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 = '176dev';
  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. * Discards the red, green and blue components and reads just the alpha component.
  643. *
  644. * @type {number}
  645. * @constant
  646. */
  647. const AlphaFormat = 1021;
  648. /**
  649. * Discards the alpha component and reads the red, green and blue component.
  650. *
  651. * @type {number}
  652. * @constant
  653. */
  654. const RGBFormat = 1022;
  655. /**
  656. * Reads the red, green, blue and alpha components.
  657. *
  658. * @type {number}
  659. * @constant
  660. */
  661. const RGBAFormat = 1023;
  662. /**
  663. * reads each element as a single luminance component. This is then converted to a floating point,
  664. * clamped to the range `[0,1]`, and then assembled into an RGBA element by placing the luminance value
  665. * in the red, green and blue channels, and attaching 1.0 to the alpha channel.
  666. *
  667. * @type {number}
  668. * @constant
  669. */
  670. const LuminanceFormat = 1024;
  671. /**
  672. * Reads each element as a luminance/alpha double. The same process occurs as for the `LuminanceFormat`,
  673. * except that the alpha channel may have values other than `1.0`.
  674. *
  675. * @type {number}
  676. * @constant
  677. */
  678. const LuminanceAlphaFormat = 1025;
  679. /**
  680. * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
  681. *
  682. * @type {number}
  683. * @constant
  684. */
  685. const DepthFormat = 1026;
  686. /**
  687. * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
  688. * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
  689. *
  690. * @type {number}
  691. * @constant
  692. */
  693. const DepthStencilFormat = 1027;
  694. /**
  695. * Discards the green, blue and alpha components and reads just the red component.
  696. *
  697. * @type {number}
  698. * @constant
  699. */
  700. const RedFormat = 1028;
  701. /**
  702. * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
  703. *
  704. * @type {number}
  705. * @constant
  706. */
  707. const RedIntegerFormat = 1029;
  708. /**
  709. * Discards the alpha, and blue components and reads the red, and green components.
  710. *
  711. * @type {number}
  712. * @constant
  713. */
  714. const RGFormat = 1030;
  715. /**
  716. * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
  717. *
  718. * @type {number}
  719. * @constant
  720. */
  721. const RGIntegerFormat = 1031;
  722. /**
  723. * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
  724. *
  725. * @type {number}
  726. * @constant
  727. */
  728. const RGBIntegerFormat = 1032;
  729. /**
  730. * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
  731. *
  732. * @type {number}
  733. * @constant
  734. */
  735. const RGBAIntegerFormat = 1033;
  736. /**
  737. * A DXT1-compressed image in an RGB image format.
  738. *
  739. * @type {number}
  740. * @constant
  741. */
  742. const RGB_S3TC_DXT1_Format = 33776;
  743. /**
  744. * A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
  745. *
  746. * @type {number}
  747. * @constant
  748. */
  749. const RGBA_S3TC_DXT1_Format = 33777;
  750. /**
  751. * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
  752. *
  753. * @type {number}
  754. * @constant
  755. */
  756. const RGBA_S3TC_DXT3_Format = 33778;
  757. /**
  758. * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
  759. * compression in how the alpha compression is done.
  760. *
  761. * @type {number}
  762. * @constant
  763. */
  764. const RGBA_S3TC_DXT5_Format = 33779;
  765. /**
  766. * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
  767. *
  768. * @type {number}
  769. * @constant
  770. */
  771. const RGB_PVRTC_4BPPV1_Format = 35840;
  772. /**
  773. * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
  774. *
  775. * @type {number}
  776. * @constant
  777. */
  778. const RGB_PVRTC_2BPPV1_Format = 35841;
  779. /**
  780. * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
  781. *
  782. * @type {number}
  783. * @constant
  784. */
  785. const RGBA_PVRTC_4BPPV1_Format = 35842;
  786. /**
  787. * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
  788. *
  789. * @type {number}
  790. * @constant
  791. */
  792. const RGBA_PVRTC_2BPPV1_Format = 35843;
  793. /**
  794. * ETC1 RGB format.
  795. *
  796. * @type {number}
  797. * @constant
  798. */
  799. const RGB_ETC1_Format = 36196;
  800. /**
  801. * ETC2 RGB format.
  802. *
  803. * @type {number}
  804. * @constant
  805. */
  806. const RGB_ETC2_Format = 37492;
  807. /**
  808. * ETC2 RGBA format.
  809. *
  810. * @type {number}
  811. * @constant
  812. */
  813. const RGBA_ETC2_EAC_Format = 37496;
  814. /**
  815. * ASTC RGBA 4x4 format.
  816. *
  817. * @type {number}
  818. * @constant
  819. */
  820. const RGBA_ASTC_4x4_Format = 37808;
  821. /**
  822. * ASTC RGBA 5x4 format.
  823. *
  824. * @type {number}
  825. * @constant
  826. */
  827. const RGBA_ASTC_5x4_Format = 37809;
  828. /**
  829. * ASTC RGBA 5x5 format.
  830. *
  831. * @type {number}
  832. * @constant
  833. */
  834. const RGBA_ASTC_5x5_Format = 37810;
  835. /**
  836. * ASTC RGBA 6x5 format.
  837. *
  838. * @type {number}
  839. * @constant
  840. */
  841. const RGBA_ASTC_6x5_Format = 37811;
  842. /**
  843. * ASTC RGBA 6x6 format.
  844. *
  845. * @type {number}
  846. * @constant
  847. */
  848. const RGBA_ASTC_6x6_Format = 37812;
  849. /**
  850. * ASTC RGBA 8x5 format.
  851. *
  852. * @type {number}
  853. * @constant
  854. */
  855. const RGBA_ASTC_8x5_Format = 37813;
  856. /**
  857. * ASTC RGBA 8x6 format.
  858. *
  859. * @type {number}
  860. * @constant
  861. */
  862. const RGBA_ASTC_8x6_Format = 37814;
  863. /**
  864. * ASTC RGBA 8x8 format.
  865. *
  866. * @type {number}
  867. * @constant
  868. */
  869. const RGBA_ASTC_8x8_Format = 37815;
  870. /**
  871. * ASTC RGBA 10x5 format.
  872. *
  873. * @type {number}
  874. * @constant
  875. */
  876. const RGBA_ASTC_10x5_Format = 37816;
  877. /**
  878. * ASTC RGBA 10x6 format.
  879. *
  880. * @type {number}
  881. * @constant
  882. */
  883. const RGBA_ASTC_10x6_Format = 37817;
  884. /**
  885. * ASTC RGBA 10x8 format.
  886. *
  887. * @type {number}
  888. * @constant
  889. */
  890. const RGBA_ASTC_10x8_Format = 37818;
  891. /**
  892. * ASTC RGBA 10x10 format.
  893. *
  894. * @type {number}
  895. * @constant
  896. */
  897. const RGBA_ASTC_10x10_Format = 37819;
  898. /**
  899. * ASTC RGBA 12x10 format.
  900. *
  901. * @type {number}
  902. * @constant
  903. */
  904. const RGBA_ASTC_12x10_Format = 37820;
  905. /**
  906. * ASTC RGBA 12x12 format.
  907. *
  908. * @type {number}
  909. * @constant
  910. */
  911. const RGBA_ASTC_12x12_Format = 37821;
  912. /**
  913. * BPTC RGBA format.
  914. *
  915. * @type {number}
  916. * @constant
  917. */
  918. const RGBA_BPTC_Format = 36492;
  919. /**
  920. * BPTC Signed RGB format.
  921. *
  922. * @type {number}
  923. * @constant
  924. */
  925. const RGB_BPTC_SIGNED_Format = 36494;
  926. /**
  927. * BPTC Unsigned RGB format.
  928. *
  929. * @type {number}
  930. * @constant
  931. */
  932. const RGB_BPTC_UNSIGNED_Format = 36495;
  933. /**
  934. * RGTC1 Red format.
  935. *
  936. * @type {number}
  937. * @constant
  938. */
  939. const RED_RGTC1_Format = 36283;
  940. /**
  941. * RGTC1 Signed Red format.
  942. *
  943. * @type {number}
  944. * @constant
  945. */
  946. const SIGNED_RED_RGTC1_Format = 36284;
  947. /**
  948. * RGTC2 Red Green format.
  949. *
  950. * @type {number}
  951. * @constant
  952. */
  953. const RED_GREEN_RGTC2_Format = 36285;
  954. /**
  955. * RGTC2 Signed Red Green format.
  956. *
  957. * @type {number}
  958. * @constant
  959. */
  960. const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  961. /**
  962. * Animations are played once.
  963. *
  964. * @type {number}
  965. * @constant
  966. */
  967. const LoopOnce = 2200;
  968. /**
  969. * Animations are played with a chosen number of repetitions, each time jumping from
  970. * the end of the clip directly to its beginning.
  971. *
  972. * @type {number}
  973. * @constant
  974. */
  975. const LoopRepeat = 2201;
  976. /**
  977. * Animations are played with a chosen number of repetitions, alternately playing forward
  978. * and backward.
  979. *
  980. * @type {number}
  981. * @constant
  982. */
  983. const LoopPingPong = 2202;
  984. /**
  985. * Discrete interpolation mode for keyframe tracks.
  986. *
  987. * @type {number}
  988. * @constant
  989. */
  990. const InterpolateDiscrete = 2300;
  991. /**
  992. * Linear interpolation mode for keyframe tracks.
  993. *
  994. * @type {number}
  995. * @constant
  996. */
  997. const InterpolateLinear = 2301;
  998. /**
  999. * Smooth interpolation mode for keyframe tracks.
  1000. *
  1001. * @type {number}
  1002. * @constant
  1003. */
  1004. const InterpolateSmooth = 2302;
  1005. /**
  1006. * Zero curvature ending for animations.
  1007. *
  1008. * @type {number}
  1009. * @constant
  1010. */
  1011. const ZeroCurvatureEnding = 2400;
  1012. /**
  1013. * Zero slope ending for animations.
  1014. *
  1015. * @type {number}
  1016. * @constant
  1017. */
  1018. const ZeroSlopeEnding = 2401;
  1019. /**
  1020. * Wrap around ending for animations.
  1021. *
  1022. * @type {number}
  1023. * @constant
  1024. */
  1025. const WrapAroundEnding = 2402;
  1026. /**
  1027. * Default animation blend mode.
  1028. *
  1029. * @type {number}
  1030. * @constant
  1031. */
  1032. const NormalAnimationBlendMode = 2500;
  1033. /**
  1034. * Additive animation blend mode. Can be used to layer motions on top of
  1035. * each other to build complex performances from smaller re-usable assets.
  1036. *
  1037. * @type {number}
  1038. * @constant
  1039. */
  1040. const AdditiveAnimationBlendMode = 2501;
  1041. /**
  1042. * For every three vertices draw a single triangle.
  1043. *
  1044. * @type {number}
  1045. * @constant
  1046. */
  1047. const TrianglesDrawMode = 0;
  1048. /**
  1049. * For each vertex draw a triangle from the last three vertices.
  1050. *
  1051. * @type {number}
  1052. * @constant
  1053. */
  1054. const TriangleStripDrawMode = 1;
  1055. /**
  1056. * For each vertex draw a triangle from the first vertex and the last two vertices.
  1057. *
  1058. * @type {number}
  1059. * @constant
  1060. */
  1061. const TriangleFanDrawMode = 2;
  1062. /**
  1063. * Basic depth packing.
  1064. *
  1065. * @type {number}
  1066. * @constant
  1067. */
  1068. const BasicDepthPacking = 3200;
  1069. /**
  1070. * A depth value is packed into 32 bit RGBA.
  1071. *
  1072. * @type {number}
  1073. * @constant
  1074. */
  1075. const RGBADepthPacking = 3201;
  1076. /**
  1077. * A depth value is packed into 24 bit RGB.
  1078. *
  1079. * @type {number}
  1080. * @constant
  1081. */
  1082. const RGBDepthPacking = 3202;
  1083. /**
  1084. * A depth value is packed into 16 bit RG.
  1085. *
  1086. * @type {number}
  1087. * @constant
  1088. */
  1089. const RGDepthPacking = 3203;
  1090. /**
  1091. * Normal information is relative to the underlying surface.
  1092. *
  1093. * @type {number}
  1094. * @constant
  1095. */
  1096. const TangentSpaceNormalMap = 0;
  1097. /**
  1098. * Normal information is relative to the object orientation.
  1099. *
  1100. * @type {number}
  1101. * @constant
  1102. */
  1103. const ObjectSpaceNormalMap = 1;
  1104. // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  1105. /**
  1106. * No color space.
  1107. *
  1108. * @type {string}
  1109. * @constant
  1110. */
  1111. const NoColorSpace = '';
  1112. /**
  1113. * sRGB color space.
  1114. *
  1115. * @type {string}
  1116. * @constant
  1117. */
  1118. const SRGBColorSpace = 'srgb';
  1119. /**
  1120. * sRGB-linear color space.
  1121. *
  1122. * @type {string}
  1123. * @constant
  1124. */
  1125. const LinearSRGBColorSpace = 'srgb-linear';
  1126. /**
  1127. * Linear transfer function.
  1128. *
  1129. * @type {string}
  1130. * @constant
  1131. */
  1132. const LinearTransfer = 'linear';
  1133. /**
  1134. * sRGB transfer function.
  1135. *
  1136. * @type {string}
  1137. * @constant
  1138. */
  1139. const SRGBTransfer = 'srgb';
  1140. /**
  1141. * Sets the stencil buffer value to `0`.
  1142. *
  1143. * @type {number}
  1144. * @constant
  1145. */
  1146. const ZeroStencilOp = 0;
  1147. /**
  1148. * Keeps the current value.
  1149. *
  1150. * @type {number}
  1151. * @constant
  1152. */
  1153. const KeepStencilOp = 7680;
  1154. /**
  1155. * Sets the stencil buffer value to the specified reference value.
  1156. *
  1157. * @type {number}
  1158. * @constant
  1159. */
  1160. const ReplaceStencilOp = 7681;
  1161. /**
  1162. * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
  1163. *
  1164. * @type {number}
  1165. * @constant
  1166. */
  1167. const IncrementStencilOp = 7682;
  1168. /**
  1169. * Decrements the current stencil buffer value. Clamps to `0`.
  1170. *
  1171. * @type {number}
  1172. * @constant
  1173. */
  1174. const DecrementStencilOp = 7683;
  1175. /**
  1176. * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
  1177. * the maximum representable unsigned value.
  1178. *
  1179. * @type {number}
  1180. * @constant
  1181. */
  1182. const IncrementWrapStencilOp = 34055;
  1183. /**
  1184. * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
  1185. * unsigned value when decrementing a stencil buffer value of `0`.
  1186. *
  1187. * @type {number}
  1188. * @constant
  1189. */
  1190. const DecrementWrapStencilOp = 34056;
  1191. /**
  1192. * Inverts the current stencil buffer value bitwise.
  1193. *
  1194. * @type {number}
  1195. * @constant
  1196. */
  1197. const InvertStencilOp = 5386;
  1198. /**
  1199. * Will never return true.
  1200. *
  1201. * @type {number}
  1202. * @constant
  1203. */
  1204. const NeverStencilFunc = 512;
  1205. /**
  1206. * Will return true if the stencil reference value is less than the current stencil value.
  1207. *
  1208. * @type {number}
  1209. * @constant
  1210. */
  1211. const LessStencilFunc = 513;
  1212. /**
  1213. * Will return true if the stencil reference value is equal to the current stencil value.
  1214. *
  1215. * @type {number}
  1216. * @constant
  1217. */
  1218. const EqualStencilFunc = 514;
  1219. /**
  1220. * Will return true if the stencil reference value is less than or equal to the current stencil value.
  1221. *
  1222. * @type {number}
  1223. * @constant
  1224. */
  1225. const LessEqualStencilFunc = 515;
  1226. /**
  1227. * Will return true if the stencil reference value is greater than the current stencil value.
  1228. *
  1229. * @type {number}
  1230. * @constant
  1231. */
  1232. const GreaterStencilFunc = 516;
  1233. /**
  1234. * Will return true if the stencil reference value is not equal to the current stencil value.
  1235. *
  1236. * @type {number}
  1237. * @constant
  1238. */
  1239. const NotEqualStencilFunc = 517;
  1240. /**
  1241. * Will return true if the stencil reference value is greater than or equal to the current stencil value.
  1242. *
  1243. * @type {number}
  1244. * @constant
  1245. */
  1246. const GreaterEqualStencilFunc = 518;
  1247. /**
  1248. * Will always return true.
  1249. *
  1250. * @type {number}
  1251. * @constant
  1252. */
  1253. const AlwaysStencilFunc = 519;
  1254. /**
  1255. * Never pass.
  1256. *
  1257. * @type {number}
  1258. * @constant
  1259. */
  1260. const NeverCompare = 512;
  1261. /**
  1262. * Pass if the incoming value is less than the texture value.
  1263. *
  1264. * @type {number}
  1265. * @constant
  1266. */
  1267. const LessCompare = 513;
  1268. /**
  1269. * Pass if the incoming value equals the texture value.
  1270. *
  1271. * @type {number}
  1272. * @constant
  1273. */
  1274. const EqualCompare = 514;
  1275. /**
  1276. * Pass if the incoming value is less than or equal to the texture value.
  1277. *
  1278. * @type {number}
  1279. * @constant
  1280. */
  1281. const LessEqualCompare = 515;
  1282. /**
  1283. * Pass if the incoming value is greater than the texture value.
  1284. *
  1285. * @type {number}
  1286. * @constant
  1287. */
  1288. const GreaterCompare = 516;
  1289. /**
  1290. * Pass if the incoming value is not equal to the texture value.
  1291. *
  1292. * @type {number}
  1293. * @constant
  1294. */
  1295. const NotEqualCompare = 517;
  1296. /**
  1297. * Pass if the incoming value is greater than or equal to the texture value.
  1298. *
  1299. * @type {number}
  1300. * @constant
  1301. */
  1302. const GreaterEqualCompare = 518;
  1303. /**
  1304. * Always pass.
  1305. *
  1306. * @type {number}
  1307. * @constant
  1308. */
  1309. const AlwaysCompare = 519;
  1310. /**
  1311. * The contents are intended to be specified once by the application, and used many
  1312. * times as the source for drawing and image specification commands.
  1313. *
  1314. * @type {number}
  1315. * @constant
  1316. */
  1317. const StaticDrawUsage = 35044;
  1318. /**
  1319. * The contents are intended to be respecified repeatedly by the application, and
  1320. * used many times as the source for drawing and image specification commands.
  1321. *
  1322. * @type {number}
  1323. * @constant
  1324. */
  1325. const DynamicDrawUsage = 35048;
  1326. /**
  1327. * The contents are intended to be specified once by the application, and used at most
  1328. * a few times as the source for drawing and image specification commands.
  1329. *
  1330. * @type {number}
  1331. * @constant
  1332. */
  1333. const StreamDrawUsage = 35040;
  1334. /**
  1335. * The contents are intended to be specified once by reading data from the 3D API, and queried
  1336. * many times by the application.
  1337. *
  1338. * @type {number}
  1339. * @constant
  1340. */
  1341. const StaticReadUsage = 35045;
  1342. /**
  1343. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
  1344. * many times by the application.
  1345. *
  1346. * @type {number}
  1347. * @constant
  1348. */
  1349. const DynamicReadUsage = 35049;
  1350. /**
  1351. * The contents are intended to be specified once by reading data from the 3D API, and queried at most
  1352. * a few times by the application
  1353. *
  1354. * @type {number}
  1355. * @constant
  1356. */
  1357. const StreamReadUsage = 35041;
  1358. /**
  1359. * The contents are intended to be specified once by reading data from the 3D API, and used many times as
  1360. * the source for WebGL drawing and image specification commands.
  1361. *
  1362. * @type {number}
  1363. * @constant
  1364. */
  1365. const StaticCopyUsage = 35046;
  1366. /**
  1367. * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
  1368. * as the source for WebGL drawing and image specification commands.
  1369. *
  1370. * @type {number}
  1371. * @constant
  1372. */
  1373. const DynamicCopyUsage = 35050;
  1374. /**
  1375. * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
  1376. * as the source for WebGL drawing and image specification commands.
  1377. *
  1378. * @type {number}
  1379. * @constant
  1380. */
  1381. const StreamCopyUsage = 35042;
  1382. /**
  1383. * GLSL 1 shader code.
  1384. *
  1385. * @type {string}
  1386. * @constant
  1387. */
  1388. const GLSL1 = '100';
  1389. /**
  1390. * GLSL 3 shader code.
  1391. *
  1392. * @type {string}
  1393. * @constant
  1394. */
  1395. const GLSL3 = '300 es';
  1396. /**
  1397. * WebGL coordinate system.
  1398. *
  1399. * @type {number}
  1400. * @constant
  1401. */
  1402. const WebGLCoordinateSystem = 2000;
  1403. /**
  1404. * WebGPU coordinate system.
  1405. *
  1406. * @type {number}
  1407. * @constant
  1408. */
  1409. const WebGPUCoordinateSystem = 2001;
  1410. /**
  1411. * Represents the different timestamp query types.
  1412. *
  1413. * @type {ConstantsTimestampQuery}
  1414. * @constant
  1415. */
  1416. const TimestampQuery = {
  1417. COMPUTE: 'compute',
  1418. RENDER: 'render'
  1419. };
  1420. /**
  1421. * Represents mouse buttons and interaction types in context of controls.
  1422. *
  1423. * @type {ConstantsInterpolationSamplingType}
  1424. * @constant
  1425. */
  1426. const InterpolationSamplingType = {
  1427. PERSPECTIVE: 'perspective',
  1428. LINEAR: 'linear',
  1429. FLAT: 'flat'
  1430. };
  1431. /**
  1432. * Represents the different interpolation sampling modes.
  1433. *
  1434. * @type {ConstantsInterpolationSamplingMode}
  1435. * @constant
  1436. */
  1437. const InterpolationSamplingMode = {
  1438. NORMAL: 'normal',
  1439. CENTROID: 'centroid',
  1440. SAMPLE: 'sample',
  1441. FLAT_FIRST: 'flat first',
  1442. FLAT_EITHER: 'flat either'
  1443. };
  1444. /**
  1445. * This type represents mouse buttons and interaction types in context of controls.
  1446. *
  1447. * @typedef {Object} ConstantsMouse
  1448. * @property {number} MIDDLE - The left mouse button.
  1449. * @property {number} LEFT - The middle mouse button.
  1450. * @property {number} RIGHT - The right mouse button.
  1451. * @property {number} ROTATE - A rotate interaction.
  1452. * @property {number} DOLLY - A dolly interaction.
  1453. * @property {number} PAN - A pan interaction.
  1454. **/
  1455. /**
  1456. * This type represents touch interaction types in context of controls.
  1457. *
  1458. * @typedef {Object} ConstantsTouch
  1459. * @property {number} ROTATE - A rotate interaction.
  1460. * @property {number} PAN - A pan interaction.
  1461. * @property {number} DOLLY_PAN - The dolly-pan interaction.
  1462. * @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
  1463. **/
  1464. /**
  1465. * This type represents the different timestamp query types.
  1466. *
  1467. * @typedef {Object} ConstantsTimestampQuery
  1468. * @property {string} COMPUTE - A `compute` timestamp query.
  1469. * @property {string} RENDER - A `render` timestamp query.
  1470. **/
  1471. /**
  1472. * Represents the different interpolation sampling types.
  1473. *
  1474. * @typedef {Object} ConstantsInterpolationSamplingType
  1475. * @property {string} PERSPECTIVE - Perspective-correct interpolation.
  1476. * @property {string} LINEAR - Linear interpolation.
  1477. * @property {string} FLAT - Flat interpolation.
  1478. */
  1479. /**
  1480. * Represents the different interpolation sampling modes.
  1481. *
  1482. * @typedef {Object} ConstantsInterpolationSamplingMode
  1483. * @property {string} NORMAL - Normal sampling mode.
  1484. * @property {string} CENTROID - Centroid sampling mode.
  1485. * @property {string} SAMPLE - Sample-specific sampling mode.
  1486. * @property {string} FLAT_FIRST - Flat interpolation using the first vertex.
  1487. * @property {string} FLAT_EITHER - Flat interpolation using either vertex.
  1488. */
  1489. /**
  1490. * This modules allows to dispatch event objects on custom JavaScript objects.
  1491. *
  1492. * Main repository: [eventdispatcher.js]{@link https://github.com/mrdoob/eventdispatcher.js/}
  1493. *
  1494. * Code Example:
  1495. * ```js
  1496. * class Car extends EventDispatcher {
  1497. * start() {
  1498. * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
  1499. * }
  1500. *};
  1501. *
  1502. * // Using events with the custom object
  1503. * const car = new Car();
  1504. * car.addEventListener( 'start', function ( event ) {
  1505. * alert( event.message );
  1506. * } );
  1507. *
  1508. * car.start();
  1509. * ```
  1510. */
  1511. class EventDispatcher {
  1512. /**
  1513. * Adds the given event listener to the given event type.
  1514. *
  1515. * @param {string} type - The type of event to listen to.
  1516. * @param {Function} listener - The function that gets called when the event is fired.
  1517. */
  1518. addEventListener( type, listener ) {
  1519. if ( this._listeners === undefined ) this._listeners = {};
  1520. const listeners = this._listeners;
  1521. if ( listeners[ type ] === undefined ) {
  1522. listeners[ type ] = [];
  1523. }
  1524. if ( listeners[ type ].indexOf( listener ) === -1 ) {
  1525. listeners[ type ].push( listener );
  1526. }
  1527. }
  1528. /**
  1529. * Returns `true` if the given event listener has been added to the given event type.
  1530. *
  1531. * @param {string} type - The type of event.
  1532. * @param {Function} listener - The listener to check.
  1533. * @return {boolean} Whether the given event listener has been added to the given event type.
  1534. */
  1535. hasEventListener( type, listener ) {
  1536. const listeners = this._listeners;
  1537. if ( listeners === undefined ) return false;
  1538. return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
  1539. }
  1540. /**
  1541. * Removes the given event listener from the given event type.
  1542. *
  1543. * @param {string} type - The type of event.
  1544. * @param {Function} listener - The listener to remove.
  1545. */
  1546. removeEventListener( type, listener ) {
  1547. const listeners = this._listeners;
  1548. if ( listeners === undefined ) return;
  1549. const listenerArray = listeners[ type ];
  1550. if ( listenerArray !== undefined ) {
  1551. const index = listenerArray.indexOf( listener );
  1552. if ( index !== -1 ) {
  1553. listenerArray.splice( index, 1 );
  1554. }
  1555. }
  1556. }
  1557. /**
  1558. * Dispatches an event object.
  1559. *
  1560. * @param {Object} event - The event that gets fired.
  1561. */
  1562. dispatchEvent( event ) {
  1563. const listeners = this._listeners;
  1564. if ( listeners === undefined ) return;
  1565. const listenerArray = listeners[ event.type ];
  1566. if ( listenerArray !== undefined ) {
  1567. event.target = this;
  1568. // Make a copy, in case listeners are removed while iterating.
  1569. const array = listenerArray.slice( 0 );
  1570. for ( let i = 0, l = array.length; i < l; i ++ ) {
  1571. array[ i ].call( this, event );
  1572. }
  1573. event.target = null;
  1574. }
  1575. }
  1576. }
  1577. 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' ];
  1578. let _seed = 1234567;
  1579. const DEG2RAD = Math.PI / 180;
  1580. const RAD2DEG = 180 / Math.PI;
  1581. /**
  1582. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1583. * (universally unique identifier).
  1584. *
  1585. * @return {string} The UUID.
  1586. */
  1587. function generateUUID() {
  1588. // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  1589. const d0 = Math.random() * 0xffffffff | 0;
  1590. const d1 = Math.random() * 0xffffffff | 0;
  1591. const d2 = Math.random() * 0xffffffff | 0;
  1592. const d3 = Math.random() * 0xffffffff | 0;
  1593. const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
  1594. _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
  1595. _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
  1596. _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
  1597. // .toLowerCase() here flattens concatenated strings to save heap memory space.
  1598. return uuid.toLowerCase();
  1599. }
  1600. /**
  1601. * Clamps the given value between min and max.
  1602. *
  1603. * @param {number} value - The value to clamp.
  1604. * @param {number} min - The min value.
  1605. * @param {number} max - The max value.
  1606. * @return {number} The clamped value.
  1607. */
  1608. function clamp( value, min, max ) {
  1609. return Math.max( min, Math.min( max, value ) );
  1610. }
  1611. /**
  1612. * Computes the Euclidean modulo of the given parameters that
  1613. * is `( ( n % m ) + m ) % m`.
  1614. *
  1615. * @param {number} n - The first parameter.
  1616. * @param {number} m - The second parameter.
  1617. * @return {number} The Euclidean modulo.
  1618. */
  1619. function euclideanModulo( n, m ) {
  1620. // https://en.wikipedia.org/wiki/Modulo_operation
  1621. return ( ( n % m ) + m ) % m;
  1622. }
  1623. /**
  1624. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1625. * for the given value.
  1626. *
  1627. * @param {number} x - The value to be mapped.
  1628. * @param {number} a1 - Minimum value for range A.
  1629. * @param {number} a2 - Maximum value for range A.
  1630. * @param {number} b1 - Minimum value for range B.
  1631. * @param {number} b2 - Maximum value for range B.
  1632. * @return {number} The mapped value.
  1633. */
  1634. function mapLinear( x, a1, a2, b1, b2 ) {
  1635. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  1636. }
  1637. /**
  1638. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1639. * between the start and end point.
  1640. *
  1641. * @param {number} x - The start point
  1642. * @param {number} y - The end point.
  1643. * @param {number} value - A value between start and end.
  1644. * @return {number} The interpolation factor.
  1645. */
  1646. function inverseLerp( x, y, value ) {
  1647. // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  1648. if ( x !== y ) {
  1649. return ( value - x ) / ( y - x );
  1650. } else {
  1651. return 0;
  1652. }
  1653. }
  1654. /**
  1655. * Returns a value linearly interpolated from two known points based on the given interval -
  1656. * `t = 0` will return `x` and `t = 1` will return `y`.
  1657. *
  1658. * @param {number} x - The start point
  1659. * @param {number} y - The end point.
  1660. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1661. * @return {number} The interpolated value.
  1662. */
  1663. function lerp( x, y, t ) {
  1664. return ( 1 - t ) * x + t * y;
  1665. }
  1666. /**
  1667. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1668. * time to maintain frame rate independent movement. For details, see
  1669. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1670. *
  1671. * @param {number} x - The current point.
  1672. * @param {number} y - The target point.
  1673. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  1674. * and a lower value will make the movement more gradual.
  1675. * @param {number} dt - Delta time in seconds.
