position.z );
  36981. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  36982. }
  36983. }
  36984. }
  36985. /**
  36986. * This class can be used to analyse audio data.
  36987. *
  36988. * ```js
  36989. * // create an AudioListener and add it to the camera
  36990. * const listener = new THREE.AudioListener();
  36991. * camera.add( listener );
  36992. *
  36993. * // create an Audio source
  36994. * const sound = new THREE.Audio( listener );
  36995. *
  36996. * // load a sound and set it as the Audio object's buffer
  36997. * const audioLoader = new THREE.AudioLoader();
  36998. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36999. * sound.setBuffer( buffer );
  37000. * sound.setLoop(true);
  37001. * sound.setVolume(0.5);
  37002. * sound.play();
  37003. * });
  37004. *
  37005. * // create an AudioAnalyser, passing in the sound and desired fftSize
  37006. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  37007. *
  37008. * // get the average frequency of the sound
  37009. * const data = analyser.getAverageFrequency();
  37010. * ```
  37011. */
  37012. class AudioAnalyser {
  37013. /**
  37014. * Constructs a new audio analyzer.
  37015. *
  37016. * @param {Audio} audio - The audio to analyze.
  37017. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  37018. */
  37019. constructor( audio, fftSize = 2048 ) {
  37020. /**
  37021. * The global audio listener.
  37022. *
  37023. * @type {AnalyserNode}
  37024. */
  37025. this.analyser = audio.context.createAnalyser();
  37026. this.analyser.fftSize = fftSize;
  37027. /**
  37028. * Holds the analyzed data.
  37029. *
  37030. * @type {Uint8Array}
  37031. */
  37032. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  37033. audio.getOutput().connect( this.analyser );
  37034. }
  37035. /**
  37036. * Returns an array with frequency data of the audio.
  37037. *
  37038. * Each item in the array represents the decibel value for a specific frequency.
  37039. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  37040. * For example, for 48000 sample rate, the last item of the array will represent
  37041. * the decibel value for 24000 Hz.
  37042. *
  37043. * @return {Uint8Array} The frequency data.
  37044. */
  37045. getFrequencyData() {
  37046. this.analyser.getByteFrequencyData( this.data );
  37047. return this.data;
  37048. }
  37049. /**
  37050. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  37051. *
  37052. * @return {number} The average frequency.
  37053. */
  37054. getAverageFrequency() {
  37055. let value = 0;
  37056. const data = this.getFrequencyData();
  37057. for ( let i = 0; i < data.length; i ++ ) {
  37058. value += data[ i ];
  37059. }
  37060. return value / data.length;
  37061. }
  37062. }
  37063. /**
  37064. * Buffered scene graph property that allows weighted accumulation; used internally.
  37065. */
  37066. class PropertyMixer {
  37067. /**
  37068. * Constructs a new property mixer.
  37069. *
  37070. * @param {PropertyBinding} binding - The property binding.
  37071. * @param {string} typeName - The keyframe track type name.
  37072. * @param {number} valueSize - The keyframe track value size.
  37073. */
  37074. constructor( binding, typeName, valueSize ) {
  37075. /**
  37076. * The property binding.
  37077. *
  37078. * @type {PropertyBinding}
  37079. */
  37080. this.binding = binding;
  37081. /**
  37082. * The keyframe track value size.
  37083. *
  37084. * @type {number}
  37085. */
  37086. this.valueSize = valueSize;
  37087. let mixFunction,
  37088. mixFunctionAdditive,
  37089. setIdentity;
  37090. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  37091. //
  37092. // interpolators can use .buffer as their .result
  37093. // the data then goes to 'incoming'
  37094. //
  37095. // 'accu0' and 'accu1' are used frame-interleaved for
  37096. // the cumulative result and are compared to detect
  37097. // changes
  37098. //
  37099. // 'orig' stores the original state of the property
  37100. //
  37101. // 'add' is used for additive cumulative results
  37102. //
  37103. // 'work' is optional and is only present for quaternion types. It is used
  37104. // to store intermediate quaternion multiplication results
  37105. switch ( typeName ) {
  37106. case 'quaternion':
  37107. mixFunction = this._slerp;
  37108. mixFunctionAdditive = this._slerpAdditive;
  37109. setIdentity = this._setAdditiveIdentityQuaternion;
  37110. this.buffer = new Float64Array( valueSize * 6 );
  37111. this._workIndex = 5;
  37112. break;
  37113. case 'string':
  37114. case 'bool':
  37115. mixFunction = this._select;
  37116. // Use the regular mix function and for additive on these types,
  37117. // additive is not relevant for non-numeric types
  37118. mixFunctionAdditive = this._select;
  37119. setIdentity = this._setAdditiveIdentityOther;
  37120. this.buffer = new Array( valueSize * 5 );
  37121. break;
  37122. default:
  37123. mixFunction = this._lerp;
  37124. mixFunctionAdditive = this._lerpAdditive;
  37125. setIdentity = this._setAdditiveIdentityNumeric;
  37126. this.buffer = new Float64Array( valueSize * 5 );
  37127. }
  37128. this._mixBufferRegion = mixFunction;
  37129. this._mixBufferRegionAdditive = mixFunctionAdditive;
  37130. this._setIdentity = setIdentity;
  37131. this._origIndex = 3;
  37132. this._addIndex = 4;
  37133. /**
  37134. * TODO
  37135. *
  37136. * @type {number}
  37137. * @default 0
  37138. */
  37139. this.cumulativeWeight = 0;
  37140. /**
  37141. * TODO
  37142. *
  37143. * @type {number}
  37144. * @default 0
  37145. */
  37146. this.cumulativeWeightAdditive = 0;
  37147. /**
  37148. * TODO
  37149. *
  37150. * @type {number}
  37151. * @default 0
  37152. */
  37153. this.useCount = 0;
  37154. /**
  37155. * TODO
  37156. *
  37157. * @type {number}
  37158. * @default 0
  37159. */
  37160. this.referenceCount = 0;
  37161. }
  37162. /**
  37163. * Accumulates data in the `incoming` region into `accu<i>`.
  37164. *
  37165. * @param {number} accuIndex - The accumulation index.
  37166. * @param {number} weight - The weight.
  37167. */
  37168. accumulate( accuIndex, weight ) {
  37169. // note: happily accumulating nothing when weight = 0, the caller knows
  37170. // the weight and shouldn't have made the call in the first place
  37171. const buffer = this.buffer,
  37172. stride = this.valueSize,
  37173. offset = accuIndex * stride + stride;
  37174. let currentWeight = this.cumulativeWeight;
  37175. if ( currentWeight === 0 ) {
  37176. // accuN := incoming * weight
  37177. for ( let i = 0; i !== stride; ++ i ) {
  37178. buffer[ offset + i ] = buffer[ i ];
  37179. }
  37180. currentWeight = weight;
  37181. } else {
  37182. // accuN := accuN + incoming * weight
  37183. currentWeight += weight;
  37184. const mix = weight / currentWeight;
  37185. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  37186. }
  37187. this.cumulativeWeight = currentWeight;
  37188. }
  37189. /**
  37190. * Accumulates data in the `incoming` region into `add`.
  37191. *
  37192. * @param {number} weight - The weight.
  37193. */
  37194. accumulateAdditive( weight ) {
  37195. const buffer = this.buffer,
  37196. stride = this.valueSize,
  37197. offset = stride * this._addIndex;
  37198. if ( this.cumulativeWeightAdditive === 0 ) {
  37199. // add = identity
  37200. this._setIdentity();
  37201. }
  37202. // add := add + incoming * weight
  37203. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  37204. this.cumulativeWeightAdditive += weight;
  37205. }
  37206. /**
  37207. * Applies the state of `accu<i>` to the binding when accus differ.
  37208. *
  37209. * @param {number} accuIndex - The accumulation index.
  37210. */
  37211. apply( accuIndex ) {
  37212. const stride = this.valueSize,
  37213. buffer = this.buffer,
  37214. offset = accuIndex * stride + stride,
  37215. weight = this.cumulativeWeight,
  37216. weightAdditive = this.cumulativeWeightAdditive,
  37217. binding = this.binding;
  37218. this.cumulativeWeight = 0;
  37219. this.cumulativeWeightAdditive = 0;
  37220. if ( weight < 1 ) {
  37221. // accuN := accuN + original * ( 1 - cumulativeWeight )
  37222. const originalValueOffset = stride * this._origIndex;
  37223. this._mixBufferRegion(
  37224. buffer, offset, originalValueOffset, 1 - weight, stride );
  37225. }
  37226. if ( weightAdditive > 0 ) {
  37227. // accuN := accuN + additive accuN
  37228. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  37229. }
  37230. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  37231. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  37232. // value has changed -> update scene graph
  37233. binding.setValue( buffer, offset );
  37234. break;
  37235. }
  37236. }
  37237. }
  37238. /**
  37239. * Remembers the state of the bound property and copy it to both accus.
  37240. */
  37241. saveOriginalState() {
  37242. const binding = this.binding;
  37243. const buffer = this.buffer,
  37244. stride = this.valueSize,
  37245. originalValueOffset = stride * this._origIndex;
  37246. binding.getValue( buffer, originalValueOffset );
  37247. // accu[0..1] := orig -- initially detect changes against the original
  37248. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  37249. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  37250. }
  37251. // Add to identity for additive
  37252. this._setIdentity();
  37253. this.cumulativeWeight = 0;
  37254. this.cumulativeWeightAdditive = 0;
  37255. }
  37256. /**
  37257. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  37258. */
  37259. restoreOriginalState() {
  37260. const originalValueOffset = this.valueSize * 3;
  37261. this.binding.setValue( this.buffer, originalValueOffset );
  37262. }
  37263. // internals
  37264. _setAdditiveIdentityNumeric() {
  37265. const startIndex = this._addIndex * this.valueSize;
  37266. const endIndex = startIndex + this.valueSize;
  37267. for ( let i = startIndex; i < endIndex; i ++ ) {
  37268. this.buffer[ i ] = 0;
  37269. }
  37270. }
  37271. _setAdditiveIdentityQuaternion() {
  37272. this._setAdditiveIdentityNumeric();
  37273. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  37274. }
  37275. _setAdditiveIdentityOther() {
  37276. const startIndex = this._origIndex * this.valueSize;
  37277. const targetIndex = this._addIndex * this.valueSize;
  37278. for ( let i = 0; i < this.valueSize; i ++ ) {
  37279. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  37280. }
  37281. }
  37282. // mix functions
  37283. _select( buffer, dstOffset, srcOffset, t, stride ) {
  37284. if ( t >= 0.5 ) {
  37285. for ( let i = 0; i !== stride; ++ i ) {
  37286. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  37287. }
  37288. }
  37289. }
  37290. _slerp( buffer, dstOffset, srcOffset, t ) {
  37291. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  37292. }
  37293. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37294. const workOffset = this._workIndex * stride;
  37295. // Store result in intermediate buffer offset
  37296. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  37297. // Slerp to the intermediate result
  37298. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  37299. }
  37300. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  37301. const s = 1 - t;
  37302. for ( let i = 0; i !== stride; ++ i ) {
  37303. const j = dstOffset + i;
  37304. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  37305. }
  37306. }
  37307. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  37308. for ( let i = 0; i !== stride; ++ i ) {
  37309. const j = dstOffset + i;
  37310. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  37311. }
  37312. }
  37313. }
  37314. // Characters [].:/ are reserved for track binding syntax.
  37315. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  37316. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  37317. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  37318. // only latin characters, and the unicode \p{L} is not yet supported. So
  37319. // instead, we exclude reserved characters and match everything else.
  37320. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  37321. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  37322. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  37323. // be matched to parse the rest of the track name.
  37324. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  37325. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  37326. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  37327. // Object on target node, and accessor. May not contain reserved
  37328. // characters. Accessor may contain any character except closing bracket.
  37329. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  37330. // Property and accessor. May not contain reserved characters. Accessor may
  37331. // contain any non-bracket characters.
  37332. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  37333. const _trackRe = new RegExp( ''
  37334. + '^'
  37335. + _directoryRe
  37336. + _nodeRe
  37337. + _objectRe
  37338. + _propertyRe
  37339. + '$'
  37340. );
  37341. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  37342. class Composite {
  37343. constructor( targetGroup, path, optionalParsedPath ) {
  37344. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  37345. this._targetGroup = targetGroup;
  37346. this._bindings = targetGroup.subscribe_( path, parsedPath );
  37347. }
  37348. getValue( array, offset ) {
  37349. this.bind(); // bind all binding
  37350. const firstValidIndex = this._targetGroup.nCachedObjects_,
  37351. binding = this._bindings[ firstValidIndex ];
  37352. // and only call .getValue on the first
  37353. if ( binding !== undefined ) binding.getValue( array, offset );
  37354. }
  37355. setValue( array, offset ) {
  37356. const bindings = this._bindings;
  37357. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37358. bindings[ i ].setValue( array, offset );
  37359. }
  37360. }
  37361. bind() {
  37362. const bindings = this._bindings;
  37363. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37364. bindings[ i ].bind();
  37365. }
  37366. }
  37367. unbind() {
  37368. const bindings = this._bindings;
  37369. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37370. bindings[ i ].unbind();
  37371. }
  37372. }
  37373. }
  37374. // Note: This class uses a State pattern on a per-method basis:
  37375. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37376. // prototype version of these methods with one that represents
  37377. // the bound state. When the property is not found, the methods
  37378. // become no-ops.
  37379. /**
  37380. * This holds a reference to a real property in the scene graph; used internally.
  37381. */
  37382. class PropertyBinding {
  37383. /**
  37384. * Constructs a new property binding.
  37385. *
  37386. * @param {Object} rootNode - The root node.
  37387. * @param {string} path - The path.
  37388. * @param {?Object} [parsedPath] - The parsed path.
  37389. */
  37390. constructor( rootNode, path, parsedPath ) {
  37391. /**
  37392. * The object path to the animated property.
  37393. *
  37394. * @type {string}
  37395. */
  37396. this.path = path;
  37397. /**
  37398. * An object holding information about the path.
  37399. *
  37400. * @type {Object}
  37401. */
  37402. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37403. /**
  37404. * The object owns the animated property.
  37405. *
  37406. * @type {?Object}
  37407. */
  37408. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37409. /**
  37410. * The root node.
  37411. *
  37412. * @type {Object3D|Skeleton}
  37413. */
  37414. this.rootNode = rootNode;
  37415. // initial state of these methods that calls 'bind'
  37416. this.getValue = this._getValue_unbound;
  37417. this.setValue = this._setValue_unbound;
  37418. }
  37419. /**
  37420. * Factory method for creating a property binding from the given parameters.
  37421. *
  37422. * @static
  37423. * @param {Object} root - The root node.
  37424. * @param {string} path - The path.
  37425. * @param {?Object} [parsedPath] - The parsed path.
  37426. * @return {PropertyBinding|Composite} The created property binding or composite.
  37427. */
  37428. static create( root, path, parsedPath ) {
  37429. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37430. return new PropertyBinding( root, path, parsedPath );
  37431. } else {
  37432. return new PropertyBinding.Composite( root, path, parsedPath );
  37433. }
  37434. }
  37435. /**
  37436. * Replaces spaces with underscores and removes unsupported characters from
  37437. * node names, to ensure compatibility with parseTrackName().
  37438. *
  37439. * @param {string} name - Node name to be sanitized.
  37440. * @return {string} The sanitized node name.
  37441. */
  37442. static sanitizeNodeName( name ) {
  37443. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37444. }
  37445. /**
  37446. * Parses the given track name (an object path to an animated property) and
  37447. * returns an object with information about the path. Matches strings in the following forms:
  37448. *
  37449. * - nodeName.property
  37450. * - nodeName.property[accessor]
  37451. * - nodeName.material.property[accessor]
  37452. * - uuid.property[accessor]
  37453. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37454. * - parentName/nodeName.property
  37455. * - parentName/parentName/nodeName.property[index]
  37456. * - .bone[Armature.DEF_cog].position
  37457. * - scene:helium_balloon_model:helium_balloon_model.position
  37458. *
  37459. * @static
  37460. * @param {string} trackName - The track name to parse.
  37461. * @return {Object} The parsed track name as an object.
  37462. */
  37463. static parseTrackName( trackName ) {
  37464. const matches = _trackRe.exec( trackName );
  37465. if ( matches === null ) {
  37466. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37467. }
  37468. const results = {
  37469. // directoryName: matches[ 1 ], // (tschw) currently unused
  37470. nodeName: matches[ 2 ],
  37471. objectName: matches[ 3 ],
  37472. objectIndex: matches[ 4 ],
  37473. propertyName: matches[ 5 ], // required
  37474. propertyIndex: matches[ 6 ]
  37475. };
  37476. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37477. if ( lastDot !== undefined && lastDot !== -1 ) {
  37478. const objectName = results.nodeName.substring( lastDot + 1 );
  37479. // Object names must be checked against an allowlist. Otherwise, there
  37480. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37481. // 'bar' could be the objectName, or part of a nodeName (which can
  37482. // include '.' characters).
  37483. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37484. results.nodeName = results.nodeName.substring( 0, lastDot );
  37485. results.objectName = objectName;
  37486. }
  37487. }
  37488. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37489. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37490. }
  37491. return results;
  37492. }
  37493. /**
  37494. * Searches for a node in the hierarchy of the given root object by the given
  37495. * node name.
  37496. *
  37497. * @static
  37498. * @param {Object} root - The root object.
  37499. * @param {string|number} nodeName - The name of the node.
  37500. * @return {?Object} The found node. Returns `null` if no object was found.
  37501. */
  37502. static findNode( root, nodeName ) {
  37503. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37504. return root;
  37505. }
  37506. // search into skeleton bones.
  37507. if ( root.skeleton ) {
  37508. const bone = root.skeleton.getBoneByName( nodeName );
  37509. if ( bone !== undefined ) {
  37510. return bone;
  37511. }
  37512. }
  37513. // search into node subtree.
  37514. if ( root.children ) {
  37515. const searchNodeSubtree = function ( children ) {
  37516. for ( let i = 0; i < children.length; i ++ ) {
  37517. const childNode = children[ i ];
  37518. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37519. return childNode;
  37520. }
  37521. const result = searchNodeSubtree( childNode.children );
  37522. if ( result ) return result;
  37523. }
  37524. return null;
  37525. };
  37526. const subTreeNode = searchNodeSubtree( root.children );
  37527. if ( subTreeNode ) {
  37528. return subTreeNode;
  37529. }
  37530. }
  37531. return null;
  37532. }
  37533. // these are used to "bind" a nonexistent property
  37534. _getValue_unavailable() {}
  37535. _setValue_unavailable() {}
  37536. // Getters
  37537. _getValue_direct( buffer, offset ) {
  37538. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37539. }
  37540. _getValue_array( buffer, offset ) {
  37541. const source = this.resolvedProperty;
  37542. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37543. buffer[ offset ++ ] = source[ i ];
  37544. }
  37545. }
  37546. _getValue_arrayElement( buffer, offset ) {
  37547. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37548. }
  37549. _getValue_toArray( buffer, offset ) {
  37550. this.resolvedProperty.toArray( buffer, offset );
  37551. }
  37552. // Direct
  37553. _setValue_direct( buffer, offset ) {
  37554. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37555. }
  37556. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37557. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37558. this.targetObject.needsUpdate = true;
  37559. }
  37560. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37561. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37562. this.targetObject.matrixWorldNeedsUpdate = true;
  37563. }
  37564. // EntireArray
  37565. _setValue_array( buffer, offset ) {
  37566. const dest = this.resolvedProperty;
  37567. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37568. dest[ i ] = buffer[ offset ++ ];
  37569. }
  37570. }
  37571. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37572. const dest = this.resolvedProperty;
  37573. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37574. dest[ i ] = buffer[ offset ++ ];
  37575. }
  37576. this.targetObject.needsUpdate = true;
  37577. }
  37578. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37579. const dest = this.resolvedProperty;
  37580. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37581. dest[ i ] = buffer[ offset ++ ];
  37582. }
  37583. this.targetObject.matrixWorldNeedsUpdate = true;
  37584. }
  37585. // ArrayElement
  37586. _setValue_arrayElement( buffer, offset ) {
  37587. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37588. }
  37589. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37590. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37591. this.targetObject.needsUpdate = true;
  37592. }
  37593. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37594. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37595. this.targetObject.matrixWorldNeedsUpdate = true;
  37596. }
  37597. // HasToFromArray
  37598. _setValue_fromArray( buffer, offset ) {
  37599. this.resolvedProperty.fromArray( buffer, offset );
  37600. }
  37601. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37602. this.resolvedProperty.fromArray( buffer, offset );
  37603. this.targetObject.needsUpdate = true;
  37604. }
  37605. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37606. this.resolvedProperty.fromArray( buffer, offset );
  37607. this.targetObject.matrixWorldNeedsUpdate = true;
  37608. }
  37609. _getValue_unbound( targetArray, offset ) {
  37610. this.bind();
  37611. this.getValue( targetArray, offset );
  37612. }
  37613. _setValue_unbound( sourceArray, offset ) {
  37614. this.bind();
  37615. this.setValue( sourceArray, offset );
  37616. }
  37617. /**
  37618. * Creates a getter / setter pair for the property tracked by this binding.
  37619. */
  37620. bind() {
  37621. let targetObject = this.node;
  37622. const parsedPath = this.parsedPath;
  37623. const objectName = parsedPath.objectName;
  37624. const propertyName = parsedPath.propertyName;
  37625. let propertyIndex = parsedPath.propertyIndex;
  37626. if ( ! targetObject ) {
  37627. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37628. this.node = targetObject;
  37629. }
  37630. // set fail state so we can just 'return' on error
  37631. this.getValue = this._getValue_unavailable;
  37632. this.setValue = this._setValue_unavailable;
  37633. // ensure there is a value node
  37634. if ( ! targetObject ) {
  37635. warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' );
  37636. return;
  37637. }
  37638. if ( objectName ) {
  37639. let objectIndex = parsedPath.objectIndex;
  37640. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37641. switch ( objectName ) {
  37642. case 'materials':
  37643. if ( ! targetObject.material ) {
  37644. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37645. return;
  37646. }
  37647. if ( ! targetObject.material.materials ) {
  37648. error( 'PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37649. return;
  37650. }
  37651. targetObject = targetObject.material.materials;
  37652. break;
  37653. case 'bones':
  37654. if ( ! targetObject.skeleton ) {
  37655. error( 'PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37656. return;
  37657. }
  37658. // potential future optimization: skip this if propertyIndex is already an integer
  37659. // and convert the integer string to a true integer.
  37660. targetObject = targetObject.skeleton.bones;
  37661. // support resolving morphTarget names into indices.
  37662. for ( let i = 0; i < targetObject.length; i ++ ) {
  37663. if ( targetObject[ i ].name === objectIndex ) {
  37664. objectIndex = i;
  37665. break;
  37666. }
  37667. }
  37668. break;
  37669. case 'map':
  37670. if ( 'map' in targetObject ) {
  37671. targetObject = targetObject.map;
  37672. break;
  37673. }
  37674. if ( ! targetObject.material ) {
  37675. error( 'PropertyBinding: Can not bind to material as node does not have a material.', this );
  37676. return;
  37677. }
  37678. if ( ! targetObject.material.map ) {
  37679. error( 'PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37680. return;
  37681. }
  37682. targetObject = targetObject.material.map;
  37683. break;
  37684. default:
  37685. if ( targetObject[ objectName ] === undefined ) {
  37686. error( 'PropertyBinding: Can not bind to objectName of node undefined.', this );
  37687. return;
  37688. }
  37689. targetObject = targetObject[ objectName ];
  37690. }
  37691. if ( objectIndex !== undefined ) {
  37692. if ( targetObject[ objectIndex ] === undefined ) {
  37693. error( 'PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37694. return;
  37695. }
  37696. targetObject = targetObject[ objectIndex ];
  37697. }
  37698. }
  37699. // resolve property
  37700. const nodeProperty = targetObject[ propertyName ];
  37701. if ( nodeProperty === undefined ) {
  37702. const nodeName = parsedPath.nodeName;
  37703. error( 'PropertyBinding: Trying to update property for track: ' + nodeName +
  37704. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37705. return;
  37706. }
  37707. // determine versioning scheme
  37708. let versioning = this.Versioning.None;
  37709. this.targetObject = targetObject;
  37710. if ( targetObject.isMaterial === true ) {
  37711. versioning = this.Versioning.NeedsUpdate;
  37712. } else if ( targetObject.isObject3D === true ) {
  37713. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37714. }
  37715. // determine how the property gets bound
  37716. let bindingType = this.BindingType.Direct;
  37717. if ( propertyIndex !== undefined ) {
  37718. // access a sub element of the property array (only primitives are supported right now)
  37719. if ( propertyName === 'morphTargetInfluences' ) {
  37720. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37721. // support resolving morphTarget names into indices.