  1676. * @return {number} The interpolated value.
  1677. */
  1678. function damp( x, y, lambda, dt ) {
  1679. return lerp( x, y, 1 - Math.exp( - lambda * dt ) );
  1680. }
  1681. /**
  1682. * Returns a value that alternates between `0` and the given `length` parameter.
  1683. *
  1684. * @param {number} x - The value to pingpong.
  1685. * @param {number} [length=1] - The positive value the function will pingpong to.
  1686. * @return {number} The alternated value.
  1687. */
  1688. function pingpong( x, length = 1 ) {
  1689. // https://www.desmos.com/calculator/vcsjnyz7x4
  1690. return length - Math.abs( euclideanModulo( x, length * 2 ) - length );
  1691. }
  1692. /**
  1693. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  1694. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  1695. * the `min` and `max`.
  1696. *
  1697. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  1698. *
  1699. * @param {number} x - The value to evaluate based on its position between min and max.
  1700. * @param {number} min - The min value. Any x value below min will be `0`.
  1701. * @param {number} max - The max value. Any x value above max will be `1`.
  1702. * @return {number} The alternated value.
  1703. */
  1704. function smoothstep( x, min, max ) {
  1705. if ( x <= min ) return 0;
  1706. if ( x >= max ) return 1;
  1707. x = ( x - min ) / ( max - min );
  1708. return x * x * ( 3 - 2 * x );
  1709. }
  1710. /**
  1711. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  1712. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  1713. *
  1714. * @param {number} x - The value to evaluate based on its position between min and max.
  1715. * @param {number} min - The min value. Any x value below min will be `0`.
  1716. * @param {number} max - The max value. Any x value above max will be `1`.
  1717. * @return {number} The alternated value.
  1718. */
  1719. function smootherstep( x, min, max ) {
  1720. if ( x <= min ) return 0;
  1721. if ( x >= max ) return 1;
  1722. x = ( x - min ) / ( max - min );
  1723. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  1724. }
  1725. /**
  1726. * Returns a random integer from `<low, high>` interval.
  1727. *
  1728. * @param {number} low - The lower value boundary.
  1729. * @param {number} high - The upper value boundary
  1730. * @return {number} A random integer.
  1731. */
  1732. function randInt( low, high ) {
  1733. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  1734. }
  1735. /**
  1736. * Returns a random float from `<low, high>` interval.
  1737. *
  1738. * @param {number} low - The lower value boundary.
  1739. * @param {number} high - The upper value boundary
  1740. * @return {number} A random float.
  1741. */
  1742. function randFloat( low, high ) {
  1743. return low + Math.random() * ( high - low );
  1744. }
  1745. /**
  1746. * Returns a random integer from `<-range/2, range/2>` interval.
  1747. *
  1748. * @param {number} range - Defines the value range.
  1749. * @return {number} A random float.
  1750. */
  1751. function randFloatSpread( range ) {
  1752. return range * ( 0.5 - Math.random() );
  1753. }
  1754. /**
  1755. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  1756. *
  1757. * @param {number} [s] - The integer seed.
  1758. * @return {number} A random float.
  1759. */
  1760. function seededRandom( s ) {
  1761. if ( s !== undefined ) _seed = s;
  1762. // Mulberry32 generator
  1763. let t = _seed += 0x6D2B79F5;
  1764. t = Math.imul( t ^ t >>> 15, t | 1 );
  1765. t ^= t + Math.imul( t ^ t >>> 7, t | 61 );
  1766. return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;
  1767. }
  1768. /**
  1769. * Converts degrees to radians.
  1770. *
  1771. * @param {number} degrees - A value in degrees.
  1772. * @return {number} The converted value in radians.
  1773. */
  1774. function degToRad( degrees ) {
  1775. return degrees * DEG2RAD;
  1776. }
  1777. /**
  1778. * Converts radians to degrees.
  1779. *
  1780. * @param {number} radians - A value in radians.
  1781. * @return {number} The converted value in degrees.
  1782. */
  1783. function radToDeg( radians ) {
  1784. return radians * RAD2DEG;
  1785. }
  1786. /**
  1787. * Returns `true` if the given number is a power of two.
  1788. *
  1789. * @param {number} value - The value to check.
  1790. * @return {boolean} Whether the given number is a power of two or not.
  1791. */
  1792. function isPowerOfTwo( value ) {
  1793. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  1794. }
  1795. /**
  1796. * Returns the smallest power of two that is greater than or equal to the given number.
  1797. *
  1798. * @param {number} value - The value to find a POT for.
  1799. * @return {number} The smallest power of two that is greater than or equal to the given number.
  1800. */
  1801. function ceilPowerOfTwo( value ) {
  1802. return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
  1803. }
  1804. /**
  1805. * Returns the largest power of two that is less than or equal to the given number.
  1806. *
  1807. * @param {number} value - The value to find a POT for.
  1808. * @return {number} The largest power of two that is less than or equal to the given number.
  1809. */
  1810. function floorPowerOfTwo( value ) {
  1811. return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
  1812. }
  1813. /**
  1814. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  1815. * defined by the given angles and order.
  1816. *
  1817. * Rotations are applied to the axes in the order specified by order:
  1818. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  1819. *
  1820. * @param {Quaternion} q - The quaternion to set.
  1821. * @param {number} a - The rotation applied to the first axis, in radians.
  1822. * @param {number} b - The rotation applied to the second axis, in radians.
  1823. * @param {number} c - The rotation applied to the third axis, in radians.
  1824. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  1825. */
  1826. function setQuaternionFromProperEuler( q, a, b, c, order ) {
  1827. const cos = Math.cos;
  1828. const sin = Math.sin;
  1829. const c2 = cos( b / 2 );
  1830. const s2 = sin( b / 2 );
  1831. const c13 = cos( ( a + c ) / 2 );
  1832. const s13 = sin( ( a + c ) / 2 );
  1833. const c1_3 = cos( ( a - c ) / 2 );
  1834. const s1_3 = sin( ( a - c ) / 2 );
  1835. const c3_1 = cos( ( c - a ) / 2 );
  1836. const s3_1 = sin( ( c - a ) / 2 );
  1837. switch ( order ) {
  1838. case 'XYX':
  1839. q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );
  1840. break;
  1841. case 'YZY':
  1842. q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );
  1843. break;
  1844. case 'ZXZ':
  1845. q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );
  1846. break;
  1847. case 'XZX':
  1848. q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );
  1849. break;
  1850. case 'YXY':
  1851. q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );
  1852. break;
  1853. case 'ZYZ':
  1854. q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );
  1855. break;
  1856. default:
  1857. console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );
  1858. }
  1859. }
  1860. /**
  1861. * Denormalizes the given value according to the given typed array.
  1862. *
  1863. * @param {number} value - The value to denormalize.
  1864. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1865. * @return {number} The denormalize (float) value in the range `[0,1]`.
  1866. */
  1867. function denormalize( value, array ) {
  1868. switch ( array.constructor ) {
  1869. case Float32Array:
  1870. return value;
  1871. case Uint32Array:
  1872. return value / 4294967295.0;
  1873. case Uint16Array:
  1874. return value / 65535.0;
  1875. case Uint8Array:
  1876. return value / 255.0;
  1877. case Int32Array:
  1878. return Math.max( value / 2147483647.0, -1 );
  1879. case Int16Array:
  1880. return Math.max( value / 32767.0, -1 );
  1881. case Int8Array:
  1882. return Math.max( value / 127.0, -1 );
  1883. default:
  1884. throw new Error( 'Invalid component type.' );
  1885. }
  1886. }
  1887. /**
  1888. * Normalizes the given value according to the given typed array.
  1889. *
  1890. * @param {number} value - The float value in the range `[0,1]` to normalize.
  1891. * @param {TypedArray} array - The typed array that defines the data type of the value.
  1892. * @return {number} The normalize value.
  1893. */
  1894. function normalize( value, array ) {
  1895. switch ( array.constructor ) {
  1896. case Float32Array:
  1897. return value;
  1898. case Uint32Array:
  1899. return Math.round( value * 4294967295.0 );
  1900. case Uint16Array:
  1901. return Math.round( value * 65535.0 );
  1902. case Uint8Array:
  1903. return Math.round( value * 255.0 );
  1904. case Int32Array:
  1905. return Math.round( value * 2147483647.0 );
  1906. case Int16Array:
  1907. return Math.round( value * 32767.0 );
  1908. case Int8Array:
  1909. return Math.round( value * 127.0 );
  1910. default:
  1911. throw new Error( 'Invalid component type.' );
  1912. }
  1913. }
  1914. /**
  1915. * @class
  1916. * @classdesc A collection of math utility functions.
  1917. * @hideconstructor
  1918. */
  1919. const MathUtils = {
  1920. DEG2RAD: DEG2RAD,
  1921. RAD2DEG: RAD2DEG,
  1922. /**
  1923. * Generate a [UUID]{@link https://en.wikipedia.org/wiki/Universally_unique_identifier}
  1924. * (universally unique identifier).
  1925. *
  1926. * @static
  1927. * @method
  1928. * @return {string} The UUID.
  1929. */
  1930. generateUUID: generateUUID,
  1931. /**
  1932. * Clamps the given value between min and max.
  1933. *
  1934. * @static
  1935. * @method
  1936. * @param {number} value - The value to clamp.
  1937. * @param {number} min - The min value.
  1938. * @param {number} max - The max value.
  1939. * @return {number} The clamped value.
  1940. */
  1941. clamp: clamp,
  1942. /**
  1943. * Computes the Euclidean modulo of the given parameters that
  1944. * is `( ( n % m ) + m ) % m`.
  1945. *
  1946. * @static
  1947. * @method
  1948. * @param {number} n - The first parameter.
  1949. * @param {number} m - The second parameter.
  1950. * @return {number} The Euclidean modulo.
  1951. */
  1952. euclideanModulo: euclideanModulo,
  1953. /**
  1954. * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
  1955. * for the given value.
  1956. *
  1957. * @static
  1958. * @method
  1959. * @param {number} x - The value to be mapped.
  1960. * @param {number} a1 - Minimum value for range A.
  1961. * @param {number} a2 - Maximum value for range A.
  1962. * @param {number} b1 - Minimum value for range B.
  1963. * @param {number} b2 - Maximum value for range B.
  1964. * @return {number} The mapped value.
  1965. */
  1966. mapLinear: mapLinear,
  1967. /**
  1968. * Returns the percentage in the closed interval `[0, 1]` of the given value
  1969. * between the start and end point.
  1970. *
  1971. * @static
  1972. * @method
  1973. * @param {number} x - The start point
  1974. * @param {number} y - The end point.
  1975. * @param {number} value - A value between start and end.
  1976. * @return {number} The interpolation factor.
  1977. */
  1978. inverseLerp: inverseLerp,
  1979. /**
  1980. * Returns a value linearly interpolated from two known points based on the given interval -
  1981. * `t = 0` will return `x` and `t = 1` will return `y`.
  1982. *
  1983. * @static
  1984. * @method
  1985. * @param {number} x - The start point
  1986. * @param {number} y - The end point.
  1987. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  1988. * @return {number} The interpolated value.
  1989. */
  1990. lerp: lerp,
  1991. /**
  1992. * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta
  1993. * time to maintain frame rate independent movement. For details, see
  1994. * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.
  1995. *
  1996. * @static
  1997. * @method
  1998. * @param {number} x - The current point.
  1999. * @param {number} y - The target point.
  2000. * @param {number} lambda - A higher lambda value will make the movement more sudden,
  2001. * and a lower value will make the movement more gradual.
  2002. * @param {number} dt - Delta time in seconds.
  2003. * @return {number} The interpolated value.
  2004. */
  2005. damp: damp,
  2006. /**
  2007. * Returns a value that alternates between `0` and the given `length` parameter.
  2008. *
  2009. * @static
  2010. * @method
  2011. * @param {number} x - The value to pingpong.
  2012. * @param {number} [length=1] - The positive value the function will pingpong to.
  2013. * @return {number} The alternated value.
  2014. */
  2015. pingpong: pingpong,
  2016. /**
  2017. * Returns a value in the range `[0,1]` that represents the percentage that `x` has
  2018. * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
  2019. * the `min` and `max`.
  2020. *
  2021. * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.
  2022. *
  2023. * @static
  2024. * @method
  2025. * @param {number} x - The value to evaluate based on its position between min and max.
  2026. * @param {number} min - The min value. Any x value below min will be `0`.
  2027. * @param {number} max - The max value. Any x value above max will be `1`.
  2028. * @return {number} The alternated value.
  2029. */
  2030. smoothstep: smoothstep,
  2031. /**
  2032. * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}
  2033. * that has zero 1st and 2nd order derivatives at x=0 and x=1.
  2034. *
  2035. * @static
  2036. * @method
  2037. * @param {number} x - The value to evaluate based on its position between min and max.
  2038. * @param {number} min - The min value. Any x value below min will be `0`.
  2039. * @param {number} max - The max value. Any x value above max will be `1`.
  2040. * @return {number} The alternated value.
  2041. */
  2042. smootherstep: smootherstep,
  2043. /**
  2044. * Returns a random integer from `<low, high>` interval.
  2045. *
  2046. * @static
  2047. * @method
  2048. * @param {number} low - The lower value boundary.
  2049. * @param {number} high - The upper value boundary
  2050. * @return {number} A random integer.
  2051. */
  2052. randInt: randInt,
  2053. /**
  2054. * Returns a random float from `<low, high>` interval.
  2055. *
  2056. * @static
  2057. * @method
  2058. * @param {number} low - The lower value boundary.
  2059. * @param {number} high - The upper value boundary
  2060. * @return {number} A random float.
  2061. */
  2062. randFloat: randFloat,
  2063. /**
  2064. * Returns a random integer from `<-range/2, range/2>` interval.
  2065. *
  2066. * @static
  2067. * @method
  2068. * @param {number} range - Defines the value range.
  2069. * @return {number} A random float.
  2070. */
  2071. randFloatSpread: randFloatSpread,
  2072. /**
  2073. * Returns a deterministic pseudo-random float in the interval `[0, 1]`.
  2074. *
  2075. * @static
  2076. * @method
  2077. * @param {number} [s] - The integer seed.
  2078. * @return {number} A random float.
  2079. */
  2080. seededRandom: seededRandom,
  2081. /**
  2082. * Converts degrees to radians.
  2083. *
  2084. * @static
  2085. * @method
  2086. * @param {number} degrees - A value in degrees.
  2087. * @return {number} The converted value in radians.
  2088. */
  2089. degToRad: degToRad,
  2090. /**
  2091. * Converts radians to degrees.
  2092. *
  2093. * @static
  2094. * @method
  2095. * @param {number} radians - A value in radians.
  2096. * @return {number} The converted value in degrees.
  2097. */
  2098. radToDeg: radToDeg,
  2099. /**
  2100. * Returns `true` if the given number is a power of two.
  2101. *
  2102. * @static
  2103. * @method
  2104. * @param {number} value - The value to check.
  2105. * @return {boolean} Whether the given number is a power of two or not.
  2106. */
  2107. isPowerOfTwo: isPowerOfTwo,
  2108. /**
  2109. * Returns the smallest power of two that is greater than or equal to the given number.
  2110. *
  2111. * @static
  2112. * @method
  2113. * @param {number} value - The value to find a POT for.
  2114. * @return {number} The smallest power of two that is greater than or equal to the given number.
  2115. */
  2116. ceilPowerOfTwo: ceilPowerOfTwo,
  2117. /**
  2118. * Returns the largest power of two that is less than or equal to the given number.
  2119. *
  2120. * @static
  2121. * @method
  2122. * @param {number} value - The value to find a POT for.
  2123. * @return {number} The largest power of two that is less than or equal to the given number.
  2124. */
  2125. floorPowerOfTwo: floorPowerOfTwo,
  2126. /**
  2127. * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}
  2128. * defined by the given angles and order.
  2129. *
  2130. * Rotations are applied to the axes in the order specified by order:
  2131. * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
  2132. *
  2133. * @static
  2134. * @method
  2135. * @param {Quaternion} q - The quaternion to set.
  2136. * @param {number} a - The rotation applied to the first axis, in radians.
  2137. * @param {number} b - The rotation applied to the second axis, in radians.
  2138. * @param {number} c - The rotation applied to the third axis, in radians.
  2139. * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
  2140. */
  2141. setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  2142. /**
  2143. * Normalizes the given value according to the given typed array.
  2144. *
  2145. * @static
  2146. * @method
  2147. * @param {number} value - The float value in the range `[0,1]` to normalize.
  2148. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2149. * @return {number} The normalize value.
  2150. */
  2151. normalize: normalize,
  2152. /**
  2153. * Denormalizes the given value according to the given typed array.
  2154. *
  2155. * @static
  2156. * @method
  2157. * @param {number} value - The value to denormalize.
  2158. * @param {TypedArray} array - The typed array that defines the data type of the value.
  2159. * @return {number} The denormalize (float) value in the range `[0,1]`.
  2160. */
  2161. denormalize: denormalize
  2162. };
  2163. /**
  2164. * Class representing a 2D vector. A 2D vector is an ordered pair of numbers
  2165. * (labeled x and y), which can be used to represent a number of things, such as:
  2166. *
  2167. * - A point in 2D space (i.e. a position on a plane).
  2168. * - A direction and length across a plane. In three.js the length will
  2169. * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)`
  2170. * and the direction is also measured from `(0, 0)` towards `(x, y)`.
  2171. * - Any arbitrary ordered pair of numbers.
  2172. *
  2173. * There are other things a 2D vector can be used to represent, such as
  2174. * momentum vectors, complex numbers and so on, however these are the most
  2175. * common uses in three.js.
  2176. *
  2177. * Iterating through a vector instance will yield its components `(x, y)` in
  2178. * the corresponding order.
  2179. * ```js
  2180. * const a = new THREE.Vector2( 0, 1 );
  2181. *
  2182. * //no arguments; will be initialised to (0, 0)
  2183. * const b = new THREE.Vector2( );
  2184. *
  2185. * const d = a.distanceTo( b );
  2186. * ```
  2187. */
  2188. class Vector2 {
  2189. /**
  2190. * Constructs a new 2D vector.
  2191. *
  2192. * @param {number} [x=0] - The x value of this vector.
  2193. * @param {number} [y=0] - The y value of this vector.
  2194. */
  2195. constructor( x = 0, y = 0 ) {
  2196. /**
  2197. * This flag can be used for type testing.
  2198. *
  2199. * @type {boolean}
  2200. * @readonly
  2201. * @default true
  2202. */
  2203. Vector2.prototype.isVector2 = true;
  2204. /**
  2205. * The x value of this vector.
  2206. *
  2207. * @type {number}
  2208. */
  2209. this.x = x;
  2210. /**
  2211. * The y value of this vector.
  2212. *
  2213. * @type {number}
  2214. */
  2215. this.y = y;
  2216. }
  2217. /**
  2218. * Alias for {@link Vector2#x}.
  2219. *
  2220. * @type {number}
  2221. */
  2222. get width() {
  2223. return this.x;
  2224. }
  2225. set width( value ) {
  2226. this.x = value;
  2227. }
  2228. /**
  2229. * Alias for {@link Vector2#y}.
  2230. *
  2231. * @type {number}
  2232. */
  2233. get height() {
  2234. return this.y;
  2235. }
  2236. set height( value ) {
  2237. this.y = value;
  2238. }
  2239. /**
  2240. * Sets the vector components.
  2241. *
  2242. * @param {number} x - The value of the x component.
  2243. * @param {number} y - The value of the y component.
  2244. * @return {Vector2} A reference to this vector.
  2245. */
  2246. set( x, y ) {
  2247. this.x = x;
  2248. this.y = y;
  2249. return this;
  2250. }
  2251. /**
  2252. * Sets the vector components to the same value.
  2253. *
  2254. * @param {number} scalar - The value to set for all vector components.
  2255. * @return {Vector2} A reference to this vector.
  2256. */
  2257. setScalar( scalar ) {
  2258. this.x = scalar;
  2259. this.y = scalar;
  2260. return this;
  2261. }
  2262. /**
  2263. * Sets the vector's x component to the given value
  2264. *
  2265. * @param {number} x - The value to set.
  2266. * @return {Vector2} A reference to this vector.
  2267. */
  2268. setX( x ) {
  2269. this.x = x;
  2270. return this;
  2271. }
  2272. /**
  2273. * Sets the vector's y component to the given value
  2274. *
  2275. * @param {number} y - The value to set.
  2276. * @return {Vector2} A reference to this vector.
  2277. */
  2278. setY( y ) {
  2279. this.y = y;
  2280. return this;
  2281. }
  2282. /**
  2283. * Allows to set a vector component with an index.
  2284. *
  2285. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2286. * @param {number} value - The value to set.
  2287. * @return {Vector2} A reference to this vector.
  2288. */
  2289. setComponent( index, value ) {
  2290. switch ( index ) {
  2291. case 0: this.x = value; break;
  2292. case 1: this.y = value; break;
  2293. default: throw new Error( 'index is out of range: ' + index );
  2294. }
  2295. return this;
  2296. }
  2297. /**
  2298. * Returns the value of the vector component which matches the given index.
  2299. *
  2300. * @param {number} index - The component index. `0` equals to x, `1` equals to y.
  2301. * @return {number} A vector component value.
  2302. */
  2303. getComponent( index ) {
  2304. switch ( index ) {
  2305. case 0: return this.x;
  2306. case 1: return this.y;
  2307. default: throw new Error( 'index is out of range: ' + index );
  2308. }
  2309. }
  2310. /**
  2311. * Returns a new vector with copied values from this instance.
  2312. *
  2313. * @return {Vector2} A clone of this instance.
  2314. */
  2315. clone() {
  2316. return new this.constructor( this.x, this.y );
  2317. }
  2318. /**
  2319. * Copies the values of the given vector to this instance.
  2320. *
  2321. * @param {Vector2} v - The vector to copy.
  2322. * @return {Vector2} A reference to this vector.
  2323. */
  2324. copy( v ) {
  2325. this.x = v.x;
  2326. this.y = v.y;
  2327. return this;
  2328. }
  2329. /**
  2330. * Adds the given vector to this instance.
  2331. *
  2332. * @param {Vector2} v - The vector to add.
  2333. * @return {Vector2} A reference to this vector.
  2334. */
  2335. add( v ) {
  2336. this.x += v.x;
  2337. this.y += v.y;
  2338. return this;
  2339. }
  2340. /**
  2341. * Adds the given scalar value to all components of this instance.
  2342. *
  2343. * @param {number} s - The scalar to add.
  2344. * @return {Vector2} A reference to this vector.
  2345. */
  2346. addScalar( s ) {
  2347. this.x += s;
  2348. this.y += s;
  2349. return this;
  2350. }
  2351. /**
  2352. * Adds the given vectors and stores the result in this instance.
  2353. *
  2354. * @param {Vector2} a - The first vector.
  2355. * @param {Vector2} b - The second vector.
  2356. * @return {Vector2} A reference to this vector.
  2357. */
  2358. addVectors( a, b ) {
  2359. this.x = a.x + b.x;
  2360. this.y = a.y + b.y;
  2361. return this;
  2362. }
  2363. /**
  2364. * Adds the given vector scaled by the given factor to this instance.
  2365. *
  2366. * @param {Vector2} v - The vector.
  2367. * @param {number} s - The factor that scales `v`.
  2368. * @return {Vector2} A reference to this vector.
  2369. */
  2370. addScaledVector( v, s ) {
  2371. this.x += v.x * s;
  2372. this.y += v.y * s;
  2373. return this;
  2374. }
  2375. /**
  2376. * Subtracts the given vector from this instance.
  2377. *
  2378. * @param {Vector2} v - The vector to subtract.
  2379. * @return {Vector2} A reference to this vector.
  2380. */
  2381. sub( v ) {
  2382. this.x -= v.x;
  2383. this.y -= v.y;
  2384. return this;
  2385. }
  2386. /**
  2387. * Subtracts the given scalar value from all components of this instance.
  2388. *
  2389. * @param {number} s - The scalar to subtract.
  2390. * @return {Vector2} A reference to this vector.
  2391. */
  2392. subScalar( s ) {
  2393. this.x -= s;
  2394. this.y -= s;
  2395. return this;
  2396. }
  2397. /**
  2398. * Subtracts the given vectors and stores the result in this instance.
  2399. *
  2400. * @param {Vector2} a - The first vector.
  2401. * @param {Vector2} b - The second vector.
  2402. * @return {Vector2} A reference to this vector.
  2403. */
  2404. subVectors( a, b ) {
  2405. this.x = a.x - b.x;
  2406. this.y = a.y - b.y;
  2407. return this;
  2408. }
  2409. /**
  2410. * Multiplies the given vector with this instance.
  2411. *
  2412. * @param {Vector2} v - The vector to multiply.
  2413. * @return {Vector2} A reference to this vector.
  2414. */
  2415. multiply( v ) {
  2416. this.x *= v.x;
  2417. this.y *= v.y;
  2418. return this;
  2419. }
  2420. /**
  2421. * Multiplies the given scalar value with all components of this instance.
  2422. *
  2423. * @param {number} scalar - The scalar to multiply.
  2424. * @return {Vector2} A reference to this vector.
  2425. */
  2426. multiplyScalar( scalar ) {
  2427. this.x *= scalar;
  2428. this.y *= scalar;
  2429. return this;
  2430. }
  2431. /**
  2432. * Divides this instance by the given vector.
  2433. *
  2434. * @param {Vector2} v - The vector to divide.
  2435. * @return {Vector2} A reference to this vector.
  2436. */
  2437. divide( v ) {
  2438. this.x /= v.x;
  2439. this.y /= v.y;
  2440. return this;
  2441. }
  2442. /**
  2443. * Divides this vector by the given scalar.
  2444. *
  2445. * @param {number} scalar - The scalar to divide.
  2446. * @return {Vector2} A reference to this vector.
  2447. */
  2448. divideScalar( scalar ) {
  2449. return this.multiplyScalar( 1 / scalar );
  2450. }
  2451. /**
  2452. * Multiplies this vector (with an implicit 1 as the 3rd component) by
  2453. * the given 3x3 matrix.
  2454. *
  2455. * @param {Matrix3} m - The matrix to apply.
  2456. * @return {Vector2} A reference to this vector.
  2457. */
  2458. applyMatrix3( m ) {
  2459. const x = this.x, y = this.y;
  2460. const e = m.elements;
  2461. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  2462. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  2463. return this;
  2464. }
  2465. /**
  2466. * If this vector's x or y value is greater than the given vector's x or y
  2467. * value, replace that value with the corresponding min value.
  2468. *
  2469. * @param {Vector2} v - The vector.
  2470. * @return {Vector2} A reference to this vector.
  2471. */
  2472. min( v ) {
  2473. this.x = Math.min( this.x, v.x );
  2474. this.y = Math.min( this.y, v.y );
  2475. return this;
  2476. }
  2477. /**
  2478. * If this vector's x or y value is less than the given vector's x or y
  2479. * value, replace that value with the corresponding max value.
  2480. *
  2481. * @param {Vector2} v - The vector.
  2482. * @return {Vector2} A reference to this vector.
  2483. */
  2484. max( v ) {
  2485. this.x = Math.max( this.x, v.x );
  2486. this.y = Math.max( this.y, v.y );
  2487. return this;
  2488. }
  2489. /**
  2490. * If this vector's x or y value is greater than the max vector's x or y
  2491. * value, it is replaced by the corresponding value.
  2492. * If this vector's x or y value is less than the min vector's x or y value,
  2493. * it is replaced by the corresponding value.
  2494. *
  2495. * @param {Vector2} min - The minimum x and y values.
  2496. * @param {Vector2} max - The maximum x and y values in the desired range.
  2497. * @return {Vector2} A reference to this vector.
  2498. */
  2499. clamp( min, max ) {
  2500. // assumes min < max, componentwise
  2501. this.x = clamp( this.x, min.x, max.x );
  2502. this.y = clamp( this.y, min.y, max.y );
  2503. return this;
  2504. }
  2505. /**
  2506. * If this vector's x or y values are greater than the max value, they are
  2507. * replaced by the max value.
  2508. * If this vector's x or y values are less than the min value, they are
  2509. * replaced by the min value.
  2510. *
  2511. * @param {number} minVal - The minimum value the components will be clamped to.
  2512. * @param {number} maxVal - The maximum value the components will be clamped to.
  2513. * @return {Vector2} A reference to this vector.
  2514. */
  2515. clampScalar( minVal, maxVal ) {
  2516. this.x = clamp( this.x, minVal, maxVal );
  2517. this.y = clamp( this.y, minVal, maxVal );
  2518. return this;
  2519. }
  2520. /**
  2521. * If this vector's length is greater than the max value, it is replaced by
  2522. * the max value.
  2523. * If this vector's length is less than the min value, it is replaced by the
  2524. * min value.
  2525. *
  2526. * @param {number} min - The minimum value the vector length will be clamped to.
  2527. * @param {number} max - The maximum value the vector length will be clamped to.
  2528. * @return {Vector2} A reference to this vector.
  2529. */
  2530. clampLength( min, max ) {
  2531. const length = this.length();
  2532. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  2533. }
  2534. /**
  2535. * The components of this vector are rounded down to the nearest integer value.
  2536. *
  2537. * @return {Vector2} A reference to this vector.
  2538. */
  2539. floor() {
  2540. this.x = Math.floor( this.x );
  2541. this.y = Math.floor( this.y );
  2542. return this;
  2543. }
  2544. /**
  2545. * The components of this vector are rounded up to the nearest integer value.
  2546. *
  2547. * @return {Vector2} A reference to this vector.
  2548. */
  2549. ceil() {
  2550. this.x = Math.ceil( this.x );
  2551. this.y = Math.ceil( this.y );
  2552. return this;
  2553. }
  2554. /**
  2555. * The components of this vector are rounded to the nearest integer value
  2556. *
  2557. * @return {Vector2} A reference to this vector.
  2558. */
  2559. round() {
  2560. this.x = Math.round( this.x );
  2561. this.y = Math.round( this.y );
  2562. return this;
  2563. }
  2564. /**
  2565. * The components of this vector are rounded towards zero (up if negative,
  2566. * down if positive) to an integer value.
  2567. *
  2568. * @return {Vector2} A reference to this vector.
  2569. */
  2570. roundToZero() {
  2571. this.x = Math.trunc( this.x );
  2572. this.y = Math.trunc( this.y );
  2573. return this;
  2574. }
  2575. /**
  2576. * Inverts this vector - i.e. sets x = -x and y = -y.
  2577. *
  2578. * @return {Vector2} A reference to this vector.
  2579. */
  2580. negate() {
  2581. this.x = - this.x;
  2582. this.y = - this.y;
  2583. return this;
  2584. }
  2585. /**
  2586. * Calculates the dot product of the given vector with this instance.