  37722. if ( ! targetObject.geometry ) {
  37723. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37724. return;
  37725. }
  37726. if ( ! targetObject.geometry.morphAttributes ) {
  37727. error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37728. return;
  37729. }
  37730. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37731. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37732. }
  37733. }
  37734. bindingType = this.BindingType.ArrayElement;
  37735. this.resolvedProperty = nodeProperty;
  37736. this.propertyIndex = propertyIndex;
  37737. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37738. // must use copy for Object3D.Euler/Quaternion
  37739. bindingType = this.BindingType.HasFromToArray;
  37740. this.resolvedProperty = nodeProperty;
  37741. } else if ( Array.isArray( nodeProperty ) ) {
  37742. bindingType = this.BindingType.EntireArray;
  37743. this.resolvedProperty = nodeProperty;
  37744. } else {
  37745. this.propertyName = propertyName;
  37746. }
  37747. // select getter / setter
  37748. this.getValue = this.GetterByBindingType[ bindingType ];
  37749. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37750. }
  37751. /**
  37752. * Unbinds the property.
  37753. */
  37754. unbind() {
  37755. this.node = null;
  37756. // back to the prototype version of getValue / setValue
  37757. // note: avoiding to mutate the shape of 'this' via 'delete'
  37758. this.getValue = this._getValue_unbound;
  37759. this.setValue = this._setValue_unbound;
  37760. }
  37761. }
  37762. PropertyBinding.Composite = Composite;
  37763. PropertyBinding.prototype.BindingType = {
  37764. Direct: 0,
  37765. EntireArray: 1,
  37766. ArrayElement: 2,
  37767. HasFromToArray: 3
  37768. };
  37769. PropertyBinding.prototype.Versioning = {
  37770. None: 0,
  37771. NeedsUpdate: 1,
  37772. MatrixWorldNeedsUpdate: 2
  37773. };
  37774. PropertyBinding.prototype.GetterByBindingType = [
  37775. PropertyBinding.prototype._getValue_direct,
  37776. PropertyBinding.prototype._getValue_array,
  37777. PropertyBinding.prototype._getValue_arrayElement,
  37778. PropertyBinding.prototype._getValue_toArray,
  37779. ];
  37780. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37781. [
  37782. // Direct
  37783. PropertyBinding.prototype._setValue_direct,
  37784. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37785. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37786. ], [
  37787. // EntireArray
  37788. PropertyBinding.prototype._setValue_array,
  37789. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37790. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37791. ], [
  37792. // ArrayElement
  37793. PropertyBinding.prototype._setValue_arrayElement,
  37794. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37795. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37796. ], [
  37797. // HasToFromArray
  37798. PropertyBinding.prototype._setValue_fromArray,
  37799. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37800. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37801. ]
  37802. ];
  37803. /**
  37804. * A group of objects that receives a shared animation state.
  37805. *
  37806. * Usage:
  37807. *
  37808. * - Add objects you would otherwise pass as 'root' to the
  37809. * constructor or the .clipAction method of AnimationMixer.
  37810. * - Instead pass this object as 'root'.
  37811. * - You can also add and remove objects later when the mixer is running.
  37812. *
  37813. * Note:
  37814. *
  37815. * - Objects of this class appear as one object to the mixer,
  37816. * so cache control of the individual objects must be done on the group.
  37817. *
  37818. * Limitation:
  37819. *
  37820. * - The animated properties must be compatible among the all objects in the group.
  37821. * - A single property can either be controlled through a target group or directly, but not both.
  37822. */
  37823. class AnimationObjectGroup {
  37824. /**
  37825. * Constructs a new animation group.
  37826. *
  37827. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37828. */
  37829. constructor() {
  37830. /**
  37831. * This flag can be used for type testing.
  37832. *
  37833. * @type {boolean}
  37834. * @readonly
  37835. * @default true
  37836. */
  37837. this.isAnimationObjectGroup = true;
  37838. /**
  37839. * The UUID of the 3D object.
  37840. *
  37841. * @type {string}
  37842. * @readonly
  37843. */
  37844. this.uuid = generateUUID();
  37845. // cached objects followed by the active ones
  37846. this._objects = Array.prototype.slice.call( arguments );
  37847. this.nCachedObjects_ = 0; // threshold
  37848. // note: read by PropertyBinding.Composite
  37849. const indices = {};
  37850. this._indicesByUUID = indices; // for bookkeeping
  37851. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37852. indices[ arguments[ i ].uuid ] = i;
  37853. }
  37854. this._paths = []; // inside: string
  37855. this._parsedPaths = []; // inside: { we don't care, here }
  37856. this._bindings = []; // inside: Array< PropertyBinding >
  37857. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37858. const scope = this;
  37859. this.stats = {
  37860. objects: {
  37861. get total() {
  37862. return scope._objects.length;
  37863. },
  37864. get inUse() {
  37865. return this.total - scope.nCachedObjects_;
  37866. }
  37867. },
  37868. get bindingsPerObject() {
  37869. return scope._bindings.length;
  37870. }
  37871. };
  37872. }
  37873. /**
  37874. * Adds an arbitrary number of objects to this animation group.
  37875. *
  37876. * @param {...Object3D} arguments - The 3D objects to add.
  37877. */
  37878. add() {
  37879. const objects = this._objects,
  37880. indicesByUUID = this._indicesByUUID,
  37881. paths = this._paths,
  37882. parsedPaths = this._parsedPaths,
  37883. bindings = this._bindings,
  37884. nBindings = bindings.length;
  37885. let knownObject = undefined,
  37886. nObjects = objects.length,
  37887. nCachedObjects = this.nCachedObjects_;
  37888. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37889. const object = arguments[ i ],
  37890. uuid = object.uuid;
  37891. let index = indicesByUUID[ uuid ];
  37892. if ( index === undefined ) {
  37893. // unknown object -> add it to the ACTIVE region
  37894. index = nObjects ++;
  37895. indicesByUUID[ uuid ] = index;
  37896. objects.push( object );
  37897. // accounting is done, now do the same for all bindings
  37898. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37899. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37900. }
  37901. } else if ( index < nCachedObjects ) {
  37902. knownObject = objects[ index ];
  37903. // move existing object to the ACTIVE region
  37904. const firstActiveIndex = -- nCachedObjects,
  37905. lastCachedObject = objects[ firstActiveIndex ];
  37906. indicesByUUID[ lastCachedObject.uuid ] = index;
  37907. objects[ index ] = lastCachedObject;
  37908. indicesByUUID[ uuid ] = firstActiveIndex;
  37909. objects[ firstActiveIndex ] = object;
  37910. // accounting is done, now do the same for all bindings
  37911. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37912. const bindingsForPath = bindings[ j ],
  37913. lastCached = bindingsForPath[ firstActiveIndex ];
  37914. let binding = bindingsForPath[ index ];
  37915. bindingsForPath[ index ] = lastCached;
  37916. if ( binding === undefined ) {
  37917. // since we do not bother to create new bindings
  37918. // for objects that are cached, the binding may
  37919. // or may not exist
  37920. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37921. }
  37922. bindingsForPath[ firstActiveIndex ] = binding;
  37923. }
  37924. } else if ( objects[ index ] !== knownObject ) {
  37925. error( 'AnimationObjectGroup: Different objects with the same UUID ' +
  37926. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37927. } // else the object is already where we want it to be
  37928. } // for arguments
  37929. this.nCachedObjects_ = nCachedObjects;
  37930. }
  37931. /**
  37932. * Removes an arbitrary number of objects to this animation group
  37933. *
  37934. * @param {...Object3D} arguments - The 3D objects to remove.
  37935. */
  37936. remove() {
  37937. const objects = this._objects,
  37938. indicesByUUID = this._indicesByUUID,
  37939. bindings = this._bindings,
  37940. nBindings = bindings.length;
  37941. let nCachedObjects = this.nCachedObjects_;
  37942. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37943. const object = arguments[ i ],
  37944. uuid = object.uuid,
  37945. index = indicesByUUID[ uuid ];
  37946. if ( index !== undefined && index >= nCachedObjects ) {
  37947. // move existing object into the CACHED region
  37948. const lastCachedIndex = nCachedObjects ++,
  37949. firstActiveObject = objects[ lastCachedIndex ];
  37950. indicesByUUID[ firstActiveObject.uuid ] = index;
  37951. objects[ index ] = firstActiveObject;
  37952. indicesByUUID[ uuid ] = lastCachedIndex;
  37953. objects[ lastCachedIndex ] = object;
  37954. // accounting is done, now do the same for all bindings
  37955. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37956. const bindingsForPath = bindings[ j ],
  37957. firstActive = bindingsForPath[ lastCachedIndex ],
  37958. binding = bindingsForPath[ index ];
  37959. bindingsForPath[ index ] = firstActive;
  37960. bindingsForPath[ lastCachedIndex ] = binding;
  37961. }
  37962. }
  37963. } // for arguments
  37964. this.nCachedObjects_ = nCachedObjects;
  37965. }
  37966. /**
  37967. * Deallocates all memory resources for the passed 3D objects of this animation group.
  37968. *
  37969. * @param {...Object3D} arguments - The 3D objects to uncache.
  37970. */
  37971. uncache() {
  37972. const objects = this._objects,
  37973. indicesByUUID = this._indicesByUUID,
  37974. bindings = this._bindings,
  37975. nBindings = bindings.length;
  37976. let nCachedObjects = this.nCachedObjects_,
  37977. nObjects = objects.length;
  37978. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37979. const object = arguments[ i ],
  37980. uuid = object.uuid,
  37981. index = indicesByUUID[ uuid ];
  37982. if ( index !== undefined ) {
  37983. delete indicesByUUID[ uuid ];
  37984. if ( index < nCachedObjects ) {
  37985. // object is cached, shrink the CACHED region
  37986. const firstActiveIndex = -- nCachedObjects,
  37987. lastCachedObject = objects[ firstActiveIndex ],
  37988. lastIndex = -- nObjects,
  37989. lastObject = objects[ lastIndex ];
  37990. // last cached object takes this object's place
  37991. indicesByUUID[ lastCachedObject.uuid ] = index;
  37992. objects[ index ] = lastCachedObject;
  37993. // last object goes to the activated slot and pop
  37994. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  37995. objects[ firstActiveIndex ] = lastObject;
  37996. objects.pop();
  37997. // accounting is done, now do the same for all bindings
  37998. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37999. const bindingsForPath = bindings[ j ],
  38000. lastCached = bindingsForPath[ firstActiveIndex ],
  38001. last = bindingsForPath[ lastIndex ];
  38002. bindingsForPath[ index ] = lastCached;
  38003. bindingsForPath[ firstActiveIndex ] = last;
  38004. bindingsForPath.pop();
  38005. }
  38006. } else {
  38007. // object is active, just swap with the last and pop
  38008. const lastIndex = -- nObjects,
  38009. lastObject = objects[ lastIndex ];
  38010. if ( lastIndex > 0 ) {
  38011. indicesByUUID[ lastObject.uuid ] = index;
  38012. }
  38013. objects[ index ] = lastObject;
  38014. objects.pop();
  38015. // accounting is done, now do the same for all bindings
  38016. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  38017. const bindingsForPath = bindings[ j ];
  38018. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  38019. bindingsForPath.pop();
  38020. }
  38021. } // cached or active
  38022. } // if object is known
  38023. } // for arguments
  38024. this.nCachedObjects_ = nCachedObjects;
  38025. }
  38026. // Internal interface used by befriended PropertyBinding.Composite:
  38027. subscribe_( path, parsedPath ) {
  38028. // returns an array of bindings for the given path that is changed
  38029. // according to the contained objects in the group
  38030. const indicesByPath = this._bindingsIndicesByPath;
  38031. let index = indicesByPath[ path ];
  38032. const bindings = this._bindings;
  38033. if ( index !== undefined ) return bindings[ index ];
  38034. const paths = this._paths,
  38035. parsedPaths = this._parsedPaths,
  38036. objects = this._objects,
  38037. nObjects = objects.length,
  38038. nCachedObjects = this.nCachedObjects_,
  38039. bindingsForPath = new Array( nObjects );
  38040. index = bindings.length;
  38041. indicesByPath[ path ] = index;
  38042. paths.push( path );
  38043. parsedPaths.push( parsedPath );
  38044. bindings.push( bindingsForPath );
  38045. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  38046. const object = objects[ i ];
  38047. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  38048. }
  38049. return bindingsForPath;
  38050. }
  38051. unsubscribe_( path ) {
  38052. // tells the group to forget about a property path and no longer
  38053. // update the array previously obtained with 'subscribe_'
  38054. const indicesByPath = this._bindingsIndicesByPath,
  38055. index = indicesByPath[ path ];
  38056. if ( index !== undefined ) {
  38057. const paths = this._paths,
  38058. parsedPaths = this._parsedPaths,
  38059. bindings = this._bindings,
  38060. lastBindingsIndex = bindings.length - 1,
  38061. lastBindings = bindings[ lastBindingsIndex ],
  38062. lastBindingsPath = path[ lastBindingsIndex ];
  38063. indicesByPath[ lastBindingsPath ] = index;
  38064. bindings[ index ] = lastBindings;
  38065. bindings.pop();
  38066. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  38067. parsedPaths.pop();
  38068. paths[ index ] = paths[ lastBindingsIndex ];
  38069. paths.pop();
  38070. }
  38071. }
  38072. }
  38073. /**
  38074. * An instance of `AnimationAction` schedules the playback of an animation which is
  38075. * stored in {@link AnimationClip}.
  38076. */
  38077. class AnimationAction {
  38078. /**
  38079. * Constructs a new animation action.
  38080. *
  38081. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  38082. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  38083. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  38084. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38085. */
  38086. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  38087. this._mixer = mixer;
  38088. this._clip = clip;
  38089. this._localRoot = localRoot;
  38090. /**
  38091. * Defines how the animation is blended/combined when two or more animations
  38092. * are simultaneously played.
  38093. *
  38094. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  38095. */
  38096. this.blendMode = blendMode;
  38097. const tracks = clip.tracks,
  38098. nTracks = tracks.length,
  38099. interpolants = new Array( nTracks );
  38100. const interpolantSettings = {
  38101. endingStart: ZeroCurvatureEnding,
  38102. endingEnd: ZeroCurvatureEnding
  38103. };
  38104. for ( let i = 0; i !== nTracks; ++ i ) {
  38105. const interpolant = tracks[ i ].createInterpolant( null );
  38106. interpolants[ i ] = interpolant;
  38107. interpolant.settings = interpolantSettings;
  38108. }
  38109. this._interpolantSettings = interpolantSettings;
  38110. this._interpolants = interpolants; // bound by the mixer
  38111. // inside: PropertyMixer (managed by the mixer)
  38112. this._propertyBindings = new Array( nTracks );
  38113. this._cacheIndex = null; // for the memory manager
  38114. this._byClipCacheIndex = null; // for the memory manager
  38115. this._timeScaleInterpolant = null;
  38116. this._weightInterpolant = null;
  38117. /**
  38118. * The loop mode, set via {@link AnimationAction#setLoop}.
  38119. *
  38120. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  38121. * @default LoopRepeat
  38122. */
  38123. this.loop = LoopRepeat;
  38124. this._loopCount = -1;
  38125. // global mixer time when the action is to be started
  38126. // it's set back to 'null' upon start of the action
  38127. this._startTime = null;
  38128. /**
  38129. * The local time of this action (in seconds, starting with `0`).
  38130. *
  38131. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  38132. * loop state).
  38133. *
  38134. * @type {number}
  38135. * @default Infinity
  38136. */
  38137. this.time = 0;
  38138. /**
  38139. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  38140. * animation to pause. Negative values cause the animation to play backwards.
  38141. *
  38142. * @type {number}
  38143. * @default 1
  38144. */
  38145. this.timeScale = 1;
  38146. this._effectiveTimeScale = 1;
  38147. /**
  38148. * The degree of influence of this action (in the interval `[0, 1]`). Values
  38149. * between `0` (no impact) and `1` (full impact) can be used to blend between
  38150. * several actions.
  38151. *
  38152. * @type {number}
  38153. * @default 1
  38154. */
  38155. this.weight = 1;
  38156. this._effectiveWeight = 1;
  38157. /**
  38158. * The number of repetitions of the performed clip over the course of this action.
  38159. * Can be set via {@link AnimationAction#setLoop}.
  38160. *
  38161. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  38162. * `THREE:LoopOnce`.
  38163. *
  38164. * @type {number}
  38165. * @default Infinity
  38166. */
  38167. this.repetitions = Infinity;
  38168. /**
  38169. * If set to `true`, the playback of the action is paused.
  38170. *
  38171. * @type {boolean}
  38172. * @default false
  38173. */
  38174. this.paused = false;
  38175. /**
  38176. * If set to `false`, the action is disabled so it has no impact.
  38177. *
  38178. * When the action is re-enabled, the animation continues from its current
  38179. * time (setting `enabled` to `false` doesn't reset the action).
  38180. *
  38181. * @type {boolean}
  38182. * @default true
  38183. */
  38184. this.enabled = true;
  38185. /**
  38186. * If set to true the animation will automatically be paused on its last frame.
  38187. *
  38188. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  38189. * to `false` when the last loop of the action has finished, so that this action has
  38190. * no further impact.
  38191. *
  38192. * Note: This member has no impact if the action is interrupted (it
  38193. * has only an effect if its last loop has really finished).
  38194. *
  38195. * @type {boolean}
  38196. * @default false
  38197. */
  38198. this.clampWhenFinished = false;
  38199. /**
  38200. * Enables smooth interpolation without separate clips for start, loop and end.
  38201. *
  38202. * @type {boolean}
  38203. * @default true
  38204. */
  38205. this.zeroSlopeAtStart = true;
  38206. /**
  38207. * Enables smooth interpolation without separate clips for start, loop and end.
  38208. *
  38209. * @type {boolean}
  38210. * @default true
  38211. */
  38212. this.zeroSlopeAtEnd = true;
  38213. }
  38214. /**
  38215. * Starts the playback of the animation.
  38216. *
  38217. * @return {AnimationAction} A reference to this animation action.
  38218. */
  38219. play() {
  38220. this._mixer._activateAction( this );
  38221. return this;
  38222. }
  38223. /**
  38224. * Stops the playback of the animation.
  38225. *
  38226. * @return {AnimationAction} A reference to this animation action.
  38227. */
  38228. stop() {
  38229. this._mixer._deactivateAction( this );
  38230. return this.reset();
  38231. }
  38232. /**
  38233. * Resets the playback of the animation.
  38234. *
  38235. * @return {AnimationAction} A reference to this animation action.
  38236. */
  38237. reset() {
  38238. this.paused = false;
  38239. this.enabled = true;
  38240. this.time = 0; // restart clip
  38241. this._loopCount = -1;// forget previous loops
  38242. this._startTime = null;// forget scheduling
  38243. return this.stopFading().stopWarping();
  38244. }
  38245. /**
  38246. * Returns `true` if the animation is running.
  38247. *
  38248. * @return {boolean} Whether the animation is running or not.
  38249. */
  38250. isRunning() {
  38251. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  38252. this._startTime === null && this._mixer._isActiveAction( this );
  38253. }
  38254. /**
  38255. * Returns `true` when {@link AnimationAction#play} has been called.
  38256. *
  38257. * @return {boolean} Whether the animation is scheduled or not.
  38258. */
  38259. isScheduled() {
  38260. return this._mixer._isActiveAction( this );
  38261. }
  38262. /**
  38263. * Defines the time when the animation should start.
  38264. *
  38265. * @param {number} time - The start time in seconds.
  38266. * @return {AnimationAction} A reference to this animation action.
  38267. */
  38268. startAt( time ) {
  38269. this._startTime = time;
  38270. return this;
  38271. }
  38272. /**
  38273. * Configures the loop settings for this action.
  38274. *
  38275. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  38276. * @param {number} repetitions - The number of repetitions.
  38277. * @return {AnimationAction} A reference to this animation action.
  38278. */
  38279. setLoop( mode, repetitions ) {
  38280. this.loop = mode;
  38281. this.repetitions = repetitions;
  38282. return this;
  38283. }
  38284. /**
  38285. * Sets the effective weight of this action.
  38286. *
  38287. * An action has no effect and thus an effective weight of zero when the
  38288. * action is disabled.
  38289. *
  38290. * @param {number} weight - The weight to set.
  38291. * @return {AnimationAction} A reference to this animation action.
  38292. */
  38293. setEffectiveWeight( weight ) {
  38294. this.weight = weight;
  38295. // note: same logic as when updated at runtime
  38296. this._effectiveWeight = this.enabled ? weight : 0;
  38297. return this.stopFading();
  38298. }
  38299. /**
  38300. * Returns the effective weight of this action.
  38301. *
  38302. * @return {number} The effective weight.
  38303. */
  38304. getEffectiveWeight() {
  38305. return this._effectiveWeight;
  38306. }
  38307. /**
  38308. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  38309. * within the passed time interval.
  38310. *
  38311. * @param {number} duration - The duration of the fade.
  38312. * @return {AnimationAction} A reference to this animation action.
  38313. */
  38314. fadeIn( duration ) {
  38315. return this._scheduleFading( duration, 0, 1 );
  38316. }
  38317. /**
  38318. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  38319. * within the passed time interval.
  38320. *
  38321. * @param {number} duration - The duration of the fade.
  38322. * @return {AnimationAction} A reference to this animation action.
  38323. */
  38324. fadeOut( duration ) {
  38325. return this._scheduleFading( duration, 1, 0 );
  38326. }
  38327. /**
  38328. * Causes this action to fade in and the given action to fade out,
  38329. * within the passed time interval.
  38330. *
  38331. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  38332. * @param {number} duration - The duration of the fade.
  38333. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38334. * @return {AnimationAction} A reference to this animation action.
  38335. */
  38336. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  38337. fadeOutAction.fadeOut( duration );
  38338. this.fadeIn( duration );
  38339. if ( warp === true ) {
  38340. const fadeInDuration = this._clip.duration,
  38341. fadeOutDuration = fadeOutAction._clip.duration,
  38342. startEndRatio = fadeOutDuration / fadeInDuration,
  38343. endStartRatio = fadeInDuration / fadeOutDuration;
  38344. fadeOutAction.warp( 1.0, startEndRatio, duration );
  38345. this.warp( endStartRatio, 1.0, duration );
  38346. }
  38347. return this;
  38348. }
  38349. /**
  38350. * Causes this action to fade out and the given action to fade in,
  38351. * within the passed time interval.
  38352. *
  38353. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  38354. * @param {number} duration - The duration of the fade.
  38355. * @param {boolean} [warp=false] - Whether warping should be used or not.
  38356. * @return {AnimationAction} A reference to this animation action.