  2587. *
  2588. * @param {Vector2} v - The vector to compute the dot product with.
  2589. * @return {number} The result of the dot product.
  2590. */
  2591. dot( v ) {
  2592. return this.x * v.x + this.y * v.y;
  2593. }
  2594. /**
  2595. * Calculates the cross product of the given vector with this instance.
  2596. *
  2597. * @param {Vector2} v - The vector to compute the cross product with.
  2598. * @return {number} The result of the cross product.
  2599. */
  2600. cross( v ) {
  2601. return this.x * v.y - this.y * v.x;
  2602. }
  2603. /**
  2604. * Computes the square of the Euclidean length (straight-line length) from
  2605. * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
  2606. * compare the length squared instead as it is slightly more efficient to calculate.
  2607. *
  2608. * @return {number} The square length of this vector.
  2609. */
  2610. lengthSq() {
  2611. return this.x * this.x + this.y * this.y;
  2612. }
  2613. /**
  2614. * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y).
  2615. *
  2616. * @return {number} The length of this vector.
  2617. */
  2618. length() {
  2619. return Math.sqrt( this.x * this.x + this.y * this.y );
  2620. }
  2621. /**
  2622. * Computes the Manhattan length of this vector.
  2623. *
  2624. * @return {number} The length of this vector.
  2625. */
  2626. manhattanLength() {
  2627. return Math.abs( this.x ) + Math.abs( this.y );
  2628. }
  2629. /**
  2630. * Converts this vector to a unit vector - that is, sets it equal to a vector
  2631. * with the same direction as this one, but with a vector length of `1`.
  2632. *
  2633. * @return {Vector2} A reference to this vector.
  2634. */
  2635. normalize() {
  2636. return this.divideScalar( this.length() || 1 );
  2637. }
  2638. /**
  2639. * Computes the angle in radians of this vector with respect to the positive x-axis.
  2640. *
  2641. * @return {number} The angle in radians.
  2642. */
  2643. angle() {
  2644. const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
  2645. return angle;
  2646. }
  2647. /**
  2648. * Returns the angle between the given vector and this instance in radians.
  2649. *
  2650. * @param {Vector2} v - The vector to compute the angle with.
  2651. * @return {number} The angle in radians.
  2652. */
  2653. angleTo( v ) {
  2654. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  2655. if ( denominator === 0 ) return Math.PI / 2;
  2656. const theta = this.dot( v ) / denominator;
  2657. // clamp, to handle numerical problems
  2658. return Math.acos( clamp( theta, -1, 1 ) );
  2659. }
  2660. /**
  2661. * Computes the distance from the given vector to this instance.
  2662. *
  2663. * @param {Vector2} v - The vector to compute the distance to.
  2664. * @return {number} The distance.
  2665. */
  2666. distanceTo( v ) {
  2667. return Math.sqrt( this.distanceToSquared( v ) );
  2668. }
  2669. /**
  2670. * Computes the squared distance from the given vector to this instance.
  2671. * If you are just comparing the distance with another distance, you should compare
  2672. * the distance squared instead as it is slightly more efficient to calculate.
  2673. *
  2674. * @param {Vector2} v - The vector to compute the squared distance to.
  2675. * @return {number} The squared distance.
  2676. */
  2677. distanceToSquared( v ) {
  2678. const dx = this.x - v.x, dy = this.y - v.y;
  2679. return dx * dx + dy * dy;
  2680. }
  2681. /**
  2682. * Computes the Manhattan distance from the given vector to this instance.
  2683. *
  2684. * @param {Vector2} v - The vector to compute the Manhattan distance to.
  2685. * @return {number} The Manhattan distance.
  2686. */
  2687. manhattanDistanceTo( v ) {
  2688. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  2689. }
  2690. /**
  2691. * Sets this vector to a vector with the same direction as this one, but
  2692. * with the specified length.
  2693. *
  2694. * @param {number} length - The new length of this vector.
  2695. * @return {Vector2} A reference to this vector.
  2696. */
  2697. setLength( length ) {
  2698. return this.normalize().multiplyScalar( length );
  2699. }
  2700. /**
  2701. * Linearly interpolates between the given vector and this instance, where
  2702. * alpha is the percent distance along the line - alpha = 0 will be this
  2703. * vector, and alpha = 1 will be the given one.
  2704. *
  2705. * @param {Vector2} v - The vector to interpolate towards.
  2706. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2707. * @return {Vector2} A reference to this vector.
  2708. */
  2709. lerp( v, alpha ) {
  2710. this.x += ( v.x - this.x ) * alpha;
  2711. this.y += ( v.y - this.y ) * alpha;
  2712. return this;
  2713. }
  2714. /**
  2715. * Linearly interpolates between the given vectors, where alpha is the percent
  2716. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  2717. * be the second one. The result is stored in this instance.
  2718. *
  2719. * @param {Vector2} v1 - The first vector.
  2720. * @param {Vector2} v2 - The second vector.
  2721. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  2722. * @return {Vector2} A reference to this vector.
  2723. */
  2724. lerpVectors( v1, v2, alpha ) {
  2725. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  2726. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  2727. return this;
  2728. }
  2729. /**
  2730. * Returns `true` if this vector is equal with the given one.
  2731. *
  2732. * @param {Vector2} v - The vector to test for equality.
  2733. * @return {boolean} Whether this vector is equal with the given one.
  2734. */
  2735. equals( v ) {
  2736. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  2737. }
  2738. /**
  2739. * Sets this vector's x value to be `array[ offset ]` and y
  2740. * value to be `array[ offset + 1 ]`.
  2741. *
  2742. * @param {Array<number>} array - An array holding the vector component values.
  2743. * @param {number} [offset=0] - The offset into the array.
  2744. * @return {Vector2} A reference to this vector.
  2745. */
  2746. fromArray( array, offset = 0 ) {
  2747. this.x = array[ offset ];
  2748. this.y = array[ offset + 1 ];
  2749. return this;
  2750. }
  2751. /**
  2752. * Writes the components of this vector to the given array. If no array is provided,
  2753. * the method returns a new instance.
  2754. *
  2755. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  2756. * @param {number} [offset=0] - Index of the first element in the array.
  2757. * @return {Array<number>} The vector components.
  2758. */
  2759. toArray( array = [], offset = 0 ) {
  2760. array[ offset ] = this.x;
  2761. array[ offset + 1 ] = this.y;
  2762. return array;
  2763. }
  2764. /**
  2765. * Sets the components of this vector from the given buffer attribute.
  2766. *
  2767. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  2768. * @param {number} index - The index into the attribute.
  2769. * @return {Vector2} A reference to this vector.
  2770. */
  2771. fromBufferAttribute( attribute, index ) {
  2772. this.x = attribute.getX( index );
  2773. this.y = attribute.getY( index );
  2774. return this;
  2775. }
  2776. /**
  2777. * Rotates this vector around the given center by the given angle.
  2778. *
  2779. * @param {Vector2} center - The point around which to rotate.
  2780. * @param {number} angle - The angle to rotate, in radians.
  2781. * @return {Vector2} A reference to this vector.
  2782. */
  2783. rotateAround( center, angle ) {
  2784. const c = Math.cos( angle ), s = Math.sin( angle );
  2785. const x = this.x - center.x;
  2786. const y = this.y - center.y;
  2787. this.x = x * c - y * s + center.x;
  2788. this.y = x * s + y * c + center.y;
  2789. return this;
  2790. }
  2791. /**
  2792. * Sets each component of this vector to a pseudo-random value between `0` and
  2793. * `1`, excluding `1`.
  2794. *
  2795. * @return {Vector2} A reference to this vector.
  2796. */
  2797. random() {
  2798. this.x = Math.random();
  2799. this.y = Math.random();
  2800. return this;
  2801. }
  2802. *[ Symbol.iterator ]() {
  2803. yield this.x;
  2804. yield this.y;
  2805. }
  2806. }
  2807. /**
  2808. * Represents a 3x3 matrix.
  2809. *
  2810. * A Note on Row-Major and Column-Major Ordering:
  2811. *
  2812. * The constructor and {@link Matrix3#set} method take arguments in
  2813. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  2814. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  2815. * This means that calling:
  2816. * ```js
  2817. * const m = new THREE.Matrix();
  2818. * m.set( 11, 12, 13,
  2819. * 21, 22, 23,
  2820. * 31, 32, 33 );
  2821. * ```
  2822. * will result in the elements array containing:
  2823. * ```js
  2824. * m.elements = [ 11, 21, 31,
  2825. * 12, 22, 32,
  2826. * 13, 23, 33 ];
  2827. * ```
  2828. * and internally all calculations are performed using column-major ordering.
  2829. * However, as the actual ordering makes no difference mathematically and
  2830. * most people are used to thinking about matrices in row-major order, the
  2831. * three.js documentation shows matrices in row-major order. Just bear in
  2832. * mind that if you are reading the source code, you'll have to take the
  2833. * transpose of any matrices outlined here to make sense of the calculations.
  2834. */
  2835. class Matrix3 {
  2836. /**
  2837. * Constructs a new 3x3 matrix. The arguments are supposed to be
  2838. * in row-major order. If no arguments are provided, the constructor
  2839. * initializes the matrix as an identity matrix.
  2840. *
  2841. * @param {number} [n11] - 1-1 matrix element.
  2842. * @param {number} [n12] - 1-2 matrix element.
  2843. * @param {number} [n13] - 1-3 matrix element.
  2844. * @param {number} [n21] - 2-1 matrix element.
  2845. * @param {number} [n22] - 2-2 matrix element.
  2846. * @param {number} [n23] - 2-3 matrix element.
  2847. * @param {number} [n31] - 3-1 matrix element.
  2848. * @param {number} [n32] - 3-2 matrix element.
  2849. * @param {number} [n33] - 3-3 matrix element.
  2850. */
  2851. constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2852. /**
  2853. * This flag can be used for type testing.
  2854. *
  2855. * @type {boolean}
  2856. * @readonly
  2857. * @default true
  2858. */
  2859. Matrix3.prototype.isMatrix3 = true;
  2860. /**
  2861. * A column-major list of matrix values.
  2862. *
  2863. * @type {Array<number>}
  2864. */
  2865. this.elements = [
  2866. 1, 0, 0,
  2867. 0, 1, 0,
  2868. 0, 0, 1
  2869. ];
  2870. if ( n11 !== undefined ) {
  2871. this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
  2872. }
  2873. }
  2874. /**
  2875. * Sets the elements of the matrix.The arguments are supposed to be
  2876. * in row-major order.
  2877. *
  2878. * @param {number} [n11] - 1-1 matrix element.
  2879. * @param {number} [n12] - 1-2 matrix element.
  2880. * @param {number} [n13] - 1-3 matrix element.
  2881. * @param {number} [n21] - 2-1 matrix element.
  2882. * @param {number} [n22] - 2-2 matrix element.
  2883. * @param {number} [n23] - 2-3 matrix element.
  2884. * @param {number} [n31] - 3-1 matrix element.
  2885. * @param {number} [n32] - 3-2 matrix element.
  2886. * @param {number} [n33] - 3-3 matrix element.
  2887. * @return {Matrix3} A reference to this matrix.
  2888. */
  2889. set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2890. const te = this.elements;
  2891. te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
  2892. te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
  2893. te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
  2894. return this;
  2895. }
  2896. /**
  2897. * Sets this matrix to the 3x3 identity matrix.
  2898. *
  2899. * @return {Matrix3} A reference to this matrix.
  2900. */
  2901. identity() {
  2902. this.set(
  2903. 1, 0, 0,
  2904. 0, 1, 0,
  2905. 0, 0, 1
  2906. );
  2907. return this;
  2908. }
  2909. /**
  2910. * Copies the values of the given matrix to this instance.
  2911. *
  2912. * @param {Matrix3} m - The matrix to copy.
  2913. * @return {Matrix3} A reference to this matrix.
  2914. */
  2915. copy( m ) {
  2916. const te = this.elements;
  2917. const me = m.elements;
  2918. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
  2919. te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
  2920. te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
  2921. return this;
  2922. }
  2923. /**
  2924. * Extracts the basis of this matrix into the three axis vectors provided.
  2925. *
  2926. * @param {Vector3} xAxis - The basis's x axis.
  2927. * @param {Vector3} yAxis - The basis's y axis.
  2928. * @param {Vector3} zAxis - The basis's z axis.
  2929. * @return {Matrix3} A reference to this matrix.
  2930. */
  2931. extractBasis( xAxis, yAxis, zAxis ) {
  2932. xAxis.setFromMatrix3Column( this, 0 );
  2933. yAxis.setFromMatrix3Column( this, 1 );
  2934. zAxis.setFromMatrix3Column( this, 2 );
  2935. return this;
  2936. }
  2937. /**
  2938. * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
  2939. *
  2940. * @param {Matrix4} m - The 4x4 matrix.
  2941. * @return {Matrix3} A reference to this matrix.
  2942. */
  2943. setFromMatrix4( m ) {
  2944. const me = m.elements;
  2945. this.set(
  2946. me[ 0 ], me[ 4 ], me[ 8 ],
  2947. me[ 1 ], me[ 5 ], me[ 9 ],
  2948. me[ 2 ], me[ 6 ], me[ 10 ]
  2949. );
  2950. return this;
  2951. }
  2952. /**
  2953. * Post-multiplies this matrix by the given 3x3 matrix.
  2954. *
  2955. * @param {Matrix3} m - The matrix to multiply with.
  2956. * @return {Matrix3} A reference to this matrix.
  2957. */
  2958. multiply( m ) {
  2959. return this.multiplyMatrices( this, m );
  2960. }
  2961. /**
  2962. * Pre-multiplies this matrix by the given 3x3 matrix.
  2963. *
  2964. * @param {Matrix3} m - The matrix to multiply with.
  2965. * @return {Matrix3} A reference to this matrix.
  2966. */
  2967. premultiply( m ) {
  2968. return this.multiplyMatrices( m, this );
  2969. }
  2970. /**
  2971. * Multiples the given 3x3 matrices and stores the result
  2972. * in this matrix.
  2973. *
  2974. * @param {Matrix3} a - The first matrix.
  2975. * @param {Matrix3} b - The second matrix.
  2976. * @return {Matrix3} A reference to this matrix.
  2977. */
  2978. multiplyMatrices( a, b ) {
  2979. const ae = a.elements;
  2980. const be = b.elements;
  2981. const te = this.elements;
  2982. const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
  2983. const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
  2984. const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
  2985. const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
  2986. const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
  2987. const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
  2988. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
  2989. te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
  2990. te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
  2991. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
  2992. te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
  2993. te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
  2994. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
  2995. te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
  2996. te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
  2997. return this;
  2998. }
  2999. /**
  3000. * Multiplies every component of the matrix by the given scalar.
  3001. *
  3002. * @param {number} s - The scalar.
  3003. * @return {Matrix3} A reference to this matrix.
  3004. */
  3005. multiplyScalar( s ) {
  3006. const te = this.elements;
  3007. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  3008. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  3009. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  3010. return this;
  3011. }
  3012. /**
  3013. * Computes and returns the determinant of this matrix.
  3014. *
  3015. * @return {number} The determinant.
  3016. */
  3017. determinant() {
  3018. const te = this.elements;
  3019. const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  3020. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  3021. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  3022. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  3023. }
  3024. /**
  3025. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  3026. * You can not invert with a determinant of zero. If you attempt this, the method produces
  3027. * a zero matrix instead.
  3028. *
  3029. * @return {Matrix3} A reference to this matrix.
  3030. */
  3031. invert() {
  3032. const te = this.elements,
  3033. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
  3034. n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
  3035. n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
  3036. t11 = n33 * n22 - n32 * n23,
  3037. t12 = n32 * n13 - n33 * n12,
  3038. t13 = n23 * n12 - n22 * n13,
  3039. det = n11 * t11 + n21 * t12 + n31 * t13;
  3040. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  3041. const detInv = 1 / det;
  3042. te[ 0 ] = t11 * detInv;
  3043. te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
  3044. te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
  3045. te[ 3 ] = t12 * detInv;
  3046. te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
  3047. te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
  3048. te[ 6 ] = t13 * detInv;
  3049. te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
  3050. te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
  3051. return this;
  3052. }
  3053. /**
  3054. * Transposes this matrix in place.
  3055. *
  3056. * @return {Matrix3} A reference to this matrix.
  3057. */
  3058. transpose() {
  3059. let tmp;
  3060. const m = this.elements;
  3061. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  3062. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  3063. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  3064. return this;
  3065. }
  3066. /**
  3067. * Computes the normal matrix which is the inverse transpose of the upper
  3068. * left 3x3 portion of the given 4x4 matrix.
  3069. *
  3070. * @param {Matrix4} matrix4 - The 4x4 matrix.
  3071. * @return {Matrix3} A reference to this matrix.
  3072. */
  3073. getNormalMatrix( matrix4 ) {
  3074. return this.setFromMatrix4( matrix4 ).invert().transpose();
  3075. }
  3076. /**
  3077. * Transposes this matrix into the supplied array, and returns itself unchanged.
  3078. *
  3079. * @param {Array<number>} r - An array to store the transposed matrix elements.
  3080. * @return {Matrix3} A reference to this matrix.
  3081. */
  3082. transposeIntoArray( r ) {
  3083. const m = this.elements;
  3084. r[ 0 ] = m[ 0 ];
  3085. r[ 1 ] = m[ 3 ];
  3086. r[ 2 ] = m[ 6 ];
  3087. r[ 3 ] = m[ 1 ];
  3088. r[ 4 ] = m[ 4 ];
  3089. r[ 5 ] = m[ 7 ];
  3090. r[ 6 ] = m[ 2 ];
  3091. r[ 7 ] = m[ 5 ];
  3092. r[ 8 ] = m[ 8 ];
  3093. return this;
  3094. }
  3095. /**
  3096. * Sets the UV transform matrix from offset, repeat, rotation, and center.
  3097. *
  3098. * @param {number} tx - Offset x.
  3099. * @param {number} ty - Offset y.
  3100. * @param {number} sx - Repeat x.
  3101. * @param {number} sy - Repeat y.
  3102. * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
  3103. * @param {number} cx - Center x of rotation.
  3104. * @param {number} cy - Center y of rotation
  3105. * @return {Matrix3} A reference to this matrix.
  3106. */
  3107. setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
  3108. const c = Math.cos( rotation );
  3109. const s = Math.sin( rotation );
  3110. this.set(
  3111. sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
  3112. - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
  3113. 0, 0, 1
  3114. );
  3115. return this;
  3116. }
  3117. /**
  3118. * Scales this matrix with the given scalar values.
  3119. *
  3120. * @param {number} sx - The amount to scale in the X axis.
  3121. * @param {number} sy - The amount to scale in the Y axis.
  3122. * @return {Matrix3} A reference to this matrix.
  3123. */
  3124. scale( sx, sy ) {
  3125. this.premultiply( _m3.makeScale( sx, sy ) );
  3126. return this;
  3127. }
  3128. /**
  3129. * Rotates this matrix by the given angle.
  3130. *
  3131. * @param {number} theta - The rotation in radians.
  3132. * @return {Matrix3} A reference to this matrix.
  3133. */
  3134. rotate( theta ) {
  3135. this.premultiply( _m3.makeRotation( - theta ) );
  3136. return this;
  3137. }
  3138. /**
  3139. * Translates this matrix by the given scalar values.
  3140. *
  3141. * @param {number} tx - The amount to translate in the X axis.
  3142. * @param {number} ty - The amount to translate in the Y axis.
  3143. * @return {Matrix3} A reference to this matrix.
  3144. */
  3145. translate( tx, ty ) {
  3146. this.premultiply( _m3.makeTranslation( tx, ty ) );
  3147. return this;
  3148. }
  3149. // for 2D Transforms
  3150. /**
  3151. * Sets this matrix as a 2D translation transform.
  3152. *
  3153. * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
  3154. * @param {number} y - The amount to translate in the Y axis.
  3155. * @return {Matrix3} A reference to this matrix.
  3156. */
  3157. makeTranslation( x, y ) {
  3158. if ( x.isVector2 ) {
  3159. this.set(
  3160. 1, 0, x.x,
  3161. 0, 1, x.y,
  3162. 0, 0, 1
  3163. );
  3164. } else {
  3165. this.set(
  3166. 1, 0, x,
  3167. 0, 1, y,
  3168. 0, 0, 1
  3169. );
  3170. }
  3171. return this;
  3172. }
  3173. /**
  3174. * Sets this matrix as a 2D rotational transformation.
  3175. *
  3176. * @param {number} theta - The rotation in radians.
  3177. * @return {Matrix3} A reference to this matrix.
  3178. */
  3179. makeRotation( theta ) {
  3180. // counterclockwise
  3181. const c = Math.cos( theta );
  3182. const s = Math.sin( theta );
  3183. this.set(
  3184. c, - s, 0,
  3185. s, c, 0,
  3186. 0, 0, 1
  3187. );
  3188. return this;
  3189. }
  3190. /**
  3191. * Sets this matrix as a 2D scale transform.
  3192. *
  3193. * @param {number} x - The amount to scale in the X axis.
  3194. * @param {number} y - The amount to scale in the Y axis.
  3195. * @return {Matrix3} A reference to this matrix.
  3196. */
  3197. makeScale( x, y ) {
  3198. this.set(
  3199. x, 0, 0,
  3200. 0, y, 0,
  3201. 0, 0, 1
  3202. );
  3203. return this;
  3204. }
  3205. /**
  3206. * Returns `true` if this matrix is equal with the given one.
  3207. *
  3208. * @param {Matrix3} matrix - The matrix to test for equality.
  3209. * @return {boolean} Whether this matrix is equal with the given one.
  3210. */
  3211. equals( matrix ) {
  3212. const te = this.elements;
  3213. const me = matrix.elements;
  3214. for ( let i = 0; i < 9; i ++ ) {
  3215. if ( te[ i ] !== me[ i ] ) return false;
  3216. }
  3217. return true;
  3218. }
  3219. /**
  3220. * Sets the elements of the matrix from the given array.
  3221. *
  3222. * @param {Array<number>} array - The matrix elements in column-major order.
  3223. * @param {number} [offset=0] - Index of the first element in the array.
  3224. * @return {Matrix3} A reference to this matrix.
  3225. */
  3226. fromArray( array, offset = 0 ) {
  3227. for ( let i = 0; i < 9; i ++ ) {
  3228. this.elements[ i ] = array[ i + offset ];
  3229. }
  3230. return this;
  3231. }
  3232. /**
  3233. * Writes the elements of this matrix to the given array. If no array is provided,
  3234. * the method returns a new instance.
  3235. *
  3236. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  3237. * @param {number} [offset=0] - Index of the first element in the array.
  3238. * @return {Array<number>} The matrix elements in column-major order.
  3239. */
  3240. toArray( array = [], offset = 0 ) {
  3241. const te = this.elements;
  3242. array[ offset ] = te[ 0 ];
  3243. array[ offset + 1 ] = te[ 1 ];
  3244. array[ offset + 2 ] = te[ 2 ];
  3245. array[ offset + 3 ] = te[ 3 ];
  3246. array[ offset + 4 ] = te[ 4 ];
  3247. array[ offset + 5 ] = te[ 5 ];
  3248. array[ offset + 6 ] = te[ 6 ];
  3249. array[ offset + 7 ] = te[ 7 ];
  3250. array[ offset + 8 ] = te[ 8 ];
  3251. return array;
  3252. }
  3253. /**
  3254. * Returns a matrix with copied values from this instance.
  3255. *
  3256. * @return {Matrix3} A clone of this instance.
  3257. */
  3258. clone() {
  3259. return new this.constructor().fromArray( this.elements );
  3260. }
  3261. }
  3262. const _m3 = /*@__PURE__*/ new Matrix3();
  3263. function arrayNeedsUint32( array ) {
  3264. // assumes larger values usually on last
  3265. for ( let i = array.length - 1; i >= 0; -- i ) {
  3266. if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
  3267. }
  3268. return false;
  3269. }
  3270. const TYPED_ARRAYS = {
  3271. Int8Array: Int8Array,
  3272. Uint8Array: Uint8Array,
  3273. Uint8ClampedArray: Uint8ClampedArray,
  3274. Int16Array: Int16Array,
  3275. Uint16Array: Uint16Array,
  3276. Int32Array: Int32Array,
  3277. Uint32Array: Uint32Array,
  3278. Float32Array: Float32Array,
  3279. Float64Array: Float64Array
  3280. };
  3281. function getTypedArray( type, buffer ) {
  3282. return new TYPED_ARRAYS[ type ]( buffer );
  3283. }
  3284. function createElementNS( name ) {
  3285. return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
  3286. }
  3287. function createCanvasElement() {
  3288. const canvas = createElementNS( 'canvas' );
  3289. canvas.style.display = 'block';
  3290. return canvas;
  3291. }
  3292. const _cache = {};
  3293. function warnOnce( message ) {
  3294. if ( message in _cache ) return;
  3295. _cache[ message ] = true;
  3296. console.warn( message );
  3297. }
  3298. function probeAsync( gl, sync, interval ) {
  3299. return new Promise( function ( resolve, reject ) {
  3300. function probe() {
  3301. switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
  3302. case gl.WAIT_FAILED:
  3303. reject();
  3304. break;
  3305. case gl.TIMEOUT_EXPIRED:
  3306. setTimeout( probe, interval );
  3307. break;
  3308. default:
  3309. resolve();
  3310. }
  3311. }
  3312. setTimeout( probe, interval );
  3313. } );
  3314. }
  3315. function toNormalizedProjectionMatrix( projectionMatrix ) {
  3316. const m = projectionMatrix.elements;
  3317. // Convert [-1, 1] to [0, 1] projection matrix
  3318. m[ 2 ] = 0.5 * m[ 2 ] + 0.5 * m[ 3 ];
  3319. m[ 6 ] = 0.5 * m[ 6 ] + 0.5 * m[ 7 ];
  3320. m[ 10 ] = 0.5 * m[ 10 ] + 0.5 * m[ 11 ];
  3321. m[ 14 ] = 0.5 * m[ 14 ] + 0.5 * m[ 15 ];
  3322. }
  3323. function toReversedProjectionMatrix( projectionMatrix ) {
  3324. const m = projectionMatrix.elements;
  3325. const isPerspectiveMatrix = m[ 11 ] === -1;
  3326. // Reverse [0, 1] projection matrix
  3327. if ( isPerspectiveMatrix ) {
  3328. m[ 10 ] = - m[ 10 ] - 1;
  3329. m[ 14 ] = - m[ 14 ];
  3330. } else {
  3331. m[ 10 ] = - m[ 10 ];
  3332. m[ 14 ] = - m[ 14 ] + 1;
  3333. }
  3334. }
  3335. const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
  3336. 0.4123908, 0.3575843, 0.1804808,
  3337. 0.2126390, 0.7151687, 0.0721923,
  3338. 0.0193308, 0.1191948, 0.9505322
  3339. );
  3340. const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
  3341. 3.2409699, -1.5373832, -0.4986108,
  3342. -0.9692436, 1.8759675, 0.0415551,
  3343. 0.0556301, -0.203977, 1.0569715
  3344. );
  3345. function createColorManagement() {
  3346. const ColorManagement = {
  3347. enabled: true,
  3348. workingColorSpace: LinearSRGBColorSpace,
  3349. /**
  3350. * Implementations of supported color spaces.
  3351. *
  3352. * Required:
  3353. * - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
  3354. * - whitePoint: reference white [ x y ]
  3355. * - transfer: transfer function (pre-defined)
  3356. * - toXYZ: Matrix3 RGB to XYZ transform
  3357. * - fromXYZ: Matrix3 XYZ to RGB transform
  3358. * - luminanceCoefficients: RGB luminance coefficients
  3359. *
  3360. * Optional:
  3361. * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace }
  3362. * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
  3363. *
  3364. * Reference:
  3365. * - https://www.russellcottrell.com/photo/matrixCalculator.htm
  3366. */
  3367. spaces: {},
  3368. convert: function ( color, sourceColorSpace, targetColorSpace ) {
  3369. if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
  3370. return color;
  3371. }
  3372. if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
  3373. color.r = SRGBToLinear( color.r );
  3374. color.g = SRGBToLinear( color.g );
  3375. color.b = SRGBToLinear( color.b );
  3376. }
  3377. if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
  3378. color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
  3379. color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
  3380. }
  3381. if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
  3382. color.r = LinearToSRGB( color.r );
  3383. color.g = LinearToSRGB( color.g );
  3384. color.b = LinearToSRGB( color.b );
  3385. }
  3386. return color;
  3387. },
  3388. fromWorkingColorSpace: function ( color, targetColorSpace ) {
  3389. return this.convert( color, this.workingColorSpace, targetColorSpace );
  3390. },
  3391. toWorkingColorSpace: function ( color, sourceColorSpace ) {
  3392. return this.convert( color, sourceColorSpace, this.workingColorSpace );
  3393. },
  3394. getPrimaries: function ( colorSpace ) {
  3395. return this.spaces[ colorSpace ].primaries;
  3396. },
  3397. getTransfer: function ( colorSpace ) {
  3398. if ( colorSpace === NoColorSpace ) return LinearTransfer;
  3399. return this.spaces[ colorSpace ].transfer;
  3400. },
  3401. getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
  3402. return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
  3403. },
  3404. define: function ( colorSpaces ) {
  3405. Object.assign( this.spaces, colorSpaces );
  3406. },
  3407. // Internal APIs
  3408. _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
  3409. return targetMatrix
  3410. .copy( this.spaces[ sourceColorSpace ].toXYZ )
  3411. .multiply( this.spaces[ targetColorSpace ].fromXYZ );
  3412. },
  3413. _getDrawingBufferColorSpace: function ( colorSpace ) {
  3414. return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
  3415. },
  3416. _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
  3417. return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
  3418. }
  3419. };
  3420. /******************************************************************************
  3421. * sRGB definitions
  3422. */
  3423. const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
  3424. const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
  3425. const D65 = [ 0.3127, 0.3290 ];
  3426. ColorManagement.define( {
  3427. [ LinearSRGBColorSpace ]: {
  3428. primaries: REC709_PRIMARIES,
  3429. whitePoint: D65,
  3430. transfer: LinearTransfer,
  3431. toXYZ: LINEAR_REC709_TO_XYZ,
  3432. fromXYZ: XYZ_TO_LINEAR_REC709,
  3433. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  3434. workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
  3435. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  3436. },
  3437. [ SRGBColorSpace ]: {
  3438. primaries: REC709_PRIMARIES,
  3439. whitePoint: D65,
  3440. transfer: SRGBTransfer,
  3441. toXYZ: LINEAR_REC709_TO_XYZ,
  3442. fromXYZ: XYZ_TO_LINEAR_REC709,
  3443. luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
  3444. outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
  3445. },
  3446. } );
  3447. return ColorManagement;
  3448. }
  3449. const ColorManagement = /*@__PURE__*/ createColorManagement();
  3450. function SRGBToLinear( c ) {
  3451. return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
  3452. }
  3453. function LinearToSRGB( c ) {
  3454. return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
  3455. }
  3456. let _canvas;
  3457. /**
  3458. * A class containing utility functions for images.