  38357. */
  38358. crossFadeTo( fadeInAction, duration, warp = false ) {
  38359. return fadeInAction.crossFadeFrom( this, duration, warp );
  38360. }
  38361. /**
  38362. * Stops any fading which is applied to this action.
  38363. *
  38364. * @return {AnimationAction} A reference to this animation action.
  38365. */
  38366. stopFading() {
  38367. const weightInterpolant = this._weightInterpolant;
  38368. if ( weightInterpolant !== null ) {
  38369. this._weightInterpolant = null;
  38370. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38371. }
  38372. return this;
  38373. }
  38374. /**
  38375. * Sets the effective time scale of this action.
  38376. *
  38377. * An action has no effect and thus an effective time scale of zero when the
  38378. * action is paused.
  38379. *
  38380. * @param {number} timeScale - The time scale to set.
  38381. * @return {AnimationAction} A reference to this animation action.
  38382. */
  38383. setEffectiveTimeScale( timeScale ) {
  38384. this.timeScale = timeScale;
  38385. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38386. return this.stopWarping();
  38387. }
  38388. /**
  38389. * Returns the effective time scale of this action.
  38390. *
  38391. * @return {number} The effective time scale.
  38392. */
  38393. getEffectiveTimeScale() {
  38394. return this._effectiveTimeScale;
  38395. }
  38396. /**
  38397. * Sets the duration for a single loop of this action.
  38398. *
  38399. * @param {number} duration - The duration to set.
  38400. * @return {AnimationAction} A reference to this animation action.
  38401. */
  38402. setDuration( duration ) {
  38403. this.timeScale = this._clip.duration / duration;
  38404. return this.stopWarping();
  38405. }
  38406. /**
  38407. * Synchronizes this action with the passed other action.
  38408. *
  38409. * @param {AnimationAction} action - The action to sync with.
  38410. * @return {AnimationAction} A reference to this animation action.
  38411. */
  38412. syncWith( action ) {
  38413. this.time = action.time;
  38414. this.timeScale = action.timeScale;
  38415. return this.stopWarping();
  38416. }
  38417. /**
  38418. * Decelerates this animation's speed to `0` within the passed time interval.
  38419. *
  38420. * @param {number} duration - The duration.
  38421. * @return {AnimationAction} A reference to this animation action.
  38422. */
  38423. halt( duration ) {
  38424. return this.warp( this._effectiveTimeScale, 0, duration );
  38425. }
  38426. /**
  38427. * Changes the playback speed, within the passed time interval, by modifying
  38428. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38429. * `endTimeScale`.
  38430. *
  38431. * @param {number} startTimeScale - The start time scale.
  38432. * @param {number} endTimeScale - The end time scale.
  38433. * @param {number} duration - The duration.
  38434. * @return {AnimationAction} A reference to this animation action.
  38435. */
  38436. warp( startTimeScale, endTimeScale, duration ) {
  38437. const mixer = this._mixer,
  38438. now = mixer.time,
  38439. timeScale = this.timeScale;
  38440. let interpolant = this._timeScaleInterpolant;
  38441. if ( interpolant === null ) {
  38442. interpolant = mixer._lendControlInterpolant();
  38443. this._timeScaleInterpolant = interpolant;
  38444. }
  38445. const times = interpolant.parameterPositions,
  38446. values = interpolant.sampleValues;
  38447. times[ 0 ] = now;
  38448. times[ 1 ] = now + duration;
  38449. values[ 0 ] = startTimeScale / timeScale;
  38450. values[ 1 ] = endTimeScale / timeScale;
  38451. return this;
  38452. }
  38453. /**
  38454. * Stops any scheduled warping which is applied to this action.
  38455. *
  38456. * @return {AnimationAction} A reference to this animation action.
  38457. */
  38458. stopWarping() {
  38459. const timeScaleInterpolant = this._timeScaleInterpolant;
  38460. if ( timeScaleInterpolant !== null ) {
  38461. this._timeScaleInterpolant = null;
  38462. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38463. }
  38464. return this;
  38465. }
  38466. /**
  38467. * Returns the animation mixer of this animation action.
  38468. *
  38469. * @return {AnimationMixer} The animation mixer.
  38470. */
  38471. getMixer() {
  38472. return this._mixer;
  38473. }
  38474. /**
  38475. * Returns the animation clip of this animation action.
  38476. *
  38477. * @return {AnimationClip} The animation clip.
  38478. */
  38479. getClip() {
  38480. return this._clip;
  38481. }
  38482. /**
  38483. * Returns the root object of this animation action.
  38484. *
  38485. * @return {Object3D} The root object.
  38486. */
  38487. getRoot() {
  38488. return this._localRoot || this._mixer._root;
  38489. }
  38490. // Interna
  38491. _update( time, deltaTime, timeDirection, accuIndex ) {
  38492. // called by the mixer
  38493. if ( ! this.enabled ) {
  38494. // call ._updateWeight() to update ._effectiveWeight
  38495. this._updateWeight( time );
  38496. return;
  38497. }
  38498. const startTime = this._startTime;
  38499. if ( startTime !== null ) {
  38500. // check for scheduled start of action
  38501. const timeRunning = ( time - startTime ) * timeDirection;
  38502. if ( timeRunning < 0 || timeDirection === 0 ) {
  38503. deltaTime = 0;
  38504. } else {
  38505. this._startTime = null; // unschedule
  38506. deltaTime = timeDirection * timeRunning;
  38507. }
  38508. }
  38509. // apply time scale and advance time
  38510. deltaTime *= this._updateTimeScale( time );
  38511. const clipTime = this._updateTime( deltaTime );
  38512. // note: _updateTime may disable the action resulting in
  38513. // an effective weight of 0
  38514. const weight = this._updateWeight( time );
  38515. if ( weight > 0 ) {
  38516. const interpolants = this._interpolants;
  38517. const propertyMixers = this._propertyBindings;
  38518. switch ( this.blendMode ) {
  38519. case AdditiveAnimationBlendMode:
  38520. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38521. interpolants[ j ].evaluate( clipTime );
  38522. propertyMixers[ j ].accumulateAdditive( weight );
  38523. }
  38524. break;
  38525. case NormalAnimationBlendMode:
  38526. default:
  38527. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38528. interpolants[ j ].evaluate( clipTime );
  38529. propertyMixers[ j ].accumulate( accuIndex, weight );
  38530. }
  38531. }
  38532. }
  38533. }
  38534. _updateWeight( time ) {
  38535. let weight = 0;
  38536. if ( this.enabled ) {
  38537. weight = this.weight;
  38538. const interpolant = this._weightInterpolant;
  38539. if ( interpolant !== null ) {
  38540. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38541. weight *= interpolantValue;
  38542. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38543. this.stopFading();
  38544. if ( interpolantValue === 0 ) {
  38545. // faded out, disable
  38546. this.enabled = false;
  38547. }
  38548. }
  38549. }
  38550. }
  38551. this._effectiveWeight = weight;
  38552. return weight;
  38553. }
  38554. _updateTimeScale( time ) {
  38555. let timeScale = 0;
  38556. if ( ! this.paused ) {
  38557. timeScale = this.timeScale;
  38558. const interpolant = this._timeScaleInterpolant;
  38559. if ( interpolant !== null ) {
  38560. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38561. timeScale *= interpolantValue;
  38562. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38563. this.stopWarping();
  38564. if ( timeScale === 0 ) {
  38565. // motion has halted, pause
  38566. this.paused = true;
  38567. } else {
  38568. // warp done - apply final time scale
  38569. this.timeScale = timeScale;
  38570. }
  38571. }
  38572. }
  38573. }
  38574. this._effectiveTimeScale = timeScale;
  38575. return timeScale;
  38576. }
  38577. _updateTime( deltaTime ) {
  38578. const duration = this._clip.duration;
  38579. const loop = this.loop;
  38580. let time = this.time + deltaTime;
  38581. let loopCount = this._loopCount;
  38582. const pingPong = ( loop === LoopPingPong );
  38583. if ( deltaTime === 0 ) {
  38584. if ( loopCount === -1 ) return time;
  38585. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38586. }
  38587. if ( loop === LoopOnce ) {
  38588. if ( loopCount === -1 ) {
  38589. // just started
  38590. this._loopCount = 0;
  38591. this._setEndings( true, true, false );
  38592. }
  38593. handle_stop: {
  38594. if ( time >= duration ) {
  38595. time = duration;
  38596. } else if ( time < 0 ) {
  38597. time = 0;
  38598. } else {
  38599. this.time = time;
  38600. break handle_stop;
  38601. }
  38602. if ( this.clampWhenFinished ) this.paused = true;
  38603. else this.enabled = false;
  38604. this.time = time;
  38605. this._mixer.dispatchEvent( {
  38606. type: 'finished', action: this,
  38607. direction: deltaTime < 0 ? -1 : 1
  38608. } );
  38609. }
  38610. } else { // repetitive Repeat or PingPong
  38611. if ( loopCount === -1 ) {
  38612. // just started
  38613. if ( deltaTime >= 0 ) {
  38614. loopCount = 0;
  38615. this._setEndings( true, this.repetitions === 0, pingPong );
  38616. } else {
  38617. // when looping in reverse direction, the initial
  38618. // transition through zero counts as a repetition,
  38619. // so leave loopCount at -1
  38620. this._setEndings( this.repetitions === 0, true, pingPong );
  38621. }
  38622. }
  38623. if ( time >= duration || time < 0 ) {
  38624. // wrap around
  38625. const loopDelta = Math.floor( time / duration ); // signed
  38626. time -= duration * loopDelta;
  38627. loopCount += Math.abs( loopDelta );
  38628. const pending = this.repetitions - loopCount;
  38629. if ( pending <= 0 ) {
  38630. // have to stop (switch state, clamp time, fire event)
  38631. if ( this.clampWhenFinished ) this.paused = true;
  38632. else this.enabled = false;
  38633. time = deltaTime > 0 ? duration : 0;
  38634. this.time = time;
  38635. this._mixer.dispatchEvent( {
  38636. type: 'finished', action: this,
  38637. direction: deltaTime > 0 ? 1 : -1
  38638. } );
  38639. } else {
  38640. // keep running
  38641. if ( pending === 1 ) {
  38642. // entering the last round
  38643. const atStart = deltaTime < 0;
  38644. this._setEndings( atStart, ! atStart, pingPong );
  38645. } else {
  38646. this._setEndings( false, false, pingPong );
  38647. }
  38648. this._loopCount = loopCount;
  38649. this.time = time;
  38650. this._mixer.dispatchEvent( {
  38651. type: 'loop', action: this, loopDelta: loopDelta
  38652. } );
  38653. }
  38654. } else {
  38655. this.time = time;
  38656. }
  38657. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38658. // invert time for the "pong round"
  38659. return duration - time;
  38660. }
  38661. }
  38662. return time;
  38663. }
  38664. _setEndings( atStart, atEnd, pingPong ) {
  38665. const settings = this._interpolantSettings;
  38666. if ( pingPong ) {
  38667. settings.endingStart = ZeroSlopeEnding;
  38668. settings.endingEnd = ZeroSlopeEnding;
  38669. } else {
  38670. // assuming for LoopOnce atStart == atEnd == true
  38671. if ( atStart ) {
  38672. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38673. } else {
  38674. settings.endingStart = WrapAroundEnding;
  38675. }
  38676. if ( atEnd ) {
  38677. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38678. } else {
  38679. settings.endingEnd = WrapAroundEnding;
  38680. }
  38681. }
  38682. }
  38683. _scheduleFading( duration, weightNow, weightThen ) {
  38684. const mixer = this._mixer, now = mixer.time;
  38685. let interpolant = this._weightInterpolant;
  38686. if ( interpolant === null ) {
  38687. interpolant = mixer._lendControlInterpolant();
  38688. this._weightInterpolant = interpolant;
  38689. }
  38690. const times = interpolant.parameterPositions,
  38691. values = interpolant.sampleValues;
  38692. times[ 0 ] = now;
  38693. values[ 0 ] = weightNow;
  38694. times[ 1 ] = now + duration;
  38695. values[ 1 ] = weightThen;
  38696. return this;
  38697. }
  38698. }
  38699. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38700. /**
  38701. * `AnimationMixer` is a player for animations on a particular object in
  38702. * the scene. When multiple objects in the scene are animated independently,
  38703. * one `AnimationMixer` may be used for each object.
  38704. */
  38705. class AnimationMixer extends EventDispatcher {
  38706. /**
  38707. * Constructs a new animation mixer.
  38708. *
  38709. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38710. */
  38711. constructor( root ) {
  38712. super();
  38713. this._root = root;
  38714. this._initMemoryManager();
  38715. this._accuIndex = 0;
  38716. /**
  38717. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38718. *
  38719. * @type {number}
  38720. * @default 0
  38721. */
  38722. this.time = 0;
  38723. /**
  38724. * A scaling factor for the global time.
  38725. *
  38726. * Note: Setting this member to `0` and later back to `1` is a
  38727. * possibility to pause/unpause all actions that are controlled by this
  38728. * mixer.
  38729. *
  38730. * @type {number}
  38731. * @default 1
  38732. */
  38733. this.timeScale = 1.0;
  38734. }
  38735. _bindAction( action, prototypeAction ) {
  38736. const root = action._localRoot || this._root,
  38737. tracks = action._clip.tracks,
  38738. nTracks = tracks.length,
  38739. bindings = action._propertyBindings,
  38740. interpolants = action._interpolants,
  38741. rootUuid = root.uuid,
  38742. bindingsByRoot = this._bindingsByRootAndName;
  38743. let bindingsByName = bindingsByRoot[ rootUuid ];
  38744. if ( bindingsByName === undefined ) {
  38745. bindingsByName = {};
  38746. bindingsByRoot[ rootUuid ] = bindingsByName;
  38747. }
  38748. for ( let i = 0; i !== nTracks; ++ i ) {
  38749. const track = tracks[ i ],
  38750. trackName = track.name;
  38751. let binding = bindingsByName[ trackName ];
  38752. if ( binding !== undefined ) {
  38753. ++ binding.referenceCount;
  38754. bindings[ i ] = binding;
  38755. } else {
  38756. binding = bindings[ i ];
  38757. if ( binding !== undefined ) {
  38758. // existing binding, make sure the cache knows
  38759. if ( binding._cacheIndex === null ) {
  38760. ++ binding.referenceCount;
  38761. this._addInactiveBinding( binding, rootUuid, trackName );
  38762. }
  38763. continue;
  38764. }
  38765. const path = prototypeAction && prototypeAction.
  38766. _propertyBindings[ i ].binding.parsedPath;
  38767. binding = new PropertyMixer(
  38768. PropertyBinding.create( root, trackName, path ),
  38769. track.ValueTypeName, track.getValueSize() );
  38770. ++ binding.referenceCount;
  38771. this._addInactiveBinding( binding, rootUuid, trackName );
  38772. bindings[ i ] = binding;
  38773. }
  38774. interpolants[ i ].resultBuffer = binding.buffer;
  38775. }
  38776. }
  38777. _activateAction( action ) {
  38778. if ( ! this._isActiveAction( action ) ) {
  38779. if ( action._cacheIndex === null ) {
  38780. // this action has been forgotten by the cache, but the user
  38781. // appears to be still using it -> rebind
  38782. const rootUuid = ( action._localRoot || this._root ).uuid,
  38783. clipUuid = action._clip.uuid,
  38784. actionsForClip = this._actionsByClip[ clipUuid ];
  38785. this._bindAction( action,
  38786. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38787. this._addInactiveAction( action, clipUuid, rootUuid );
  38788. }
  38789. const bindings = action._propertyBindings;
  38790. // increment reference counts / sort out state
  38791. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38792. const binding = bindings[ i ];
  38793. if ( binding.useCount ++ === 0 ) {
  38794. this._lendBinding( binding );
  38795. binding.saveOriginalState();
  38796. }
  38797. }
  38798. this._lendAction( action );
  38799. }
  38800. }
  38801. _deactivateAction( action ) {
  38802. if ( this._isActiveAction( action ) ) {
  38803. const bindings = action._propertyBindings;
  38804. // decrement reference counts / sort out state
  38805. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38806. const binding = bindings[ i ];
  38807. if ( -- binding.useCount === 0 ) {
  38808. binding.restoreOriginalState();
  38809. this._takeBackBinding( binding );
  38810. }
  38811. }
  38812. this._takeBackAction( action );
  38813. }
  38814. }
  38815. // Memory manager
  38816. _initMemoryManager() {
  38817. this._actions = []; // 'nActiveActions' followed by inactive ones
  38818. this._nActiveActions = 0;
  38819. this._actionsByClip = {};
  38820. // inside:
  38821. // {
  38822. // knownActions: Array< AnimationAction > - used as prototypes
  38823. // actionByRoot: AnimationAction - lookup
  38824. // }
  38825. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38826. this._nActiveBindings = 0;
  38827. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38828. this._controlInterpolants = []; // same game as above
  38829. this._nActiveControlInterpolants = 0;
  38830. const scope = this;
  38831. this.stats = {
  38832. actions: {
  38833. get total() {
  38834. return scope._actions.length;
  38835. },
  38836. get inUse() {
  38837. return scope._nActiveActions;
  38838. }
  38839. },
  38840. bindings: {
  38841. get total() {
  38842. return scope._bindings.length;
  38843. },
  38844. get inUse() {
  38845. return scope._nActiveBindings;
  38846. }
  38847. },
  38848. controlInterpolants: {
  38849. get total() {
  38850. return scope._controlInterpolants.length;
  38851. },
  38852. get inUse() {
  38853. return scope._nActiveControlInterpolants;
  38854. }
  38855. }
  38856. };
  38857. }
  38858. // Memory management for AnimationAction objects
  38859. _isActiveAction( action ) {
  38860. const index = action._cacheIndex;
  38861. return index !== null && index < this._nActiveActions;
  38862. }
  38863. _addInactiveAction( action, clipUuid, rootUuid ) {
  38864. const actions = this._actions,
  38865. actionsByClip = this._actionsByClip;
  38866. let actionsForClip = actionsByClip[ clipUuid ];
  38867. if ( actionsForClip === undefined ) {
  38868. actionsForClip = {
  38869. knownActions: [ action ],
  38870. actionByRoot: {}
  38871. };
  38872. action._byClipCacheIndex = 0;
  38873. actionsByClip[ clipUuid ] = actionsForClip;
  38874. } else {
  38875. const knownActions = actionsForClip.knownActions;
  38876. action._byClipCacheIndex = knownActions.length;
  38877. knownActions.push( action );
  38878. }
  38879. action._cacheIndex = actions.length;
  38880. actions.push( action );
  38881. actionsForClip.actionByRoot[ rootUuid ] = action;
  38882. }
  38883. _removeInactiveAction( action ) {
  38884. const actions = this._actions,
  38885. lastInactiveAction = actions[ actions.length - 1 ],
  38886. cacheIndex = action._cacheIndex;
  38887. lastInactiveAction._cacheIndex = cacheIndex;
  38888. actions[ cacheIndex ] = lastInactiveAction;
  38889. actions.pop();
  38890. action._cacheIndex = null;
  38891. const clipUuid = action._clip.uuid,
  38892. actionsByClip = this._actionsByClip,
  38893. actionsForClip = actionsByClip[ clipUuid ],
  38894. knownActionsForClip = actionsForClip.knownActions,
  38895. lastKnownAction =
  38896. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38897. byClipCacheIndex = action._byClipCacheIndex;
  38898. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38899. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38900. knownActionsForClip.pop();
  38901. action._byClipCacheIndex = null;
  38902. const actionByRoot = actionsForClip.actionByRoot,
  38903. rootUuid = ( action._localRoot || this._root ).uuid;
  38904. delete actionByRoot[ rootUuid ];
  38905. if ( knownActionsForClip.length === 0 ) {
  38906. delete actionsByClip[ clipUuid ];
  38907. }
  38908. this._removeInactiveBindingsForAction( action );
  38909. }
  38910. _removeInactiveBindingsForAction( action ) {
  38911. const bindings = action._propertyBindings;
  38912. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38913. const binding = bindings[ i ];
  38914. if ( -- binding.referenceCount === 0 ) {
  38915. this._removeInactiveBinding( binding );
  38916. }
  38917. }
  38918. }
  38919. _lendAction( action ) {
  38920. // [ active actions | inactive actions ]
  38921. // [ active actions >| inactive actions ]
  38922. // s a
  38923. // <-swap->
  38924. // a s
  38925. const actions = this._actions,
  38926. prevIndex = action._cacheIndex,
  38927. lastActiveIndex = this._nActiveActions ++,
  38928. firstInactiveAction = actions[ lastActiveIndex ];
  38929. action._cacheIndex = lastActiveIndex;
  38930. actions[ lastActiveIndex ] = action;
  38931. firstInactiveAction._cacheIndex = prevIndex;
  38932. actions[ prevIndex ] = firstInactiveAction;
  38933. }
  38934. _takeBackAction( action ) {
  38935. // [ active actions | inactive actions ]
  38936. // [ active actions |< inactive actions ]
  38937. // a s
  38938. // <-swap->
  38939. // s a
  38940. const actions = this._actions,
  38941. prevIndex = action._cacheIndex,
  38942. firstInactiveIndex = -- this._nActiveActions,
  38943. lastActiveAction = actions[ firstInactiveIndex ];
  38944. action._cacheIndex = firstInactiveIndex;
  38945. actions[ firstInactiveIndex ] = action;
  38946. lastActiveAction._cacheIndex = prevIndex;
  38947. actions[ prevIndex ] = lastActiveAction;
  38948. }
  38949. // Memory management for PropertyMixer objects
  38950. _addInactiveBinding( binding, rootUuid, trackName ) {
  38951. const bindingsByRoot = this._bindingsByRootAndName,
  38952. bindings = this._bindings;
  38953. let bindingByName = bindingsByRoot[ rootUuid ];
  38954. if ( bindingByName === undefined ) {
  38955. bindingByName = {};
  38956. bindingsByRoot[ rootUuid ] = bindingByName;
  38957. }
  38958. bindingByName[ trackName ] = binding;
  38959. binding._cacheIndex = bindings.length;
  38960. bindings.push( binding );
  38961. }
  38962. _removeInactiveBinding( binding ) {
  38963. const bindings = this._bindings,
  38964. propBinding = binding.binding,
  38965. rootUuid = propBinding.rootNode.uuid,
  38966. trackName = propBinding.path,
  38967. bindingsByRoot = this._bindingsByRootAndName,
  38968. bindingByName = bindingsByRoot[ rootUuid ],
  38969. lastInactiveBinding = bindings[ bindings.length - 1 ],
  38970. cacheIndex = binding._cacheIndex;
  38971. lastInactiveBinding._cacheIndex = cacheIndex;
  38972. bindings[ cacheIndex ] = lastInactiveBinding;
  38973. bindings.pop();
  38974. delete bindingByName[ trackName ];
  38975. if ( Object.keys( bindingByName ).length === 0 ) {
  38976. delete bindingsByRoot[ rootUuid ];
  38977. }
  38978. }
  38979. _lendBinding( binding ) {
  38980. const bindings = this._bindings,
  38981. prevIndex = binding._cacheIndex,
  38982. lastActiveIndex = this._nActiveBindings ++,
  38983. firstInactiveBinding = bindings[ lastActiveIndex ];
  38984. binding._cacheIndex = lastActiveIndex;
  38985. bindings[ lastActiveIndex ] = binding;
  38986. firstInactiveBinding._cacheIndex = prevIndex;
  38987. bindings[ prevIndex ] = firstInactiveBinding;
  38988. }
  38989. _takeBackBinding( binding ) {
  38990. const bindings = this._bindings,
  38991. prevIndex = binding._cacheIndex,
  38992. firstInactiveIndex = -- this._nActiveBindings,
  38993. lastActiveBinding = bindings[ firstInactiveIndex ];
  38994. binding._cacheIndex = firstInactiveIndex;
  38995. bindings[ firstInactiveIndex ] = binding;
  38996. lastActiveBinding._cacheIndex = prevIndex;
  38997. bindings[ prevIndex ] = lastActiveBinding;
  38998. }
  38999. // Memory management of Interpolants for weight and time scale
  39000. _lendControlInterpolant() {
  39001. const interpolants = this._controlInterpolants,
  39002. lastActiveIndex = this._nActiveControlInterpolants ++;
  39003. let interpolant = interpolants[ lastActiveIndex ];
  39004. if ( interpolant === undefined ) {
  39005. interpolant = new LinearInterpolant(
  39006. new Float32Array( 2 ), new Float32Array( 2 ),
  39007. 1, _controlInterpolantsResultBuffer );
  39008. interpolant.__cacheIndex = lastActiveIndex;
  39009. interpolants[ lastActiveIndex ] = interpolant;
  39010. }
  39011. return interpolant;
  39012. }
  39013. _takeBackControlInterpolant( interpolant ) {
  39014. const interpolants = this._controlInterpolants,
  39015. prevIndex = interpolant.__cacheIndex,
  39016. firstInactiveIndex = -- this._nActiveControlInterpolants,
  39017. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  39018. interpolant.__cacheIndex = firstInactiveIndex;
  39019. interpolants[ firstInactiveIndex ] = interpolant;
  39020. lastActiveInterpolant.__cacheIndex = prevIndex;
  39021. interpolants[ prevIndex ] = lastActiveInterpolant;
  39022. }
  39023. /**
  39024. * Returns an instance of {@link AnimationAction} for the passed clip.
  39025. *
  39026. * If an action fitting the clip and root parameters doesn't yet exist, it
  39027. * will be created by this method. Calling this method several times with the
  39028. * same clip and root parameters always returns the same action.
  39029. *
  39030. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39031. * @param {Object3D} [optionalRoot] - An alternative root object.
  39032. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  39033. * @return {?AnimationAction} The animation action.
  39034. */
  39035. clipAction( clip, optionalRoot, blendMode ) {
  39036. const root = optionalRoot || this._root,
  39037. rootUuid = root.uuid;
  39038. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  39039. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  39040. const actionsForClip = this._actionsByClip[ clipUuid ];
  39041. let prototypeAction = null;
  39042. if ( blendMode === undefined ) {
  39043. if ( clipObject !== null ) {
  39044. blendMode = clipObject.blendMode;
  39045. } else {
  39046. blendMode = NormalAnimationBlendMode;
  39047. }
  39048. }
  39049. if ( actionsForClip !== undefined ) {
  39050. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  39051. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  39052. return existingAction;
  39053. }
  39054. // we know the clip, so we don't have to parse all
  39055. // the bindings again but can just copy
  39056. prototypeAction = actionsForClip.knownActions[ 0 ];
  39057. // also, take the clip from the prototype action
  39058. if ( clipObject === null )
  39059. clipObject = prototypeAction._clip;
  39060. }
  39061. // clip must be known when specified via string
  39062. if ( clipObject === null ) return null;
  39063. // allocate all resources required to run it
  39064. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  39065. this._bindAction( newAction, prototypeAction );
  39066. // and make the action known to the memory manager
  39067. this._addInactiveAction( newAction, clipUuid, rootUuid );
  39068. return newAction;
  39069. }
  39070. /**
  39071. * Returns an existing animation action for the passed clip.
  39072. *
  39073. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39074. * @param {Object3D} [optionalRoot] - An alternative root object.
  39075. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  39076. */
  39077. existingAction( clip, optionalRoot ) {
  39078. const root = optionalRoot || this._root,
  39079. rootUuid = root.uuid,
  39080. clipObject = typeof clip === 'string' ?
  39081. AnimationClip.findByName( root, clip ) : clip,
  39082. clipUuid = clipObject ? clipObject.uuid : clip,
  39083. actionsForClip = this._actionsByClip[ clipUuid ];
  39084. if ( actionsForClip !== undefined ) {
  39085. return actionsForClip.actionByRoot[ rootUuid ] || null;
  39086. }
  39087. return null;
  39088. }
  39089. /**
  39090. * Deactivates all previously scheduled actions on this mixer.
  39091. *
  39092. * @return {AnimationMixer} A reference to this animation mixer.
  39093. */
  39094. stopAllAction() {
  39095. const actions = this._actions,
  39096. nActions = this._nActiveActions;
  39097. for ( let i = nActions - 1; i >= 0; -- i ) {
  39098. actions[ i ].stop();
  39099. }
  39100. return this;
  39101. }
  39102. /**
  39103. * Advances the global mixer time and updates the animation.
  39104. *
  39105. * This is usually done in the render loop by passing the delta
  39106. * time from {@link Clock} or {@link Timer}.
  39107. *
  39108. * @param {number} deltaTime - The delta time in seconds.
  39109. * @return {AnimationMixer} A reference to this animation mixer.
  39110. */
  39111. update( deltaTime ) {
  39112. deltaTime *= this.timeScale;
  39113. const actions = this._actions,
  39114. nActions = this._nActiveActions,
  39115. time = this.time += deltaTime,
  39116. timeDirection = Math.sign( deltaTime ),
  39117. accuIndex = this._accuIndex ^= 1;
  39118. // run active actions
  39119. for ( let i = 0; i !== nActions; ++ i ) {
  39120. const action = actions[ i ];
  39121. action._update( time, deltaTime, timeDirection, accuIndex );
  39122. }
  39123. // update scene graph
  39124. const bindings = this._bindings,
  39125. nBindings = this._nActiveBindings;
  39126. for ( let i = 0; i !== nBindings; ++ i ) {
  39127. bindings[ i ].apply( accuIndex );
  39128. }
  39129. return this;
  39130. }
  39131. /**
  39132. * Sets the global mixer to a specific time and updates the animation accordingly.
  39133. *
  39134. * This is useful when you need to jump to an exact time in an animation. The
  39135. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  39136. *
  39137. * @param {number} time - The time to set in seconds.
  39138. * @return {AnimationMixer} A reference to this animation mixer.
  39139. */
  39140. setTime( time ) {
  39141. this.time = 0; // Zero out time attribute for AnimationMixer object;
  39142. for ( let i = 0; i < this._actions.length; i ++ ) {
  39143. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  39144. }
  39145. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  39146. }
  39147. /**
  39148. * Returns this mixer's root object.
  39149. *
  39150. * @return {Object3D} The mixer's root object.
  39151. */
  39152. getRoot() {
  39153. return this._root;
  39154. }
  39155. /**
  39156. * Deallocates all memory resources for a clip. Before using this method make
  39157. * sure to call {@link AnimationAction#stop} for all related actions.
  39158. *
  39159. * @param {AnimationClip} clip - The clip to uncache.
  39160. */
  39161. uncacheClip( clip ) {
  39162. const actions = this._actions,
  39163. clipUuid = clip.uuid,
  39164. actionsByClip = this._actionsByClip,
  39165. actionsForClip = actionsByClip[ clipUuid ];
  39166. if ( actionsForClip !== undefined ) {
  39167. // note: just calling _removeInactiveAction would mess up the
  39168. // iteration state and also require updating the state we can
  39169. // just throw away
  39170. const actionsToRemove = actionsForClip.knownActions;
  39171. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  39172. const action = actionsToRemove[ i ];
  39173. this._deactivateAction( action );
  39174. const cacheIndex = action._cacheIndex,
  39175. lastInactiveAction = actions[ actions.length - 1 ];
  39176. action._cacheIndex = null;
  39177. action._byClipCacheIndex = null;
  39178. lastInactiveAction._cacheIndex = cacheIndex;
  39179. actions[ cacheIndex ] = lastInactiveAction;
  39180. actions.pop();
  39181. this._removeInactiveBindingsForAction( action );
  39182. }
  39183. delete actionsByClip[ clipUuid ];
  39184. }
  39185. }
  39186. /**
  39187. * Deallocates all memory resources for a root object. Before using this
  39188. * method make sure to call {@link AnimationAction#stop} for all related
  39189. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  39190. * mixer operates on a single root.
  39191. *
  39192. * @param {Object3D} root - The root object to uncache.
  39193. */
  39194. uncacheRoot( root ) {
  39195. const rootUuid = root.uuid,
  39196. actionsByClip = this._actionsByClip;
  39197. for ( const clipUuid in actionsByClip ) {
  39198. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  39199. action = actionByRoot[ rootUuid ];
  39200. if ( action !== undefined ) {
  39201. this._deactivateAction( action );
  39202. this._removeInactiveAction( action );
  39203. }
  39204. }
  39205. const bindingsByRoot = this._bindingsByRootAndName,
  39206. bindingByName = bindingsByRoot[ rootUuid ];
  39207. if ( bindingByName !== undefined ) {
  39208. for ( const trackName in bindingByName ) {
  39209. const binding = bindingByName[ trackName ];
  39210. binding.restoreOriginalState();
  39211. this._removeInactiveBinding( binding );
  39212. }
  39213. }
  39214. }
  39215. /**
  39216. * Deallocates all memory resources for an action. The action is identified by the
  39217. * given clip and an optional root object. Before using this method make
  39218. * sure to call {@link AnimationAction#stop} to deactivate the action.
  39219. *
  39220. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  39221. * @param {Object3D} [optionalRoot] - An alternative root object.
  39222. */
  39223. uncacheAction( clip, optionalRoot ) {
  39224. const action = this.existingAction( clip, optionalRoot );
  39225. if ( action !== null ) {
  39226. this._deactivateAction( action );
  39227. this._removeInactiveAction( action );
  39228. }
  39229. }
  39230. }
  39231. /**
  39232. * Represents a 3D render target.
  39233. *
  39234. * @augments RenderTarget
  39235. */
  39236. class RenderTarget3D extends RenderTarget {
  39237. /**
  39238. * Constructs a new 3D render target.
  39239. *
  39240. * @param {number} [width=1] - The width of the render target.
  39241. * @param {number} [height=1] - The height of the render target.
  39242. * @param {number} [depth=1] - The height of the render target.
  39243. * @param {RenderTarget~Options} [options] - The configuration object.
  39244. */
  39245. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  39246. super( width, height, options );
  39247. /**
  39248. * This flag can be used for type testing.
  39249. *
  39250. * @type {boolean}
  39251. * @readonly
  39252. * @default true
  39253. */
  39254. this.isRenderTarget3D = true;
  39255. this.depth = depth;
  39256. /**
  39257. * Overwritten with a different texture type.
  39258. *
  39259. * @type {Data3DTexture}
  39260. */
  39261. this.texture = new Data3DTexture( null, width, height, depth );
  39262. this._setTextureOptions( options );
  39263. this.texture.isRenderTargetTexture = true;
  39264. }
  39265. }
  39266. /**
  39267. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  39268. *
  39269. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  39270. * ```js
  39271. * uniforms: {
  39272. * time: { value: 1.0 },
  39273. * resolution: new Uniform( new Vector2() )
  39274. * };
  39275. * ```
  39276. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39277. * in {@link WebGLRenderer}.
  39278. */
  39279. class Uniform {
  39280. /**
  39281. * Constructs a new uniform.
  39282. *
  39283. * @param {any} value - The uniform value.
  39284. */
  39285. constructor( value ) {
  39286. /**
  39287. * The uniform value.
  39288. *
  39289. * @type {any}
  39290. */
  39291. this.value = value;
  39292. }
  39293. /**
  39294. * Returns a new uniform with copied values from this instance.
  39295. * If the value has a `clone()` method, the value is cloned as well.
  39296. *
  39297. * @return {Uniform} A clone of this instance.
  39298. */
  39299. clone() {
  39300. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  39301. }
  39302. }
  39303. let _id = 0;
  39304. /**
  39305. * A class for managing multiple uniforms in a single group. The renderer will process
  39306. * such a definition as a single UBO.
  39307. *
  39308. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  39309. * in {@link WebGLRenderer}.
  39310. *
  39311. * @augments EventDispatcher
  39312. */
  39313. class UniformsGroup extends EventDispatcher {
  39314. /**
  39315. * Constructs a new uniforms group.
  39316. */
  39317. constructor() {
  39318. super();
  39319. /**
  39320. * This flag can be used for type testing.
  39321. *
  39322. * @type {boolean}
  39323. * @readonly
  39324. * @default true
  39325. */
  39326. this.isUniformsGroup = true;
  39327. /**
  39328. * The ID of the 3D object.
  39329. *
  39330. * @name UniformsGroup#id
  39331. * @type {number}
  39332. * @readonly
  39333. */
  39334. Object.defineProperty( this, 'id', { value: _id ++ } );
  39335. /**
  39336. * The name of the uniforms group.
  39337. *
  39338. * @type {string}
  39339. */
  39340. this.name = '';
  39341. /**
  39342. * The buffer usage.
  39343. *
  39344. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39345. * @default StaticDrawUsage
  39346. */
  39347. this.usage = StaticDrawUsage;
  39348. /**
  39349. * An array holding the uniforms.
  39350. *
  39351. * @type {Array<Uniform>}
  39352. */
  39353. this.uniforms = [];
  39354. }
  39355. /**
  39356. * Adds the given uniform to this uniforms group.
  39357. *
  39358. * @param {Uniform} uniform - The uniform to add.
  39359. * @return {UniformsGroup} A reference to this uniforms group.
  39360. */
  39361. add( uniform ) {
  39362. this.uniforms.push( uniform );
  39363. return this;
  39364. }
  39365. /**
  39366. * Removes the given uniform from this uniforms group.
  39367. *
  39368. * @param {Uniform} uniform - The uniform to remove.
  39369. * @return {UniformsGroup} A reference to this uniforms group.
  39370. */
  39371. remove( uniform ) {
  39372. const index = this.uniforms.indexOf( uniform );
  39373. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39374. return this;
  39375. }
  39376. /**
  39377. * Sets the name of this uniforms group.
  39378. *
  39379. * @param {string} name - The name to set.
  39380. * @return {UniformsGroup} A reference to this uniforms group.
  39381. */
  39382. setName( name ) {
  39383. this.name = name;
  39384. return this;
  39385. }
  39386. /**
  39387. * Sets the usage of this uniforms group.
  39388. *
  39389. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39390. * @return {UniformsGroup} A reference to this uniforms group.
  39391. */
  39392. setUsage( value ) {
  39393. this.usage = value;
  39394. return this;
  39395. }
  39396. /**
  39397. * Frees the GPU-related resources allocated by this instance. Call this
  39398. * method whenever this instance is no longer used in your app.
  39399. *
  39400. * @fires Texture#dispose
  39401. */
  39402. dispose() {
  39403. this.dispatchEvent( { type: 'dispose' } );
  39404. }
  39405. /**
  39406. * Copies the values of the given uniforms group to this instance.
  39407. *
  39408. * @param {UniformsGroup} source - The uniforms group to copy.
  39409. * @return {UniformsGroup} A reference to this uniforms group.
  39410. */
  39411. copy( source ) {
  39412. this.name = source.name;
  39413. this.usage = source.usage;
  39414. const uniformsSource = source.uniforms;
  39415. this.uniforms.length = 0;
  39416. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39417. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39418. for ( let j = 0; j < uniforms.length; j ++ ) {
  39419. this.uniforms.push( uniforms[ j ].clone() );
  39420. }
  39421. }
  39422. return this;
  39423. }
  39424. /**
  39425. * Returns a new uniforms group with copied values from this instance.
  39426. *
  39427. * @return {UniformsGroup} A clone of this instance.
  39428. */
  39429. clone() {
  39430. return new this.constructor().copy( this );
  39431. }
  39432. }
  39433. /**
  39434. * An instanced version of an interleaved buffer.
  39435. *
  39436. * @augments InterleavedBuffer
  39437. */
  39438. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39439. /**
  39440. * Constructs a new instanced interleaved buffer.
  39441. *
  39442. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39443. * @param {number} stride - The number of typed-array elements per vertex.
  39444. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39445. */
  39446. constructor( array, stride, meshPerAttribute = 1 ) {
  39447. super( array, stride );
  39448. /**
  39449. * This flag can be used for type testing.
  39450. *
  39451. * @type {boolean}
  39452. * @readonly
  39453. * @default true
  39454. */
  39455. this.isInstancedInterleavedBuffer = true;
  39456. /**
  39457. * Defines how often a value of this buffer attribute should be repeated,
  39458. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39459. *
  39460. * @type {number}
  39461. * @default 1
  39462. */
  39463. this.meshPerAttribute = meshPerAttribute;
  39464. }
  39465. copy( source ) {
  39466. super.copy( source );
  39467. this.meshPerAttribute = source.meshPerAttribute;
  39468. return this;
  39469. }
  39470. clone( data ) {
  39471. const ib = super.clone( data );
  39472. ib.meshPerAttribute = this.meshPerAttribute;
  39473. return ib;
  39474. }
  39475. toJSON( data ) {
  39476. const json = super.toJSON( data );
  39477. json.isInstancedInterleavedBuffer = true;
  39478. json.meshPerAttribute = this.meshPerAttribute;
  39479. return json;
  39480. }
  39481. }
  39482. /**
  39483. * An alternative version of a buffer attribute with more control over the VBO.
  39484. *
  39485. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39486. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39487. *
  39488. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39489. * or even produces the VBOs in question.
  39490. *
  39491. * Notice that this class can only be used with {@link WebGLRenderer}.
  39492. */
  39493. class GLBufferAttribute {
  39494. /**
  39495. * Constructs a new GL buffer attribute.
  39496. *
  39497. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39498. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39499. * @param {number} itemSize - The item size.
  39500. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39501. * @param {number} count - The expected number of vertices in VBO.
  39502. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  39503. */
  39504. constructor( buffer, type, itemSize, elementSize, count, normalized = false ) {
  39505. /**
  39506. * This flag can be used for type testing.
  39507. *
  39508. * @type {boolean}
  39509. * @readonly
  39510. * @default true
  39511. */
  39512. this.isGLBufferAttribute = true;
  39513. /**
  39514. * The name of the buffer attribute.
  39515. *
  39516. * @type {string}
  39517. */
  39518. this.name = '';
  39519. /**
  39520. * The native WebGL buffer.
  39521. *
  39522. * @type {WebGLBuffer}
  39523. */
  39524. this.buffer = buffer;
  39525. /**
  39526. * The native data type.
  39527. *
  39528. * @type {number}
  39529. */
  39530. this.type = type;
  39531. /**
  39532. * The item size, see {@link BufferAttribute#itemSize}.
  39533. *
  39534. * @type {number}
  39535. */
  39536. this.itemSize = itemSize;
  39537. /**
  39538. * The corresponding size (in bytes) for the given `type` parameter.
  39539. *
  39540. * @type {number}
  39541. */
  39542. this.elementSize = elementSize;
  39543. /**
  39544. * The expected number of vertices in VBO.
  39545. *
  39546. * @type {number}
  39547. */
  39548. this.count = count;
  39549. /**
  39550. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  39551. * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`,
  39552. * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to
  39553. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  39554. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  39555. *
  39556. * @type {boolean}
  39557. */
  39558. this.normalized = normalized;
  39559. /**
  39560. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39561. *
  39562. * @type {number}
  39563. */
  39564. this.version = 0;
  39565. }
  39566. /**
  39567. * Flag to indicate that this attribute has changed and should be re-sent to
  39568. * the GPU. Set this to `true` when you modify the value of the array.
  39569. *
  39570. * @type {number}
  39571. * @default false
  39572. * @param {boolean} value
  39573. */
  39574. set needsUpdate( value ) {
  39575. if ( value === true ) this.version ++;
  39576. }
  39577. /**
  39578. * Sets the given native WebGL buffer.
  39579. *
  39580. * @param {WebGLBuffer} buffer - The buffer to set.
  39581. * @return {BufferAttribute} A reference to this instance.
  39582. */
  39583. setBuffer( buffer ) {
  39584. this.buffer = buffer;
  39585. return this;
  39586. }
  39587. /**
  39588. * Sets the given native data type and element size.
  39589. *
  39590. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39591. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39592. * @return {BufferAttribute} A reference to this instance.
  39593. */
  39594. setType( type, elementSize ) {
  39595. this.type = type;
  39596. this.elementSize = elementSize;
  39597. return this;
  39598. }
  39599. /**
  39600. * Sets the item size.
  39601. *
  39602. * @param {number} itemSize - The item size.
  39603. * @return {BufferAttribute} A reference to this instance.
  39604. */
  39605. setItemSize( itemSize ) {
  39606. this.itemSize = itemSize;
  39607. return this;
  39608. }
  39609. /**
  39610. * Sets the count (the expected number of vertices in VBO).
  39611. *
  39612. * @param {number} count - The count.
  39613. * @return {BufferAttribute} A reference to this instance.
  39614. */
  39615. setCount( count ) {
  39616. this.count = count;
  39617. return this;
  39618. }
  39619. }
  39620. const _matrix = /*@__PURE__*/ new Matrix4();
  39621. /**
  39622. * This class is designed to assist with raycasting. Raycasting is used for
  39623. * mouse picking (working out what objects in the 3d space the mouse is over)
  39624. * amongst other things.
  39625. */
  39626. class Raycaster {
  39627. /**
  39628. * Constructs a new raycaster.
  39629. *
  39630. * @param {Vector3} origin - The origin vector where the ray casts from.
  39631. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39632. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39633. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39634. */
  39635. constructor( origin, direction, near = 0, far = Infinity ) {
  39636. /**
  39637. * The ray used for raycasting.
  39638. *
  39639. * @type {Ray}
  39640. */
  39641. this.ray = new Ray( origin, direction );
  39642. /**
  39643. * All results returned are further away than near. Near can't be negative.
  39644. *
  39645. * @type {number}
  39646. * @default 0
  39647. */
  39648. this.near = near;
  39649. /**
  39650. * All results returned are further away than near. Near can't be negative.
  39651. *
  39652. * @type {number}
  39653. * @default Infinity
  39654. */
  39655. this.far = far;
  39656. /**
  39657. * The camera to use when raycasting against view-dependent objects such as
  39658. * billboarded objects like sprites. This field can be set manually or
  39659. * is set when calling `setFromCamera()`.
  39660. *
  39661. * @type {?Camera}
  39662. * @default null
  39663. */
  39664. this.camera = null;
  39665. /**
  39666. * Allows to selectively ignore 3D objects when performing intersection tests.
  39667. * The following code example ensures that only 3D objects on layer `1` will be
  39668. * honored by raycaster.
  39669. * ```js
  39670. * raycaster.layers.set( 1 );
  39671. * object.layers.enable( 1 );
  39672. * ```
  39673. *
  39674. * @type {Layers}
  39675. */
  39676. this.layers = new Layers();
  39677. /**
  39678. * A parameter object that configures the raycasting. It has the structure:
  39679. *
  39680. * ```
  39681. * {
  39682. * Mesh: {},
  39683. * Line: { threshold: 1 },
  39684. * LOD: {},
  39685. * Points: { threshold: 1 },
  39686. * Sprite: {}
  39687. * }
  39688. * ```
  39689. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39690. *
  39691. * @type {Object}
  39692. */
  39693. this.params = {
  39694. Mesh: {},
  39695. Line: { threshold: 1 },
  39696. LOD: {},
  39697. Points: { threshold: 1 },
  39698. Sprite: {}
  39699. };
  39700. }
  39701. /**
  39702. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39703. *
  39704. * @param {Vector3} origin - The origin vector where the ray casts from.
  39705. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39706. */
  39707. set( origin, direction ) {
  39708. // direction is assumed to be normalized (for accurate distance calculations)
  39709. this.ray.set( origin, direction );
  39710. }
  39711. /**
  39712. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39713. *
  39714. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39715. * X and Y components should be between `-1` and `1`.