  3459. *
  3460. * @hideconstructor
  3461. */
  3462. class ImageUtils {
  3463. /**
  3464. * Returns a data URI containing a representation of the given image.
  3465. *
  3466. * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
  3467. * @param {string} [type='image/png'] - Indicates the image format.
  3468. * @return {string} The data URI.
  3469. */
  3470. static getDataURL( image, type = 'image/png' ) {
  3471. if ( /^data:/i.test( image.src ) ) {
  3472. return image.src;
  3473. }
  3474. if ( typeof HTMLCanvasElement === 'undefined' ) {
  3475. return image.src;
  3476. }
  3477. let canvas;
  3478. if ( image instanceof HTMLCanvasElement ) {
  3479. canvas = image;
  3480. } else {
  3481. if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
  3482. _canvas.width = image.width;
  3483. _canvas.height = image.height;
  3484. const context = _canvas.getContext( '2d' );
  3485. if ( image instanceof ImageData ) {
  3486. context.putImageData( image, 0, 0 );
  3487. } else {
  3488. context.drawImage( image, 0, 0, image.width, image.height );
  3489. }
  3490. canvas = _canvas;
  3491. }
  3492. return canvas.toDataURL( type );
  3493. }
  3494. /**
  3495. * Converts the given sRGB image data to linear color space.
  3496. *
  3497. * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
  3498. * @return {HTMLCanvasElement|Object} The converted image.
  3499. */
  3500. static sRGBToLinear( image ) {
  3501. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  3502. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  3503. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  3504. const canvas = createElementNS( 'canvas' );
  3505. canvas.width = image.width;
  3506. canvas.height = image.height;
  3507. const context = canvas.getContext( '2d' );
  3508. context.drawImage( image, 0, 0, image.width, image.height );
  3509. const imageData = context.getImageData( 0, 0, image.width, image.height );
  3510. const data = imageData.data;
  3511. for ( let i = 0; i < data.length; i ++ ) {
  3512. data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
  3513. }
  3514. context.putImageData( imageData, 0, 0 );
  3515. return canvas;
  3516. } else if ( image.data ) {
  3517. const data = image.data.slice( 0 );
  3518. for ( let i = 0; i < data.length; i ++ ) {
  3519. if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
  3520. data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
  3521. } else {
  3522. // assuming float
  3523. data[ i ] = SRGBToLinear( data[ i ] );
  3524. }
  3525. }
  3526. return {
  3527. data: data,
  3528. width: image.width,
  3529. height: image.height
  3530. };
  3531. } else {
  3532. console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  3533. return image;
  3534. }
  3535. }
  3536. }
  3537. let _sourceId = 0;
  3538. /**
  3539. * Represents the data source of a texture.
  3540. *
  3541. * The main purpose of this class is to decouple the data definition from the texture
  3542. * definition so the same data can be used with multiple texture instances.
  3543. */
  3544. class Source {
  3545. /**
  3546. * Constructs a new video texture.
  3547. *
  3548. * @param {any} [data=null] - The data definition of a texture.
  3549. */
  3550. constructor( data = null ) {
  3551. /**
  3552. * This flag can be used for type testing.
  3553. *
  3554. * @type {boolean}
  3555. * @readonly
  3556. * @default true
  3557. */
  3558. this.isSource = true;
  3559. /**
  3560. * The ID of the source.
  3561. *
  3562. * @name Source#id
  3563. * @type {number}
  3564. * @readonly
  3565. */
  3566. Object.defineProperty( this, 'id', { value: _sourceId ++ } );
  3567. /**
  3568. * The UUID of the source.
  3569. *
  3570. * @type {string}
  3571. * @readonly
  3572. */
  3573. this.uuid = generateUUID();
  3574. /**
  3575. * The data definition of a texture.
  3576. *
  3577. * @type {any}
  3578. */
  3579. this.data = data;
  3580. /**
  3581. * This property is only relevant when {@link Source#needsUpdate} is set to `true` and
  3582. * provides more control on how texture data should be processed. When `dataReady` is set
  3583. * to `false`, the engine performs the memory allocation (if necessary) but does not transfer
  3584. * the data into the GPU memory.
  3585. *
  3586. * @type {boolean}
  3587. * @default true
  3588. */
  3589. this.dataReady = true;
  3590. /**
  3591. * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
  3592. *
  3593. * @type {number}
  3594. * @readonly
  3595. * @default 0
  3596. */
  3597. this.version = 0;
  3598. }
  3599. /**
  3600. * When the property is set to `true`, the engine allocates the memory
  3601. * for the texture (if necessary) and triggers the actual texture upload
  3602. * to the GPU next time the source is used.
  3603. *
  3604. * @type {boolean}
  3605. * @default false
  3606. * @param {boolean} value
  3607. */
  3608. set needsUpdate( value ) {
  3609. if ( value === true ) this.version ++;
  3610. }
  3611. /**
  3612. * Serializes the source into JSON.
  3613. *
  3614. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  3615. * @return {Object} A JSON object representing the serialized source.
  3616. * @see {@link ObjectLoader#parse}
  3617. */
  3618. toJSON( meta ) {
  3619. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  3620. if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
  3621. return meta.images[ this.uuid ];
  3622. }
  3623. const output = {
  3624. uuid: this.uuid,
  3625. url: ''
  3626. };
  3627. const data = this.data;
  3628. if ( data !== null ) {
  3629. let url;
  3630. if ( Array.isArray( data ) ) {
  3631. // cube texture
  3632. url = [];
  3633. for ( let i = 0, l = data.length; i < l; i ++ ) {
  3634. if ( data[ i ].isDataTexture ) {
  3635. url.push( serializeImage( data[ i ].image ) );
  3636. } else {
  3637. url.push( serializeImage( data[ i ] ) );
  3638. }
  3639. }
  3640. } else {
  3641. // texture
  3642. url = serializeImage( data );
  3643. }
  3644. output.url = url;
  3645. }
  3646. if ( ! isRootObject ) {
  3647. meta.images[ this.uuid ] = output;
  3648. }
  3649. return output;
  3650. }
  3651. }
  3652. function serializeImage( image ) {
  3653. if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  3654. ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  3655. ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
  3656. // default images
  3657. return ImageUtils.getDataURL( image );
  3658. } else {
  3659. if ( image.data ) {
  3660. // images of DataTexture
  3661. return {
  3662. data: Array.from( image.data ),
  3663. width: image.width,
  3664. height: image.height,
  3665. type: image.data.constructor.name
  3666. };
  3667. } else {
  3668. console.warn( 'THREE.Texture: Unable to serialize Texture.' );
  3669. return {};
  3670. }
  3671. }
  3672. }
  3673. let _textureId = 0;
  3674. /**
  3675. * Base class for all textures.
  3676. *
  3677. * Note: After the initial use of a texture, its dimensions, format, and type
  3678. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  3679. *
  3680. * @augments EventDispatcher
  3681. */
  3682. class Texture extends EventDispatcher {
  3683. /**
  3684. * Constructs a new texture.
  3685. *
  3686. * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
  3687. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  3688. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  3689. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  3690. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  3691. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  3692. * @param {number} [format=RGBAFormat] - The texture format.
  3693. * @param {number} [type=UnsignedByteType] - The texture type.
  3694. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  3695. * @param {string} [colorSpace=NoColorSpace] - The color space.
  3696. */
  3697. 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 ) {
  3698. super();
  3699. /**
  3700. * This flag can be used for type testing.
  3701. *
  3702. * @type {boolean}
  3703. * @readonly
  3704. * @default true
  3705. */
  3706. this.isTexture = true;
  3707. /**
  3708. * The ID of the texture.
  3709. *
  3710. * @name Texture#id
  3711. * @type {number}
  3712. * @readonly
  3713. */
  3714. Object.defineProperty( this, 'id', { value: _textureId ++ } );
  3715. /**
  3716. * The UUID of the material.
  3717. *
  3718. * @type {string}
  3719. * @readonly
  3720. */
  3721. this.uuid = generateUUID();
  3722. /**
  3723. * The name of the material.
  3724. *
  3725. * @type {string}
  3726. */
  3727. this.name = '';
  3728. /**
  3729. * The data definition of a texture. A reference to the data source can be
  3730. * shared across textures. This is often useful in context of spritesheets
  3731. * where multiple textures render the same data but with different texture
  3732. * transformations.
  3733. *
  3734. * @type {Source}
  3735. */
  3736. this.source = new Source( image );
  3737. /**
  3738. * An array holding user-defined mipmaps.
  3739. *
  3740. * @type {Array<Object>}
  3741. */
  3742. this.mipmaps = [];
  3743. /**
  3744. * How the texture is applied to the object. The value `UVMapping`
  3745. * is the default, where texture or uv coordinates are used to apply the map.
  3746. *
  3747. * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
  3748. * @default UVMapping
  3749. */
  3750. this.mapping = mapping;
  3751. /**
  3752. * Lets you select the uv attribute to map the texture to. `0` for `uv`,
  3753. * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
  3754. *
  3755. * @type {number}
  3756. * @default 0
  3757. */
  3758. this.channel = 0;
  3759. /**
  3760. * This defines how the texture is wrapped horizontally and corresponds to
  3761. * *U* in UV mapping.
  3762. *
  3763. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  3764. * @default ClampToEdgeWrapping
  3765. */
  3766. this.wrapS = wrapS;
  3767. /**
  3768. * This defines how the texture is wrapped horizontally and corresponds to
  3769. * *V* in UV mapping.
  3770. *
  3771. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  3772. * @default ClampToEdgeWrapping
  3773. */
  3774. this.wrapT = wrapT;
  3775. /**
  3776. * How the texture is sampled when a texel covers more than one pixel.
  3777. *
  3778. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  3779. * @default LinearFilter
  3780. */
  3781. this.magFilter = magFilter;
  3782. /**
  3783. * How the texture is sampled when a texel covers less than one pixel.
  3784. *
  3785. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  3786. * @default LinearMipmapLinearFilter
  3787. */
  3788. this.minFilter = minFilter;
  3789. /**
  3790. * The number of samples taken along the axis through the pixel that has the
  3791. * highest density of texels. By default, this value is `1`. A higher value
  3792. * gives a less blurry result than a basic mipmap, at the cost of more
  3793. * texture samples being used.
  3794. *
  3795. * @type {number}
  3796. * @default 0
  3797. */
  3798. this.anisotropy = anisotropy;
  3799. /**
  3800. * The format of the texture.
  3801. *
  3802. * @type {number}
  3803. * @default RGBAFormat
  3804. */
  3805. this.format = format;
  3806. /**
  3807. * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
  3808. * defines how the texture data is going to be stored on the GPU.
  3809. *
  3810. * This property allows to overwrite the default format.
  3811. *
  3812. * @type {?string}
  3813. * @default null
  3814. */
  3815. this.internalFormat = null;
  3816. /**
  3817. * The data type of the texture.
  3818. *
  3819. * @type {number}
  3820. * @default UnsignedByteType
  3821. */
  3822. this.type = type;
  3823. /**
  3824. * How much a single repetition of the texture is offset from the beginning,
  3825. * in each direction U and V. Typical range is `0.0` to `1.0`.
  3826. *
  3827. * @type {Vector2}
  3828. * @default (0,0)
  3829. */
  3830. this.offset = new Vector2( 0, 0 );
  3831. /**
  3832. * How many times the texture is repeated across the surface, in each
  3833. * direction U and V. If repeat is set greater than `1` in either direction,
  3834. * the corresponding wrap parameter should also be set to `RepeatWrapping`
  3835. * or `MirroredRepeatWrapping` to achieve the desired tiling effect.
  3836. *
  3837. * @type {Vector2}
  3838. * @default (1,1)
  3839. */
  3840. this.repeat = new Vector2( 1, 1 );
  3841. /**
  3842. * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
  3843. * to the center of the texture. Default is `(0, 0)`, the lower left.
  3844. *
  3845. * @type {Vector2}
  3846. * @default (0,0)
  3847. */
  3848. this.center = new Vector2( 0, 0 );
  3849. /**
  3850. * How much the texture is rotated around the center point, in radians.
  3851. * Positive values are counter-clockwise.
  3852. *
  3853. * @type {number}
  3854. * @default 0
  3855. */
  3856. this.rotation = 0;
  3857. /**
  3858. * Whether to update the texture's uv-transformation {@link Texture#matrix}
  3859. * from the properties {@link Texture#offset}, {@link Texture#repeat},
  3860. * {@link Texture#rotation}, and {@link Texture#center}.
  3861. *
  3862. * Set this to `false` if you are specifying the uv-transform matrix directly.
  3863. *
  3864. * @type {boolean}
  3865. * @default true
  3866. */
  3867. this.matrixAutoUpdate = true;
  3868. /**
  3869. * The uv-transformation matrix of the texture.
  3870. *
  3871. * @type {Matrix3}
  3872. */
  3873. this.matrix = new Matrix3();
  3874. /**
  3875. * Whether to generate mipmaps (if possible) for a texture.
  3876. *
  3877. * Set this to `false` if you are creating mipmaps manually.
  3878. *
  3879. * @type {boolean}
  3880. * @default true
  3881. */
  3882. this.generateMipmaps = true;
  3883. /**
  3884. * If set to `true`, the alpha channel, if present, is multiplied into the
  3885. * color channels when the texture is uploaded to the GPU.
  3886. *
  3887. * Note that this property has no effect when using `ImageBitmap`. You need to
  3888. * configure premultiply alpha on bitmap creation instead.
  3889. *
  3890. * @type {boolean}
  3891. * @default false
  3892. */
  3893. this.premultiplyAlpha = false;
  3894. /**
  3895. * If set to `true`, the texture is flipped along the vertical axis when
  3896. * uploaded to the GPU.
  3897. *
  3898. * Note that this property has no effect when using `ImageBitmap`. You need to
  3899. * configure the flip on bitmap creation instead.
  3900. *
  3901. * @type {boolean}
  3902. * @default true
  3903. */
  3904. this.flipY = true;
  3905. /**
  3906. * Specifies the alignment requirements for the start of each pixel row in memory.
  3907. * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
  3908. * `4` (word-alignment), and `8` (rows start on double-word boundaries).
  3909. *
  3910. * @type {number}
  3911. * @default 4
  3912. */
  3913. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  3914. /**
  3915. * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
  3916. *
  3917. * @type {string}
  3918. * @default NoColorSpace
  3919. */
  3920. this.colorSpace = colorSpace;
  3921. /**
  3922. * An object that can be used to store custom data about the texture. It
  3923. * should not hold references to functions as these will not be cloned.
  3924. *
  3925. * @type {Object}
  3926. */
  3927. this.userData = {};
  3928. /**
  3929. * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
  3930. *
  3931. * @type {number}
  3932. * @readonly
  3933. * @default 0
  3934. */
  3935. this.version = 0;
  3936. /**
  3937. * A callback function, called when the texture is updated (e.g., when
  3938. * {@link Texture#needsUpdate} has been set to true and then the texture is used).
  3939. *
  3940. * @type {?Function}
  3941. * @default null
  3942. */
  3943. this.onUpdate = null;
  3944. /**
  3945. * An optional back reference to the textures render target.
  3946. *
  3947. * @type {?(RenderTarget|WebGLRenderTarget)}
  3948. * @default null
  3949. */
  3950. this.renderTarget = null;
  3951. /**
  3952. * Indicates whether a texture belongs to a render target or not.
  3953. *
  3954. * @type {boolean}
  3955. * @readonly
  3956. * @default false
  3957. */
  3958. this.isRenderTargetTexture = false;
  3959. /**
  3960. * Indicates if a texture should be handled like a texture array.
  3961. *
  3962. * @type {boolean}
  3963. * @readonly
  3964. * @default false
  3965. */
  3966. this.isTextureArray = false;
  3967. /**
  3968. * Indicates whether this texture should be processed by `PMREMGenerator` or not
  3969. * (only relevant for render target textures).
  3970. *
  3971. * @type {number}
  3972. * @readonly
  3973. * @default 0
  3974. */
  3975. this.pmremVersion = 0;
  3976. }
  3977. /**
  3978. * The image object holding the texture data.
  3979. *
  3980. * @type {?Object}
  3981. */
  3982. get image() {
  3983. return this.source.data;
  3984. }
  3985. set image( value = null ) {
  3986. this.source.data = value;
  3987. }
  3988. /**
  3989. * Updates the texture transformation matrix from the from the properties {@link Texture#offset},
  3990. * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
  3991. */
  3992. updateMatrix() {
  3993. this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
  3994. }
  3995. /**
  3996. * Returns a new texture with copied values from this instance.
  3997. *
  3998. * @return {Texture} A clone of this instance.
  3999. */
  4000. clone() {
  4001. return new this.constructor().copy( this );
  4002. }
  4003. /**
  4004. * Copies the values of the given texture to this instance.
  4005. *
  4006. * @param {Texture} source - The texture to copy.
  4007. * @return {Texture} A reference to this instance.
  4008. */
  4009. copy( source ) {
  4010. this.name = source.name;
  4011. this.source = source.source;
  4012. this.mipmaps = source.mipmaps.slice( 0 );
  4013. this.mapping = source.mapping;
  4014. this.channel = source.channel;
  4015. this.wrapS = source.wrapS;
  4016. this.wrapT = source.wrapT;
  4017. this.magFilter = source.magFilter;
  4018. this.minFilter = source.minFilter;
  4019. this.anisotropy = source.anisotropy;
  4020. this.format = source.format;
  4021. this.internalFormat = source.internalFormat;
  4022. this.type = source.type;
  4023. this.offset.copy( source.offset );
  4024. this.repeat.copy( source.repeat );
  4025. this.center.copy( source.center );
  4026. this.rotation = source.rotation;
  4027. this.matrixAutoUpdate = source.matrixAutoUpdate;
  4028. this.matrix.copy( source.matrix );
  4029. this.generateMipmaps = source.generateMipmaps;
  4030. this.premultiplyAlpha = source.premultiplyAlpha;
  4031. this.flipY = source.flipY;
  4032. this.unpackAlignment = source.unpackAlignment;
  4033. this.colorSpace = source.colorSpace;
  4034. this.renderTarget = source.renderTarget;
  4035. this.isRenderTargetTexture = source.isRenderTargetTexture;
  4036. this.isTextureArray = source.isTextureArray;
  4037. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  4038. this.needsUpdate = true;
  4039. return this;
  4040. }
  4041. /**
  4042. * Serializes the texture into JSON.
  4043. *
  4044. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  4045. * @return {Object} A JSON object representing the serialized texture.
  4046. * @see {@link ObjectLoader#parse}
  4047. */
  4048. toJSON( meta ) {
  4049. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  4050. if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
  4051. return meta.textures[ this.uuid ];
  4052. }
  4053. const output = {
  4054. metadata: {
  4055. version: 4.6,
  4056. type: 'Texture',
  4057. generator: 'Texture.toJSON'
  4058. },
  4059. uuid: this.uuid,
  4060. name: this.name,
  4061. image: this.source.toJSON( meta ).uuid,
  4062. mapping: this.mapping,
  4063. channel: this.channel,
  4064. repeat: [ this.repeat.x, this.repeat.y ],
  4065. offset: [ this.offset.x, this.offset.y ],
  4066. center: [ this.center.x, this.center.y ],
  4067. rotation: this.rotation,
  4068. wrap: [ this.wrapS, this.wrapT ],
  4069. format: this.format,
  4070. internalFormat: this.internalFormat,
  4071. type: this.type,
  4072. colorSpace: this.colorSpace,
  4073. minFilter: this.minFilter,
  4074. magFilter: this.magFilter,
  4075. anisotropy: this.anisotropy,
  4076. flipY: this.flipY,
  4077. generateMipmaps: this.generateMipmaps,
  4078. premultiplyAlpha: this.premultiplyAlpha,
  4079. unpackAlignment: this.unpackAlignment
  4080. };
  4081. if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
  4082. if ( ! isRootObject ) {
  4083. meta.textures[ this.uuid ] = output;
  4084. }
  4085. return output;
  4086. }
  4087. /**
  4088. * Frees the GPU-related resources allocated by this instance. Call this
  4089. * method whenever this instance is no longer used in your app.
  4090. *
  4091. * @fires Texture#dispose
  4092. */
  4093. dispose() {
  4094. /**
  4095. * Fires when the texture has been disposed of.
  4096. *
  4097. * @event Texture#dispose
  4098. * @type {Object}
  4099. */
  4100. this.dispatchEvent( { type: 'dispose' } );
  4101. }
  4102. /**
  4103. * Transforms the given uv vector with the textures uv transformation matrix.
  4104. *
  4105. * @param {Vector2} uv - The uv vector.
  4106. * @return {Vector2} The transformed uv vector.
  4107. */
  4108. transformUv( uv ) {
  4109. if ( this.mapping !== UVMapping ) return uv;
  4110. uv.applyMatrix3( this.matrix );
  4111. if ( uv.x < 0 || uv.x > 1 ) {
  4112. switch ( this.wrapS ) {
  4113. case RepeatWrapping:
  4114. uv.x = uv.x - Math.floor( uv.x );
  4115. break;
  4116. case ClampToEdgeWrapping:
  4117. uv.x = uv.x < 0 ? 0 : 1;
  4118. break;
  4119. case MirroredRepeatWrapping:
  4120. if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
  4121. uv.x = Math.ceil( uv.x ) - uv.x;
  4122. } else {
  4123. uv.x = uv.x - Math.floor( uv.x );
  4124. }
  4125. break;
  4126. }
  4127. }
  4128. if ( uv.y < 0 || uv.y > 1 ) {
  4129. switch ( this.wrapT ) {
  4130. case RepeatWrapping:
  4131. uv.y = uv.y - Math.floor( uv.y );
  4132. break;
  4133. case ClampToEdgeWrapping:
  4134. uv.y = uv.y < 0 ? 0 : 1;
  4135. break;
  4136. case MirroredRepeatWrapping:
  4137. if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
  4138. uv.y = Math.ceil( uv.y ) - uv.y;
  4139. } else {
  4140. uv.y = uv.y - Math.floor( uv.y );
  4141. }
  4142. break;
  4143. }
  4144. }
  4145. if ( this.flipY ) {
  4146. uv.y = 1 - uv.y;
  4147. }
  4148. return uv;
  4149. }
  4150. /**
  4151. * Setting this property to `true` indicates the engine the texture
  4152. * must be updated in the next render. This triggers a texture upload
  4153. * to the GPU and ensures correct texture parameter configuration.
  4154. *
  4155. * @type {boolean}
  4156. * @default false
  4157. * @param {boolean} value
  4158. */
  4159. set needsUpdate( value ) {
  4160. if ( value === true ) {
  4161. this.version ++;
  4162. this.source.needsUpdate = true;
  4163. }
  4164. }
  4165. /**
  4166. * Setting this property to `true` indicates the engine the PMREM
  4167. * must be regenerated.
  4168. *
  4169. * @type {boolean}
  4170. * @default false
  4171. * @param {boolean} value
  4172. */
  4173. set needsPMREMUpdate( value ) {
  4174. if ( value === true ) {
  4175. this.pmremVersion ++;
  4176. }
  4177. }
  4178. }
  4179. /**
  4180. * The default image for all textures.
  4181. *
  4182. * @static
  4183. * @type {?Image}
  4184. * @default null
  4185. */
  4186. Texture.DEFAULT_IMAGE = null;
  4187. /**
  4188. * The default mapping for all textures.
  4189. *
  4190. * @static
  4191. * @type {number}
  4192. * @default UVMapping
  4193. */
  4194. Texture.DEFAULT_MAPPING = UVMapping;
  4195. /**
  4196. * The default anisotropy value for all textures.
  4197. *
  4198. * @static
  4199. * @type {number}
  4200. * @default 1
  4201. */
  4202. Texture.DEFAULT_ANISOTROPY = 1;
  4203. /**
  4204. * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers
  4205. * (labeled x, y, z and w), which can be used to represent a number of things, such as:
  4206. *
  4207. * - A point in 4D space.
  4208. * - A direction and length in 4D space. In three.js the length will
  4209. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)`
  4210. * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`.
  4211. * - Any arbitrary ordered quadruplet of numbers.
  4212. *
  4213. * There are other things a 4D vector can be used to represent, however these
  4214. * are the most common uses in *three.js*.
  4215. *
  4216. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  4217. * the corresponding order.
  4218. * ```js
  4219. * const a = new THREE.Vector4( 0, 1, 0, 0 );
  4220. *
  4221. * //no arguments; will be initialised to (0, 0, 0, 1)
  4222. * const b = new THREE.Vector4( );
  4223. *
  4224. * const d = a.dot( b );
  4225. * ```
  4226. */
  4227. class Vector4 {
  4228. /**
  4229. * Constructs a new 4D vector.
  4230. *
  4231. * @param {number} [x=0] - The x value of this vector.
  4232. * @param {number} [y=0] - The y value of this vector.
  4233. * @param {number} [z=0] - The z value of this vector.
  4234. * @param {number} [w=1] - The w value of this vector.
  4235. */
  4236. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  4237. /**
  4238. * This flag can be used for type testing.
  4239. *
  4240. * @type {boolean}
  4241. * @readonly
  4242. * @default true
  4243. */
  4244. Vector4.prototype.isVector4 = true;
  4245. /**
  4246. * The x value of this vector.
  4247. *
  4248. * @type {number}
  4249. */
  4250. this.x = x;
  4251. /**
  4252. * The y value of this vector.
  4253. *
  4254. * @type {number}
  4255. */
  4256. this.y = y;
  4257. /**
  4258. * The z value of this vector.
  4259. *
  4260. * @type {number}
  4261. */
  4262. this.z = z;
  4263. /**
  4264. * The w value of this vector.
  4265. *
  4266. * @type {number}
  4267. */
  4268. this.w = w;
  4269. }
  4270. /**
  4271. * Alias for {@link Vector4#z}.
  4272. *
  4273. * @type {number}
  4274. */
  4275. get width() {
  4276. return this.z;
  4277. }
  4278. set width( value ) {
  4279. this.z = value;
  4280. }
  4281. /**
  4282. * Alias for {@link Vector4#w}.
  4283. *
  4284. * @type {number}
  4285. */
  4286. get height() {
  4287. return this.w;
  4288. }
  4289. set height( value ) {
  4290. this.w = value;
  4291. }
  4292. /**
  4293. * Sets the vector components.
  4294. *
  4295. * @param {number} x - The value of the x component.
  4296. * @param {number} y - The value of the y component.
  4297. * @param {number} z - The value of the z component.
  4298. * @param {number} w - The value of the w component.
  4299. * @return {Vector4} A reference to this vector.
  4300. */
  4301. set( x, y, z, w ) {
  4302. this.x = x;
  4303. this.y = y;
  4304. this.z = z;
  4305. this.w = w;
  4306. return this;
  4307. }
  4308. /**
  4309. * Sets the vector components to the same value.
  4310. *
  4311. * @param {number} scalar - The value to set for all vector components.
  4312. * @return {Vector4} A reference to this vector.
  4313. */
  4314. setScalar( scalar ) {
  4315. this.x = scalar;
  4316. this.y = scalar;
  4317. this.z = scalar;
  4318. this.w = scalar;
  4319. return this;
  4320. }
  4321. /**
  4322. * Sets the vector's x component to the given value
  4323. *
  4324. * @param {number} x - The value to set.
  4325. * @return {Vector4} A reference to this vector.
  4326. */
  4327. setX( x ) {
  4328. this.x = x;
  4329. return this;
  4330. }
  4331. /**
  4332. * Sets the vector's y component to the given value
  4333. *
  4334. * @param {number} y - The value to set.
  4335. * @return {Vector4} A reference to this vector.
  4336. */
  4337. setY( y ) {
  4338. this.y = y;
  4339. return this;
  4340. }
  4341. /**
  4342. * Sets the vector's z component to the given value
  4343. *
  4344. * @param {number} z - The value to set.
  4345. * @return {Vector4} A reference to this vector.
  4346. */
  4347. setZ( z ) {
  4348. this.z = z;
  4349. return this;
  4350. }
  4351. /**
  4352. * Sets the vector's w component to the given value
  4353. *
  4354. * @param {number} w - The value to set.
  4355. * @return {Vector4} A reference to this vector.
  4356. */
  4357. setW( w ) {
  4358. this.w = w;
  4359. return this;
  4360. }
  4361. /**
  4362. * Allows to set a vector component with an index.
  4363. *
  4364. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  4365. * `2` equals to z, `3` equals to w.
  4366. * @param {number} value - The value to set.
  4367. * @return {Vector4} A reference to this vector.
  4368. */
  4369. setComponent( index, value ) {
  4370. switch ( index ) {
  4371. case 0: this.x = value; break;
  4372. case 1: this.y = value; break;
  4373. case 2: this.z = value; break;
  4374. case 3: this.w = value; break;
  4375. default: throw new Error( 'index is out of range: ' + index );
  4376. }
  4377. return this;
  4378. }
  4379. /**
  4380. * Returns the value of the vector component which matches the given index.
  4381. *
  4382. * @param {number} index - The component index. `0` equals to x, `1` equals to y,
  4383. * `2` equals to z, `3` equals to w.
  4384. * @return {number} A vector component value.
  4385. */
  4386. getComponent( index ) {
  4387. switch ( index ) {
  4388. case 0: return this.x;
  4389. case 1: return this.y;
  4390. case 2: return this.z;
  4391. case 3: return this.w;
  4392. default: throw new Error( 'index is out of range: ' + index );
  4393. }
  4394. }
  4395. /**
  4396. * Returns a new vector with copied values from this instance.
  4397. *
  4398. * @return {Vector4} A clone of this instance.
  4399. */
  4400. clone() {
  4401. return new this.constructor( this.x, this.y, this.z, this.w );
  4402. }
  4403. /**
  4404. * Copies the values of the given vector to this instance.
  4405. *
  4406. * @param {Vector3|Vector4} v - The vector to copy.
  4407. * @return {Vector4} A reference to this vector.
  4408. */
  4409. copy( v ) {
  4410. this.x = v.x;
  4411. this.y = v.y;
  4412. this.z = v.z;
  4413. this.w = ( v.w !== undefined ) ? v.w : 1;
  4414. return this;
  4415. }
  4416. /**
  4417. * Adds the given vector to this instance.
  4418. *
  4419. * @param {Vector4} v - The vector to add.
  4420. * @return {Vector4} A reference to this vector.
  4421. */
  4422. add( v ) {
  4423. this.x += v.x;
  4424. this.y += v.y;
  4425. this.z += v.z;
  4426. this.w += v.w;
  4427. return this;
  4428. }
  4429. /**
  4430. * Adds the given scalar value to all components of this instance.
  4431. *
  4432. * @param {number} s - The scalar to add.
  4433. * @return {Vector4} A reference to this vector.
  4434. */
  4435. addScalar( s ) {
  4436. this.x += s;
  4437. this.y += s;
  4438. this.z += s;
  4439. this.w += s;
  4440. return this;
  4441. }
  4442. /**
  4443. * Adds the given vectors and stores the result in this instance.
  4444. *
  4445. * @param {Vector4} a - The first vector.
  4446. * @param {Vector4} b - The second vector.
  4447. * @return {Vector4} A reference to this vector.
  4448. */
  4449. addVectors( a, b ) {
  4450. this.x = a.x + b.x;
  4451. this.y = a.y + b.y;
  4452. this.z = a.z + b.z;
  4453. this.w = a.w + b.w;
  4454. return this;
  4455. }
  4456. /**
  4457. * Adds the given vector scaled by the given factor to this instance.
  4458. *
  4459. * @param {Vector4} v - The vector.
  4460. * @param {number} s - The factor that scales `v`.
  4461. * @return {Vector4} A reference to this vector.
  4462. */
  4463. addScaledVector( v, s ) {
  4464. this.x += v.x * s;
  4465. this.y += v.y * s;
  4466. this.z += v.z * s;
  4467. this.w += v.w * s;
  4468. return this;
  4469. }
  4470. /**
  4471. * Subtracts the given vector from this instance.
  4472. *
  4473. * @param {Vector4} v - The vector to subtract.
  4474. * @return {Vector4} A reference to this vector.
  4475. */
  4476. sub( v ) {
  4477. this.x -= v.x;
  4478. this.y -= v.y;
  4479. this.z -= v.z;
  4480. this.w -= v.w;
  4481. return this;
  4482. }
  4483. /**
  4484. * Subtracts the given scalar value from all components of this instance.
  4485. *
  4486. * @param {number} s - The scalar to subtract.
  4487. * @return {Vector4} A reference to this vector.
  4488. */
  4489. subScalar( s ) {
  4490. this.x -= s;
  4491. this.y -= s;
  4492. this.z -= s;
  4493. this.w -= s;
  4494. return this;
  4495. }
  4496. /**
  4497. * Subtracts the given vectors and stores the result in this instance.
  4498. *
  4499. * @param {Vector4} a - The first vector.
  4500. * @param {Vector4} b - The second vector.
  4501. * @return {Vector4} A reference to this vector.
  4502. */
  4503. subVectors( a, b ) {
  4504. this.x = a.x - b.x;
  4505. this.y = a.y - b.y;
  4506. this.z = a.z - b.z;
  4507. this.w = a.w - b.w;
  4508. return this;
  4509. }
  4510. /**
  4511. * Multiplies the given vector with this instance.
  4512. *
  4513. * @param {Vector4} v - The vector to multiply.
  4514. * @return {Vector4} A reference to this vector.
  4515. */
  4516. multiply( v ) {
  4517. this.x *= v.x;
  4518. this.y *= v.y;
  4519. this.z *= v.z;
  4520. this.w *= v.w;
  4521. return this;
  4522. }
  4523. /**
  4524. * Multiplies the given scalar value with all components of this instance.
  4525. *
  4526. * @param {number} scalar - The scalar to multiply.
  4527. * @return {Vector4} A reference to this vector.
  4528. */
  4529. multiplyScalar( scalar ) {
  4530. this.x *= scalar;
  4531. this.y *= scalar;
  4532. this.z *= scalar;
  4533. this.w *= scalar;
  4534. return this;
  4535. }
  4536. /**
  4537. * Multiplies this vector with the given 4x4 matrix.
  4538. *
  4539. * @param {Matrix4} m - The 4x4 matrix.
  4540. * @return {Vector4} A reference to this vector.
  4541. */
  4542. applyMatrix4( m ) {
  4543. const x = this.x, y = this.y, z = this.z, w = this.w;
  4544. const e = m.elements;
  4545. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  4546. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  4547. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  4548. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  4549. return this;
  4550. }
  4551. /**
  4552. * Divides this instance by the given vector.
  4553. *
  4554. * @param {Vector4} v - The vector to divide.
  4555. * @return {Vector4} A reference to this vector.
  4556. */
  4557. divide( v ) {
  4558. this.x /= v.x;
  4559. this.y /= v.y;
  4560. this.z /= v.z;
  4561. this.w /= v.w;
  4562. return this;
  4563. }
  4564. /**
  4565. * Divides this vector by the given scalar.
  4566. *
  4567. * @param {number} scalar - The scalar to divide.
  4568. * @return {Vector4} A reference to this vector.
  4569. */
  4570. divideScalar( scalar ) {
  4571. return this.multiplyScalar( 1 / scalar );
  4572. }
  4573. /**
  4574. * Sets the x, y and z components of this
  4575. * vector to the quaternion's axis and w to the angle.
  4576. *
  4577. * @param {Quaternion} q - The Quaternion to set.
  4578. * @return {Vector4} A reference to this vector.
  4579. */
  4580. setAxisAngleFromQuaternion( q ) {
  4581. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  4582. // q is assumed to be normalized
  4583. this.w = 2 * Math.acos( q.w );
  4584. const s = Math.sqrt( 1 - q.w * q.w );
  4585. if ( s < 0.0001 ) {
  4586. this.x = 1;
  4587. this.y = 0;
  4588. this.z = 0;
  4589. } else {
  4590. this.x = q.x / s;
  4591. this.y = q.y / s;
  4592. this.z = q.z / s;
  4593. }
  4594. return this;
  4595. }
  4596. /**
  4597. * Sets the x, y and z components of this
  4598. * vector to the axis of rotation and w to the angle.
  4599. *
  4600. * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
  4601. * @return {Vector4} A reference to this vector.
  4602. */
  4603. setAxisAngleFromRotationMatrix( m ) {
  4604. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  4605. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4606. let angle, x, y, z; // variables for result
  4607. const epsilon = 0.01, // margin to allow for rounding errors
  4608. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  4609. te = m.elements,
  4610. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  4611. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  4612. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  4613. if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
  4614. ( Math.abs( m13 - m31 ) < epsilon ) &&
  4615. ( Math.abs( m23 - m32 ) < epsilon ) ) {
  4616. // singularity found
  4617. // first check for identity matrix which must have +1 for all terms
  4618. // in leading diagonal and zero in other terms
  4619. if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
  4620. ( Math.abs( m13 + m31 ) < epsilon2 ) &&
  4621. ( Math.abs( m23 + m32 ) < epsilon2 ) &&
  4622. ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  4623. // this singularity is identity matrix so angle = 0
  4624. this.set( 1, 0, 0, 0 );
  4625. return this; // zero angle, arbitrary axis
  4626. }
  4627. // otherwise this singularity is angle = 180
  4628. angle = Math.PI;
  4629. const xx = ( m11 + 1 ) / 2;
  4630. const yy = ( m22 + 1 ) / 2;
  4631. const zz = ( m33 + 1 ) / 2;
  4632. const xy = ( m12 + m21 ) / 4;
  4633. const xz = ( m13 + m31 ) / 4;
  4634. const yz = ( m23 + m32 ) / 4;
  4635. if ( ( xx > yy ) && ( xx > zz ) ) {
  4636. // m11 is the largest diagonal term
  4637. if ( xx < epsilon ) {
  4638. x = 0;
  4639. y = 0.707106781;
  4640. z = 0.707106781;
  4641. } else {
  4642. x = Math.sqrt( xx );
  4643. y = xy / x;
  4644. z = xz / x;
  4645. }
  4646. } else if ( yy > zz ) {
  4647. // m22 is the largest diagonal term
  4648. if ( yy < epsilon ) {
  4649. x = 0.707106781;
  4650. y = 0;
  4651. z = 0.707106781;
  4652. } else {
  4653. y = Math.sqrt( yy );
  4654. x = xy / y;
  4655. z = yz / y;
  4656. }
  4657. } else {
  4658. // m33 is the largest diagonal term so base result on this
  4659. if ( zz < epsilon ) {
  4660. x = 0.707106781;
  4661. y = 0.707106781;
  4662. z = 0;
  4663. } else {
  4664. z = Math.sqrt( zz );
  4665. x = xz / z;
  4666. y = yz / z;
  4667. }
  4668. }
  4669. this.set( x, y, z, angle );
  4670. return this; // return 180 deg rotation
  4671. }
  4672. // as we have reached here there are no singularities so we can handle normally
  4673. let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
  4674. ( m13 - m31 ) * ( m13 - m31 ) +
  4675. ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  4676. if ( Math.abs( s ) < 0.001 ) s = 1;
  4677. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  4678. // caught by singularity test above, but I've left it in just in case
  4679. this.x = ( m32 - m23 ) / s;
  4680. this.y = ( m13 - m31 ) / s;
  4681. this.z = ( m21 - m12 ) / s;
  4682. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  4683. return this;
  4684. }
  4685. /**
  4686. * Sets the vector components to the position elements of the
  4687. * given transformation matrix.
  4688. *
  4689. * @param {Matrix4} m - The 4x4 matrix.
  4690. * @return {Vector4} A reference to this vector.
  4691. */
  4692. setFromMatrixPosition( m ) {
  4693. const e = m.elements;
  4694. this.x = e[ 12 ];
  4695. this.y = e[ 13 ];
  4696. this.z = e[ 14 ];
  4697. this.w = e[ 15 ];
  4698. return this;
  4699. }
  4700. /**
  4701. * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
  4702. * value, replace that value with the corresponding min value.
  4703. *
  4704. * @param {Vector4} v - The vector.
  4705. * @return {Vector4} A reference to this vector.
  4706. */
  4707. min( v ) {
  4708. this.x = Math.min( this.x, v.x );
  4709. this.y = Math.min( this.y, v.y );
  4710. this.z = Math.min( this.z, v.z );
  4711. this.w = Math.min( this.w, v.w );
  4712. return this;
  4713. }
  4714. /**
  4715. * If this vector's x, y, z or w value is less than the given vector's x, y, z or w
  4716. * value, replace that value with the corresponding max value.
  4717. *
  4718. * @param {Vector4} v - The vector.
  4719. * @return {Vector4} A reference to this vector.
  4720. */
  4721. max( v ) {
  4722. this.x = Math.max( this.x, v.x );
  4723. this.y = Math.max( this.y, v.y );
  4724. this.z = Math.max( this.z, v.z );
  4725. this.w = Math.max( this.w, v.w );
  4726. return this;
  4727. }
  4728. /**
  4729. * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
  4730. * value, it is replaced by the corresponding value.
  4731. * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
  4732. * it is replaced by the corresponding value.
  4733. *
  4734. * @param {Vector4} min - The minimum x, y and z values.
  4735. * @param {Vector4} max - The maximum x, y and z values in the desired range.
  4736. * @return {Vector4} A reference to this vector.
  4737. */
  4738. clamp( min, max ) {
  4739. // assumes min < max, componentwise
  4740. this.x = clamp( this.x, min.x, max.x );
  4741. this.y = clamp( this.y, min.y, max.y );
  4742. this.z = clamp( this.z, min.z, max.z );
  4743. this.w = clamp( this.w, min.w, max.w );
  4744. return this;
  4745. }
  4746. /**
  4747. * If this vector's x, y, z or w values are greater than the max value, they are
  4748. * replaced by the max value.
  4749. * If this vector's x, y, z or w values are less than the min value, they are
  4750. * replaced by the min value.
  4751. *
  4752. * @param {number} minVal - The minimum value the components will be clamped to.
  4753. * @param {number} maxVal - The maximum value the components will be clamped to.
  4754. * @return {Vector4} A reference to this vector.
  4755. */
  4756. clampScalar( minVal, maxVal ) {
  4757. this.x = clamp( this.x, minVal, maxVal );
  4758. this.y = clamp( this.y, minVal, maxVal );
  4759. this.z = clamp( this.z, minVal, maxVal );
  4760. this.w = clamp( this.w, minVal, maxVal );
  4761. return this;
  4762. }
  4763. /**
  4764. * If this vector's length is greater than the max value, it is replaced by
  4765. * the max value.
  4766. * If this vector's length is less than the min value, it is replaced by the
  4767. * min value.
  4768. *
  4769. * @param {number} min - The minimum value the vector length will be clamped to.
  4770. * @param {number} max - The maximum value the vector length will be clamped to.
  4771. * @return {Vector4} A reference to this vector.
  4772. */
  4773. clampLength( min, max ) {
  4774. const length = this.length();
  4775. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  4776. }
  4777. /**
  4778. * The components of this vector are rounded down to the nearest integer value.
  4779. *
  4780. * @return {Vector4} A reference to this vector.
  4781. */
  4782. floor() {
  4783. this.x = Math.floor( this.x );
  4784. this.y = Math.floor( this.y );
  4785. this.z = Math.floor( this.z );
  4786. this.w = Math.floor( this.w );
  4787. return this;
  4788. }
  4789. /**
  4790. * The components of this vector are rounded up to the nearest integer value.
  4791. *
  4792. * @return {Vector4} A reference to this vector.
  4793. */
  4794. ceil() {
  4795. this.x = Math.ceil( this.x );
  4796. this.y = Math.ceil( this.y );
  4797. this.z = Math.ceil( this.z );
  4798. this.w = Math.ceil( this.w );
  4799. return this;
  4800. }
  4801. /**
  4802. * The components of this vector are rounded to the nearest integer value
  4803. *
  4804. * @return {Vector4} A reference to this vector.
  4805. */
  4806. round() {
  4807. this.x = Math.round( this.x );
  4808. this.y = Math.round( this.y );
  4809. this.z = Math.round( this.z );
  4810. this.w = Math.round( this.w );
  4811. return this;
  4812. }
  4813. /**
  4814. * The components of this vector are rounded towards zero (up if negative,
  4815. * down if positive) to an integer value.
  4816. *
  4817. * @return {Vector4} A reference to this vector.
  4818. */
  4819. roundToZero() {
  4820. this.x = Math.trunc( this.x );
  4821. this.y = Math.trunc( this.y );
  4822. this.z = Math.trunc( this.z );
  4823. this.w = Math.trunc( this.w );
  4824. return this;
  4825. }
  4826. /**
  4827. * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
  4828. *
  4829. * @return {Vector4} A reference to this vector.
  4830. */
  4831. negate() {
  4832. this.x = - this.x;
  4833. this.y = - this.y;
  4834. this.z = - this.z;
  4835. this.w = - this.w;
  4836. return this;
  4837. }
  4838. /**
  4839. * Calculates the dot product of the given vector with this instance.
  4840. *
  4841. * @param {Vector4} v - The vector to compute the dot product with.
  4842. * @return {number} The result of the dot product.
  4843. */
  4844. dot( v ) {
  4845. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  4846. }
  4847. /**
  4848. * Computes the square of the Euclidean length (straight-line length) from
  4849. * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
  4850. * compare the length squared instead as it is slightly more efficient to calculate.
  4851. *
  4852. * @return {number} The square length of this vector.
  4853. */
  4854. lengthSq() {
  4855. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  4856. }
  4857. /**
  4858. * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
  4859. *
  4860. * @return {number} The length of this vector.
  4861. */
  4862. length() {
  4863. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  4864. }
  4865. /**
  4866. * Computes the Manhattan length of this vector.
  4867. *
  4868. * @return {number} The length of this vector.
  4869. */
  4870. manhattanLength() {
  4871. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  4872. }
  4873. /**
  4874. * Converts this vector to a unit vector - that is, sets it equal to a vector
  4875. * with the same direction as this one, but with a vector length of `1`.
  4876. *
  4877. * @return {Vector4} A reference to this vector.
  4878. */
  4879. normalize() {
  4880. return this.divideScalar( this.length() || 1 );
  4881. }
  4882. /**
  4883. * Sets this vector to a vector with the same direction as this one, but
  4884. * with the specified length.
  4885. *
  4886. * @param {number} length - The new length of this vector.
  4887. * @return {Vector4} A reference to this vector.
  4888. */
  4889. setLength( length ) {
  4890. return this.normalize().multiplyScalar( length );
  4891. }
  4892. /**
  4893. * Linearly interpolates between the given vector and this instance, where
  4894. * alpha is the percent distance along the line - alpha = 0 will be this
  4895. * vector, and alpha = 1 will be the given one.
  4896. *
  4897. * @param {Vector4} v - The vector to interpolate towards.
  4898. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4899. * @return {Vector4} A reference to this vector.
  4900. */
  4901. lerp( v, alpha ) {
  4902. this.x += ( v.x - this.x ) * alpha;
  4903. this.y += ( v.y - this.y ) * alpha;
  4904. this.z += ( v.z - this.z ) * alpha;
  4905. this.w += ( v.w - this.w ) * alpha;
  4906. return this;
  4907. }
  4908. /**
  4909. * Linearly interpolates between the given vectors, where alpha is the percent
  4910. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  4911. * be the second one. The result is stored in this instance.
  4912. *
  4913. * @param {Vector4} v1 - The first vector.
  4914. * @param {Vector4} v2 - The second vector.
  4915. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  4916. * @return {Vector4} A reference to this vector.
  4917. */
  4918. lerpVectors( v1, v2, alpha ) {
  4919. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  4920. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  4921. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  4922. this.w = v1.w + ( v2.w - v1.w ) * alpha;
  4923. return this;
  4924. }
  4925. /**
  4926. * Returns `true` if this vector is equal with the given one.
  4927. *
  4928. * @param {Vector4} v - The vector to test for equality.
  4929. * @return {boolean} Whether this vector is equal with the given one.
  4930. */
  4931. equals( v ) {
  4932. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  4933. }
  4934. /**
  4935. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
  4936. * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
  4937. *
  4938. * @param {Array<number>} array - An array holding the vector component values.
  4939. * @param {number} [offset=0] - The offset into the array.
  4940. * @return {Vector4} A reference to this vector.
  4941. */
  4942. fromArray( array, offset = 0 ) {
  4943. this.x = array[ offset ];
  4944. this.y = array[ offset + 1 ];
  4945. this.z = array[ offset + 2 ];
  4946. this.w = array[ offset + 3 ];
  4947. return this;
  4948. }
  4949. /**
  4950. * Writes the components of this vector to the given array. If no array is provided,
  4951. * the method returns a new instance.
  4952. *
  4953. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  4954. * @param {number} [offset=0] - Index of the first element in the array.
  4955. * @return {Array<number>} The vector components.
  4956. */
  4957. toArray( array = [], offset = 0 ) {
  4958. array[ offset ] = this.x;
  4959. array[ offset + 1 ] = this.y;
  4960. array[ offset + 2 ] = this.z;
  4961. array[ offset + 3 ] = this.w;
  4962. return array;
  4963. }
  4964. /**
  4965. * Sets the components of this vector from the given buffer attribute.
  4966. *
  4967. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  4968. * @param {number} index - The index into the attribute.
  4969. * @return {Vector4} A reference to this vector.
  4970. */
  4971. fromBufferAttribute( attribute, index ) {
  4972. this.x = attribute.getX( index );
  4973. this.y = attribute.getY( index );
  4974. this.z = attribute.getZ( index );
  4975. this.w = attribute.getW( index );
  4976. return this;
  4977. }
  4978. /**
  4979. * Sets each component of this vector to a pseudo-random value between `0` and
  4980. * `1`, excluding `1`.
  4981. *
  4982. * @return {Vector4} A reference to this vector.
  4983. */
  4984. random() {
  4985. this.x = Math.random();
  4986. this.y = Math.random();
  4987. this.z = Math.random();
  4988. this.w = Math.random();
  4989. return this;
  4990. }
  4991. *[ Symbol.iterator ]() {
  4992. yield this.x;
  4993. yield this.y;
  4994. yield this.z;
  4995. yield this.w;
  4996. }
  4997. }
  4998. /**
  4999. * A render target is a buffer where the video card draws pixels for a scene
  5000. * that is being rendered in the background. It is used in different effects,
  5001. * such as applying postprocessing to a rendered image before displaying it
  5002. * on the screen.
  5003. *
  5004. * @augments EventDispatcher
  5005. */
  5006. class RenderTarget extends EventDispatcher {
  5007. /**
  5008. * Render target options.
  5009. *
  5010. * @typedef {Object} RenderTarget~Options
  5011. * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
  5012. * @property {number} [magFilter=LinearFilter] - The mag filter.
  5013. * @property {number} [minFilter=LinearFilter] - The min filter.
  5014. * @property {number} [format=RGBAFormat] - The texture format.
  5015. * @property {number} [type=UnsignedByteType] - The texture type.
  5016. * @property {?string} [internalFormat=null] - The texture's internal format.
  5017. * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  5018. * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
  5019. * @property {number} [anisotropy=1] - The texture's anisotropy value.
  5020. * @property {string} [colorSpace=NoColorSpace] - The texture's color space.
  5021. * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
  5022. * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
  5023. * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
  5024. * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not.
  5025. * @property {?Texture} [depthTexture=null] - Reference to a depth texture.
  5026. * @property {number} [samples=0] - The MSAA samples count.
  5027. * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
  5028. * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering.
  5029. */
  5030. /**
  5031. * Constructs a new render target.
  5032. *
  5033. * @param {number} [width=1] - The width of the render target.
  5034. * @param {number} [height=1] - The height of the render target.
  5035. * @param {RenderTarget~Options} [options] - The configuration object.
  5036. */
  5037. constructor( width = 1, height = 1, options = {} ) {
  5038. super();
  5039. /**
  5040. * This flag can be used for type testing.
  5041. *
  5042. * @type {boolean}
  5043. * @readonly
  5044. * @default true
  5045. */
  5046. this.isRenderTarget = true;
  5047. /**
  5048. * The width of the render target.
  5049. *
  5050. * @type {number}
  5051. * @default 1
  5052. */
  5053. this.width = width;
  5054. /**
  5055. * The height of the render target.
  5056. *
  5057. * @type {number}
  5058. * @default 1
  5059. */
  5060. this.height = height;
  5061. /**
  5062. * The depth of the render target.
  5063. *
  5064. * @type {number}
  5065. * @default 1
  5066. */
  5067. this.depth = options.depth ? options.depth : 1;
  5068. /**
  5069. * A rectangular area inside the render target's viewport. Fragments that are
  5070. * outside the area will be discarded.
  5071. *
  5072. * @type {Vector4}
  5073. * @default (0,0,width,height)
  5074. */
  5075. this.scissor = new Vector4( 0, 0, width, height );
  5076. /**
  5077. * Indicates whether the scissor test should be enabled when rendering into
  5078. * this render target or not.
  5079. *
  5080. * @type {boolean}
  5081. * @default false
  5082. */
  5083. this.scissorTest = false;
  5084. /**
  5085. * A rectangular area representing the render target's viewport.
  5086. *
  5087. * @type {Vector4}
  5088. * @default (0,0,width,height)
  5089. */
  5090. this.viewport = new Vector4( 0, 0, width, height );
  5091. const image = { width: width, height: height, depth: this.depth };
  5092. options = Object.assign( {
  5093. generateMipmaps: false,
  5094. internalFormat: null,
  5095. minFilter: LinearFilter,
  5096. depthBuffer: true,
  5097. stencilBuffer: false,
  5098. resolveDepthBuffer: true,
  5099. resolveStencilBuffer: true,
  5100. depthTexture: null,
  5101. samples: 0,
  5102. count: 1,
  5103. multiview: false
  5104. }, options );
  5105. const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  5106. texture.flipY = false;
  5107. texture.generateMipmaps = options.generateMipmaps;
  5108. texture.internalFormat = options.internalFormat;
  5109. /**
  5110. * An array of textures. Each color attachment is represented as a separate texture.
  5111. * Has at least a single entry for the default color attachment.
  5112. *
  5113. * @type {Array<Texture>}
  5114. */
  5115. this.textures = [];
  5116. const count = options.count;
  5117. for ( let i = 0; i < count; i ++ ) {
  5118. this.textures[ i ] = texture.clone();
  5119. this.textures[ i ].isRenderTargetTexture = true;
  5120. this.textures[ i ].renderTarget = this;
  5121. }
  5122. /**
  5123. * Whether to allocate a depth buffer or not.
  5124. *
  5125. * @type {boolean}
  5126. * @default true
  5127. */
  5128. this.depthBuffer = options.depthBuffer;
  5129. /**
  5130. * Whether to allocate a stencil buffer or not.
  5131. *
  5132. * @type {boolean}
  5133. * @default false
  5134. */
  5135. this.stencilBuffer = options.stencilBuffer;
  5136. /**
  5137. * Whether to resolve the depth buffer or not.
  5138. *
  5139. * @type {boolean}
  5140. * @default true
  5141. */
  5142. this.resolveDepthBuffer = options.resolveDepthBuffer;
  5143. /**
  5144. * Whether to resolve the stencil buffer or not.
  5145. *
  5146. * @type {boolean}
  5147. * @default true
  5148. */
  5149. this.resolveStencilBuffer = options.resolveStencilBuffer;
  5150. this._depthTexture = null;
  5151. this.depthTexture = options.depthTexture;
  5152. /**
  5153. * The number of MSAA samples.
  5154. *
  5155. * A value of `0` disables MSAA.
  5156. *
  5157. * @type {number}
  5158. * @default 0
  5159. */
  5160. this.samples = options.samples;
  5161. /**
  5162. * Whether to this target is used in multiview rendering.
  5163. *
  5164. * @type {boolean}
  5165. * @default false
  5166. */
  5167. this.multiview = options.multiview;
  5168. }
  5169. /**
  5170. * The texture representing the default color attachment.
  5171. *
  5172. * @type {Texture}
  5173. */
  5174. get texture() {
  5175. return this.textures[ 0 ];
  5176. }
  5177. set texture( value ) {
  5178. this.textures[ 0 ] = value;
  5179. }
  5180. set depthTexture( current ) {
  5181. if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
  5182. if ( current !== null ) current.renderTarget = this;
  5183. this._depthTexture = current;
  5184. }
  5185. /**
  5186. * Instead of saving the depth in a renderbuffer, a texture
  5187. * can be used instead which is useful for further processing
  5188. * e.g. in context of post-processing.
  5189. *
  5190. * @type {?DepthTexture}
  5191. * @default null
  5192. */
  5193. get depthTexture() {
  5194. return this._depthTexture;
  5195. }
  5196. /**
  5197. * Sets the size of this render target.
  5198. *
  5199. * @param {number} width - The width.
  5200. * @param {number} height - The height.
  5201. * @param {number} [depth=1] - The depth.
  5202. */
  5203. setSize( width, height, depth = 1 ) {
  5204. if ( this.width !== width || this.height !== height || this.depth !== depth ) {
  5205. this.width = width;
  5206. this.height = height;
  5207. this.depth = depth;
  5208. for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
  5209. this.textures[ i ].image.width = width;
  5210. this.textures[ i ].image.height = height;
  5211. this.textures[ i ].image.depth = depth;
  5212. }
  5213. this.dispose();
  5214. }
  5215. this.viewport.set( 0, 0, width, height );
  5216. this.scissor.set( 0, 0, width, height );
  5217. }
  5218. /**
  5219. * Returns a new render target with copied values from this instance.
  5220. *
  5221. * @return {RenderTarget} A clone of this instance.
  5222. */
  5223. clone() {
  5224. return new this.constructor().copy( this );
  5225. }
  5226. /**
  5227. * Copies the settings of the given render target. This is a structural copy so
  5228. * no resources are shared between render targets after the copy. That includes
  5229. * all MRT textures and the depth texture.
  5230. *
  5231. * @param {RenderTarget} source - The render target to copy.
  5232. * @return {RenderTarget} A reference to this instance.
  5233. */
  5234. copy( source ) {
  5235. this.width = source.width;
  5236. this.height = source.height;
  5237. this.depth = source.depth;
  5238. this.scissor.copy( source.scissor );
  5239. this.scissorTest = source.scissorTest;
  5240. this.viewport.copy( source.viewport );
  5241. this.textures.length = 0;
  5242. for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
  5243. this.textures[ i ] = source.textures[ i ].clone();
  5244. this.textures[ i ].isRenderTargetTexture = true;
  5245. this.textures[ i ].renderTarget = this;
  5246. // ensure image object is not shared, see #20328
  5247. const image = Object.assign( {}, source.textures[ i ].image );
  5248. this.textures[ i ].source = new Source( image );
  5249. }
  5250. this.depthBuffer = source.depthBuffer;
  5251. this.stencilBuffer = source.stencilBuffer;
  5252. this.resolveDepthBuffer = source.resolveDepthBuffer;
  5253. this.resolveStencilBuffer = source.resolveStencilBuffer;
  5254. if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
  5255. this.samples = source.samples;
  5256. return this;
  5257. }
  5258. /**
  5259. * Frees the GPU-related resources allocated by this instance. Call this
  5260. * method whenever this instance is no longer used in your app.
  5261. *
  5262. * @fires RenderTarget#dispose
  5263. */
  5264. dispose() {
  5265. this.dispatchEvent( { type: 'dispose' } );
  5266. }
  5267. }
  5268. /**
  5269. * A render target used in context of {@link WebGLRenderer}.
  5270. *
  5271. * @augments RenderTarget
  5272. */
  5273. class WebGLRenderTarget extends RenderTarget {
  5274. /**
  5275. * Constructs a new 3D render target.
  5276. *
  5277. * @param {number} [width=1] - The width of the render target.
  5278. * @param {number} [height=1] - The height of the render target.
  5279. * @param {RenderTarget~Options} [options] - The configuration object.
  5280. */
  5281. constructor( width = 1, height = 1, options = {} ) {
  5282. super( width, height, options );
  5283. /**
  5284. * This flag can be used for type testing.
  5285. *
  5286. * @type {boolean}
  5287. * @readonly
  5288. * @default true
  5289. */
  5290. this.isWebGLRenderTarget = true;
  5291. }
  5292. }
  5293. /**
  5294. * Creates an array of textures directly from raw buffer data.
  5295. *
  5296. * @augments Texture
  5297. */
  5298. class DataArrayTexture extends Texture {
  5299. /**
  5300. * Constructs a new data array texture.
  5301. *
  5302. * @param {?TypedArray} [data=null] - The buffer data.
  5303. * @param {number} [width=1] - The width of the texture.
  5304. * @param {number} [height=1] - The height of the texture.
  5305. * @param {number} [depth=1] - The depth of the texture.
  5306. */
  5307. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  5308. super( null );
  5309. /**
  5310. * This flag can be used for type testing.