  39716. * @param {Camera} camera - The camera from which the ray should originate.
  39717. */
  39718. setFromCamera( coords, camera ) {
  39719. if ( camera.isPerspectiveCamera ) {
  39720. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39721. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39722. this.camera = camera;
  39723. } else if ( camera.isOrthographicCamera ) {
  39724. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39725. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39726. this.camera = camera;
  39727. } else {
  39728. error( 'Raycaster: Unsupported camera type: ' + camera.type );
  39729. }
  39730. }
  39731. /**
  39732. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39733. *
  39734. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39735. * @return {Raycaster} A reference to this raycaster.
  39736. */
  39737. setFromXRController( controller ) {
  39738. _matrix.identity().extractRotation( controller.matrixWorld );
  39739. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39740. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39741. return this;
  39742. }
  39743. /**
  39744. * The intersection point of a raycaster intersection test.
  39745. * @typedef {Object} Raycaster~Intersection
  39746. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39747. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39748. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39749. * @property {Vector3} point - The intersection point, in world coordinates.
  39750. * @property {Object} face - The face that has been intersected.
  39751. * @property {number} faceIndex - The face index.
  39752. * @property {Object3D} object - The 3D object that has been intersected.
  39753. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39754. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39755. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  39756. * @property {number} instanceId - The index number of the instance where the ray
  39757. * intersects the {@link InstancedMesh}.
  39758. */
  39759. /**
  39760. * Checks all intersection between the ray and the object with or without the
  39761. * descendants. Intersections are returned sorted by distance, closest first.
  39762. *
  39763. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39764. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39765. * differently to ray casting than lines or points.
  39766. *
  39767. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39768. * to be detected; intersections of the ray passing through the back of a face will not
  39769. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39770. * to `THREE.DoubleSide`.
  39771. *
  39772. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39773. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39774. * Otherwise it only checks intersection with the object.
  39775. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39776. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39777. */
  39778. intersectObject( object, recursive = true, intersects = [] ) {
  39779. intersect( object, this, intersects, recursive );
  39780. intersects.sort( ascSort );
  39781. return intersects;
  39782. }
  39783. /**
  39784. * Checks all intersection between the ray and the objects with or without
  39785. * the descendants. Intersections are returned sorted by distance, closest first.
  39786. *
  39787. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39788. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39789. * Otherwise it only checks intersection with the object.
  39790. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39791. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39792. */
  39793. intersectObjects( objects, recursive = true, intersects = [] ) {
  39794. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39795. intersect( objects[ i ], this, intersects, recursive );
  39796. }
  39797. intersects.sort( ascSort );
  39798. return intersects;
  39799. }
  39800. }
  39801. function ascSort( a, b ) {
  39802. return a.distance - b.distance;
  39803. }
  39804. function intersect( object, raycaster, intersects, recursive ) {
  39805. let propagate = true;
  39806. if ( object.layers.test( raycaster.layers ) ) {
  39807. const result = object.raycast( raycaster, intersects );
  39808. if ( result === false ) propagate = false;
  39809. }
  39810. if ( propagate === true && recursive === true ) {
  39811. const children = object.children;
  39812. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39813. intersect( children[ i ], raycaster, intersects, true );
  39814. }
  39815. }
  39816. }
  39817. /**
  39818. * This class is an alternative to {@link Clock} with a different API design and behavior.
  39819. * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time.
  39820. *
  39821. * - `Timer` has an `update()` method that updates its internal state. That makes it possible to
  39822. * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values.
  39823. * - The class can make use of the Page Visibility API to avoid large time delta values when the app
  39824. * is inactive (e.g. tab switched or browser hidden).
  39825. *
  39826. * ```js
  39827. * const timer = new Timer();
  39828. * timer.connect( document ); // use Page Visibility API
  39829. * ```
  39830. */
  39831. class Timer {
  39832. /**
  39833. * Constructs a new timer.
  39834. */
  39835. constructor() {
  39836. this._previousTime = 0;
  39837. this._currentTime = 0;
  39838. this._startTime = performance.now();
  39839. this._delta = 0;
  39840. this._elapsed = 0;
  39841. this._timescale = 1;
  39842. this._document = null;
  39843. this._pageVisibilityHandler = null;
  39844. }
  39845. /**
  39846. * Connect the timer to the given document.Calling this method is not mandatory to
  39847. * use the timer but enables the usage of the Page Visibility API to avoid large time
  39848. * delta values.
  39849. *
  39850. * @param {Document} document - The document.
  39851. */
  39852. connect( document ) {
  39853. this._document = document;
  39854. // use Page Visibility API to avoid large time delta values
  39855. if ( document.hidden !== undefined ) {
  39856. this._pageVisibilityHandler = handleVisibilityChange.bind( this );
  39857. document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false );
  39858. }
  39859. }
  39860. /**
  39861. * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API.
  39862. */
  39863. disconnect() {
  39864. if ( this._pageVisibilityHandler !== null ) {
  39865. this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler );
  39866. this._pageVisibilityHandler = null;
  39867. }
  39868. this._document = null;
  39869. }
  39870. /**
  39871. * Returns the time delta in seconds.
  39872. *
  39873. * @return {number} The time delta in second.
  39874. */
  39875. getDelta() {
  39876. return this._delta / 1000;
  39877. }
  39878. /**
  39879. * Returns the elapsed time in seconds.
  39880. *
  39881. * @return {number} The elapsed time in second.
  39882. */
  39883. getElapsed() {
  39884. return this._elapsed / 1000;
  39885. }
  39886. /**
  39887. * Returns the timescale.
  39888. *
  39889. * @return {number} The timescale.
  39890. */
  39891. getTimescale() {
  39892. return this._timescale;
  39893. }
  39894. /**
  39895. * Sets the given timescale which scale the time delta computation
  39896. * in `update()`.
  39897. *
  39898. * @param {number} timescale - The timescale to set.
  39899. * @return {Timer} A reference to this timer.
  39900. */
  39901. setTimescale( timescale ) {
  39902. this._timescale = timescale;
  39903. return this;
  39904. }
  39905. /**
  39906. * Resets the time computation for the current simulation step.
  39907. *
  39908. * @return {Timer} A reference to this timer.
  39909. */
  39910. reset() {
  39911. this._currentTime = performance.now() - this._startTime;
  39912. return this;
  39913. }
  39914. /**
  39915. * Can be used to free all internal resources. Usually called when
  39916. * the timer instance isn't required anymore.
  39917. */
  39918. dispose() {
  39919. this.disconnect();
  39920. }
  39921. /**
  39922. * Updates the internal state of the timer. This method should be called
  39923. * once per simulation step and before you perform queries against the timer
  39924. * (e.g. via `getDelta()`).
  39925. *
  39926. * @param {number} timestamp - The current time in milliseconds. Can be obtained
  39927. * from the `requestAnimationFrame` callback argument. If not provided, the current
  39928. * time will be determined with `performance.now`.
  39929. * @return {Timer} A reference to this timer.
  39930. */
  39931. update( timestamp ) {
  39932. if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) {
  39933. this._delta = 0;
  39934. } else {
  39935. this._previousTime = this._currentTime;
  39936. this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime;
  39937. this._delta = ( this._currentTime - this._previousTime ) * this._timescale;
  39938. this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas
  39939. }
  39940. return this;
  39941. }
  39942. }
  39943. function handleVisibilityChange() {
  39944. if ( this._document.hidden === false ) this.reset();
  39945. }
  39946. /**
  39947. * This class can be used to represent points in 3D space as
  39948. * [Spherical coordinates]{@link https://en.wikipedia.org/wiki/Spherical_coordinate_system}.
  39949. */
  39950. class Spherical {
  39951. /**
  39952. * Constructs a new spherical.
  39953. *
  39954. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39955. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  39956. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  39957. */
  39958. constructor( radius = 1, phi = 0, theta = 0 ) {
  39959. /**
  39960. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39961. *
  39962. * @type {number}
  39963. * @default 1
  39964. */
  39965. this.radius = radius;
  39966. /**
  39967. * The polar angle in radians from the y (up) axis.
  39968. *
  39969. * @type {number}
  39970. * @default 0
  39971. */
  39972. this.phi = phi;
  39973. /**
  39974. * The equator/azimuthal angle in radians around the y (up) axis.
  39975. *
  39976. * @type {number}
  39977. * @default 0
  39978. */
  39979. this.theta = theta;
  39980. }
  39981. /**
  39982. * Sets the spherical components by copying the given values.
  39983. *
  39984. * @param {number} radius - The radius.
  39985. * @param {number} phi - The polar angle.
  39986. * @param {number} theta - The azimuthal angle.
  39987. * @return {Spherical} A reference to this spherical.
  39988. */
  39989. set( radius, phi, theta ) {
  39990. this.radius = radius;
  39991. this.phi = phi;
  39992. this.theta = theta;
  39993. return this;
  39994. }
  39995. /**
  39996. * Copies the values of the given spherical to this instance.
  39997. *
  39998. * @param {Spherical} other - The spherical to copy.
  39999. * @return {Spherical} A reference to this spherical.
  40000. */
  40001. copy( other ) {
  40002. this.radius = other.radius;
  40003. this.phi = other.phi;
  40004. this.theta = other.theta;
  40005. return this;
  40006. }
  40007. /**
  40008. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  40009. * `0.000001`.
  40010. *
  40011. * @return {Spherical} A reference to this spherical.
  40012. */
  40013. makeSafe() {
  40014. const EPS = 0.000001;
  40015. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  40016. return this;
  40017. }
  40018. /**
  40019. * Sets the spherical components from the given vector which is assumed to hold
  40020. * Cartesian coordinates.
  40021. *
  40022. * @param {Vector3} v - The vector to set.
  40023. * @return {Spherical} A reference to this spherical.
  40024. */
  40025. setFromVector3( v ) {
  40026. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40027. }
  40028. /**
  40029. * Sets the spherical components from the given Cartesian coordinates.
  40030. *
  40031. * @param {number} x - The x value.
  40032. * @param {number} y - The y value.
  40033. * @param {number} z - The z value.
  40034. * @return {Spherical} A reference to this spherical.
  40035. */
  40036. setFromCartesianCoords( x, y, z ) {
  40037. this.radius = Math.sqrt( x * x + y * y + z * z );
  40038. if ( this.radius === 0 ) {
  40039. this.theta = 0;
  40040. this.phi = 0;
  40041. } else {
  40042. this.theta = Math.atan2( x, z );
  40043. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  40044. }
  40045. return this;
  40046. }
  40047. /**
  40048. * Returns a new spherical with copied values from this instance.
  40049. *
  40050. * @return {Spherical} A clone of this instance.
  40051. */
  40052. clone() {
  40053. return new this.constructor().copy( this );
  40054. }
  40055. }
  40056. /**
  40057. * This class can be used to represent points in 3D space as
  40058. * [Cylindrical coordinates]{@link https://en.wikipedia.org/wiki/Cylindrical_coordinate_system}.
  40059. */
  40060. class Cylindrical {
  40061. /**
  40062. * Constructs a new cylindrical.
  40063. *
  40064. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  40065. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40066. * @param {number} [y=0] - The height above the x-z plane.
  40067. */
  40068. constructor( radius = 1, theta = 0, y = 0 ) {
  40069. /**
  40070. * The distance from the origin to a point in the x-z plane.
  40071. *
  40072. * @type {number}
  40073. * @default 1
  40074. */
  40075. this.radius = radius;
  40076. /**
  40077. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  40078. *
  40079. * @type {number}
  40080. * @default 0
  40081. */
  40082. this.theta = theta;
  40083. /**
  40084. * The height above the x-z plane.
  40085. *
  40086. * @type {number}
  40087. * @default 0
  40088. */
  40089. this.y = y;
  40090. }
  40091. /**
  40092. * Sets the cylindrical components by copying the given values.
  40093. *
  40094. * @param {number} radius - The radius.
  40095. * @param {number} theta - The theta angle.
  40096. * @param {number} y - The height value.
  40097. * @return {Cylindrical} A reference to this cylindrical.
  40098. */
  40099. set( radius, theta, y ) {
  40100. this.radius = radius;
  40101. this.theta = theta;
  40102. this.y = y;
  40103. return this;
  40104. }
  40105. /**
  40106. * Copies the values of the given cylindrical to this instance.
  40107. *
  40108. * @param {Cylindrical} other - The cylindrical to copy.
  40109. * @return {Cylindrical} A reference to this cylindrical.
  40110. */
  40111. copy( other ) {
  40112. this.radius = other.radius;
  40113. this.theta = other.theta;
  40114. this.y = other.y;
  40115. return this;
  40116. }
  40117. /**
  40118. * Sets the cylindrical components from the given vector which is assumed to hold
  40119. * Cartesian coordinates.
  40120. *
  40121. * @param {Vector3} v - The vector to set.
  40122. * @return {Cylindrical} A reference to this cylindrical.
  40123. */
  40124. setFromVector3( v ) {
  40125. return this.setFromCartesianCoords( v.x, v.y, v.z );
  40126. }
  40127. /**
  40128. * Sets the cylindrical components from the given Cartesian coordinates.
  40129. *
  40130. * @param {number} x - The x value.
  40131. * @param {number} y - The x value.
  40132. * @param {number} z - The x value.
  40133. * @return {Cylindrical} A reference to this cylindrical.
  40134. */
  40135. setFromCartesianCoords( x, y, z ) {
  40136. this.radius = Math.sqrt( x * x + z * z );
  40137. this.theta = Math.atan2( x, z );
  40138. this.y = y;
  40139. return this;
  40140. }
  40141. /**
  40142. * Returns a new cylindrical with copied values from this instance.
  40143. *
  40144. * @return {Cylindrical} A clone of this instance.
  40145. */
  40146. clone() {
  40147. return new this.constructor().copy( this );
  40148. }
  40149. }
  40150. /**
  40151. * Represents a 2x2 matrix.
  40152. *
  40153. * A Note on Row-Major and Column-Major Ordering:
  40154. *
  40155. * The constructor and {@link Matrix2#set} method take arguments in
  40156. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  40157. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  40158. * This means that calling:
  40159. * ```js
  40160. * const m = new THREE.Matrix2();
  40161. * m.set( 11, 12,
  40162. * 21, 22 );
  40163. * ```
  40164. * will result in the elements array containing:
  40165. * ```js
  40166. * m.elements = [ 11, 21,
  40167. * 12, 22 ];
  40168. * ```
  40169. * and internally all calculations are performed using column-major ordering.
  40170. * However, as the actual ordering makes no difference mathematically and
  40171. * most people are used to thinking about matrices in row-major order, the
  40172. * three.js documentation shows matrices in row-major order. Just bear in
  40173. * mind that if you are reading the source code, you'll have to take the
  40174. * transpose of any matrices outlined here to make sense of the calculations.
  40175. */
  40176. class Matrix2 {
  40177. /**
  40178. * Constructs a new 2x2 matrix. The arguments are supposed to be
  40179. * in row-major order. If no arguments are provided, the constructor
  40180. * initializes the matrix as an identity matrix.
  40181. *
  40182. * @param {number} [n11] - 1-1 matrix element.
  40183. * @param {number} [n12] - 1-2 matrix element.
  40184. * @param {number} [n21] - 2-1 matrix element.
  40185. * @param {number} [n22] - 2-2 matrix element.
  40186. */
  40187. constructor( n11, n12, n21, n22 ) {
  40188. /**
  40189. * This flag can be used for type testing.
  40190. *
  40191. * @type {boolean}
  40192. * @readonly
  40193. * @default true
  40194. */
  40195. Matrix2.prototype.isMatrix2 = true;
  40196. /**
  40197. * A column-major list of matrix values.
  40198. *
  40199. * @type {Array<number>}
  40200. */
  40201. this.elements = [
  40202. 1, 0,
  40203. 0, 1,
  40204. ];
  40205. if ( n11 !== undefined ) {
  40206. this.set( n11, n12, n21, n22 );
  40207. }
  40208. }
  40209. /**
  40210. * Sets this matrix to the 2x2 identity matrix.
  40211. *
  40212. * @return {Matrix2} A reference to this matrix.
  40213. */
  40214. identity() {
  40215. this.set(
  40216. 1, 0,
  40217. 0, 1,
  40218. );
  40219. return this;
  40220. }
  40221. /**
  40222. * Sets the elements of the matrix from the given array.
  40223. *
  40224. * @param {Array<number>} array - The matrix elements in column-major order.
  40225. * @param {number} [offset=0] - Index of the first element in the array.
  40226. * @return {Matrix2} A reference to this matrix.
  40227. */
  40228. fromArray( array, offset = 0 ) {
  40229. for ( let i = 0; i < 4; i ++ ) {
  40230. this.elements[ i ] = array[ i + offset ];
  40231. }
  40232. return this;
  40233. }
  40234. /**
  40235. * Sets the elements of the matrix.The arguments are supposed to be
  40236. * in row-major order.
  40237. *
  40238. * @param {number} n11 - 1-1 matrix element.
  40239. * @param {number} n12 - 1-2 matrix element.
  40240. * @param {number} n21 - 2-1 matrix element.
  40241. * @param {number} n22 - 2-2 matrix element.
  40242. * @return {Matrix2} A reference to this matrix.
  40243. */
  40244. set( n11, n12, n21, n22 ) {
  40245. const te = this.elements;
  40246. te[ 0 ] = n11; te[ 2 ] = n12;
  40247. te[ 1 ] = n21; te[ 3 ] = n22;
  40248. return this;
  40249. }
  40250. }
  40251. const _vector$4 = /*@__PURE__*/ new Vector2();
  40252. /**
  40253. * Represents an axis-aligned bounding box (AABB) in 2D space.
  40254. */
  40255. class Box2 {
  40256. /**
  40257. * Constructs a new bounding box.
  40258. *
  40259. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  40260. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  40261. */
  40262. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  40263. /**
  40264. * This flag can be used for type testing.
  40265. *
  40266. * @type {boolean}
  40267. * @readonly
  40268. * @default true
  40269. */
  40270. this.isBox2 = true;
  40271. /**
  40272. * The lower boundary of the box.
  40273. *
  40274. * @type {Vector2}
  40275. */
  40276. this.min = min;
  40277. /**
  40278. * The upper boundary of the box.
  40279. *
  40280. * @type {Vector2}
  40281. */
  40282. this.max = max;
  40283. }
  40284. /**
  40285. * Sets the lower and upper boundaries of this box.
  40286. * Please note that this method only copies the values from the given objects.
  40287. *
  40288. * @param {Vector2} min - The lower boundary of the box.
  40289. * @param {Vector2} max - The upper boundary of the box.
  40290. * @return {Box2} A reference to this bounding box.
  40291. */
  40292. set( min, max ) {
  40293. this.min.copy( min );
  40294. this.max.copy( max );
  40295. return this;
  40296. }
  40297. /**
  40298. * Sets the upper and lower bounds of this box so it encloses the position data
  40299. * in the given array.
  40300. *
  40301. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  40302. * @return {Box2} A reference to this bounding box.
  40303. */
  40304. setFromPoints( points ) {
  40305. this.makeEmpty();
  40306. for ( let i = 0, il = points.length; i < il; i ++ ) {
  40307. this.expandByPoint( points[ i ] );
  40308. }
  40309. return this;
  40310. }
  40311. /**
  40312. * Centers this box on the given center vector and sets this box's width, height and
  40313. * depth to the given size values.
  40314. *
  40315. * @param {Vector2} center - The center of the box.
  40316. * @param {Vector2} size - The x and y dimensions of the box.
  40317. * @return {Box2} A reference to this bounding box.
  40318. */
  40319. setFromCenterAndSize( center, size ) {
  40320. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  40321. this.min.copy( center ).sub( halfSize );
  40322. this.max.copy( center ).add( halfSize );
  40323. return this;
  40324. }
  40325. /**
  40326. * Returns a new box with copied values from this instance.
  40327. *
  40328. * @return {Box2} A clone of this instance.
  40329. */
  40330. clone() {
  40331. return new this.constructor().copy( this );
  40332. }
  40333. /**
  40334. * Copies the values of the given box to this instance.
  40335. *
  40336. * @param {Box2} box - The box to copy.
  40337. * @return {Box2} A reference to this bounding box.
  40338. */
  40339. copy( box ) {
  40340. this.min.copy( box.min );
  40341. this.max.copy( box.max );
  40342. return this;
  40343. }
  40344. /**
  40345. * Makes this box empty which means in encloses a zero space in 2D.
  40346. *
  40347. * @return {Box2} A reference to this bounding box.
  40348. */
  40349. makeEmpty() {
  40350. this.min.x = this.min.y = + Infinity;
  40351. this.max.x = this.max.y = - Infinity;
  40352. return this;
  40353. }
  40354. /**
  40355. * Returns true if this box includes zero points within its bounds.
  40356. * Note that a box with equal lower and upper bounds still includes one
  40357. * point, the one both bounds share.
  40358. *
  40359. * @return {boolean} Whether this box is empty or not.
  40360. */
  40361. isEmpty() {
  40362. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  40363. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  40364. }
  40365. /**
  40366. * Returns the center point of this box.
  40367. *
  40368. * @param {Vector2} target - The target vector that is used to store the method's result.
  40369. * @return {Vector2} The center point.
  40370. */
  40371. getCenter( target ) {
  40372. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  40373. }
  40374. /**
  40375. * Returns the dimensions of this box.
  40376. *
  40377. * @param {Vector2} target - The target vector that is used to store the method's result.
  40378. * @return {Vector2} The size.
  40379. */
  40380. getSize( target ) {
  40381. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  40382. }
  40383. /**
  40384. * Expands the boundaries of this box to include the given point.
  40385. *
  40386. * @param {Vector2} point - The point that should be included by the bounding box.
  40387. * @return {Box2} A reference to this bounding box.
  40388. */
  40389. expandByPoint( point ) {
  40390. this.min.min( point );
  40391. this.max.max( point );
  40392. return this;
  40393. }
  40394. /**
  40395. * Expands this box equilaterally by the given vector. The width of this
  40396. * box will be expanded by the x component of the vector in both
  40397. * directions. The height of this box will be expanded by the y component of
  40398. * the vector in both directions.
  40399. *
  40400. * @param {Vector2} vector - The vector that should expand the bounding box.
  40401. * @return {Box2} A reference to this bounding box.
  40402. */
  40403. expandByVector( vector ) {
  40404. this.min.sub( vector );
  40405. this.max.add( vector );
  40406. return this;
  40407. }
  40408. /**
  40409. * Expands each dimension of the box by the given scalar. If negative, the
  40410. * dimensions of the box will be contracted.
  40411. *
  40412. * @param {number} scalar - The scalar value that should expand the bounding box.
  40413. * @return {Box2} A reference to this bounding box.
  40414. */
  40415. expandByScalar( scalar ) {
  40416. this.min.addScalar( - scalar );
  40417. this.max.addScalar( scalar );
  40418. return this;
  40419. }
  40420. /**
  40421. * Returns `true` if the given point lies within or on the boundaries of this box.
  40422. *
  40423. * @param {Vector2} point - The point to test.
  40424. * @return {boolean} Whether the bounding box contains the given point or not.
  40425. */
  40426. containsPoint( point ) {
  40427. return point.x >= this.min.x && point.x <= this.max.x &&
  40428. point.y >= this.min.y && point.y <= this.max.y;
  40429. }
  40430. /**
  40431. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  40432. * If this box and the given one are identical, this function also returns `true`.
  40433. *
  40434. * @param {Box2} box - The bounding box to test.
  40435. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  40436. */
  40437. containsBox( box ) {
  40438. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  40439. this.min.y <= box.min.y && box.max.y <= this.max.y;
  40440. }
  40441. /**
  40442. * Returns a point as a proportion of this box's width and height.
  40443. *
  40444. * @param {Vector2} point - A point in 2D space.