  5311. *
  5312. * @type {boolean}
  5313. * @readonly
  5314. * @default true
  5315. */
  5316. this.isDataArrayTexture = true;
  5317. /**
  5318. * The image definition of a data texture.
  5319. *
  5320. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  5321. */
  5322. this.image = { data, width, height, depth };
  5323. /**
  5324. * How the texture is sampled when a texel covers more than one pixel.
  5325. *
  5326. * Overwritten and set to `NearestFilter` by default.
  5327. *
  5328. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5329. * @default NearestFilter
  5330. */
  5331. this.magFilter = NearestFilter;
  5332. /**
  5333. * How the texture is sampled when a texel covers less than one pixel.
  5334. *
  5335. * Overwritten and set to `NearestFilter` by default.
  5336. *
  5337. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5338. * @default NearestFilter
  5339. */
  5340. this.minFilter = NearestFilter;
  5341. /**
  5342. * This defines how the texture is wrapped in the depth and corresponds to
  5343. * *W* in UVW mapping.
  5344. *
  5345. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5346. * @default ClampToEdgeWrapping
  5347. */
  5348. this.wrapR = ClampToEdgeWrapping;
  5349. /**
  5350. * Whether to generate mipmaps (if possible) for a texture.
  5351. *
  5352. * Overwritten and set to `false` by default.
  5353. *
  5354. * @type {boolean}
  5355. * @default false
  5356. */
  5357. this.generateMipmaps = false;
  5358. /**
  5359. * If set to `true`, the texture is flipped along the vertical axis when
  5360. * uploaded to the GPU.
  5361. *
  5362. * Overwritten and set to `false` by default.
  5363. *
  5364. * @type {boolean}
  5365. * @default false
  5366. */
  5367. this.flipY = false;
  5368. /**
  5369. * Specifies the alignment requirements for the start of each pixel row in memory.
  5370. *
  5371. * Overwritten and set to `1` by default.
  5372. *
  5373. * @type {boolean}
  5374. * @default 1
  5375. */
  5376. this.unpackAlignment = 1;
  5377. /**
  5378. * A set of all layers which need to be updated in the texture.
  5379. *
  5380. * @type {Set<number>}
  5381. */
  5382. this.layerUpdates = new Set();
  5383. }
  5384. /**
  5385. * Describes that a specific layer of the texture needs to be updated.
  5386. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  5387. * entire data texture array is sent to the GPU. Marking specific
  5388. * layers will only transmit subsets of all mipmaps associated with a
  5389. * specific depth in the array which is often much more performant.
  5390. *
  5391. * @param {number} layerIndex - The layer index that should be updated.
  5392. */
  5393. addLayerUpdate( layerIndex ) {
  5394. this.layerUpdates.add( layerIndex );
  5395. }
  5396. /**
  5397. * Resets the layer updates registry.
  5398. */
  5399. clearLayerUpdates() {
  5400. this.layerUpdates.clear();
  5401. }
  5402. }
  5403. /**
  5404. * An array render target used in context of {@link WebGLRenderer}.
  5405. *
  5406. * @augments WebGLRenderTarget
  5407. */
  5408. class WebGLArrayRenderTarget extends WebGLRenderTarget {
  5409. /**
  5410. * Constructs a new array render target.
  5411. *
  5412. * @param {number} [width=1] - The width of the render target.
  5413. * @param {number} [height=1] - The height of the render target.
  5414. * @param {number} [depth=1] - The height of the render target.
  5415. * @param {RenderTarget~Options} [options] - The configuration object.
  5416. */
  5417. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  5418. super( width, height, options );
  5419. /**
  5420. * This flag can be used for type testing.
  5421. *
  5422. * @type {boolean}
  5423. * @readonly
  5424. * @default true
  5425. */
  5426. this.isWebGLArrayRenderTarget = true;
  5427. this.depth = depth;
  5428. /**
  5429. * Overwritten with a different texture type.
  5430. *
  5431. * @type {DataArrayTexture}
  5432. */
  5433. this.texture = new DataArrayTexture( null, width, height, depth );
  5434. this.texture.isRenderTargetTexture = true;
  5435. }
  5436. }
  5437. /**
  5438. * Creates a three-dimensional texture from raw data, with parameters to
  5439. * divide it into width, height, and depth.
  5440. *
  5441. * @augments Texture
  5442. */
  5443. class Data3DTexture extends Texture {
  5444. /**
  5445. * Constructs a new data array texture.
  5446. *
  5447. * @param {?TypedArray} [data=null] - The buffer data.
  5448. * @param {number} [width=1] - The width of the texture.
  5449. * @param {number} [height=1] - The height of the texture.
  5450. * @param {number} [depth=1] - The depth of the texture.
  5451. */
  5452. constructor( data = null, width = 1, height = 1, depth = 1 ) {
  5453. // We're going to add .setXXX() methods for setting properties later.
  5454. // Users can still set in Data3DTexture directly.
  5455. //
  5456. // const texture = new THREE.Data3DTexture( data, width, height, depth );
  5457. // texture.anisotropy = 16;
  5458. //
  5459. // See #14839
  5460. super( null );
  5461. /**
  5462. * This flag can be used for type testing.
  5463. *
  5464. * @type {boolean}
  5465. * @readonly
  5466. * @default true
  5467. */
  5468. this.isData3DTexture = true;
  5469. /**
  5470. * The image definition of a data texture.
  5471. *
  5472. * @type {{data:TypedArray,width:number,height:number,depth:number}}
  5473. */
  5474. this.image = { data, width, height, depth };
  5475. /**
  5476. * How the texture is sampled when a texel covers more than one pixel.
  5477. *
  5478. * Overwritten and set to `NearestFilter` by default.
  5479. *
  5480. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5481. * @default NearestFilter
  5482. */
  5483. this.magFilter = NearestFilter;
  5484. /**
  5485. * How the texture is sampled when a texel covers less than one pixel.
  5486. *
  5487. * Overwritten and set to `NearestFilter` by default.
  5488. *
  5489. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  5490. * @default NearestFilter
  5491. */
  5492. this.minFilter = NearestFilter;
  5493. /**
  5494. * This defines how the texture is wrapped in the depth and corresponds to
  5495. * *W* in UVW mapping.
  5496. *
  5497. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  5498. * @default ClampToEdgeWrapping
  5499. */
  5500. this.wrapR = ClampToEdgeWrapping;
  5501. /**
  5502. * Whether to generate mipmaps (if possible) for a texture.
  5503. *
  5504. * Overwritten and set to `false` by default.
  5505. *
  5506. * @type {boolean}
  5507. * @default false
  5508. */
  5509. this.generateMipmaps = false;
  5510. /**
  5511. * If set to `true`, the texture is flipped along the vertical axis when
  5512. * uploaded to the GPU.
  5513. *
  5514. * Overwritten and set to `false` by default.
  5515. *
  5516. * @type {boolean}
  5517. * @default false
  5518. */
  5519. this.flipY = false;
  5520. /**
  5521. * Specifies the alignment requirements for the start of each pixel row in memory.
  5522. *
  5523. * Overwritten and set to `1` by default.
  5524. *
  5525. * @type {boolean}
  5526. * @default 1
  5527. */
  5528. this.unpackAlignment = 1;
  5529. }
  5530. }
  5531. /**
  5532. * A 3D render target used in context of {@link WebGLRenderer}.
  5533. *
  5534. * @augments WebGLRenderTarget
  5535. */
  5536. class WebGL3DRenderTarget extends WebGLRenderTarget {
  5537. /**
  5538. * Constructs a new 3D render target.
  5539. *
  5540. * @param {number} [width=1] - The width of the render target.
  5541. * @param {number} [height=1] - The height of the render target.
  5542. * @param {number} [depth=1] - The height of the render target.
  5543. * @param {RenderTarget~Options} [options] - The configuration object.
  5544. */
  5545. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  5546. super( width, height, options );
  5547. /**
  5548. * This flag can be used for type testing.
  5549. *
  5550. * @type {boolean}
  5551. * @readonly
  5552. * @default true
  5553. */
  5554. this.isWebGL3DRenderTarget = true;
  5555. this.depth = depth;
  5556. /**
  5557. * Overwritten with a different texture type.
  5558. *
  5559. * @type {Data3DTexture}
  5560. */
  5561. this.texture = new Data3DTexture( null, width, height, depth );
  5562. this.texture.isRenderTargetTexture = true;
  5563. }
  5564. }
  5565. /**
  5566. * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations.
  5567. *
  5568. * Iterating through a vector instance will yield its components `(x, y, z, w)` in
  5569. * the corresponding order.
  5570. *
  5571. * Note that three.js expects Quaternions to be normalized.
  5572. * ```js
  5573. * const quaternion = new THREE.Quaternion();
  5574. * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 );
  5575. *
  5576. * const vector = new THREE.Vector3( 1, 0, 0 );
  5577. * vector.applyQuaternion( quaternion );
  5578. * ```
  5579. */
  5580. class Quaternion {
  5581. /**
  5582. * Constructs a new quaternion.
  5583. *
  5584. * @param {number} [x=0] - The x value of this quaternion.
  5585. * @param {number} [y=0] - The y value of this quaternion.
  5586. * @param {number} [z=0] - The z value of this quaternion.
  5587. * @param {number} [w=1] - The w value of this quaternion.
  5588. */
  5589. constructor( x = 0, y = 0, z = 0, w = 1 ) {
  5590. /**
  5591. * This flag can be used for type testing.
  5592. *
  5593. * @type {boolean}
  5594. * @readonly
  5595. * @default true
  5596. */
  5597. this.isQuaternion = true;
  5598. this._x = x;
  5599. this._y = y;
  5600. this._z = z;
  5601. this._w = w;
  5602. }
  5603. /**
  5604. * Interpolates between two quaternions via SLERP. This implementation assumes the
  5605. * quaternion data are managed in flat arrays.
  5606. *
  5607. * @param {Array<number>} dst - The destination array.
  5608. * @param {number} dstOffset - An offset into the destination array.
  5609. * @param {Array<number>} src0 - The source array of the first quaternion.
  5610. * @param {number} srcOffset0 - An offset into the first source array.
  5611. * @param {Array<number>} src1 - The source array of the second quaternion.
  5612. * @param {number} srcOffset1 - An offset into the second source array.
  5613. * @param {number} t - The interpolation factor in the range `[0,1]`.
  5614. * @see {@link Quaternion#slerp}
  5615. */
  5616. static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
  5617. // fuzz-free, array-based Quaternion SLERP operation
  5618. let x0 = src0[ srcOffset0 + 0 ],
  5619. y0 = src0[ srcOffset0 + 1 ],
  5620. z0 = src0[ srcOffset0 + 2 ],
  5621. w0 = src0[ srcOffset0 + 3 ];
  5622. const x1 = src1[ srcOffset1 + 0 ],
  5623. y1 = src1[ srcOffset1 + 1 ],
  5624. z1 = src1[ srcOffset1 + 2 ],
  5625. w1 = src1[ srcOffset1 + 3 ];
  5626. if ( t === 0 ) {
  5627. dst[ dstOffset + 0 ] = x0;
  5628. dst[ dstOffset + 1 ] = y0;
  5629. dst[ dstOffset + 2 ] = z0;
  5630. dst[ dstOffset + 3 ] = w0;
  5631. return;
  5632. }
  5633. if ( t === 1 ) {
  5634. dst[ dstOffset + 0 ] = x1;
  5635. dst[ dstOffset + 1 ] = y1;
  5636. dst[ dstOffset + 2 ] = z1;
  5637. dst[ dstOffset + 3 ] = w1;
  5638. return;
  5639. }
  5640. if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
  5641. let s = 1 - t;
  5642. const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  5643. dir = ( cos >= 0 ? 1 : -1 ),
  5644. sqrSin = 1 - cos * cos;
  5645. // Skip the Slerp for tiny steps to avoid numeric problems:
  5646. if ( sqrSin > Number.EPSILON ) {
  5647. const sin = Math.sqrt( sqrSin ),
  5648. len = Math.atan2( sin, cos * dir );
  5649. s = Math.sin( s * len ) / sin;
  5650. t = Math.sin( t * len ) / sin;
  5651. }
  5652. const tDir = t * dir;
  5653. x0 = x0 * s + x1 * tDir;
  5654. y0 = y0 * s + y1 * tDir;
  5655. z0 = z0 * s + z1 * tDir;
  5656. w0 = w0 * s + w1 * tDir;
  5657. // Normalize in case we just did a lerp:
  5658. if ( s === 1 - t ) {
  5659. const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
  5660. x0 *= f;
  5661. y0 *= f;
  5662. z0 *= f;
  5663. w0 *= f;
  5664. }
  5665. }
  5666. dst[ dstOffset ] = x0;
  5667. dst[ dstOffset + 1 ] = y0;
  5668. dst[ dstOffset + 2 ] = z0;
  5669. dst[ dstOffset + 3 ] = w0;
  5670. }
  5671. /**
  5672. * Multiplies two quaternions. This implementation assumes the quaternion data are managed
  5673. * in flat arrays.
  5674. *
  5675. * @param {Array<number>} dst - The destination array.
  5676. * @param {number} dstOffset - An offset into the destination array.
  5677. * @param {Array<number>} src0 - The source array of the first quaternion.
  5678. * @param {number} srcOffset0 - An offset into the first source array.
  5679. * @param {Array<number>} src1 - The source array of the second quaternion.
  5680. * @param {number} srcOffset1 - An offset into the second source array.
  5681. * @return {Array<number>} The destination array.
  5682. * @see {@link Quaternion#multiplyQuaternions}.
  5683. */
  5684. static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
  5685. const x0 = src0[ srcOffset0 ];
  5686. const y0 = src0[ srcOffset0 + 1 ];
  5687. const z0 = src0[ srcOffset0 + 2 ];
  5688. const w0 = src0[ srcOffset0 + 3 ];
  5689. const x1 = src1[ srcOffset1 ];
  5690. const y1 = src1[ srcOffset1 + 1 ];
  5691. const z1 = src1[ srcOffset1 + 2 ];
  5692. const w1 = src1[ srcOffset1 + 3 ];
  5693. dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
  5694. dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
  5695. dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
  5696. dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
  5697. return dst;
  5698. }
  5699. /**
  5700. * The x value of this quaternion.
  5701. *
  5702. * @type {number}
  5703. * @default 0
  5704. */
  5705. get x() {
  5706. return this._x;
  5707. }
  5708. set x( value ) {
  5709. this._x = value;
  5710. this._onChangeCallback();
  5711. }
  5712. /**
  5713. * The y value of this quaternion.
  5714. *
  5715. * @type {number}
  5716. * @default 0
  5717. */
  5718. get y() {
  5719. return this._y;
  5720. }
  5721. set y( value ) {
  5722. this._y = value;
  5723. this._onChangeCallback();
  5724. }
  5725. /**
  5726. * The z value of this quaternion.
  5727. *
  5728. * @type {number}
  5729. * @default 0
  5730. */
  5731. get z() {
  5732. return this._z;
  5733. }
  5734. set z( value ) {
  5735. this._z = value;
  5736. this._onChangeCallback();
  5737. }
  5738. /**
  5739. * The w value of this quaternion.
  5740. *
  5741. * @type {number}
  5742. * @default 1
  5743. */
  5744. get w() {
  5745. return this._w;
  5746. }
  5747. set w( value ) {
  5748. this._w = value;
  5749. this._onChangeCallback();
  5750. }
  5751. /**
  5752. * Sets the quaternion components.
  5753. *
  5754. * @param {number} x - The x value of this quaternion.
  5755. * @param {number} y - The y value of this quaternion.
  5756. * @param {number} z - The z value of this quaternion.
  5757. * @param {number} w - The w value of this quaternion.
  5758. * @return {Quaternion} A reference to this quaternion.
  5759. */
  5760. set( x, y, z, w ) {
  5761. this._x = x;
  5762. this._y = y;
  5763. this._z = z;
  5764. this._w = w;
  5765. this._onChangeCallback();
  5766. return this;
  5767. }
  5768. /**
  5769. * Returns a new quaternion with copied values from this instance.
  5770. *
  5771. * @return {Quaternion} A clone of this instance.
  5772. */
  5773. clone() {
  5774. return new this.constructor( this._x, this._y, this._z, this._w );
  5775. }
  5776. /**
  5777. * Copies the values of the given quaternion to this instance.
  5778. *
  5779. * @param {Quaternion} quaternion - The quaternion to copy.
  5780. * @return {Quaternion} A reference to this quaternion.
  5781. */
  5782. copy( quaternion ) {
  5783. this._x = quaternion.x;
  5784. this._y = quaternion.y;
  5785. this._z = quaternion.z;
  5786. this._w = quaternion.w;
  5787. this._onChangeCallback();
  5788. return this;
  5789. }
  5790. /**
  5791. * Sets this quaternion from the rotation specified by the given
  5792. * Euler angles.
  5793. *
  5794. * @param {Euler} euler - The Euler angles.
  5795. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  5796. * @return {Quaternion} A reference to this quaternion.
  5797. */
  5798. setFromEuler( euler, update = true ) {
  5799. const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
  5800. // http://www.mathworks.com/matlabcentral/fileexchange/
  5801. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  5802. // content/SpinCalc.m
  5803. const cos = Math.cos;
  5804. const sin = Math.sin;
  5805. const c1 = cos( x / 2 );
  5806. const c2 = cos( y / 2 );
  5807. const c3 = cos( z / 2 );
  5808. const s1 = sin( x / 2 );
  5809. const s2 = sin( y / 2 );
  5810. const s3 = sin( z / 2 );
  5811. switch ( order ) {
  5812. case 'XYZ':
  5813. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  5814. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  5815. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  5816. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  5817. break;
  5818. case 'YXZ':
  5819. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  5820. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  5821. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  5822. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  5823. break;
  5824. case 'ZXY':
  5825. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  5826. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  5827. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  5828. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  5829. break;
  5830. case 'ZYX':
  5831. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  5832. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  5833. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  5834. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  5835. break;
  5836. case 'YZX':
  5837. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  5838. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  5839. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  5840. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  5841. break;
  5842. case 'XZY':
  5843. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  5844. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  5845. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  5846. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  5847. break;
  5848. default:
  5849. console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
  5850. }
  5851. if ( update === true ) this._onChangeCallback();
  5852. return this;
  5853. }
  5854. /**
  5855. * Sets this quaternion from the given axis and angle.
  5856. *
  5857. * @param {Vector3} axis - The normalized axis.
  5858. * @param {number} angle - The angle in radians.
  5859. * @return {Quaternion} A reference to this quaternion.
  5860. */
  5861. setFromAxisAngle( axis, angle ) {
  5862. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  5863. const halfAngle = angle / 2, s = Math.sin( halfAngle );
  5864. this._x = axis.x * s;
  5865. this._y = axis.y * s;
  5866. this._z = axis.z * s;
  5867. this._w = Math.cos( halfAngle );
  5868. this._onChangeCallback();
  5869. return this;
  5870. }
  5871. /**
  5872. * Sets this quaternion from the given rotation matrix.
  5873. *
  5874. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  5875. * @return {Quaternion} A reference to this quaternion.
  5876. */
  5877. setFromRotationMatrix( m ) {
  5878. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  5879. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  5880. const te = m.elements,
  5881. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  5882. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  5883. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  5884. trace = m11 + m22 + m33;
  5885. if ( trace > 0 ) {
  5886. const s = 0.5 / Math.sqrt( trace + 1.0 );
  5887. this._w = 0.25 / s;
  5888. this._x = ( m32 - m23 ) * s;
  5889. this._y = ( m13 - m31 ) * s;
  5890. this._z = ( m21 - m12 ) * s;
  5891. } else if ( m11 > m22 && m11 > m33 ) {
  5892. const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  5893. this._w = ( m32 - m23 ) / s;
  5894. this._x = 0.25 * s;
  5895. this._y = ( m12 + m21 ) / s;
  5896. this._z = ( m13 + m31 ) / s;
  5897. } else if ( m22 > m33 ) {
  5898. const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  5899. this._w = ( m13 - m31 ) / s;
  5900. this._x = ( m12 + m21 ) / s;
  5901. this._y = 0.25 * s;
  5902. this._z = ( m23 + m32 ) / s;
  5903. } else {
  5904. const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  5905. this._w = ( m21 - m12 ) / s;
  5906. this._x = ( m13 + m31 ) / s;
  5907. this._y = ( m23 + m32 ) / s;
  5908. this._z = 0.25 * s;
  5909. }
  5910. this._onChangeCallback();
  5911. return this;
  5912. }
  5913. /**
  5914. * Sets this quaternion to the rotation required to rotate the direction vector
  5915. * `vFrom` to the direction vector `vTo`.
  5916. *
  5917. * @param {Vector3} vFrom - The first (normalized) direction vector.
  5918. * @param {Vector3} vTo - The second (normalized) direction vector.
  5919. * @return {Quaternion} A reference to this quaternion.
  5920. */
  5921. setFromUnitVectors( vFrom, vTo ) {
  5922. // assumes direction vectors vFrom and vTo are normalized
  5923. let r = vFrom.dot( vTo ) + 1;
  5924. if ( r < Number.EPSILON ) {
  5925. // vFrom and vTo point in opposite directions
  5926. r = 0;
  5927. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  5928. this._x = - vFrom.y;
  5929. this._y = vFrom.x;
  5930. this._z = 0;
  5931. this._w = r;
  5932. } else {
  5933. this._x = 0;
  5934. this._y = - vFrom.z;
  5935. this._z = vFrom.y;
  5936. this._w = r;
  5937. }
  5938. } else {
  5939. // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
  5940. this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  5941. this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  5942. this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  5943. this._w = r;
  5944. }
  5945. return this.normalize();
  5946. }
  5947. /**
  5948. * Returns the angle between this quaternion and the given one in radians.
  5949. *
  5950. * @param {Quaternion} q - The quaternion to compute the angle with.
  5951. * @return {number} The angle in radians.
  5952. */
  5953. angleTo( q ) {
  5954. return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) );
  5955. }
  5956. /**
  5957. * Rotates this quaternion by a given angular step to the given quaternion.
  5958. * The method ensures that the final quaternion will not overshoot `q`.
  5959. *
  5960. * @param {Quaternion} q - The target quaternion.
  5961. * @param {number} step - The angular step in radians.
  5962. * @return {Quaternion} A reference to this quaternion.
  5963. */
  5964. rotateTowards( q, step ) {
  5965. const angle = this.angleTo( q );
  5966. if ( angle === 0 ) return this;
  5967. const t = Math.min( 1, step / angle );
  5968. this.slerp( q, t );
  5969. return this;
  5970. }
  5971. /**
  5972. * Sets this quaternion to the identity quaternion; that is, to the
  5973. * quaternion that represents "no rotation".
  5974. *
  5975. * @return {Quaternion} A reference to this quaternion.
  5976. */
  5977. identity() {
  5978. return this.set( 0, 0, 0, 1 );
  5979. }
  5980. /**
  5981. * Inverts this quaternion via {@link Quaternion#conjugate}. The
  5982. * quaternion is assumed to have unit length.
  5983. *
  5984. * @return {Quaternion} A reference to this quaternion.
  5985. */
  5986. invert() {
  5987. return this.conjugate();
  5988. }
  5989. /**
  5990. * Returns the rotational conjugate of this quaternion. The conjugate of a
  5991. * quaternion represents the same rotation in the opposite direction about
  5992. * the rotational axis.
  5993. *
  5994. * @return {Quaternion} A reference to this quaternion.
  5995. */
  5996. conjugate() {
  5997. this._x *= -1;
  5998. this._y *= -1;
  5999. this._z *= -1;
  6000. this._onChangeCallback();
  6001. return this;
  6002. }
  6003. /**
  6004. * Calculates the dot product of this quaternion and the given one.
  6005. *
  6006. * @param {Quaternion} v - The quaternion to compute the dot product with.
  6007. * @return {number} The result of the dot product.
  6008. */
  6009. dot( v ) {
  6010. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  6011. }
  6012. /**
  6013. * Computes the squared Euclidean length (straight-line length) of this quaternion,
  6014. * considered as a 4 dimensional vector. This can be useful if you are comparing the
  6015. * lengths of two quaternions, as this is a slightly more efficient calculation than
  6016. * {@link Quaternion#length}.
  6017. *
  6018. * @return {number} The squared Euclidean length.
  6019. */
  6020. lengthSq() {
  6021. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  6022. }
  6023. /**
  6024. * Computes the Euclidean length (straight-line length) of this quaternion,
  6025. * considered as a 4 dimensional vector.
  6026. *
  6027. * @return {number} The Euclidean length.
  6028. */
  6029. length() {
  6030. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  6031. }
  6032. /**
  6033. * Normalizes this quaternion - that is, calculated the quaternion that performs
  6034. * the same rotation as this one, but has a length equal to `1`.
  6035. *
  6036. * @return {Quaternion} A reference to this quaternion.
  6037. */
  6038. normalize() {
  6039. let l = this.length();
  6040. if ( l === 0 ) {
  6041. this._x = 0;
  6042. this._y = 0;
  6043. this._z = 0;
  6044. this._w = 1;
  6045. } else {
  6046. l = 1 / l;
  6047. this._x = this._x * l;
  6048. this._y = this._y * l;
  6049. this._z = this._z * l;
  6050. this._w = this._w * l;
  6051. }
  6052. this._onChangeCallback();
  6053. return this;
  6054. }
  6055. /**
  6056. * Multiplies this quaternion by the given one.
  6057. *
  6058. * @param {Quaternion} q - The quaternion.
  6059. * @return {Quaternion} A reference to this quaternion.
  6060. */
  6061. multiply( q ) {
  6062. return this.multiplyQuaternions( this, q );
  6063. }
  6064. /**
  6065. * Pre-multiplies this quaternion by the given one.
  6066. *
  6067. * @param {Quaternion} q - The quaternion.
  6068. * @return {Quaternion} A reference to this quaternion.
  6069. */
  6070. premultiply( q ) {
  6071. return this.multiplyQuaternions( q, this );
  6072. }
  6073. /**
  6074. * Multiplies the given quaternions and stores the result in this instance.
  6075. *
  6076. * @param {Quaternion} a - The first quaternion.
  6077. * @param {Quaternion} b - The second quaternion.
  6078. * @return {Quaternion} A reference to this quaternion.
  6079. */
  6080. multiplyQuaternions( a, b ) {
  6081. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  6082. const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  6083. const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  6084. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  6085. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  6086. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  6087. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  6088. this._onChangeCallback();
  6089. return this;
  6090. }
  6091. /**
  6092. * Performs a spherical linear interpolation between quaternions.
  6093. *
  6094. * @param {Quaternion} qb - The target quaternion.
  6095. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  6096. * @return {Quaternion} A reference to this quaternion.
  6097. */
  6098. slerp( qb, t ) {
  6099. if ( t === 0 ) return this;
  6100. if ( t === 1 ) return this.copy( qb );
  6101. const x = this._x, y = this._y, z = this._z, w = this._w;
  6102. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  6103. let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  6104. if ( cosHalfTheta < 0 ) {
  6105. this._w = - qb._w;
  6106. this._x = - qb._x;
  6107. this._y = - qb._y;
  6108. this._z = - qb._z;
  6109. cosHalfTheta = - cosHalfTheta;
  6110. } else {
  6111. this.copy( qb );
  6112. }
  6113. if ( cosHalfTheta >= 1.0 ) {
  6114. this._w = w;
  6115. this._x = x;
  6116. this._y = y;
  6117. this._z = z;
  6118. return this;
  6119. }
  6120. const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
  6121. if ( sqrSinHalfTheta <= Number.EPSILON ) {
  6122. const s = 1 - t;
  6123. this._w = s * w + t * this._w;
  6124. this._x = s * x + t * this._x;
  6125. this._y = s * y + t * this._y;
  6126. this._z = s * z + t * this._z;
  6127. this.normalize(); // normalize calls _onChangeCallback()
  6128. return this;
  6129. }
  6130. const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
  6131. const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
  6132. const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  6133. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  6134. this._w = ( w * ratioA + this._w * ratioB );
  6135. this._x = ( x * ratioA + this._x * ratioB );
  6136. this._y = ( y * ratioA + this._y * ratioB );
  6137. this._z = ( z * ratioA + this._z * ratioB );
  6138. this._onChangeCallback();
  6139. return this;
  6140. }
  6141. /**
  6142. * Performs a spherical linear interpolation between the given quaternions
  6143. * and stores the result in this quaternion.
  6144. *
  6145. * @param {Quaternion} qa - The source quaternion.
  6146. * @param {Quaternion} qb - The target quaternion.
  6147. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
  6148. * @return {Quaternion} A reference to this quaternion.
  6149. */
  6150. slerpQuaternions( qa, qb, t ) {
  6151. return this.copy( qa ).slerp( qb, t );
  6152. }
  6153. /**
  6154. * Sets this quaternion to a uniformly random, normalized quaternion.
  6155. *
  6156. * @return {Quaternion} A reference to this quaternion.
  6157. */
  6158. random() {
  6159. // Ken Shoemake
  6160. // Uniform random rotations
  6161. // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
  6162. const theta1 = 2 * Math.PI * Math.random();
  6163. const theta2 = 2 * Math.PI * Math.random();
  6164. const x0 = Math.random();
  6165. const r1 = Math.sqrt( 1 - x0 );
  6166. const r2 = Math.sqrt( x0 );
  6167. return this.set(
  6168. r1 * Math.sin( theta1 ),
  6169. r1 * Math.cos( theta1 ),
  6170. r2 * Math.sin( theta2 ),
  6171. r2 * Math.cos( theta2 ),
  6172. );
  6173. }
  6174. /**
  6175. * Returns `true` if this quaternion is equal with the given one.
  6176. *
  6177. * @param {Quaternion} quaternion - The quaternion to test for equality.
  6178. * @return {boolean} Whether this quaternion is equal with the given one.
  6179. */
  6180. equals( quaternion ) {
  6181. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  6182. }
  6183. /**
  6184. * Sets this quaternion's components from the given array.
  6185. *
  6186. * @param {Array<number>} array - An array holding the quaternion component values.
  6187. * @param {number} [offset=0] - The offset into the array.
  6188. * @return {Quaternion} A reference to this quaternion.
  6189. */
  6190. fromArray( array, offset = 0 ) {
  6191. this._x = array[ offset ];
  6192. this._y = array[ offset + 1 ];
  6193. this._z = array[ offset + 2 ];
  6194. this._w = array[ offset + 3 ];
  6195. this._onChangeCallback();
  6196. return this;
  6197. }
  6198. /**
  6199. * Writes the components of this quaternion to the given array. If no array is provided,
  6200. * the method returns a new instance.
  6201. *
  6202. * @param {Array<number>} [array=[]] - The target array holding the quaternion components.
  6203. * @param {number} [offset=0] - Index of the first element in the array.
  6204. * @return {Array<number>} The quaternion components.
  6205. */
  6206. toArray( array = [], offset = 0 ) {
  6207. array[ offset ] = this._x;
  6208. array[ offset + 1 ] = this._y;
  6209. array[ offset + 2 ] = this._z;
  6210. array[ offset + 3 ] = this._w;
  6211. return array;
  6212. }
  6213. /**
  6214. * Sets the components of this quaternion from the given buffer attribute.
  6215. *
  6216. * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
  6217. * @param {number} index - The index into the attribute.
  6218. * @return {Quaternion} A reference to this quaternion.
  6219. */
  6220. fromBufferAttribute( attribute, index ) {
  6221. this._x = attribute.getX( index );
  6222. this._y = attribute.getY( index );
  6223. this._z = attribute.getZ( index );
  6224. this._w = attribute.getW( index );
  6225. this._onChangeCallback();
  6226. return this;
  6227. }
  6228. /**
  6229. * This methods defines the serialization result of this class. Returns the
  6230. * numerical elements of this quaternion in an array of format `[x, y, z, w]`.
  6231. *
  6232. * @return {Array<number>} The serialized quaternion.
  6233. */
  6234. toJSON() {
  6235. return this.toArray();
  6236. }
  6237. _onChange( callback ) {
  6238. this._onChangeCallback = callback;
  6239. return this;
  6240. }
  6241. _onChangeCallback() {}
  6242. *[ Symbol.iterator ]() {
  6243. yield this._x;
  6244. yield this._y;
  6245. yield this._z;
  6246. yield this._w;
  6247. }
  6248. }
  6249. /**
  6250. * Class representing a 3D vector. A 3D vector is an ordered triplet of numbers
  6251. * (labeled x, y and z), which can be used to represent a number of things, such as:
  6252. *
  6253. * - A point in 3D space.
  6254. * - A direction and length in 3D space. In three.js the length will
  6255. * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)`
  6256. * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`.
  6257. * - Any arbitrary ordered triplet of numbers.
  6258. *
  6259. * There are other things a 3D vector can be used to represent, such as
  6260. * momentum vectors and so on, however these are the most
  6261. * common uses in three.js.
  6262. *
  6263. * Iterating through a vector instance will yield its components `(x, y, z)` in
  6264. * the corresponding order.
  6265. * ```js
  6266. * const a = new THREE.Vector3( 0, 1, 0 );
  6267. *
  6268. * //no arguments; will be initialised to (0, 0, 0)
  6269. * const b = new THREE.Vector3( );
  6270. *
  6271. * const d = a.distanceTo( b );
  6272. * ```
  6273. */
  6274. class Vector3 {
  6275. /**
  6276. * Constructs a new 3D vector.
  6277. *
  6278. * @param {number} [x=0] - The x value of this vector.
  6279. * @param {number} [y=0] - The y value of this vector.
  6280. * @param {number} [z=0] - The z value of this vector.
  6281. */
  6282. constructor( x = 0, y = 0, z = 0 ) {
  6283. /**
  6284. * This flag can be used for type testing.
  6285. *
  6286. * @type {boolean}
  6287. * @readonly
  6288. * @default true
  6289. */
  6290. Vector3.prototype.isVector3 = true;
  6291. /**
  6292. * The x value of this vector.
  6293. *
  6294. * @type {number}
  6295. */
  6296. this.x = x;
  6297. /**
  6298. * The y value of this vector.
  6299. *
  6300. * @type {number}
  6301. */
  6302. this.y = y;
  6303. /**
  6304. * The z value of this vector.
  6305. *
  6306. * @type {number}
  6307. */
  6308. this.z = z;
  6309. }
  6310. /**
  6311. * Sets the vector components.
  6312. *
  6313. * @param {number} x - The value of the x component.
  6314. * @param {number} y - The value of the y component.
  6315. * @param {number} z - The value of the z component.
  6316. * @return {Vector3} A reference to this vector.
  6317. */
  6318. set( x, y, z ) {
  6319. if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
  6320. this.x = x;
  6321. this.y = y;
  6322. this.z = z;
  6323. return this;
  6324. }
  6325. /**
  6326. * Sets the vector components to the same value.
  6327. *
  6328. * @param {number} scalar - The value to set for all vector components.
  6329. * @return {Vector3} A reference to this vector.
  6330. */
  6331. setScalar( scalar ) {
  6332. this.x = scalar;
  6333. this.y = scalar;
  6334. this.z = scalar;
  6335. return this;
  6336. }
  6337. /**
  6338. * Sets the vector's x component to the given value
  6339. *
  6340. * @param {number} x - The value to set.
  6341. * @return {Vector3} A reference to this vector.
  6342. */
  6343. setX( x ) {
  6344. this.x = x;
  6345. return this;
  6346. }
  6347. /**
  6348. * Sets the vector's y component to the given value
  6349. *
  6350. * @param {number} y - The value to set.
  6351. * @return {Vector3} A reference to this vector.
  6352. */
  6353. setY( y ) {
  6354. this.y = y;
  6355. return this;
  6356. }
  6357. /**
  6358. * Sets the vector's z component to the given value
  6359. *
  6360. * @param {number} z - The value to set.
  6361. * @return {Vector3} A reference to this vector.
  6362. */
  6363. setZ( z ) {
  6364. this.z = z;
  6365. return this;
  6366. }
  6367. /**
  6368. * Allows to set a vector component with an index.
  6369. *
  6370. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  6371. * @param {number} value - The value to set.
  6372. * @return {Vector3} A reference to this vector.
  6373. */
  6374. setComponent( index, value ) {
  6375. switch ( index ) {
  6376. case 0: this.x = value; break;
  6377. case 1: this.y = value; break;
  6378. case 2: this.z = value; break;
  6379. default: throw new Error( 'index is out of range: ' + index );
  6380. }
  6381. return this;
  6382. }
  6383. /**
  6384. * Returns the value of the vector component which matches the given index.
  6385. *
  6386. * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
  6387. * @return {number} A vector component value.
  6388. */
  6389. getComponent( index ) {
  6390. switch ( index ) {
  6391. case 0: return this.x;
  6392. case 1: return this.y;
  6393. case 2: return this.z;
  6394. default: throw new Error( 'index is out of range: ' + index );
  6395. }
  6396. }
  6397. /**
  6398. * Returns a new vector with copied values from this instance.
  6399. *
  6400. * @return {Vector3} A clone of this instance.
  6401. */
  6402. clone() {
  6403. return new this.constructor( this.x, this.y, this.z );
  6404. }
  6405. /**
  6406. * Copies the values of the given vector to this instance.
  6407. *
  6408. * @param {Vector3} v - The vector to copy.
  6409. * @return {Vector3} A reference to this vector.
  6410. */
  6411. copy( v ) {
  6412. this.x = v.x;
  6413. this.y = v.y;
  6414. this.z = v.z;
  6415. return this;
  6416. }
  6417. /**
  6418. * Adds the given vector to this instance.
  6419. *
  6420. * @param {Vector3} v - The vector to add.
  6421. * @return {Vector3} A reference to this vector.
  6422. */
  6423. add( v ) {
  6424. this.x += v.x;
  6425. this.y += v.y;
  6426. this.z += v.z;
  6427. return this;
  6428. }
  6429. /**
  6430. * Adds the given scalar value to all components of this instance.
  6431. *
  6432. * @param {number} s - The scalar to add.
  6433. * @return {Vector3} A reference to this vector.
  6434. */
  6435. addScalar( s ) {
  6436. this.x += s;
  6437. this.y += s;
  6438. this.z += s;
  6439. return this;
  6440. }
  6441. /**
  6442. * Adds the given vectors and stores the result in this instance.
  6443. *
  6444. * @param {Vector3} a - The first vector.
  6445. * @param {Vector3} b - The second vector.
  6446. * @return {Vector3} A reference to this vector.
  6447. */
  6448. addVectors( a, b ) {
  6449. this.x = a.x + b.x;
  6450. this.y = a.y + b.y;
  6451. this.z = a.z + b.z;
  6452. return this;
  6453. }
  6454. /**
  6455. * Adds the given vector scaled by the given factor to this instance.
  6456. *
  6457. * @param {Vector3|Vector4} v - The vector.
  6458. * @param {number} s - The factor that scales `v`.
  6459. * @return {Vector3} A reference to this vector.
  6460. */
  6461. addScaledVector( v, s ) {
  6462. this.x += v.x * s;
  6463. this.y += v.y * s;
  6464. this.z += v.z * s;
  6465. return this;
  6466. }
  6467. /**
  6468. * Subtracts the given vector from this instance.
  6469. *
  6470. * @param {Vector3} v - The vector to subtract.
  6471. * @return {Vector3} A reference to this vector.
  6472. */
  6473. sub( v ) {
  6474. this.x -= v.x;
  6475. this.y -= v.y;
  6476. this.z -= v.z;
  6477. return this;
  6478. }
  6479. /**
  6480. * Subtracts the given scalar value from all components of this instance.
  6481. *
  6482. * @param {number} s - The scalar to subtract.
  6483. * @return {Vector3} A reference to this vector.
  6484. */
  6485. subScalar( s ) {
  6486. this.x -= s;
  6487. this.y -= s;
  6488. this.z -= s;
  6489. return this;
  6490. }
  6491. /**
  6492. * Subtracts the given vectors and stores the result in this instance.
  6493. *
  6494. * @param {Vector3} a - The first vector.
  6495. * @param {Vector3} b - The second vector.
  6496. * @return {Vector3} A reference to this vector.
  6497. */
  6498. subVectors( a, b ) {
  6499. this.x = a.x - b.x;
  6500. this.y = a.y - b.y;
  6501. this.z = a.z - b.z;
  6502. return this;
  6503. }
  6504. /**
  6505. * Multiplies the given vector with this instance.
  6506. *
  6507. * @param {Vector3} v - The vector to multiply.
  6508. * @return {Vector3} A reference to this vector.
  6509. */
  6510. multiply( v ) {
  6511. this.x *= v.x;
  6512. this.y *= v.y;
  6513. this.z *= v.z;
  6514. return this;
  6515. }
  6516. /**
  6517. * Multiplies the given scalar value with all components of this instance.
  6518. *
  6519. * @param {number} scalar - The scalar to multiply.
  6520. * @return {Vector3} A reference to this vector.
  6521. */
  6522. multiplyScalar( scalar ) {
  6523. this.x *= scalar;
  6524. this.y *= scalar;
  6525. this.z *= scalar;
  6526. return this;
  6527. }
  6528. /**
  6529. * Multiplies the given vectors and stores the result in this instance.
  6530. *
  6531. * @param {Vector3} a - The first vector.
  6532. * @param {Vector3} b - The second vector.
  6533. * @return {Vector3} A reference to this vector.
  6534. */
  6535. multiplyVectors( a, b ) {
  6536. this.x = a.x * b.x;
  6537. this.y = a.y * b.y;
  6538. this.z = a.z * b.z;
  6539. return this;
  6540. }
  6541. /**
  6542. * Applies the given Euler rotation to this vector.
  6543. *
  6544. * @param {Euler} euler - The Euler angles.
  6545. * @return {Vector3} A reference to this vector.
  6546. */
  6547. applyEuler( euler ) {
  6548. return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
  6549. }
  6550. /**
  6551. * Applies a rotation specified by an axis and an angle to this vector.
  6552. *
  6553. * @param {Vector3} axis - A normalized vector representing the rotation axis.
  6554. * @param {number} angle - The angle in radians.
  6555. * @return {Vector3} A reference to this vector.
  6556. */
  6557. applyAxisAngle( axis, angle ) {
  6558. return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
  6559. }
  6560. /**
  6561. * Multiplies this vector with the given 3x3 matrix.
  6562. *
  6563. * @param {Matrix3} m - The 3x3 matrix.
  6564. * @return {Vector3} A reference to this vector.
  6565. */
  6566. applyMatrix3( m ) {
  6567. const x = this.x, y = this.y, z = this.z;
  6568. const e = m.elements;
  6569. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  6570. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  6571. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  6572. return this;
  6573. }
  6574. /**
  6575. * Multiplies this vector by the given normal matrix and normalizes
  6576. * the result.
  6577. *
  6578. * @param {Matrix3} m - The normal matrix.
  6579. * @return {Vector3} A reference to this vector.
  6580. */
  6581. applyNormalMatrix( m ) {
  6582. return this.applyMatrix3( m ).normalize();
  6583. }
  6584. /**
  6585. * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
  6586. * divides by perspective.
  6587. *
  6588. * @param {Matrix4} m - The matrix to apply.
  6589. * @return {Vector3} A reference to this vector.
  6590. */
  6591. applyMatrix4( m ) {
  6592. const x = this.x, y = this.y, z = this.z;
  6593. const e = m.elements;
  6594. const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
  6595. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
  6596. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
  6597. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
  6598. return this;
  6599. }
  6600. /**
  6601. * Applies the given Quaternion to this vector.
  6602. *
  6603. * @param {Quaternion} q - The Quaternion.
  6604. * @return {Vector3} A reference to this vector.
  6605. */
  6606. applyQuaternion( q ) {
  6607. // quaternion q is assumed to have unit length
  6608. const vx = this.x, vy = this.y, vz = this.z;
  6609. const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
  6610. // t = 2 * cross( q.xyz, v );
  6611. const tx = 2 * ( qy * vz - qz * vy );
  6612. const ty = 2 * ( qz * vx - qx * vz );
  6613. const tz = 2 * ( qx * vy - qy * vx );
  6614. // v + q.w * t + cross( q.xyz, t );
  6615. this.x = vx + qw * tx + qy * tz - qz * ty;
  6616. this.y = vy + qw * ty + qz * tx - qx * tz;
  6617. this.z = vz + qw * tz + qx * ty - qy * tx;
  6618. return this;
  6619. }
  6620. /**
  6621. * Projects this vector from world space into the camera's normalized
  6622. * device coordinate (NDC) space.
  6623. *
  6624. * @param {Camera} camera - The camera.
  6625. * @return {Vector3} A reference to this vector.
  6626. */
  6627. project( camera ) {
  6628. return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
  6629. }
  6630. /**
  6631. * Unprojects this vector from the camera's normalized device coordinate (NDC)
  6632. * space into world space.
  6633. *
  6634. * @param {Camera} camera - The camera.
  6635. * @return {Vector3} A reference to this vector.
  6636. */
  6637. unproject( camera ) {
  6638. return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
  6639. }
  6640. /**
  6641. * Transforms the direction of this vector by a matrix (the upper left 3 x 3
  6642. * subset of the given 4x4 matrix and then normalizes the result.
  6643. *
  6644. * @param {Matrix4} m - The matrix.
  6645. * @return {Vector3} A reference to this vector.
  6646. */
  6647. transformDirection( m ) {
  6648. // input: THREE.Matrix4 affine matrix
  6649. // vector interpreted as a direction
  6650. const x = this.x, y = this.y, z = this.z;
  6651. const e = m.elements;
  6652. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  6653. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  6654. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  6655. return this.normalize();
  6656. }
  6657. /**
  6658. * Divides this instance by the given vector.
  6659. *
  6660. * @param {Vector3} v - The vector to divide.
  6661. * @return {Vector3} A reference to this vector.
  6662. */
  6663. divide( v ) {
  6664. this.x /= v.x;
  6665. this.y /= v.y;
  6666. this.z /= v.z;
  6667. return this;
  6668. }
  6669. /**
  6670. * Divides this vector by the given scalar.
  6671. *
  6672. * @param {number} scalar - The scalar to divide.
  6673. * @return {Vector3} A reference to this vector.
  6674. */
  6675. divideScalar( scalar ) {
  6676. return this.multiplyScalar( 1 / scalar );
  6677. }
  6678. /**
  6679. * If this vector's x, y or z value is greater than the given vector's x, y or z
  6680. * value, replace that value with the corresponding min value.
  6681. *
  6682. * @param {Vector3} v - The vector.
  6683. * @return {Vector3} A reference to this vector.
  6684. */
  6685. min( v ) {
  6686. this.x = Math.min( this.x, v.x );
  6687. this.y = Math.min( this.y, v.y );
  6688. this.z = Math.min( this.z, v.z );
  6689. return this;
  6690. }
  6691. /**
  6692. * If this vector's x, y or z value is less than the given vector's x, y or z
  6693. * value, replace that value with the corresponding max value.
  6694. *
  6695. * @param {Vector3} v - The vector.
  6696. * @return {Vector3} A reference to this vector.
  6697. */
  6698. max( v ) {
  6699. this.x = Math.max( this.x, v.x );
  6700. this.y = Math.max( this.y, v.y );
  6701. this.z = Math.max( this.z, v.z );
  6702. return this;
  6703. }
  6704. /**
  6705. * If this vector's x, y or z value is greater than the max vector's x, y or z
  6706. * value, it is replaced by the corresponding value.
  6707. * If this vector's x, y or z value is less than the min vector's x, y or z value,
  6708. * it is replaced by the corresponding value.
  6709. *
  6710. * @param {Vector3} min - The minimum x, y and z values.
  6711. * @param {Vector3} max - The maximum x, y and z values in the desired range.
  6712. * @return {Vector3} A reference to this vector.
  6713. */
  6714. clamp( min, max ) {
  6715. // assumes min < max, componentwise
  6716. this.x = clamp( this.x, min.x, max.x );
  6717. this.y = clamp( this.y, min.y, max.y );
  6718. this.z = clamp( this.z, min.z, max.z );
  6719. return this;
  6720. }
  6721. /**
  6722. * If this vector's x, y or z values are greater than the max value, they are
  6723. * replaced by the max value.
  6724. * If this vector's x, y or z values are less than the min value, they are
  6725. * replaced by the min value.
  6726. *
  6727. * @param {number} minVal - The minimum value the components will be clamped to.
  6728. * @param {number} maxVal - The maximum value the components will be clamped to.
  6729. * @return {Vector3} A reference to this vector.
  6730. */
  6731. clampScalar( minVal, maxVal ) {
  6732. this.x = clamp( this.x, minVal, maxVal );
  6733. this.y = clamp( this.y, minVal, maxVal );
  6734. this.z = clamp( this.z, minVal, maxVal );
  6735. return this;
  6736. }
  6737. /**
  6738. * If this vector's length is greater than the max value, it is replaced by
  6739. * the max value.
  6740. * If this vector's length is less than the min value, it is replaced by the
  6741. * min value.
  6742. *
  6743. * @param {number} min - The minimum value the vector length will be clamped to.
  6744. * @param {number} max - The maximum value the vector length will be clamped to.
  6745. * @return {Vector3} A reference to this vector.
  6746. */
  6747. clampLength( min, max ) {
  6748. const length = this.length();
  6749. return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) );
  6750. }
  6751. /**
  6752. * The components of this vector are rounded down to the nearest integer value.
  6753. *
  6754. * @return {Vector3} A reference to this vector.
  6755. */
  6756. floor() {
  6757. this.x = Math.floor( this.x );
  6758. this.y = Math.floor( this.y );
  6759. this.z = Math.floor( this.z );
  6760. return this;
  6761. }
  6762. /**
  6763. * The components of this vector are rounded up to the nearest integer value.
  6764. *
  6765. * @return {Vector3} A reference to this vector.
  6766. */
  6767. ceil() {
  6768. this.x = Math.ceil( this.x );
  6769. this.y = Math.ceil( this.y );
  6770. this.z = Math.ceil( this.z );
  6771. return this;
  6772. }
  6773. /**
  6774. * The components of this vector are rounded to the nearest integer value
  6775. *
  6776. * @return {Vector3} A reference to this vector.
  6777. */
  6778. round() {
  6779. this.x = Math.round( this.x );
  6780. this.y = Math.round( this.y );
  6781. this.z = Math.round( this.z );
  6782. return this;
  6783. }
  6784. /**
  6785. * The components of this vector are rounded towards zero (up if negative,
  6786. * down if positive) to an integer value.
  6787. *
  6788. * @return {Vector3} A reference to this vector.
  6789. */
  6790. roundToZero() {
  6791. this.x = Math.trunc( this.x );
  6792. this.y = Math.trunc( this.y );
  6793. this.z = Math.trunc( this.z );
  6794. return this;
  6795. }
  6796. /**
  6797. * Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
  6798. *
  6799. * @return {Vector3} A reference to this vector.
  6800. */
  6801. negate() {
  6802. this.x = - this.x;
  6803. this.y = - this.y;
  6804. this.z = - this.z;
  6805. return this;
  6806. }
  6807. /**
  6808. * Calculates the dot product of the given vector with this instance.
  6809. *
  6810. * @param {Vector3} v - The vector to compute the dot product with.
  6811. * @return {number} The result of the dot product.
  6812. */
  6813. dot( v ) {
  6814. return this.x * v.x + this.y * v.y + this.z * v.z;
  6815. }
  6816. // TODO lengthSquared?
  6817. /**
  6818. * Computes the square of the Euclidean length (straight-line length) from
  6819. * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
  6820. * compare the length squared instead as it is slightly more efficient to calculate.
  6821. *
  6822. * @return {number} The square length of this vector.
  6823. */
  6824. lengthSq() {
  6825. return this.x * this.x + this.y * this.y + this.z * this.z;
  6826. }
  6827. /**
  6828. * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
  6829. *
  6830. * @return {number} The length of this vector.
  6831. */
  6832. length() {
  6833. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  6834. }
  6835. /**
  6836. * Computes the Manhattan length of this vector.
  6837. *
  6838. * @return {number} The length of this vector.
  6839. */
  6840. manhattanLength() {
  6841. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  6842. }
  6843. /**
  6844. * Converts this vector to a unit vector - that is, sets it equal to a vector
  6845. * with the same direction as this one, but with a vector length of `1`.
  6846. *
  6847. * @return {Vector3} A reference to this vector.
  6848. */
  6849. normalize() {
  6850. return this.divideScalar( this.length() || 1 );
  6851. }
  6852. /**
  6853. * Sets this vector to a vector with the same direction as this one, but
  6854. * with the specified length.
  6855. *
  6856. * @param {number} length - The new length of this vector.
  6857. * @return {Vector3} A reference to this vector.
  6858. */
  6859. setLength( length ) {
  6860. return this.normalize().multiplyScalar( length );
  6861. }
  6862. /**
  6863. * Linearly interpolates between the given vector and this instance, where
  6864. * alpha is the percent distance along the line - alpha = 0 will be this
  6865. * vector, and alpha = 1 will be the given one.
  6866. *
  6867. * @param {Vector3} v - The vector to interpolate towards.
  6868. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6869. * @return {Vector3} A reference to this vector.
  6870. */
  6871. lerp( v, alpha ) {
  6872. this.x += ( v.x - this.x ) * alpha;
  6873. this.y += ( v.y - this.y ) * alpha;
  6874. this.z += ( v.z - this.z ) * alpha;
  6875. return this;
  6876. }
  6877. /**
  6878. * Linearly interpolates between the given vectors, where alpha is the percent
  6879. * distance along the line - alpha = 0 will be first vector, and alpha = 1 will
  6880. * be the second one. The result is stored in this instance.
  6881. *
  6882. * @param {Vector3} v1 - The first vector.
  6883. * @param {Vector3} v2 - The second vector.
  6884. * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
  6885. * @return {Vector3} A reference to this vector.
  6886. */
  6887. lerpVectors( v1, v2, alpha ) {
  6888. this.x = v1.x + ( v2.x - v1.x ) * alpha;
  6889. this.y = v1.y + ( v2.y - v1.y ) * alpha;
  6890. this.z = v1.z + ( v2.z - v1.z ) * alpha;
  6891. return this;
  6892. }
  6893. /**
  6894. * Calculates the cross product of the given vector with this instance.
  6895. *
  6896. * @param {Vector3} v - The vector to compute the cross product with.
  6897. * @return {Vector3} The result of the cross product.
  6898. */
  6899. cross( v ) {
  6900. return this.crossVectors( this, v );
  6901. }
  6902. /**
  6903. * Calculates the cross product of the given vectors and stores the result
  6904. * in this instance.
  6905. *
  6906. * @param {Vector3} a - The first vector.
  6907. * @param {Vector3} b - The second vector.
  6908. * @return {Vector3} A reference to this vector.
  6909. */
  6910. crossVectors( a, b ) {
  6911. const ax = a.x, ay = a.y, az = a.z;
  6912. const bx = b.x, by = b.y, bz = b.z;
  6913. this.x = ay * bz - az * by;
  6914. this.y = az * bx - ax * bz;
  6915. this.z = ax * by - ay * bx;
  6916. return this;
  6917. }
  6918. /**
  6919. * Projects this vector onto the given one.
  6920. *
  6921. * @param {Vector3} v - The vector to project to.
  6922. * @return {Vector3} A reference to this vector.
  6923. */
  6924. projectOnVector( v ) {
  6925. const denominator = v.lengthSq();
  6926. if ( denominator === 0 ) return this.set( 0, 0, 0 );
  6927. const scalar = v.dot( this ) / denominator;
  6928. return this.copy( v ).multiplyScalar( scalar );
  6929. }
  6930. /**
  6931. * Projects this vector onto a plane by subtracting this
  6932. * vector projected onto the plane's normal from this vector.
  6933. *
  6934. * @param {Vector3} planeNormal - The plane normal.
  6935. * @return {Vector3} A reference to this vector.
  6936. */
  6937. projectOnPlane( planeNormal ) {
  6938. _vector$c.copy( this ).projectOnVector( planeNormal );
  6939. return this.sub( _vector$c );
  6940. }
  6941. /**
  6942. * Reflects this vector off a plane orthogonal to the given normal vector.
  6943. *
  6944. * @param {Vector3} normal - The (normalized) normal vector.
  6945. * @return {Vector3} A reference to this vector.
  6946. */
  6947. reflect( normal ) {
  6948. return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  6949. }
  6950. /**
  6951. * Returns the angle between the given vector and this instance in radians.
  6952. *
  6953. * @param {Vector3} v - The vector to compute the angle with.
  6954. * @return {number} The angle in radians.
  6955. */
  6956. angleTo( v ) {
  6957. const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
  6958. if ( denominator === 0 ) return Math.PI / 2;
  6959. const theta = this.dot( v ) / denominator;
  6960. // clamp, to handle numerical problems
  6961. return Math.acos( clamp( theta, -1, 1 ) );
  6962. }
  6963. /**
  6964. * Computes the distance from the given vector to this instance.
  6965. *
  6966. * @param {Vector3} v - The vector to compute the distance to.
  6967. * @return {number} The distance.
  6968. */
  6969. distanceTo( v ) {
  6970. return Math.sqrt( this.distanceToSquared( v ) );
  6971. }
  6972. /**
  6973. * Computes the squared distance from the given vector to this instance.
  6974. * If you are just comparing the distance with another distance, you should compare
  6975. * the distance squared instead as it is slightly more efficient to calculate.
  6976. *
  6977. * @param {Vector3} v - The vector to compute the squared distance to.
  6978. * @return {number} The squared distance.
  6979. */
  6980. distanceToSquared( v ) {
  6981. const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
  6982. return dx * dx + dy * dy + dz * dz;
  6983. }
  6984. /**
  6985. * Computes the Manhattan distance from the given vector to this instance.
  6986. *
  6987. * @param {Vector3} v - The vector to compute the Manhattan distance to.
  6988. * @return {number} The Manhattan distance.
  6989. */
  6990. manhattanDistanceTo( v ) {
  6991. return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
  6992. }
  6993. /**
  6994. * Sets the vector components from the given spherical coordinates.
  6995. *
  6996. * @param {Spherical} s - The spherical coordinates.
  6997. * @return {Vector3} A reference to this vector.
  6998. */
  6999. setFromSpherical( s ) {
  7000. return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
  7001. }
  7002. /**
  7003. * Sets the vector components from the given spherical coordinates.
  7004. *
  7005. * @param {number} radius - The radius.
  7006. * @param {number} phi - The phi angle in radians.
  7007. * @param {number} theta - The theta angle in radians.
  7008. * @return {Vector3} A reference to this vector.
  7009. */
  7010. setFromSphericalCoords( radius, phi, theta ) {
  7011. const sinPhiRadius = Math.sin( phi ) * radius;
  7012. this.x = sinPhiRadius * Math.sin( theta );
  7013. this.y = Math.cos( phi ) * radius;
  7014. this.z = sinPhiRadius * Math.cos( theta );
  7015. return this;
  7016. }
  7017. /**
  7018. * Sets the vector components from the given cylindrical coordinates.
  7019. *
  7020. * @param {Cylindrical} c - The cylindrical coordinates.
  7021. * @return {Vector3} A reference to this vector.
  7022. */
  7023. setFromCylindrical( c ) {
  7024. return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
  7025. }
  7026. /**
  7027. * Sets the vector components from the given cylindrical coordinates.
  7028. *
  7029. * @param {number} radius - The radius.
  7030. * @param {number} theta - The theta angle in radians.
  7031. * @param {number} y - The y value.
  7032. * @return {Vector3} A reference to this vector.
  7033. */
  7034. setFromCylindricalCoords( radius, theta, y ) {
  7035. this.x = radius * Math.sin( theta );
  7036. this.y = y;
  7037. this.z = radius * Math.cos( theta );
  7038. return this;
  7039. }
  7040. /**
  7041. * Sets the vector components to the position elements of the
  7042. * given transformation matrix.
  7043. *
  7044. * @param {Matrix4} m - The 4x4 matrix.
  7045. * @return {Vector3} A reference to this vector.
  7046. */
  7047. setFromMatrixPosition( m ) {
  7048. const e = m.elements;
  7049. this.x = e[ 12 ];
  7050. this.y = e[ 13 ];
  7051. this.z = e[ 14 ];
  7052. return this;
  7053. }
  7054. /**
  7055. * Sets the vector components to the scale elements of the
  7056. * given transformation matrix.
  7057. *
  7058. * @param {Matrix4} m - The 4x4 matrix.
  7059. * @return {Vector3} A reference to this vector.
  7060. */
  7061. setFromMatrixScale( m ) {
  7062. const sx = this.setFromMatrixColumn( m, 0 ).length();
  7063. const sy = this.setFromMatrixColumn( m, 1 ).length();
  7064. const sz = this.setFromMatrixColumn( m, 2 ).length();
  7065. this.x = sx;
  7066. this.y = sy;
  7067. this.z = sz;
  7068. return this;
  7069. }
  7070. /**
  7071. * Sets the vector components from the specified matrix column.
  7072. *
  7073. * @param {Matrix4} m - The 4x4 matrix.
  7074. * @param {number} index - The column index.
  7075. * @return {Vector3} A reference to this vector.
  7076. */
  7077. setFromMatrixColumn( m, index ) {
  7078. return this.fromArray( m.elements, index * 4 );
  7079. }
  7080. /**
  7081. * Sets the vector components from the specified matrix column.