  40445. * @param {Vector2} target - The target vector that is used to store the method's result.
  40446. * @return {Vector2} A point as a proportion of this box's width and height.
  40447. */
  40448. getParameter( point, target ) {
  40449. // This can potentially have a divide by zero if the box
  40450. // has a size dimension of 0.
  40451. return target.set(
  40452. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  40453. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  40454. );
  40455. }
  40456. /**
  40457. * Returns `true` if the given bounding box intersects with this bounding box.
  40458. *
  40459. * @param {Box2} box - The bounding box to test.
  40460. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  40461. */
  40462. intersectsBox( box ) {
  40463. // using 4 splitting planes to rule out intersections
  40464. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  40465. box.max.y >= this.min.y && box.min.y <= this.max.y;
  40466. }
  40467. /**
  40468. * Clamps the given point within the bounds of this box.
  40469. *
  40470. * @param {Vector2} point - The point to clamp.
  40471. * @param {Vector2} target - The target vector that is used to store the method's result.
  40472. * @return {Vector2} The clamped point.
  40473. */
  40474. clampPoint( point, target ) {
  40475. return target.copy( point ).clamp( this.min, this.max );
  40476. }
  40477. /**
  40478. * Returns the euclidean distance from any edge of this box to the specified point. If
  40479. * the given point lies inside of this box, the distance will be `0`.
  40480. *
  40481. * @param {Vector2} point - The point to compute the distance to.
  40482. * @return {number} The euclidean distance.
  40483. */
  40484. distanceToPoint( point ) {
  40485. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40486. }
  40487. /**
  40488. * Computes the intersection of this bounding box and the given one, setting the upper
  40489. * bound of this box to the lesser of the two boxes' upper bounds and the
  40490. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40491. * there's no overlap, makes this box empty.
  40492. *
  40493. * @param {Box2} box - The bounding box to intersect with.
  40494. * @return {Box2} A reference to this bounding box.
  40495. */
  40496. intersect( box ) {
  40497. this.min.max( box.min );
  40498. this.max.min( box.max );
  40499. if ( this.isEmpty() ) this.makeEmpty();
  40500. return this;
  40501. }
  40502. /**
  40503. * Computes the union of this box and another and the given one, setting the upper
  40504. * bound of this box to the greater of the two boxes' upper bounds and the
  40505. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40506. *
  40507. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40508. * @return {Box2} A reference to this bounding box.
  40509. */
  40510. union( box ) {
  40511. this.min.min( box.min );
  40512. this.max.max( box.max );
  40513. return this;
  40514. }
  40515. /**
  40516. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40517. * effectively moving it in 2D space.
  40518. *
  40519. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40520. * @return {Box2} A reference to this bounding box.
  40521. */
  40522. translate( offset ) {
  40523. this.min.add( offset );
  40524. this.max.add( offset );
  40525. return this;
  40526. }
  40527. /**
  40528. * Returns `true` if this bounding box is equal with the given one.
  40529. *
  40530. * @param {Box2} box - The box to test for equality.
  40531. * @return {boolean} Whether this bounding box is equal with the given one.
  40532. */
  40533. equals( box ) {
  40534. return box.min.equals( this.min ) && box.max.equals( this.max );
  40535. }
  40536. }
  40537. const _startP = /*@__PURE__*/ new Vector3();
  40538. const _startEnd = /*@__PURE__*/ new Vector3();
  40539. const _d1 = /*@__PURE__*/ new Vector3();
  40540. const _d2 = /*@__PURE__*/ new Vector3();
  40541. const _r = /*@__PURE__*/ new Vector3();
  40542. const _c1 = /*@__PURE__*/ new Vector3();
  40543. const _c2 = /*@__PURE__*/ new Vector3();
  40544. /**
  40545. * An analytical line segment in 3D space represented by a start and end point.
  40546. */
  40547. class Line3 {
  40548. /**
  40549. * Constructs a new line segment.
  40550. *
  40551. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40552. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40553. */
  40554. constructor( start = new Vector3(), end = new Vector3() ) {
  40555. /**
  40556. * Start of the line segment.
  40557. *
  40558. * @type {Vector3}
  40559. */
  40560. this.start = start;
  40561. /**
  40562. * End of the line segment.
  40563. *
  40564. * @type {Vector3}
  40565. */
  40566. this.end = end;
  40567. }
  40568. /**
  40569. * Sets the start and end values by copying the given vectors.
  40570. *
  40571. * @param {Vector3} start - The start point.
  40572. * @param {Vector3} end - The end point.
  40573. * @return {Line3} A reference to this line segment.
  40574. */
  40575. set( start, end ) {
  40576. this.start.copy( start );
  40577. this.end.copy( end );
  40578. return this;
  40579. }
  40580. /**
  40581. * Copies the values of the given line segment to this instance.
  40582. *
  40583. * @param {Line3} line - The line segment to copy.
  40584. * @return {Line3} A reference to this line segment.
  40585. */
  40586. copy( line ) {
  40587. this.start.copy( line.start );
  40588. this.end.copy( line.end );
  40589. return this;
  40590. }
  40591. /**
  40592. * Returns the center of the line segment.
  40593. *
  40594. * @param {Vector3} target - The target vector that is used to store the method's result.
  40595. * @return {Vector3} The center point.
  40596. */
  40597. getCenter( target ) {
  40598. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40599. }
  40600. /**
  40601. * Returns the delta vector of the line segment's start and end point.
  40602. *
  40603. * @param {Vector3} target - The target vector that is used to store the method's result.
  40604. * @return {Vector3} The delta vector.
  40605. */
  40606. delta( target ) {
  40607. return target.subVectors( this.end, this.start );
  40608. }
  40609. /**
  40610. * Returns the squared Euclidean distance between the line' start and end point.
  40611. *
  40612. * @return {number} The squared Euclidean distance.
  40613. */
  40614. distanceSq() {
  40615. return this.start.distanceToSquared( this.end );
  40616. }
  40617. /**
  40618. * Returns the Euclidean distance between the line' start and end point.
  40619. *
  40620. * @return {number} The Euclidean distance.
  40621. */
  40622. distance() {
  40623. return this.start.distanceTo( this.end );
  40624. }
  40625. /**
  40626. * Returns a vector at a certain position along the line segment.
  40627. *
  40628. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40629. * @param {Vector3} target - The target vector that is used to store the method's result.
  40630. * @return {Vector3} The delta vector.
  40631. */
  40632. at( t, target ) {
  40633. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40634. }
  40635. /**
  40636. * Returns a point parameter based on the closest point as projected on the line segment.
  40637. *
  40638. * @param {Vector3} point - The point for which to return a point parameter.
  40639. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40640. * @return {number} The point parameter.
  40641. */
  40642. closestPointToPointParameter( point, clampToLine ) {
  40643. _startP.subVectors( point, this.start );
  40644. _startEnd.subVectors( this.end, this.start );
  40645. const startEnd2 = _startEnd.dot( _startEnd );
  40646. const startEnd_startP = _startEnd.dot( _startP );
  40647. let t = startEnd_startP / startEnd2;
  40648. if ( clampToLine ) {
  40649. t = clamp( t, 0, 1 );
  40650. }
  40651. return t;
  40652. }
  40653. /**
  40654. * Returns the closest point on the line for a given point.
  40655. *
  40656. * @param {Vector3} point - The point to compute the closest point on the line for.
  40657. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40658. * @param {Vector3} target - The target vector that is used to store the method's result.
  40659. * @return {Vector3} The closest point on the line.
  40660. */
  40661. closestPointToPoint( point, clampToLine, target ) {
  40662. const t = this.closestPointToPointParameter( point, clampToLine );
  40663. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40664. }
  40665. /**
  40666. * Returns the closest squared distance between this line segment and the given one.
  40667. *
  40668. * @param {Line3} line - The line segment to compute the closest squared distance to.
  40669. * @param {Vector3} [c1] - The closest point on this line segment.
  40670. * @param {Vector3} [c2] - The closest point on the given line segment.
  40671. * @return {number} The squared distance between this line segment and the given one.
  40672. */
  40673. distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) {
  40674. // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9
  40675. // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and
  40676. // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared
  40677. // distance between between S1(s) and S2(t)
  40678. const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length
  40679. let s, t;
  40680. const p1 = this.start;
  40681. const p2 = line.start;
  40682. const q1 = this.end;
  40683. const q2 = line.end;
  40684. _d1.subVectors( q1, p1 ); // Direction vector of segment S1
  40685. _d2.subVectors( q2, p2 ); // Direction vector of segment S2
  40686. _r.subVectors( p1, p2 );
  40687. const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative
  40688. const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative
  40689. const f = _d2.dot( _r );
  40690. // Check if either or both segments degenerate into points
  40691. if ( a <= EPSILON && e <= EPSILON ) {
  40692. // Both segments degenerate into points
  40693. c1.copy( p1 );
  40694. c2.copy( p2 );
  40695. c1.sub( c2 );
  40696. return c1.dot( c1 );
  40697. }
  40698. if ( a <= EPSILON ) {
  40699. // First segment degenerates into a point
  40700. s = 0;
  40701. t = f / e; // s = 0 => t = (b*s + f) / e = f / e
  40702. t = clamp( t, 0, 1 );
  40703. } else {
  40704. const c = _d1.dot( _r );
  40705. if ( e <= EPSILON ) {
  40706. // Second segment degenerates into a point
  40707. t = 0;
  40708. s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a
  40709. } else {
  40710. // The general nondegenerate case starts here
  40711. const b = _d1.dot( _d2 );
  40712. const denom = a * e - b * b; // Always nonnegative
  40713. // If segments not parallel, compute closest point on L1 to L2 and
  40714. // clamp to segment S1. Else pick arbitrary s (here 0)
  40715. if ( denom !== 0 ) {
  40716. s = clamp( ( b * f - c * e ) / denom, 0, 1 );
  40717. } else {
  40718. s = 0;
  40719. }
  40720. // Compute point on L2 closest to S1(s) using
  40721. // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
  40722. t = ( b * s + f ) / e;
  40723. // If t in [0,1] done. Else clamp t, recompute s for the new value
  40724. // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
  40725. // and clamp s to [0, 1]
  40726. if ( t < 0 ) {
  40727. t = 0.;
  40728. s = clamp( - c / a, 0, 1 );
  40729. } else if ( t > 1 ) {
  40730. t = 1;
  40731. s = clamp( ( b - c ) / a, 0, 1 );
  40732. }
  40733. }
  40734. }
  40735. c1.copy( p1 ).add( _d1.multiplyScalar( s ) );
  40736. c2.copy( p2 ).add( _d2.multiplyScalar( t ) );
  40737. c1.sub( c2 );
  40738. return c1.dot( c1 );
  40739. }
  40740. /**
  40741. * Applies a 4x4 transformation matrix to this line segment.
  40742. *
  40743. * @param {Matrix4} matrix - The transformation matrix.
  40744. * @return {Line3} A reference to this line segment.
  40745. */
  40746. applyMatrix4( matrix ) {
  40747. this.start.applyMatrix4( matrix );
  40748. this.end.applyMatrix4( matrix );
  40749. return this;
  40750. }
  40751. /**
  40752. * Returns `true` if this line segment is equal with the given one.
  40753. *
  40754. * @param {Line3} line - The line segment to test for equality.
  40755. * @return {boolean} Whether this line segment is equal with the given one.
  40756. */
  40757. equals( line ) {
  40758. return line.start.equals( this.start ) && line.end.equals( this.end );
  40759. }
  40760. /**
  40761. * Returns a new line segment with copied values from this instance.
  40762. *
  40763. * @return {Line3} A clone of this instance.
  40764. */
  40765. clone() {
  40766. return new this.constructor().copy( this );
  40767. }
  40768. }
  40769. const _vector$3 = /*@__PURE__*/ new Vector3();
  40770. /**
  40771. * This displays a cone shaped helper object for a {@link SpotLight}.
  40772. *
  40773. * ```js
  40774. * const spotLight = new THREE.SpotLight( 0xffffff );
  40775. * spotLight.position.set( 10, 10, 10 );
  40776. * scene.add( spotLight );
  40777. *
  40778. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40779. * scene.add( spotLightHelper );
  40780. * ```
  40781. *
  40782. * @augments Object3D
  40783. */
  40784. class SpotLightHelper extends Object3D {
  40785. /**
  40786. * Constructs a new spot light helper.
  40787. *
  40788. * @param {HemisphereLight} light - The light to be visualized.
  40789. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40790. * the color of the light.
  40791. */
  40792. constructor( light, color ) {
  40793. super();
  40794. /**
  40795. * The light being visualized.
  40796. *
  40797. * @type {SpotLight}
  40798. */
  40799. this.light = light;
  40800. this.matrixAutoUpdate = false;
  40801. /**
  40802. * The color parameter passed in the constructor.
  40803. * If not set, the helper will take the color of the light.
  40804. *
  40805. * @type {number|Color|string}
  40806. */
  40807. this.color = color;
  40808. this.type = 'SpotLightHelper';
  40809. const geometry = new BufferGeometry();
  40810. const positions = [
  40811. 0, 0, 0, 0, 0, 1,
  40812. 0, 0, 0, 1, 0, 1,
  40813. 0, 0, 0, -1, 0, 1,
  40814. 0, 0, 0, 0, 1, 1,
  40815. 0, 0, 0, 0, -1, 1
  40816. ];
  40817. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40818. const p1 = ( i / l ) * Math.PI * 2;
  40819. const p2 = ( j / l ) * Math.PI * 2;
  40820. positions.push(
  40821. Math.cos( p1 ), Math.sin( p1 ), 1,
  40822. Math.cos( p2 ), Math.sin( p2 ), 1
  40823. );
  40824. }
  40825. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40826. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40827. this.cone = new LineSegments( geometry, material );
  40828. this.add( this.cone );
  40829. this.update();
  40830. }
  40831. /**
  40832. * Frees the GPU-related resources allocated by this instance. Call this
  40833. * method whenever this instance is no longer used in your app.
  40834. */
  40835. dispose() {
  40836. this.cone.geometry.dispose();
  40837. this.cone.material.dispose();
  40838. }
  40839. /**
  40840. * Updates the helper to match the position and direction of the
  40841. * light being visualized.
  40842. */
  40843. update() {
  40844. this.light.updateWorldMatrix( true, false );
  40845. this.light.target.updateWorldMatrix( true, false );
  40846. // update the local matrix based on the parent and light target transforms
  40847. if ( this.parent ) {
  40848. this.parent.updateWorldMatrix( true );
  40849. this.matrix
  40850. .copy( this.parent.matrixWorld )
  40851. .invert()
  40852. .multiply( this.light.matrixWorld );
  40853. } else {
  40854. this.matrix.copy( this.light.matrixWorld );
  40855. }
  40856. this.matrixWorld.copy( this.light.matrixWorld );
  40857. const coneLength = this.light.distance ? this.light.distance : 1000;
  40858. const coneWidth = coneLength * Math.tan( this.light.angle );
  40859. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40860. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40861. this.cone.lookAt( _vector$3 );
  40862. if ( this.color !== undefined ) {
  40863. this.cone.material.color.set( this.color );
  40864. } else {
  40865. this.cone.material.color.copy( this.light.color );
  40866. }
  40867. }
  40868. }
  40869. const _vector$2 = /*@__PURE__*/ new Vector3();
  40870. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40871. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40872. /**
  40873. * A helper object to assist with visualizing a {@link Skeleton}.
  40874. *
  40875. * ```js
  40876. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40877. * scene.add( helper );
  40878. * ```
  40879. *
  40880. * @augments LineSegments
  40881. */
  40882. class SkeletonHelper extends LineSegments {
  40883. /**
  40884. * Constructs a new skeleton helper.
  40885. *
  40886. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40887. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40888. */
  40889. constructor( object ) {
  40890. const bones = getBoneList( object );
  40891. const geometry = new BufferGeometry();
  40892. const vertices = [];
  40893. const colors = [];
  40894. for ( let i = 0; i < bones.length; i ++ ) {
  40895. const bone = bones[ i ];
  40896. if ( bone.parent && bone.parent.isBone ) {
  40897. vertices.push( 0, 0, 0 );
  40898. vertices.push( 0, 0, 0 );
  40899. colors.push( 0, 0, 0 );
  40900. colors.push( 0, 0, 0 );
  40901. }
  40902. }
  40903. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40904. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40905. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40906. super( geometry, material );
  40907. /**
  40908. * This flag can be used for type testing.
  40909. *
  40910. * @type {boolean}
  40911. * @readonly
  40912. * @default true
  40913. */
  40914. this.isSkeletonHelper = true;
  40915. this.type = 'SkeletonHelper';
  40916. /**
  40917. * The object being visualized.
  40918. *
  40919. * @type {Object3D}
  40920. */
  40921. this.root = object;
  40922. /**
  40923. * The list of bones that the helper visualizes.
  40924. *
  40925. * @type {Array<Bone>}
  40926. */
  40927. this.bones = bones;
  40928. this.matrix = object.matrixWorld;
  40929. this.matrixAutoUpdate = false;
  40930. // colors
  40931. const color1 = new Color( 0x0000ff );
  40932. const color2 = new Color( 0x00ff00 );
  40933. this.setColors( color1, color2 );
  40934. }
  40935. updateMatrixWorld( force ) {
  40936. const bones = this.bones;
  40937. const geometry = this.geometry;
  40938. const position = geometry.getAttribute( 'position' );
  40939. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  40940. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  40941. const bone = bones[ i ];
  40942. if ( bone.parent && bone.parent.isBone ) {
  40943. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  40944. _vector$2.setFromMatrixPosition( _boneMatrix );
  40945. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  40946. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  40947. _vector$2.setFromMatrixPosition( _boneMatrix );
  40948. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  40949. j += 2;
  40950. }
  40951. }
  40952. geometry.getAttribute( 'position' ).needsUpdate = true;
  40953. super.updateMatrixWorld( force );
  40954. }
  40955. /**
  40956. * Defines the colors of the helper.
  40957. *
  40958. * @param {Color} color1 - The first line color for each bone.
  40959. * @param {Color} color2 - The second line color for each bone.
  40960. * @return {SkeletonHelper} A reference to this helper.
  40961. */
  40962. setColors( color1, color2 ) {
  40963. const geometry = this.geometry;
  40964. const colorAttribute = geometry.getAttribute( 'color' );
  40965. for ( let i = 0; i < colorAttribute.count; i += 2 ) {
  40966. colorAttribute.setXYZ( i, color1.r, color1.g, color1.b );
  40967. colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b );
  40968. }
  40969. colorAttribute.needsUpdate = true;
  40970. return this;
  40971. }
  40972. /**
  40973. * Frees the GPU-related resources allocated by this instance. Call this
  40974. * method whenever this instance is no longer used in your app.
  40975. */
  40976. dispose() {
  40977. this.geometry.dispose();
  40978. this.material.dispose();
  40979. }
  40980. }
  40981. function getBoneList( object ) {
  40982. const boneList = [];
  40983. if ( object.isBone === true ) {
  40984. boneList.push( object );
  40985. }
  40986. for ( let i = 0; i < object.children.length; i ++ ) {
  40987. boneList.push( ...getBoneList( object.children[ i ] ) );
  40988. }
  40989. return boneList;
  40990. }
  40991. /**
  40992. * This displays a helper object consisting of a spherical mesh for
  40993. * visualizing an instance of {@link PointLight}.
  40994. *
  40995. * ```js
  40996. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  40997. * pointLight.position.set( 10, 10, 10 );
  40998. * scene.add( pointLight );
  40999. *
  41000. * const sphereSize = 1;
  41001. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  41002. * scene.add( pointLightHelper );
  41003. * ```
  41004. *
  41005. * @augments Mesh
  41006. */
  41007. class PointLightHelper extends Mesh {
  41008. /**
  41009. * Constructs a new point light helper.
  41010. *
  41011. * @param {PointLight} light - The light to be visualized.
  41012. * @param {number} [sphereSize=1] - The size of the sphere helper.
  41013. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41014. * the color of the light.
  41015. */
  41016. constructor( light, sphereSize, color ) {
  41017. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  41018. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41019. super( geometry, material );
  41020. /**
  41021. * The light being visualized.
  41022. *
  41023. * @type {HemisphereLight}
  41024. */
  41025. this.light = light;
  41026. /**
  41027. * The color parameter passed in the constructor.
  41028. * If not set, the helper will take the color of the light.
  41029. *
  41030. * @type {number|Color|string}
  41031. */
  41032. this.color = color;
  41033. this.type = 'PointLightHelper';
  41034. this.matrix = this.light.matrixWorld;
  41035. this.matrixAutoUpdate = false;
  41036. this.update();
  41037. /*
  41038. // TODO: delete this comment?
  41039. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  41040. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  41041. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  41042. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  41043. const d = light.distance;
  41044. if ( d === 0.0 ) {
  41045. this.lightDistance.visible = false;
  41046. } else {
  41047. this.lightDistance.scale.set( d, d, d );
  41048. }
  41049. this.add( this.lightDistance );
  41050. */
  41051. }
  41052. /**
  41053. * Frees the GPU-related resources allocated by this instance. Call this
  41054. * method whenever this instance is no longer used in your app.
  41055. */
  41056. dispose() {
  41057. this.geometry.dispose();
  41058. this.material.dispose();
  41059. }
  41060. /**
  41061. * Updates the helper to match the position of the
  41062. * light being visualized.
  41063. */
  41064. update() {
  41065. this.light.updateWorldMatrix( true, false );
  41066. if ( this.color !== undefined ) {
  41067. this.material.color.set( this.color );
  41068. } else {
  41069. this.material.color.copy( this.light.color );
  41070. }
  41071. /*
  41072. const d = this.light.distance;
  41073. if ( d === 0.0 ) {
  41074. this.lightDistance.visible = false;
  41075. } else {
  41076. this.lightDistance.visible = true;
  41077. this.lightDistance.scale.set( d, d, d );
  41078. }
  41079. */
  41080. }
  41081. }
  41082. const _vector$1 = /*@__PURE__*/ new Vector3();
  41083. const _color1 = /*@__PURE__*/ new Color();
  41084. const _color2 = /*@__PURE__*/ new Color();
  41085. /**
  41086. * Creates a visual aid consisting of a spherical mesh for a
  41087. * given {@link HemisphereLight}.
  41088. *
  41089. * ```js
  41090. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  41091. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  41092. * scene.add( helper );
  41093. * ```
  41094. *
  41095. * @augments Object3D
  41096. */
  41097. class HemisphereLightHelper extends Object3D {
  41098. /**
  41099. * Constructs a new hemisphere light helper.
  41100. *
  41101. * @param {HemisphereLight} light - The light to be visualized.
  41102. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  41103. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41104. * the color of the light.
  41105. */
  41106. constructor( light, size, color ) {
  41107. super();
  41108. /**
  41109. * The light being visualized.
  41110. *
  41111. * @type {HemisphereLight}
  41112. */
  41113. this.light = light;
  41114. this.matrix = light.matrixWorld;
  41115. this.matrixAutoUpdate = false;
  41116. /**
  41117. * The color parameter passed in the constructor.
  41118. * If not set, the helper will take the color of the light.
  41119. *
  41120. * @type {number|Color|string}
  41121. */
  41122. this.color = color;
  41123. this.type = 'HemisphereLightHelper';
  41124. const geometry = new OctahedronGeometry( size );
  41125. geometry.rotateY( Math.PI * 0.5 );
  41126. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  41127. if ( this.color === undefined ) this.material.vertexColors = true;
  41128. const position = geometry.getAttribute( 'position' );
  41129. const colors = new Float32Array( position.count * 3 );
  41130. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  41131. this.add( new Mesh( geometry, this.material ) );
  41132. this.update();
  41133. }
  41134. /**
  41135. * Frees the GPU-related resources allocated by this instance. Call this
  41136. * method whenever this instance is no longer used in your app.
  41137. */
  41138. dispose() {
  41139. this.children[ 0 ].geometry.dispose();
  41140. this.children[ 0 ].material.dispose();
  41141. }
  41142. /**
  41143. * Updates the helper to match the position and direction of the
  41144. * light being visualized.
  41145. */
  41146. update() {
  41147. const mesh = this.children[ 0 ];
  41148. if ( this.color !== undefined ) {
  41149. this.material.color.set( this.color );
  41150. } else {
  41151. const colors = mesh.geometry.getAttribute( 'color' );
  41152. _color1.copy( this.light.color );
  41153. _color2.copy( this.light.groundColor );
  41154. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  41155. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  41156. colors.setXYZ( i, color.r, color.g, color.b );
  41157. }
  41158. colors.needsUpdate = true;
  41159. }
  41160. this.light.updateWorldMatrix( true, false );
  41161. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  41162. }
  41163. }
  41164. /**
  41165. * The helper is an object to define grids. Grids are two-dimensional
  41166. * arrays of lines.
  41167. *
  41168. * ```js
  41169. * const size = 10;
  41170. * const divisions = 10;
  41171. *
  41172. * const gridHelper = new THREE.GridHelper( size, divisions );
  41173. * scene.add( gridHelper );
  41174. * ```
  41175. *
  41176. * @augments LineSegments
  41177. */
  41178. class GridHelper extends LineSegments {
  41179. /**
  41180. * Constructs a new grid helper.
  41181. *
  41182. * @param {number} [size=10] - The size of the grid.
  41183. * @param {number} [divisions=10] - The number of divisions across the grid.
  41184. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  41185. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  41186. */
  41187. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  41188. color1 = new Color( color1 );
  41189. color2 = new Color( color2 );
  41190. const center = divisions / 2;
  41191. const step = size / divisions;
  41192. const halfSize = size / 2;
  41193. const vertices = [], colors = [];
  41194. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  41195. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  41196. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  41197. const color = i === center ? color1 : color2;
  41198. color.toArray( colors, j ); j += 3;
  41199. color.toArray( colors, j ); j += 3;
  41200. color.toArray( colors, j ); j += 3;
  41201. color.toArray( colors, j ); j += 3;
  41202. }
  41203. const geometry = new BufferGeometry();
  41204. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41205. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41206. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41207. super( geometry, material );
  41208. this.type = 'GridHelper';
  41209. }
  41210. /**
  41211. * Frees the GPU-related resources allocated by this instance. Call this
  41212. * method whenever this instance is no longer used in your app.
  41213. */
  41214. dispose() {
  41215. this.geometry.dispose();
  41216. this.material.dispose();
  41217. }
  41218. }
  41219. /**
  41220. * This helper is an object to define polar grids. Grids are
  41221. * two-dimensional arrays of lines.
  41222. *
  41223. * ```js
  41224. * const radius = 10;
  41225. * const sectors = 16;
  41226. * const rings = 8;
  41227. * const divisions = 64;
  41228. *
  41229. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  41230. * scene.add( helper );
  41231. * ```
  41232. *
  41233. * @augments LineSegments
  41234. */
  41235. class PolarGridHelper extends LineSegments {
  41236. /**
  41237. * Constructs a new polar grid helper.
  41238. *
  41239. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  41240. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  41241. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  41242. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  41243. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  41244. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  41245. */
  41246. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  41247. color1 = new Color( color1 );
  41248. color2 = new Color( color2 );
  41249. const vertices = [];
  41250. const colors = [];
  41251. // create the sectors
  41252. if ( sectors > 1 ) {
  41253. for ( let i = 0; i < sectors; i ++ ) {
  41254. const v = ( i / sectors ) * ( Math.PI * 2 );
  41255. const x = Math.sin( v ) * radius;
  41256. const z = Math.cos( v ) * radius;
  41257. vertices.push( 0, 0, 0 );
  41258. vertices.push( x, 0, z );
  41259. const color = ( i & 1 ) ? color1 : color2;
  41260. colors.push( color.r, color.g, color.b );
  41261. colors.push( color.r, color.g, color.b );
  41262. }
  41263. }
  41264. // create the rings
  41265. for ( let i = 0; i < rings; i ++ ) {
  41266. const color = ( i & 1 ) ? color1 : color2;
  41267. const r = radius - ( radius / rings * i );
  41268. for ( let j = 0; j < divisions; j ++ ) {
  41269. // first vertex
  41270. let v = ( j / divisions ) * ( Math.PI * 2 );
  41271. let x = Math.sin( v ) * r;
  41272. let z = Math.cos( v ) * r;
  41273. vertices.push( x, 0, z );
  41274. colors.push( color.r, color.g, color.b );
  41275. // second vertex
  41276. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  41277. x = Math.sin( v ) * r;
  41278. z = Math.cos( v ) * r;
  41279. vertices.push( x, 0, z );
  41280. colors.push( color.r, color.g, color.b );
  41281. }
  41282. }
  41283. const geometry = new BufferGeometry();
  41284. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41285. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41286. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41287. super( geometry, material );
  41288. this.type = 'PolarGridHelper';
  41289. }
  41290. /**
  41291. * Frees the GPU-related resources allocated by this instance. Call this
  41292. * method whenever this instance is no longer used in your app.
  41293. */
  41294. dispose() {
  41295. this.geometry.dispose();
  41296. this.material.dispose();
  41297. }
  41298. }
  41299. const _v1 = /*@__PURE__*/ new Vector3();
  41300. const _v2 = /*@__PURE__*/ new Vector3();
  41301. const _v3 = /*@__PURE__*/ new Vector3();
  41302. /**
  41303. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  41304. * effect on the scene. This consists of plane and a line representing the
  41305. * light's position and direction.
  41306. *
  41307. * ```js
  41308. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  41309. * scene.add( light );
  41310. *
  41311. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  41312. * scene.add( helper );
  41313. * ```
  41314. *
  41315. * @augments Object3D
  41316. */
  41317. class DirectionalLightHelper extends Object3D {
  41318. /**
  41319. * Constructs a new directional light helper.
  41320. *
  41321. * @param {DirectionalLight} light - The light to be visualized.
  41322. * @param {number} [size=1] - The dimensions of the plane.
  41323. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  41324. * the color of the light.
  41325. */
  41326. constructor( light, size, color ) {
  41327. super();
  41328. /**
  41329. * The light being visualized.
  41330. *
  41331. * @type {DirectionalLight}
  41332. */
  41333. this.light = light;
  41334. this.matrix = light.matrixWorld;
  41335. this.matrixAutoUpdate = false;
  41336. /**
  41337. * The color parameter passed in the constructor.
  41338. * If not set, the helper will take the color of the light.
  41339. *
  41340. * @type {number|Color|string}
  41341. */
  41342. this.color = color;
  41343. this.type = 'DirectionalLightHelper';
  41344. if ( size === undefined ) size = 1;
  41345. let geometry = new BufferGeometry();
  41346. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  41347. - size, size, 0,
  41348. size, size, 0,
  41349. size, - size, 0,
  41350. - size, - size, 0,
  41351. - size, size, 0
  41352. ], 3 ) );
  41353. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  41354. /**
  41355. * Contains the line showing the location of the directional light.
  41356. *
  41357. * @type {Line}
  41358. */
  41359. this.lightPlane = new Line( geometry, material );
  41360. this.add( this.lightPlane );
  41361. geometry = new BufferGeometry();
  41362. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  41363. /**
  41364. * Represents the target line of the directional light.
  41365. *
  41366. * @type {Line}
  41367. */
  41368. this.targetLine = new Line( geometry, material );
  41369. this.add( this.targetLine );
  41370. this.update();
  41371. }
  41372. /**
  41373. * Frees the GPU-related resources allocated by this instance. Call this
  41374. * method whenever this instance is no longer used in your app.
  41375. */
  41376. dispose() {
  41377. this.lightPlane.geometry.dispose();
  41378. this.lightPlane.material.dispose();
  41379. this.targetLine.geometry.dispose();
  41380. this.targetLine.material.dispose();
  41381. }
  41382. /**
  41383. * Updates the helper to match the position and direction of the
  41384. * light being visualized.
  41385. */
  41386. update() {
  41387. this.light.updateWorldMatrix( true, false );
  41388. this.light.target.updateWorldMatrix( true, false );
  41389. _v1.setFromMatrixPosition( this.light.matrixWorld );
  41390. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  41391. _v3.subVectors( _v2, _v1 );
  41392. this.lightPlane.lookAt( _v2 );
  41393. if ( this.color !== undefined ) {
  41394. this.lightPlane.material.color.set( this.color );
  41395. this.targetLine.material.color.set( this.color );
  41396. } else {
  41397. this.lightPlane.material.color.copy( this.light.color );
  41398. this.targetLine.material.color.copy( this.light.color );
  41399. }
  41400. this.targetLine.lookAt( _v2 );
  41401. this.targetLine.scale.z = _v3.length();
  41402. }
  41403. }
  41404. const _vector = /*@__PURE__*/ new Vector3();
  41405. const _camera = /*@__PURE__*/ new Camera();
  41406. /**
  41407. * This helps with visualizing what a camera contains in its frustum. It
  41408. * visualizes the frustum of a camera using a line segments.
  41409. *
  41410. * Based on frustum visualization in [lightgl.js shadowmap example]{@link https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html}.
  41411. *
  41412. * `CameraHelper` must be a child of the scene.
  41413. *
  41414. * ```js
  41415. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  41416. * const helper = new THREE.CameraHelper( camera );
  41417. * scene.add( helper );
  41418. * ```
  41419. *
  41420. * @augments LineSegments
  41421. */
  41422. class CameraHelper extends LineSegments {
  41423. /**
  41424. * Constructs a new arrow helper.
  41425. *
  41426. * @param {Camera} camera - The camera to visualize.
  41427. */
  41428. constructor( camera ) {
  41429. const geometry = new BufferGeometry();
  41430. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  41431. const vertices = [];
  41432. const colors = [];
  41433. const pointMap = {};
  41434. // near
  41435. addLine( 'n1', 'n2' );
  41436. addLine( 'n2', 'n4' );
  41437. addLine( 'n4', 'n3' );
  41438. addLine( 'n3', 'n1' );
  41439. // far
  41440. addLine( 'f1', 'f2' );
  41441. addLine( 'f2', 'f4' );
  41442. addLine( 'f4', 'f3' );
  41443. addLine( 'f3', 'f1' );
  41444. // sides
  41445. addLine( 'n1', 'f1' );
  41446. addLine( 'n2', 'f2' );
  41447. addLine( 'n3', 'f3' );
  41448. addLine( 'n4', 'f4' );
  41449. // cone
  41450. addLine( 'p', 'n1' );
  41451. addLine( 'p', 'n2' );
  41452. addLine( 'p', 'n3' );
  41453. addLine( 'p', 'n4' );
  41454. // up
  41455. addLine( 'u1', 'u2' );
  41456. addLine( 'u2', 'u3' );
  41457. addLine( 'u3', 'u1' );
  41458. // target
  41459. addLine( 'c', 't' );
  41460. addLine( 'p', 'c' );
  41461. // cross
  41462. addLine( 'cn1', 'cn2' );
  41463. addLine( 'cn3', 'cn4' );
  41464. addLine( 'cf1', 'cf2' );
  41465. addLine( 'cf3', 'cf4' );
  41466. function addLine( a, b ) {
  41467. addPoint( a );
  41468. addPoint( b );
  41469. }
  41470. function addPoint( id ) {
  41471. vertices.push( 0, 0, 0 );
  41472. colors.push( 0, 0, 0 );
  41473. if ( pointMap[ id ] === undefined ) {
  41474. pointMap[ id ] = [];
  41475. }
  41476. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  41477. }
  41478. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41479. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41480. super( geometry, material );
  41481. this.type = 'CameraHelper';
  41482. /**
  41483. * The camera being visualized.
  41484. *
  41485. * @type {Camera}
  41486. */
  41487. this.camera = camera;
  41488. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  41489. this.matrix = camera.matrixWorld;
  41490. this.matrixAutoUpdate = false;
  41491. /**
  41492. * This contains the points used to visualize the camera.
  41493. *
  41494. * @type {Object<string,Array<number>>}
  41495. */
  41496. this.pointMap = pointMap;
  41497. this.update();
  41498. // colors
  41499. const colorFrustum = new Color( 0xffaa00 );
  41500. const colorCone = new Color( 0xff0000 );
  41501. const colorUp = new Color( 0x00aaff );
  41502. const colorTarget = new Color( 0xffffff );
  41503. const colorCross = new Color( 0x333333 );
  41504. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  41505. }
  41506. /**
  41507. * Defines the colors of the helper.
  41508. *
  41509. * @param {Color} frustum - The frustum line color.
  41510. * @param {Color} cone - The cone line color.
  41511. * @param {Color} up - The up line color.
  41512. * @param {Color} target - The target line color.
  41513. * @param {Color} cross - The cross line color.
  41514. * @return {CameraHelper} A reference to this helper.
  41515. */
  41516. setColors( frustum, cone, up, target, cross ) {
  41517. const geometry = this.geometry;
  41518. const colorAttribute = geometry.getAttribute( 'color' );
  41519. // near
  41520. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  41521. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  41522. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  41523. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  41524. // far
  41525. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  41526. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  41527. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  41528. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  41529. // sides
  41530. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  41531. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  41532. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  41533. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  41534. // cone
  41535. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  41536. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  41537. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  41538. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  41539. // up
  41540. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  41541. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  41542. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  41543. // target
  41544. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  41545. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  41546. // cross
  41547. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  41548. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  41549. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  41550. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  41551. colorAttribute.needsUpdate = true;
  41552. return this;
  41553. }
  41554. /**
  41555. * Updates the helper based on the projection matrix of the camera.
  41556. */
  41557. update() {
  41558. const geometry = this.geometry;
  41559. const pointMap = this.pointMap;
  41560. const w = 1, h = 1;
  41561. let nearZ, farZ;
  41562. // we need just camera projection matrix inverse
  41563. // world matrix must be identity
  41564. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  41565. // Adjust z values based on coordinate system
  41566. if ( this.camera.reversedDepth === true ) {
  41567. nearZ = 1;
  41568. farZ = 0;
  41569. } else {
  41570. if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) {
  41571. nearZ = -1;
  41572. farZ = 1;
  41573. } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) {
  41574. nearZ = 0;
  41575. farZ = 1;
  41576. } else {
  41577. throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem );
  41578. }
  41579. }
  41580. // center / target
  41581. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  41582. setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ );
  41583. // near
  41584. setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ );
  41585. setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ );
  41586. setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ );
  41587. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  41588. // far
  41589. setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ );
  41590. setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ );
  41591. setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ );
  41592. setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ );
  41593. // up
  41594. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41595. setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ );
  41596. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41597. // cross
  41598. setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ );
  41599. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ );
  41600. setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ );
  41601. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ );
  41602. setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ );
  41603. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41604. setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ );
  41605. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41606. geometry.getAttribute( 'position' ).needsUpdate = true;
  41607. }
  41608. /**
  41609. * Frees the GPU-related resources allocated by this instance. Call this
  41610. * method whenever this instance is no longer used in your app.
  41611. */
  41612. dispose() {
  41613. this.geometry.dispose();
  41614. this.material.dispose();
  41615. }
  41616. }
  41617. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41618. _vector.set( x, y, z ).unproject( camera );
  41619. const points = pointMap[ point ];
  41620. if ( points !== undefined ) {
  41621. const position = geometry.getAttribute( 'position' );
  41622. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41623. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41624. }
  41625. }
  41626. }
  41627. const _box = /*@__PURE__*/ new Box3();
  41628. /**
  41629. * Helper object to graphically show the world-axis-aligned bounding box
  41630. * around an object. The actual bounding box is handled with {@link Box3},
  41631. * this is just a visual helper for debugging. It can be automatically
  41632. * resized with {@link BoxHelper#update} when the object it's created from
  41633. * is transformed. Note that the object must have a geometry for this to work,
  41634. * so it won't work with sprites.
  41635. *
  41636. * ```js
  41637. * const sphere = new THREE.SphereGeometry();
  41638. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41639. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41640. * scene.add( box );
  41641. * ```
  41642. *
  41643. * @augments LineSegments
  41644. */
  41645. class BoxHelper extends LineSegments {
  41646. /**
  41647. * Constructs a new box helper.
  41648. *
  41649. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41650. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41651. */
  41652. constructor( object, color = 0xffff00 ) {
  41653. 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 ] );
  41654. const positions = new Float32Array( 8 * 3 );
  41655. const geometry = new BufferGeometry();
  41656. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41657. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41658. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41659. /**
  41660. * The 3D object being visualized.
  41661. *
  41662. * @type {Object3D}
  41663. */
  41664. this.object = object;
  41665. this.type = 'BoxHelper';
  41666. this.matrixAutoUpdate = false;
  41667. this.update();
  41668. }
  41669. /**
  41670. * Updates the helper's geometry to match the dimensions of the object,
  41671. * including any children.
  41672. */
  41673. update() {
  41674. if ( this.object !== undefined ) {
  41675. _box.setFromObject( this.object );
  41676. }
  41677. if ( _box.isEmpty() ) return;
  41678. const min = _box.min;
  41679. const max = _box.max;
  41680. /*
  41681. 5____4
  41682. 1/___0/|
  41683. | 6__|_7
  41684. 2/___3/
  41685. 0: max.x, max.y, max.z
  41686. 1: min.x, max.y, max.z
  41687. 2: min.x, min.y, max.z
  41688. 3: max.x, min.y, max.z
  41689. 4: max.x, max.y, min.z
  41690. 5: min.x, max.y, min.z
  41691. 6: min.x, min.y, min.z
  41692. 7: max.x, min.y, min.z
  41693. */
  41694. const position = this.geometry.attributes.position;
  41695. const array = position.array;
  41696. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41697. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41698. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41699. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41700. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41701. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41702. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41703. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41704. position.needsUpdate = true;
  41705. this.geometry.computeBoundingSphere();
  41706. }
  41707. /**
  41708. * Updates the wireframe box for the passed object.
  41709. *
  41710. * @param {Object3D} object - The 3D object to create the helper for.
  41711. * @return {BoxHelper} A reference to this instance.
  41712. */
  41713. setFromObject( object ) {
  41714. this.object = object;
  41715. this.update();
  41716. return this;
  41717. }
  41718. copy( source, recursive ) {
  41719. super.copy( source, recursive );
  41720. this.object = source.object;
  41721. return this;
  41722. }
  41723. /**
  41724. * Frees the GPU-related resources allocated by this instance. Call this
  41725. * method whenever this instance is no longer used in your app.
  41726. */
  41727. dispose() {
  41728. this.geometry.dispose();
  41729. this.material.dispose();
  41730. }
  41731. }
  41732. /**
  41733. * A helper object to visualize an instance of {@link Box3}.
  41734. *
  41735. * ```js
  41736. * const box = new THREE.Box3();
  41737. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41738. *
  41739. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41740. * scene.add( helper )
  41741. * ```
  41742. *
  41743. * @augments LineSegments
  41744. */
  41745. class Box3Helper extends LineSegments {
  41746. /**
  41747. * Constructs a new box3 helper.
  41748. *
  41749. * @param {Box3} box - The box to visualize.
  41750. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41751. */
  41752. constructor( box, color = 0xffff00 ) {
  41753. 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 ] );
  41754. 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 ];
  41755. const geometry = new BufferGeometry();
  41756. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41757. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41758. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41759. /**
  41760. * The box being visualized.
  41761. *
  41762. * @type {Box3}
  41763. */
  41764. this.box = box;
  41765. this.type = 'Box3Helper';
  41766. this.geometry.computeBoundingSphere();
  41767. }
  41768. updateMatrixWorld( force ) {
  41769. const box = this.box;
  41770. if ( box.isEmpty() ) return;
  41771. box.getCenter( this.position );
  41772. box.getSize( this.scale );
  41773. this.scale.multiplyScalar( 0.5 );
  41774. super.updateMatrixWorld( force );
  41775. }
  41776. /**
  41777. * Frees the GPU-related resources allocated by this instance. Call this
  41778. * method whenever this instance is no longer used in your app.
  41779. */
  41780. dispose() {
  41781. this.geometry.dispose();
  41782. this.material.dispose();
  41783. }
  41784. }
  41785. /**
  41786. * A helper object to visualize an instance of {@link Plane}.
  41787. *
  41788. * ```js
  41789. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41790. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41791. * scene.add( helper );
  41792. * ```
  41793. *
  41794. * @augments Line
  41795. */
  41796. class PlaneHelper extends Line {
  41797. /**
  41798. * Constructs a new plane helper.
  41799. *
  41800. * @param {Plane} plane - The plane to be visualized.
  41801. * @param {number} [size=1] - The side length of plane helper.
  41802. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41803. */
  41804. constructor( plane, size = 1, hex = 0xffff00 ) {
  41805. const color = hex;
  41806. 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 ];
  41807. const geometry = new BufferGeometry();
  41808. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41809. geometry.computeBoundingSphere();
  41810. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41811. this.type = 'PlaneHelper';
  41812. /**
  41813. * The plane being visualized.
  41814. *
  41815. * @type {Plane}
  41816. */
  41817. this.plane = plane;
  41818. /**
  41819. * The side length of plane helper.
  41820. *
  41821. * @type {number}
  41822. * @default 1
  41823. */
  41824. this.size = size;
  41825. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41826. const geometry2 = new BufferGeometry();
  41827. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41828. geometry2.computeBoundingSphere();
  41829. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41830. }
  41831. updateMatrixWorld( force ) {
  41832. this.position.set( 0, 0, 0 );
  41833. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41834. this.lookAt( this.plane.normal );
  41835. this.translateZ( - this.plane.constant );
  41836. super.updateMatrixWorld( force );
  41837. }
  41838. /**
  41839. * Updates the helper to match the position and direction of the
  41840. * light being visualized.
  41841. */
  41842. dispose() {
  41843. this.geometry.dispose();
  41844. this.material.dispose();
  41845. this.children[ 0 ].geometry.dispose();
  41846. this.children[ 0 ].material.dispose();
  41847. }
  41848. }
  41849. const _axis = /*@__PURE__*/ new Vector3();
  41850. let _lineGeometry, _coneGeometry;
  41851. /**
  41852. * An 3D arrow object for visualizing directions.
  41853. *
  41854. * ```js
  41855. * const dir = new THREE.Vector3( 1, 2, 0 );
  41856. *
  41857. * //normalize the direction vector (convert to vector of length 1)
  41858. * dir.normalize();
  41859. *
  41860. * const origin = new THREE.Vector3( 0, 0, 0 );
  41861. * const length = 1;
  41862. * const hex = 0xffff00;
  41863. *
  41864. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41865. * scene.add( arrowHelper );
  41866. * ```
  41867. *
  41868. * @augments Object3D
  41869. */
  41870. class ArrowHelper extends Object3D {
  41871. /**
  41872. * Constructs a new arrow helper.
  41873. *
  41874. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41875. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41876. * @param {number} [length=1] - Length of the arrow in world units.
  41877. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41878. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41879. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41880. */
  41881. 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 ) {
  41882. super();
  41883. this.type = 'ArrowHelper';
  41884. if ( _lineGeometry === undefined ) {
  41885. _lineGeometry = new BufferGeometry();
  41886. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41887. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41888. _coneGeometry.translate( 0, -0.5, 0 );
  41889. }
  41890. this.position.copy( origin );
  41891. /**
  41892. * The line part of the arrow helper.
  41893. *
  41894. * @type {Line}
  41895. */
  41896. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41897. this.line.matrixAutoUpdate = false;
  41898. this.add( this.line );
  41899. /**
  41900. * The cone part of the arrow helper.
  41901. *
  41902. * @type {Mesh}
  41903. */
  41904. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41905. this.cone.matrixAutoUpdate = false;
  41906. this.add( this.cone );
  41907. this.setDirection( dir );
  41908. this.setLength( length, headLength, headWidth );
  41909. }
  41910. /**
  41911. * Sets the direction of the helper.
  41912. *
  41913. * @param {Vector3} dir - The normalized direction vector.
  41914. */
  41915. setDirection( dir ) {
  41916. // dir is assumed to be normalized
  41917. if ( dir.y > 0.99999 ) {
  41918. this.quaternion.set( 0, 0, 0, 1 );
  41919. } else if ( dir.y < -0.99999 ) {
  41920. this.quaternion.set( 1, 0, 0, 0 );
  41921. } else {
  41922. _axis.set( dir.z, 0, - dir.x ).normalize();
  41923. const radians = Math.acos( dir.y );
  41924. this.quaternion.setFromAxisAngle( _axis, radians );
  41925. }
  41926. }
  41927. /**
  41928. * Sets the length of the helper.
  41929. *
  41930. * @param {number} length - Length of the arrow in world units.
  41931. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41932. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41933. */
  41934. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  41935. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  41936. this.line.updateMatrix();
  41937. this.cone.scale.set( headWidth, headLength, headWidth );
  41938. this.cone.position.y = length;
  41939. this.cone.updateMatrix();
  41940. }
  41941. /**
  41942. * Sets the color of the helper.
  41943. *
  41944. * @param {number|Color|string} color - The color to set.
  41945. */
  41946. setColor( color ) {
  41947. this.line.material.color.set( color );
  41948. this.cone.material.color.set( color );
  41949. }
  41950. copy( source ) {
  41951. super.copy( source, false );
  41952. this.line.copy( source.line );
  41953. this.cone.copy( source.cone );
  41954. return this;
  41955. }
  41956. /**
  41957. * Frees the GPU-related resources allocated by this instance. Call this
  41958. * method whenever this instance is no longer used in your app.
  41959. */
  41960. dispose() {
  41961. this.line.geometry.dispose();
  41962. this.line.material.dispose();
  41963. this.cone.geometry.dispose();
  41964. this.cone.material.dispose();
  41965. }
  41966. }
  41967. /**
  41968. * An axis object to visualize the 3 axes in a simple way.
  41969. * The X axis is red. The Y axis is green. The Z axis is blue.
  41970. *
  41971. * ```js
  41972. * const axesHelper = new THREE.AxesHelper( 5 );
  41973. * scene.add( axesHelper );
  41974. * ```
  41975. *
  41976. * @augments LineSegments
  41977. */
  41978. class AxesHelper extends LineSegments {
  41979. /**
  41980. * Constructs a new axes helper.
  41981. *
  41982. * @param {number} [size=1] - Size of the lines representing the axes.
  41983. */
  41984. constructor( size = 1 ) {
  41985. const vertices = [
  41986. 0, 0, 0, size, 0, 0,
  41987. 0, 0, 0, 0, size, 0,
  41988. 0, 0, 0, 0, 0, size
  41989. ];
  41990. const colors = [
  41991. 1, 0, 0, 1, 0.6, 0,
  41992. 0, 1, 0, 0.6, 1, 0,
  41993. 0, 0, 1, 0, 0.6, 1
  41994. ];
  41995. const geometry = new BufferGeometry();
  41996. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41997. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41998. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41999. super( geometry, material );
  42000. this.type = 'AxesHelper';
  42001. }
  42002. /**
  42003. * Defines the colors of the axes helper.
  42004. *
  42005. * @param {number|Color|string} xAxisColor - The color for the x axis.
  42006. * @param {number|Color|string} yAxisColor - The color for the y axis.
  42007. * @param {number|Color|string} zAxisColor - The color for the z axis.
  42008. * @return {AxesHelper} A reference to this axes helper.
  42009. */
  42010. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  42011. const color = new Color();
  42012. const array = this.geometry.attributes.color.array;
  42013. color.set( xAxisColor );
  42014. color.toArray( array, 0 );
  42015. color.toArray( array, 3 );
  42016. color.set( yAxisColor );
  42017. color.toArray( array, 6 );
  42018. color.toArray( array, 9 );
  42019. color.set( zAxisColor );
  42020. color.toArray( array, 12 );
  42021. color.toArray( array, 15 );
  42022. this.geometry.attributes.color.needsUpdate = true;
  42023. return this;
  42024. }
  42025. /**
  42026. * Frees the GPU-related resources allocated by this instance. Call this
  42027. * method whenever this instance is no longer used in your app.
  42028. */
  42029. dispose() {
  42030. this.geometry.dispose();
  42031. this.material.dispose();
  42032. }
  42033. }
  42034. /**
  42035. * This class is used to convert a series of paths to an array of
  42036. * shapes. It is specifically used in context of fonts and SVG.
  42037. */
  42038. class ShapePath {
  42039. /**
  42040. * Constructs a new shape path.
  42041. */
  42042. constructor() {
  42043. this.type = 'ShapePath';
  42044. /**
  42045. * The color of the shape.
  42046. *
  42047. * @type {Color}
  42048. */
  42049. this.color = new Color();
  42050. /**
  42051. * The paths that have been generated for this shape.
  42052. *
  42053. * @type {Array<Path>}
  42054. * @default null
  42055. */
  42056. this.subPaths = [];
  42057. /**
  42058. * The current path that is being generated.
  42059. *
  42060. * @type {?Path}
  42061. * @default null
  42062. */
  42063. this.currentPath = null;
  42064. }
  42065. /**
  42066. * Creates a new path and moves it current point to the given one.
  42067. *
  42068. * @param {number} x - The x coordinate.
  42069. * @param {number} y - The y coordinate.
  42070. * @return {ShapePath} A reference to this shape path.
  42071. */
  42072. moveTo( x, y ) {
  42073. this.currentPath = new Path();
  42074. this.subPaths.push( this.currentPath );
  42075. this.currentPath.moveTo( x, y );
  42076. return this;
  42077. }
  42078. /**
  42079. * Adds an instance of {@link LineCurve} to the path by connecting
  42080. * the current point with the given one.
  42081. *
  42082. * @param {number} x - The x coordinate of the end point.
  42083. * @param {number} y - The y coordinate of the end point.
  42084. * @return {ShapePath} A reference to this shape path.
  42085. */
  42086. lineTo( x, y ) {
  42087. this.currentPath.lineTo( x, y );
  42088. return this;
  42089. }
  42090. /**
  42091. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  42092. * the current point with the given one.
  42093. *
  42094. * @param {number} aCPx - The x coordinate of the control point.
  42095. * @param {number} aCPy - The y coordinate of the control point.
  42096. * @param {number} aX - The x coordinate of the end point.
  42097. * @param {number} aY - The y coordinate of the end point.
  42098. * @return {ShapePath} A reference to this shape path.
  42099. */
  42100. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  42101. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  42102. return this;
  42103. }
  42104. /**
  42105. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  42106. * the current point with the given one.
  42107. *
  42108. * @param {number} aCP1x - The x coordinate of the first control point.
  42109. * @param {number} aCP1y - The y coordinate of the first control point.
  42110. * @param {number} aCP2x - The x coordinate of the second control point.
  42111. * @param {number} aCP2y - The y coordinate of the second control point.
  42112. * @param {number} aX - The x coordinate of the end point.
  42113. * @param {number} aY - The y coordinate of the end point.
  42114. * @return {ShapePath} A reference to this shape path.
  42115. */
  42116. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  42117. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  42118. return this;
  42119. }
  42120. /**
  42121. * Adds an instance of {@link SplineCurve} to the path by connecting
  42122. * the current point with the given list of points.
  42123. *
  42124. * @param {Array<Vector2>} pts - An array of points in 2D space.
  42125. * @return {ShapePath} A reference to this shape path.
  42126. */
  42127. splineThru( pts ) {
  42128. this.currentPath.splineThru( pts );
  42129. return this;
  42130. }
  42131. /**
  42132. * Converts the paths into an array of shapes.
  42133. *
  42134. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  42135. * If this flag is set to `true`, then those are flipped.
  42136. * @return {Array<Shape>} An array of shapes.
  42137. */
  42138. toShapes( isCCW ) {
  42139. function toShapesNoHoles( inSubpaths ) {
  42140. const shapes = [];
  42141. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  42142. const tmpPath = inSubpaths[ i ];
  42143. const tmpShape = new Shape();
  42144. tmpShape.curves = tmpPath.curves;
  42145. shapes.push( tmpShape );
  42146. }
  42147. return shapes;
  42148. }
  42149. function isPointInsidePolygon( inPt, inPolygon ) {
  42150. const polyLen = inPolygon.length;
  42151. // inPt on polygon contour => immediate success or
  42152. // toggling of inside/outside at every single! intersection point of an edge
  42153. // with the horizontal line through inPt, left of inPt
  42154. // not counting lowerY endpoints of edges and whole edges on that line
  42155. let inside = false;
  42156. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  42157. let edgeLowPt = inPolygon[ p ];
  42158. let edgeHighPt = inPolygon[ q ];
  42159. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  42160. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  42161. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  42162. // not parallel
  42163. if ( edgeDy < 0 ) {
  42164. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  42165. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  42166. }
  42167. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  42168. if ( inPt.y === edgeLowPt.y ) {
  42169. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  42170. // continue; // no intersection or edgeLowPt => doesn't count !!!
  42171. } else {
  42172. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  42173. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  42174. if ( perpEdge < 0 ) continue;
  42175. inside = ! inside; // true intersection left of inPt
  42176. }
  42177. } else {
  42178. // parallel or collinear
  42179. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  42180. // edge lies on the same horizontal line as inPt
  42181. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  42182. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  42183. // continue;
  42184. }
  42185. }
  42186. return inside;
  42187. }
  42188. const isClockWise = ShapeUtils.isClockWise;
  42189. const subPaths = this.subPaths;
  42190. if ( subPaths.length === 0 ) return [];
  42191. let solid, tmpPath, tmpShape;
  42192. const shapes = [];
  42193. if ( subPaths.length === 1 ) {
  42194. tmpPath = subPaths[ 0 ];
  42195. tmpShape = new Shape();
  42196. tmpShape.curves = tmpPath.curves;
  42197. shapes.push( tmpShape );
  42198. return shapes;
  42199. }
  42200. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  42201. holesFirst = isCCW ? ! holesFirst : holesFirst;
  42202. // log("Holes first", holesFirst);
  42203. const betterShapeHoles = [];
  42204. const newShapes = [];
  42205. let newShapeHoles = [];
  42206. let mainIdx = 0;
  42207. let tmpPoints;
  42208. newShapes[ mainIdx ] = undefined;
  42209. newShapeHoles[ mainIdx ] = [];
  42210. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  42211. tmpPath = subPaths[ i ];
  42212. tmpPoints = tmpPath.getPoints();
  42213. solid = isClockWise( tmpPoints );
  42214. solid = isCCW ? ! solid : solid;
  42215. if ( solid ) {
  42216. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  42217. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  42218. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  42219. if ( holesFirst ) mainIdx ++;
  42220. newShapeHoles[ mainIdx ] = [];
  42221. //log('cw', i);
  42222. } else {
  42223. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  42224. //log('ccw', i);
  42225. }
  42226. }
  42227. // only Holes? -> probably all Shapes with wrong orientation
  42228. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  42229. if ( newShapes.length > 1 ) {
  42230. let ambiguous = false;
  42231. let toChange = 0;
  42232. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42233. betterShapeHoles[ sIdx ] = [];
  42234. }
  42235. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  42236. const sho = newShapeHoles[ sIdx ];
  42237. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  42238. const ho = sho[ hIdx ];
  42239. let hole_unassigned = true;
  42240. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  42241. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  42242. if ( sIdx !== s2Idx ) toChange ++;
  42243. if ( hole_unassigned ) {
  42244. hole_unassigned = false;
  42245. betterShapeHoles[ s2Idx ].push( ho );
  42246. } else {
  42247. ambiguous = true;
  42248. }
  42249. }
  42250. }
  42251. if ( hole_unassigned ) {
  42252. betterShapeHoles[ sIdx ].push( ho );
  42253. }
  42254. }
  42255. }
  42256. if ( toChange > 0 && ambiguous === false ) {
  42257. newShapeHoles = betterShapeHoles;
  42258. }
  42259. }
  42260. let tmpHoles;
  42261. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  42262. tmpShape = newShapes[ i ].s;
  42263. shapes.push( tmpShape );
  42264. tmpHoles = newShapeHoles[ i ];
  42265. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  42266. tmpShape.holes.push( tmpHoles[ j ].h );
  42267. }
  42268. }
  42269. //log("shape", shapes);
  42270. return shapes;
  42271. }
  42272. }
  42273. /**
  42274. * Abstract base class for controls.
  42275. *
  42276. * @abstract
  42277. * @augments EventDispatcher
  42278. */
  42279. class Controls extends EventDispatcher {
  42280. /**
  42281. * Constructs a new controls instance.
  42282. *
  42283. * @param {Object3D} object - The object that is managed by the controls.
  42284. * @param {?HTMLElement} domElement - The HTML element used for event listeners.
  42285. */
  42286. constructor( object, domElement = null ) {
  42287. super();
  42288. /**
  42289. * The object that is managed by the controls.
  42290. *
  42291. * @type {Object3D}
  42292. */
  42293. this.object = object;
  42294. /**
  42295. * The HTML element used for event listeners.
  42296. *
  42297. * @type {?HTMLElement}
  42298. * @default null
  42299. */
  42300. this.domElement = domElement;
  42301. /**
  42302. * Whether the controls responds to user input or not.
  42303. *
  42304. * @type {boolean}
  42305. * @default true
  42306. */
  42307. this.enabled = true;
  42308. /**
  42309. * The internal state of the controls.
  42310. *
  42311. * @type {number}
  42312. * @default -1
  42313. */
  42314. this.state = -1;
  42315. /**
  42316. * This object defines the keyboard input of the controls.
  42317. *
  42318. * @type {Object}
  42319. */
  42320. this.keys = {};
  42321. /**
  42322. * This object defines what type of actions are assigned to the available mouse buttons.
  42323. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  42324. *
  42325. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  42326. */
  42327. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  42328. /**
  42329. * This object defines what type of actions are assigned to what kind of touch interaction.
  42330. * It depends on the control implementation what kind of touch interaction and actions are supported.
  42331. *
  42332. * @type {{ONE: ?number, TWO: ?number}}
  42333. */
  42334. this.touches = { ONE: null, TWO: null };
  42335. }
  42336. /**
  42337. * Connects the controls to the DOM. This method has so called "side effects" since
  42338. * it adds the module's event listeners to the DOM.
  42339. *
  42340. * @param {HTMLElement} element - The DOM element to connect to.
  42341. */
  42342. connect( element ) {
  42343. if ( element === undefined ) {
  42344. warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  42345. return;
  42346. }
  42347. if ( this.domElement !== null ) this.disconnect();
  42348. this.domElement = element;
  42349. }
  42350. /**
  42351. * Disconnects the controls from the DOM.
  42352. */
  42353. disconnect() {}
  42354. /**
  42355. * Call this method if you no longer want use to the controls. It frees all internal
  42356. * resources and removes all event listeners.
  42357. */
  42358. dispose() {}
  42359. /**
  42360. * Controls should implement this method if they have to update their internal state
  42361. * per simulation step.
  42362. *
  42363. * @param {number} [delta] - The time delta in seconds.
  42364. */
  42365. update( /* delta */ ) {}
  42366. }
  42367. /**
  42368. * Scales the texture as large as possible within its surface without cropping
  42369. * or stretching the texture. The method preserves the original aspect ratio of
  42370. * the texture. Akin to CSS `object-fit: contain`
  42371. *
  42372. * @param {Texture} texture - The texture.
  42373. * @param {number} aspect - The texture's aspect ratio.
  42374. * @return {Texture} The updated texture.
  42375. */
  42376. function contain( texture, aspect ) {
  42377. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42378. if ( imageAspect > aspect ) {
  42379. texture.repeat.x = 1;
  42380. texture.repeat.y = imageAspect / aspect;
  42381. texture.offset.x = 0;
  42382. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42383. } else {
  42384. texture.repeat.x = aspect / imageAspect;
  42385. texture.repeat.y = 1;
  42386. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42387. texture.offset.y = 0;
  42388. }
  42389. return texture;
  42390. }
  42391. /**
  42392. * Scales the texture to the smallest possible size to fill the surface, leaving
  42393. * no empty space. The method preserves the original aspect ratio of the texture.
  42394. * Akin to CSS `object-fit: cover`.
  42395. *
  42396. * @param {Texture} texture - The texture.
  42397. * @param {number} aspect - The texture's aspect ratio.
  42398. * @return {Texture} The updated texture.
  42399. */
  42400. function cover( texture, aspect ) {
  42401. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  42402. if ( imageAspect > aspect ) {
  42403. texture.repeat.x = aspect / imageAspect;
  42404. texture.repeat.y = 1;
  42405. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  42406. texture.offset.y = 0;
  42407. } else {
  42408. texture.repeat.x = 1;
  42409. texture.repeat.y = imageAspect / aspect;
  42410. texture.offset.x = 0;
  42411. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  42412. }
  42413. return texture;
  42414. }
  42415. /**
  42416. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42417. *
  42418. * @param {Texture} texture - The texture.
  42419. * @return {Texture} The updated texture.
  42420. */
  42421. function fill( texture ) {
  42422. texture.repeat.x = 1;
  42423. texture.repeat.y = 1;
  42424. texture.offset.x = 0;
  42425. texture.offset.y = 0;
  42426. return texture;
  42427. }
  42428. /**
  42429. * Determines how many bytes must be used to represent the texture.
  42430. *
  42431. * @param {number} width - The width of the texture.
  42432. * @param {number} height - The height of the texture.
  42433. * @param {number} format - The texture's format.
  42434. * @param {number} type - The texture's type.
  42435. * @return {number} The byte length.
  42436. */
  42437. function getByteLength( width, height, format, type ) {
  42438. const typeByteLength = getTextureTypeByteLength( type );
  42439. switch ( format ) {
  42440. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  42441. case AlphaFormat:
  42442. return width * height;
  42443. case RedFormat:
  42444. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42445. case RedIntegerFormat:
  42446. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  42447. case RGFormat:
  42448. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42449. case RGIntegerFormat:
  42450. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42451. case RGBFormat:
  42452. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42453. case RGBAFormat:
  42454. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42455. case RGBAIntegerFormat:
  42456. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  42457. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  42458. case RGB_S3TC_DXT1_Format:
  42459. case RGBA_S3TC_DXT1_Format:
  42460. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42461. case RGBA_S3TC_DXT3_Format:
  42462. case RGBA_S3TC_DXT5_Format:
  42463. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42464. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  42465. case RGB_PVRTC_2BPPV1_Format:
  42466. case RGBA_PVRTC_2BPPV1_Format:
  42467. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  42468. case RGB_PVRTC_4BPPV1_Format:
  42469. case RGBA_PVRTC_4BPPV1_Format:
  42470. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  42471. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  42472. case RGB_ETC1_Format:
  42473. case RGB_ETC2_Format:
  42474. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  42475. case RGBA_ETC2_EAC_Format:
  42476. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42477. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  42478. case RGBA_ASTC_4x4_Format:
  42479. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42480. case RGBA_ASTC_5x4_Format:
  42481. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  42482. case RGBA_ASTC_5x5_Format:
  42483. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42484. case RGBA_ASTC_6x5_Format:
  42485. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42486. case RGBA_ASTC_6x6_Format:
  42487. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42488. case RGBA_ASTC_8x5_Format:
  42489. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42490. case RGBA_ASTC_8x6_Format:
  42491. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42492. case RGBA_ASTC_8x8_Format:
  42493. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42494. case RGBA_ASTC_10x5_Format:
  42495. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  42496. case RGBA_ASTC_10x6_Format:
  42497. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  42498. case RGBA_ASTC_10x8_Format:
  42499. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  42500. case RGBA_ASTC_10x10_Format:
  42501. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42502. case RGBA_ASTC_12x10_Format:
  42503. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  42504. case RGBA_ASTC_12x12_Format:
  42505. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  42506. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  42507. case RGBA_BPTC_Format:
  42508. case RGB_BPTC_SIGNED_Format:
  42509. case RGB_BPTC_UNSIGNED_Format:
  42510. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42511. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  42512. case RED_RGTC1_Format:
  42513. case SIGNED_RED_RGTC1_Format:
  42514. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  42515. case RED_GREEN_RGTC2_Format:
  42516. case SIGNED_RED_GREEN_RGTC2_Format:
  42517. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  42518. }
  42519. throw new Error(
  42520. `Unable to determine texture byte length for ${format} format.`,
  42521. );
  42522. }
  42523. function getTextureTypeByteLength( type ) {
  42524. switch ( type ) {
  42525. case UnsignedByteType:
  42526. case ByteType:
  42527. return { byteLength: 1, components: 1 };
  42528. case UnsignedShortType:
  42529. case ShortType:
  42530. case HalfFloatType:
  42531. return { byteLength: 2, components: 1 };
  42532. case UnsignedShort4444Type:
  42533. case UnsignedShort5551Type:
  42534. return { byteLength: 2, components: 4 };
  42535. case UnsignedIntType:
  42536. case IntType:
  42537. case FloatType:
  42538. return { byteLength: 4, components: 1 };
  42539. case UnsignedInt5999Type:
  42540. case UnsignedInt101111Type:
  42541. return { byteLength: 4, components: 3 };
  42542. }
  42543. throw new Error( `Unknown texture type ${type}.` );
  42544. }
  42545. /**
  42546. * A class containing utility functions for textures.
  42547. *
  42548. * @hideconstructor
  42549. */
  42550. class TextureUtils {
  42551. /**
  42552. * Scales the texture as large as possible within its surface without cropping
  42553. * or stretching the texture. The method preserves the original aspect ratio of
  42554. * the texture. Akin to CSS `object-fit: contain`
  42555. *
  42556. * @param {Texture} texture - The texture.
  42557. * @param {number} aspect - The texture's aspect ratio.
  42558. * @return {Texture} The updated texture.
  42559. */
  42560. static contain( texture, aspect ) {
  42561. return contain( texture, aspect );
  42562. }
  42563. /**
  42564. * Scales the texture to the smallest possible size to fill the surface, leaving
  42565. * no empty space. The method preserves the original aspect ratio of the texture.
  42566. * Akin to CSS `object-fit: cover`.
  42567. *
  42568. * @param {Texture} texture - The texture.
  42569. * @param {number} aspect - The texture's aspect ratio.
  42570. * @return {Texture} The updated texture.
  42571. */
  42572. static cover( texture, aspect ) {
  42573. return cover( texture, aspect );
  42574. }
  42575. /**
  42576. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  42577. *
  42578. * @param {Texture} texture - The texture.
  42579. * @return {Texture} The updated texture.
  42580. */
  42581. static fill( texture ) {
  42582. return fill( texture );
  42583. }
  42584. /**
  42585. * Determines how many bytes must be used to represent the texture.
  42586. *
  42587. * @param {number} width - The width of the texture.
  42588. * @param {number} height - The height of the texture.
  42589. * @param {number} format - The texture's format.
  42590. * @param {number} type - The texture's type.
  42591. * @return {number} The byte length.
  42592. */
  42593. static getByteLength( width, height, format, type ) {
  42594. return getByteLength( width, height, format, type );
  42595. }
  42596. }
  42597. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42598. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42599. revision: REVISION,
  42600. } } ) );
  42601. }
  42602. if ( typeof window !== 'undefined' ) {
  42603. if ( window.__THREE__ ) {
  42604. warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42605. } else {
  42606. window.__THREE__ = REVISION;
  42607. }
  42608. }
  42609. export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, arrayNeedsUint32, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce };
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