  7082. *
  7083. * @param {Matrix3} m - The 3x3 matrix.
  7084. * @param {number} index - The column index.
  7085. * @return {Vector3} A reference to this vector.
  7086. */
  7087. setFromMatrix3Column( m, index ) {
  7088. return this.fromArray( m.elements, index * 3 );
  7089. }
  7090. /**
  7091. * Sets the vector components from the given Euler angles.
  7092. *
  7093. * @param {Euler} e - The Euler angles to set.
  7094. * @return {Vector3} A reference to this vector.
  7095. */
  7096. setFromEuler( e ) {
  7097. this.x = e._x;
  7098. this.y = e._y;
  7099. this.z = e._z;
  7100. return this;
  7101. }
  7102. /**
  7103. * Sets the vector components from the RGB components of the
  7104. * given color.
  7105. *
  7106. * @param {Color} c - The color to set.
  7107. * @return {Vector3} A reference to this vector.
  7108. */
  7109. setFromColor( c ) {
  7110. this.x = c.r;
  7111. this.y = c.g;
  7112. this.z = c.b;
  7113. return this;
  7114. }
  7115. /**
  7116. * Returns `true` if this vector is equal with the given one.
  7117. *
  7118. * @param {Vector3} v - The vector to test for equality.
  7119. * @return {boolean} Whether this vector is equal with the given one.
  7120. */
  7121. equals( v ) {
  7122. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  7123. }
  7124. /**
  7125. * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
  7126. * and z value to be `array[ offset + 2 ]`.
  7127. *
  7128. * @param {Array<number>} array - An array holding the vector component values.
  7129. * @param {number} [offset=0] - The offset into the array.
  7130. * @return {Vector3} A reference to this vector.
  7131. */
  7132. fromArray( array, offset = 0 ) {
  7133. this.x = array[ offset ];
  7134. this.y = array[ offset + 1 ];
  7135. this.z = array[ offset + 2 ];
  7136. return this;
  7137. }
  7138. /**
  7139. * Writes the components of this vector to the given array. If no array is provided,
  7140. * the method returns a new instance.
  7141. *
  7142. * @param {Array<number>} [array=[]] - The target array holding the vector components.
  7143. * @param {number} [offset=0] - Index of the first element in the array.
  7144. * @return {Array<number>} The vector components.
  7145. */
  7146. toArray( array = [], offset = 0 ) {
  7147. array[ offset ] = this.x;
  7148. array[ offset + 1 ] = this.y;
  7149. array[ offset + 2 ] = this.z;
  7150. return array;
  7151. }
  7152. /**
  7153. * Sets the components of this vector from the given buffer attribute.
  7154. *
  7155. * @param {BufferAttribute} attribute - The buffer attribute holding vector data.
  7156. * @param {number} index - The index into the attribute.
  7157. * @return {Vector3} A reference to this vector.
  7158. */
  7159. fromBufferAttribute( attribute, index ) {
  7160. this.x = attribute.getX( index );
  7161. this.y = attribute.getY( index );
  7162. this.z = attribute.getZ( index );
  7163. return this;
  7164. }
  7165. /**
  7166. * Sets each component of this vector to a pseudo-random value between `0` and
  7167. * `1`, excluding `1`.
  7168. *
  7169. * @return {Vector3} A reference to this vector.
  7170. */
  7171. random() {
  7172. this.x = Math.random();
  7173. this.y = Math.random();
  7174. this.z = Math.random();
  7175. return this;
  7176. }
  7177. /**
  7178. * Sets this vector to a uniformly random point on a unit sphere.
  7179. *
  7180. * @return {Vector3} A reference to this vector.
  7181. */
  7182. randomDirection() {
  7183. // https://mathworld.wolfram.com/SpherePointPicking.html
  7184. const theta = Math.random() * Math.PI * 2;
  7185. const u = Math.random() * 2 - 1;
  7186. const c = Math.sqrt( 1 - u * u );
  7187. this.x = c * Math.cos( theta );
  7188. this.y = u;
  7189. this.z = c * Math.sin( theta );
  7190. return this;
  7191. }
  7192. *[ Symbol.iterator ]() {
  7193. yield this.x;
  7194. yield this.y;
  7195. yield this.z;
  7196. }
  7197. }
  7198. const _vector$c = /*@__PURE__*/ new Vector3();
  7199. const _quaternion$4 = /*@__PURE__*/ new Quaternion();
  7200. /**
  7201. * Represents an axis-aligned bounding box (AABB) in 3D space.
  7202. */
  7203. class Box3 {
  7204. /**
  7205. * Constructs a new bounding box.
  7206. *
  7207. * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
  7208. * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  7209. */
  7210. constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
  7211. /**
  7212. * This flag can be used for type testing.
  7213. *
  7214. * @type {boolean}
  7215. * @readonly
  7216. * @default true
  7217. */
  7218. this.isBox3 = true;
  7219. /**
  7220. * The lower boundary of the box.
  7221. *
  7222. * @type {Vector3}
  7223. */
  7224. this.min = min;
  7225. /**
  7226. * The upper boundary of the box.
  7227. *
  7228. * @type {Vector3}
  7229. */
  7230. this.max = max;
  7231. }
  7232. /**
  7233. * Sets the lower and upper boundaries of this box.
  7234. * Please note that this method only copies the values from the given objects.
  7235. *
  7236. * @param {Vector3} min - The lower boundary of the box.
  7237. * @param {Vector3} max - The upper boundary of the box.
  7238. * @return {Box3} A reference to this bounding box.
  7239. */
  7240. set( min, max ) {
  7241. this.min.copy( min );
  7242. this.max.copy( max );
  7243. return this;
  7244. }
  7245. /**
  7246. * Sets the upper and lower bounds of this box so it encloses the position data
  7247. * in the given array.
  7248. *
  7249. * @param {Array<number>} array - An array holding 3D position data.
  7250. * @return {Box3} A reference to this bounding box.
  7251. */
  7252. setFromArray( array ) {
  7253. this.makeEmpty();
  7254. for ( let i = 0, il = array.length; i < il; i += 3 ) {
  7255. this.expandByPoint( _vector$b.fromArray( array, i ) );
  7256. }
  7257. return this;
  7258. }
  7259. /**
  7260. * Sets the upper and lower bounds of this box so it encloses the position data
  7261. * in the given buffer attribute.
  7262. *
  7263. * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
  7264. * @return {Box3} A reference to this bounding box.
  7265. */
  7266. setFromBufferAttribute( attribute ) {
  7267. this.makeEmpty();
  7268. for ( let i = 0, il = attribute.count; i < il; i ++ ) {
  7269. this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
  7270. }
  7271. return this;
  7272. }
  7273. /**
  7274. * Sets the upper and lower bounds of this box so it encloses the position data
  7275. * in the given array.
  7276. *
  7277. * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
  7278. * @return {Box3} A reference to this bounding box.
  7279. */
  7280. setFromPoints( points ) {
  7281. this.makeEmpty();
  7282. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7283. this.expandByPoint( points[ i ] );
  7284. }
  7285. return this;
  7286. }
  7287. /**
  7288. * Centers this box on the given center vector and sets this box's width, height and
  7289. * depth to the given size values.
  7290. *
  7291. * @param {Vector3} center - The center of the box.
  7292. * @param {Vector3} size - The x, y and z dimensions of the box.
  7293. * @return {Box3} A reference to this bounding box.
  7294. */
  7295. setFromCenterAndSize( center, size ) {
  7296. const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
  7297. this.min.copy( center ).sub( halfSize );
  7298. this.max.copy( center ).add( halfSize );
  7299. return this;
  7300. }
  7301. /**
  7302. * Computes the world-axis-aligned bounding box for the given 3D object
  7303. * (including its children), accounting for the object's, and children's,
  7304. * world transforms. The function may result in a larger box than strictly necessary.
  7305. *
  7306. * @param {Object3D} object - The 3D object to compute the bounding box for.
  7307. * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
  7308. * world-axis-aligned bounding box at the expense of more computation.
  7309. * @return {Box3} A reference to this bounding box.
  7310. */
  7311. setFromObject( object, precise = false ) {
  7312. this.makeEmpty();
  7313. return this.expandByObject( object, precise );
  7314. }
  7315. /**
  7316. * Returns a new box with copied values from this instance.
  7317. *
  7318. * @return {Box3} A clone of this instance.
  7319. */
  7320. clone() {
  7321. return new this.constructor().copy( this );
  7322. }
  7323. /**
  7324. * Copies the values of the given box to this instance.
  7325. *
  7326. * @param {Box3} box - The box to copy.
  7327. * @return {Box3} A reference to this bounding box.
  7328. */
  7329. copy( box ) {
  7330. this.min.copy( box.min );
  7331. this.max.copy( box.max );
  7332. return this;
  7333. }
  7334. /**
  7335. * Makes this box empty which means in encloses a zero space in 3D.
  7336. *
  7337. * @return {Box3} A reference to this bounding box.
  7338. */
  7339. makeEmpty() {
  7340. this.min.x = this.min.y = this.min.z = + Infinity;
  7341. this.max.x = this.max.y = this.max.z = - Infinity;
  7342. return this;
  7343. }
  7344. /**
  7345. * Returns true if this box includes zero points within its bounds.
  7346. * Note that a box with equal lower and upper bounds still includes one
  7347. * point, the one both bounds share.
  7348. *
  7349. * @return {boolean} Whether this box is empty or not.
  7350. */
  7351. isEmpty() {
  7352. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  7353. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  7354. }
  7355. /**
  7356. * Returns the center point of this box.
  7357. *
  7358. * @param {Vector3} target - The target vector that is used to store the method's result.
  7359. * @return {Vector3} The center point.
  7360. */
  7361. getCenter( target ) {
  7362. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  7363. }
  7364. /**
  7365. * Returns the dimensions of this box.
  7366. *
  7367. * @param {Vector3} target - The target vector that is used to store the method's result.
  7368. * @return {Vector3} The size.
  7369. */
  7370. getSize( target ) {
  7371. return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
  7372. }
  7373. /**
  7374. * Expands the boundaries of this box to include the given point.
  7375. *
  7376. * @param {Vector3} point - The point that should be included by the bounding box.
  7377. * @return {Box3} A reference to this bounding box.
  7378. */
  7379. expandByPoint( point ) {
  7380. this.min.min( point );
  7381. this.max.max( point );
  7382. return this;
  7383. }
  7384. /**
  7385. * Expands this box equilaterally by the given vector. The width of this
  7386. * box will be expanded by the x component of the vector in both
  7387. * directions. The height of this box will be expanded by the y component of
  7388. * the vector in both directions. The depth of this box will be
  7389. * expanded by the z component of the vector in both directions.
  7390. *
  7391. * @param {Vector3} vector - The vector that should expand the bounding box.
  7392. * @return {Box3} A reference to this bounding box.
  7393. */
  7394. expandByVector( vector ) {
  7395. this.min.sub( vector );
  7396. this.max.add( vector );
  7397. return this;
  7398. }
  7399. /**
  7400. * Expands each dimension of the box by the given scalar. If negative, the
  7401. * dimensions of the box will be contracted.
  7402. *
  7403. * @param {number} scalar - The scalar value that should expand the bounding box.
  7404. * @return {Box3} A reference to this bounding box.
  7405. */
  7406. expandByScalar( scalar ) {
  7407. this.min.addScalar( - scalar );
  7408. this.max.addScalar( scalar );
  7409. return this;
  7410. }
  7411. /**
  7412. * Expands the boundaries of this box to include the given 3D object and
  7413. * its children, accounting for the object's, and children's, world
  7414. * transforms. The function may result in a larger box than strictly
  7415. * necessary (unless the precise parameter is set to true).
  7416. *
  7417. * @param {Object3D} object - The 3D object that should expand the bounding box.
  7418. * @param {boolean} precise - If set to `true`, the method expands the bounding box
  7419. * as little as necessary at the expense of more computation.
  7420. * @return {Box3} A reference to this bounding box.
  7421. */
  7422. expandByObject( object, precise = false ) {
  7423. // Computes the world-axis-aligned bounding box of an object (including its children),
  7424. // accounting for both the object's, and children's, world transforms
  7425. object.updateWorldMatrix( false, false );
  7426. const geometry = object.geometry;
  7427. if ( geometry !== undefined ) {
  7428. const positionAttribute = geometry.getAttribute( 'position' );
  7429. // precise AABB computation based on vertex data requires at least a position attribute.
  7430. // instancing isn't supported so far and uses the normal (conservative) code path.
  7431. if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
  7432. for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
  7433. if ( object.isMesh === true ) {
  7434. object.getVertexPosition( i, _vector$b );
  7435. } else {
  7436. _vector$b.fromBufferAttribute( positionAttribute, i );
  7437. }
  7438. _vector$b.applyMatrix4( object.matrixWorld );
  7439. this.expandByPoint( _vector$b );
  7440. }
  7441. } else {
  7442. if ( object.boundingBox !== undefined ) {
  7443. // object-level bounding box
  7444. if ( object.boundingBox === null ) {
  7445. object.computeBoundingBox();
  7446. }
  7447. _box$4.copy( object.boundingBox );
  7448. } else {
  7449. // geometry-level bounding box
  7450. if ( geometry.boundingBox === null ) {
  7451. geometry.computeBoundingBox();
  7452. }
  7453. _box$4.copy( geometry.boundingBox );
  7454. }
  7455. _box$4.applyMatrix4( object.matrixWorld );
  7456. this.union( _box$4 );
  7457. }
  7458. }
  7459. const children = object.children;
  7460. for ( let i = 0, l = children.length; i < l; i ++ ) {
  7461. this.expandByObject( children[ i ], precise );
  7462. }
  7463. return this;
  7464. }
  7465. /**
  7466. * Returns `true` if the given point lies within or on the boundaries of this box.
  7467. *
  7468. * @param {Vector3} point - The point to test.
  7469. * @return {boolean} Whether the bounding box contains the given point or not.
  7470. */
  7471. containsPoint( point ) {
  7472. return point.x >= this.min.x && point.x <= this.max.x &&
  7473. point.y >= this.min.y && point.y <= this.max.y &&
  7474. point.z >= this.min.z && point.z <= this.max.z;
  7475. }
  7476. /**
  7477. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  7478. * If this box and the given one are identical, this function also returns `true`.
  7479. *
  7480. * @param {Box3} box - The bounding box to test.
  7481. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  7482. */
  7483. containsBox( box ) {
  7484. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  7485. this.min.y <= box.min.y && box.max.y <= this.max.y &&
  7486. this.min.z <= box.min.z && box.max.z <= this.max.z;
  7487. }
  7488. /**
  7489. * Returns a point as a proportion of this box's width, height and depth.
  7490. *
  7491. * @param {Vector3} point - A point in 3D space.
  7492. * @param {Vector3} target - The target vector that is used to store the method's result.
  7493. * @return {Vector3} A point as a proportion of this box's width, height and depth.
  7494. */
  7495. getParameter( point, target ) {
  7496. // This can potentially have a divide by zero if the box
  7497. // has a size dimension of 0.
  7498. return target.set(
  7499. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  7500. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  7501. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  7502. );
  7503. }
  7504. /**
  7505. * Returns `true` if the given bounding box intersects with this bounding box.
  7506. *
  7507. * @param {Box3} box - The bounding box to test.
  7508. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  7509. */
  7510. intersectsBox( box ) {
  7511. // using 6 splitting planes to rule out intersections.
  7512. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  7513. box.max.y >= this.min.y && box.min.y <= this.max.y &&
  7514. box.max.z >= this.min.z && box.min.z <= this.max.z;
  7515. }
  7516. /**
  7517. * Returns `true` if the given bounding sphere intersects with this bounding box.
  7518. *
  7519. * @param {Sphere} sphere - The bounding sphere to test.
  7520. * @return {boolean} Whether the given bounding sphere intersects with this bounding box.
  7521. */
  7522. intersectsSphere( sphere ) {
  7523. // Find the point on the AABB closest to the sphere center.
  7524. this.clampPoint( sphere.center, _vector$b );
  7525. // If that point is inside the sphere, the AABB and sphere intersect.
  7526. return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
  7527. }
  7528. /**
  7529. * Returns `true` if the given plane intersects with this bounding box.
  7530. *
  7531. * @param {Plane} plane - The plane to test.
  7532. * @return {boolean} Whether the given plane intersects with this bounding box.
  7533. */
  7534. intersectsPlane( plane ) {
  7535. // We compute the minimum and maximum dot product values. If those values
  7536. // are on the same side (back or front) of the plane, then there is no intersection.
  7537. let min, max;
  7538. if ( plane.normal.x > 0 ) {
  7539. min = plane.normal.x * this.min.x;
  7540. max = plane.normal.x * this.max.x;
  7541. } else {
  7542. min = plane.normal.x * this.max.x;
  7543. max = plane.normal.x * this.min.x;
  7544. }
  7545. if ( plane.normal.y > 0 ) {
  7546. min += plane.normal.y * this.min.y;
  7547. max += plane.normal.y * this.max.y;
  7548. } else {
  7549. min += plane.normal.y * this.max.y;
  7550. max += plane.normal.y * this.min.y;
  7551. }
  7552. if ( plane.normal.z > 0 ) {
  7553. min += plane.normal.z * this.min.z;
  7554. max += plane.normal.z * this.max.z;
  7555. } else {
  7556. min += plane.normal.z * this.max.z;
  7557. max += plane.normal.z * this.min.z;
  7558. }
  7559. return ( min <= - plane.constant && max >= - plane.constant );
  7560. }
  7561. /**
  7562. * Returns `true` if the given triangle intersects with this bounding box.
  7563. *
  7564. * @param {Triangle} triangle - The triangle to test.
  7565. * @return {boolean} Whether the given triangle intersects with this bounding box.
  7566. */
  7567. intersectsTriangle( triangle ) {
  7568. if ( this.isEmpty() ) {
  7569. return false;
  7570. }
  7571. // compute box center and extents
  7572. this.getCenter( _center );
  7573. _extents.subVectors( this.max, _center );
  7574. // translate triangle to aabb origin
  7575. _v0$2.subVectors( triangle.a, _center );
  7576. _v1$7.subVectors( triangle.b, _center );
  7577. _v2$4.subVectors( triangle.c, _center );
  7578. // compute edge vectors for triangle
  7579. _f0.subVectors( _v1$7, _v0$2 );
  7580. _f1.subVectors( _v2$4, _v1$7 );
  7581. _f2.subVectors( _v0$2, _v2$4 );
  7582. // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  7583. // 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
  7584. // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  7585. let axes = [
  7586. 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
  7587. _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
  7588. - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
  7589. ];
  7590. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7591. return false;
  7592. }
  7593. // test 3 face normals from the aabb
  7594. axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  7595. if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
  7596. return false;
  7597. }
  7598. // finally testing the face normal of the triangle
  7599. // use already existing triangle edge vectors here
  7600. _triangleNormal.crossVectors( _f0, _f1 );
  7601. axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
  7602. return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
  7603. }
  7604. /**
  7605. * Clamps the given point within the bounds of this box.
  7606. *
  7607. * @param {Vector3} point - The point to clamp.
  7608. * @param {Vector3} target - The target vector that is used to store the method's result.
  7609. * @return {Vector3} The clamped point.
  7610. */
  7611. clampPoint( point, target ) {
  7612. return target.copy( point ).clamp( this.min, this.max );
  7613. }
  7614. /**
  7615. * Returns the euclidean distance from any edge of this box to the specified point. If
  7616. * the given point lies inside of this box, the distance will be `0`.
  7617. *
  7618. * @param {Vector3} point - The point to compute the distance to.
  7619. * @return {number} The euclidean distance.
  7620. */
  7621. distanceToPoint( point ) {
  7622. return this.clampPoint( point, _vector$b ).distanceTo( point );
  7623. }
  7624. /**
  7625. * Returns a bounding sphere that encloses this bounding box.
  7626. *
  7627. * @param {Sphere} target - The target sphere that is used to store the method's result.
  7628. * @return {Sphere} The bounding sphere that encloses this bounding box.
  7629. */
  7630. getBoundingSphere( target ) {
  7631. if ( this.isEmpty() ) {
  7632. target.makeEmpty();
  7633. } else {
  7634. this.getCenter( target.center );
  7635. target.radius = this.getSize( _vector$b ).length() * 0.5;
  7636. }
  7637. return target;
  7638. }
  7639. /**
  7640. * Computes the intersection of this bounding box and the given one, setting the upper
  7641. * bound of this box to the lesser of the two boxes' upper bounds and the
  7642. * lower bound of this box to the greater of the two boxes' lower bounds. If
  7643. * there's no overlap, makes this box empty.
  7644. *
  7645. * @param {Box3} box - The bounding box to intersect with.
  7646. * @return {Box3} A reference to this bounding box.
  7647. */
  7648. intersect( box ) {
  7649. this.min.max( box.min );
  7650. this.max.min( box.max );
  7651. // 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.
  7652. if ( this.isEmpty() ) this.makeEmpty();
  7653. return this;
  7654. }
  7655. /**
  7656. * Computes the union of this box and another and the given one, setting the upper
  7657. * bound of this box to the greater of the two boxes' upper bounds and the
  7658. * lower bound of this box to the lesser of the two boxes' lower bounds.
  7659. *
  7660. * @param {Box3} box - The bounding box that will be unioned with this instance.
  7661. * @return {Box3} A reference to this bounding box.
  7662. */
  7663. union( box ) {
  7664. this.min.min( box.min );
  7665. this.max.max( box.max );
  7666. return this;
  7667. }
  7668. /**
  7669. * Transforms this bounding box by the given 4x4 transformation matrix.
  7670. *
  7671. * @param {Matrix4} matrix - The transformation matrix.
  7672. * @return {Box3} A reference to this bounding box.
  7673. */
  7674. applyMatrix4( matrix ) {
  7675. // transform of empty box is an empty box.
  7676. if ( this.isEmpty() ) return this;
  7677. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  7678. _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  7679. _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  7680. _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  7681. _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  7682. _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  7683. _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  7684. _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  7685. _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  7686. this.setFromPoints( _points );
  7687. return this;
  7688. }
  7689. /**
  7690. * Adds the given offset to both the upper and lower bounds of this bounding box,
  7691. * effectively moving it in 3D space.
  7692. *
  7693. * @param {Vector3} offset - The offset that should be used to translate the bounding box.
  7694. * @return {Box3} A reference to this bounding box.
  7695. */
  7696. translate( offset ) {
  7697. this.min.add( offset );
  7698. this.max.add( offset );
  7699. return this;
  7700. }
  7701. /**
  7702. * Returns `true` if this bounding box is equal with the given one.
  7703. *
  7704. * @param {Box3} box - The box to test for equality.
  7705. * @return {boolean} Whether this bounding box is equal with the given one.
  7706. */
  7707. equals( box ) {
  7708. return box.min.equals( this.min ) && box.max.equals( this.max );
  7709. }
  7710. }
  7711. const _points = [
  7712. /*@__PURE__*/ new Vector3(),
  7713. /*@__PURE__*/ new Vector3(),
  7714. /*@__PURE__*/ new Vector3(),
  7715. /*@__PURE__*/ new Vector3(),
  7716. /*@__PURE__*/ new Vector3(),
  7717. /*@__PURE__*/ new Vector3(),
  7718. /*@__PURE__*/ new Vector3(),
  7719. /*@__PURE__*/ new Vector3()
  7720. ];
  7721. const _vector$b = /*@__PURE__*/ new Vector3();
  7722. const _box$4 = /*@__PURE__*/ new Box3();
  7723. // triangle centered vertices
  7724. const _v0$2 = /*@__PURE__*/ new Vector3();
  7725. const _v1$7 = /*@__PURE__*/ new Vector3();
  7726. const _v2$4 = /*@__PURE__*/ new Vector3();
  7727. // triangle edge vectors
  7728. const _f0 = /*@__PURE__*/ new Vector3();
  7729. const _f1 = /*@__PURE__*/ new Vector3();
  7730. const _f2 = /*@__PURE__*/ new Vector3();
  7731. const _center = /*@__PURE__*/ new Vector3();
  7732. const _extents = /*@__PURE__*/ new Vector3();
  7733. const _triangleNormal = /*@__PURE__*/ new Vector3();
  7734. const _testAxis = /*@__PURE__*/ new Vector3();
  7735. function satForAxes( axes, v0, v1, v2, extents ) {
  7736. for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
  7737. _testAxis.fromArray( axes, i );
  7738. // project the aabb onto the separating axis
  7739. const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
  7740. // project all 3 vertices of the triangle onto the separating axis
  7741. const p0 = v0.dot( _testAxis );
  7742. const p1 = v1.dot( _testAxis );
  7743. const p2 = v2.dot( _testAxis );
  7744. // actual test, basically see if either of the most extreme of the triangle points intersects r
  7745. if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
  7746. // points of the projected triangle are outside the projected half-length of the aabb
  7747. // the axis is separating and we can exit
  7748. return false;
  7749. }
  7750. }
  7751. return true;
  7752. }
  7753. const _box$3 = /*@__PURE__*/ new Box3();
  7754. const _v1$6 = /*@__PURE__*/ new Vector3();
  7755. const _v2$3 = /*@__PURE__*/ new Vector3();
  7756. /**
  7757. * An analytical 3D sphere defined by a center and radius. This class is mainly
  7758. * used as a Bounding Sphere for 3D objects.
  7759. */
  7760. class Sphere {
  7761. /**
  7762. * Constructs a new sphere.
  7763. *
  7764. * @param {Vector3} [center=(0,0,0)] - The center of the sphere
  7765. * @param {number} [radius=-1] - The radius of the sphere.
  7766. */
  7767. constructor( center = new Vector3(), radius = -1 ) {
  7768. /**
  7769. * This flag can be used for type testing.
  7770. *
  7771. * @type {boolean}
  7772. * @readonly
  7773. * @default true
  7774. */
  7775. this.isSphere = true;
  7776. /**
  7777. * The center of the sphere
  7778. *
  7779. * @type {Vector3}
  7780. */
  7781. this.center = center;
  7782. /**
  7783. * The radius of the sphere.
  7784. *
  7785. * @type {number}
  7786. */
  7787. this.radius = radius;
  7788. }
  7789. /**
  7790. * Sets the sphere's components by copying the given values.
  7791. *
  7792. * @param {Vector3} center - The center.
  7793. * @param {number} radius - The radius.
  7794. * @return {Sphere} A reference to this sphere.
  7795. */
  7796. set( center, radius ) {
  7797. this.center.copy( center );
  7798. this.radius = radius;
  7799. return this;
  7800. }
  7801. /**
  7802. * Computes the minimum bounding sphere for list of points.
  7803. * If the optional center point is given, it is used as the sphere's
  7804. * center. Otherwise, the center of the axis-aligned bounding box
  7805. * encompassing the points is calculated.
  7806. *
  7807. * @param {Array<Vector3>} points - A list of points in 3D space.
  7808. * @param {Vector3} [optionalCenter] - The center of the sphere.
  7809. * @return {Sphere} A reference to this sphere.
  7810. */
  7811. setFromPoints( points, optionalCenter ) {
  7812. const center = this.center;
  7813. if ( optionalCenter !== undefined ) {
  7814. center.copy( optionalCenter );
  7815. } else {
  7816. _box$3.setFromPoints( points ).getCenter( center );
  7817. }
  7818. let maxRadiusSq = 0;
  7819. for ( let i = 0, il = points.length; i < il; i ++ ) {
  7820. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  7821. }
  7822. this.radius = Math.sqrt( maxRadiusSq );
  7823. return this;
  7824. }
  7825. /**
  7826. * Copies the values of the given sphere to this instance.
  7827. *
  7828. * @param {Sphere} sphere - The sphere to copy.
  7829. * @return {Sphere} A reference to this sphere.
  7830. */
  7831. copy( sphere ) {
  7832. this.center.copy( sphere.center );
  7833. this.radius = sphere.radius;
  7834. return this;
  7835. }
  7836. /**
  7837. * Returns `true` if the sphere is empty (the radius set to a negative number).
  7838. *
  7839. * Spheres with a radius of `0` contain only their center point and are not
  7840. * considered to be empty.
  7841. *
  7842. * @return {boolean} Whether this sphere is empty or not.
  7843. */
  7844. isEmpty() {
  7845. return ( this.radius < 0 );
  7846. }
  7847. /**
  7848. * Makes this sphere empty which means in encloses a zero space in 3D.
  7849. *
  7850. * @return {Sphere} A reference to this sphere.
  7851. */
  7852. makeEmpty() {
  7853. this.center.set( 0, 0, 0 );
  7854. this.radius = -1;
  7855. return this;
  7856. }
  7857. /**
  7858. * Returns `true` if this sphere contains the given point inclusive of
  7859. * the surface of the sphere.
  7860. *
  7861. * @param {Vector3} point - The point to check.
  7862. * @return {boolean} Whether this sphere contains the given point or not.
  7863. */
  7864. containsPoint( point ) {
  7865. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  7866. }
  7867. /**
  7868. * Returns the closest distance from the boundary of the sphere to the
  7869. * given point. If the sphere contains the point, the distance will
  7870. * be negative.
  7871. *
  7872. * @param {Vector3} point - The point to compute the distance to.
  7873. * @return {number} The distance to the point.
  7874. */
  7875. distanceToPoint( point ) {
  7876. return ( point.distanceTo( this.center ) - this.radius );
  7877. }
  7878. /**
  7879. * Returns `true` if this sphere intersects with the given one.
  7880. *
  7881. * @param {Sphere} sphere - The sphere to test.
  7882. * @return {boolean} Whether this sphere intersects with the given one or not.
  7883. */
  7884. intersectsSphere( sphere ) {
  7885. const radiusSum = this.radius + sphere.radius;
  7886. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  7887. }
  7888. /**
  7889. * Returns `true` if this sphere intersects with the given box.
  7890. *
  7891. * @param {Box3} box - The box to test.
  7892. * @return {boolean} Whether this sphere intersects with the given box or not.
  7893. */
  7894. intersectsBox( box ) {
  7895. return box.intersectsSphere( this );
  7896. }
  7897. /**
  7898. * Returns `true` if this sphere intersects with the given plane.
  7899. *
  7900. * @param {Plane} plane - The plane to test.
  7901. * @return {boolean} Whether this sphere intersects with the given plane or not.
  7902. */
  7903. intersectsPlane( plane ) {
  7904. return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
  7905. }
  7906. /**
  7907. * Clamps a point within the sphere. If the point is outside the sphere, it
  7908. * will clamp it to the closest point on the edge of the sphere. Points
  7909. * already inside the sphere will not be affected.
  7910. *
  7911. * @param {Vector3} point - The plane to clamp.
  7912. * @param {Vector3} target - The target vector that is used to store the method's result.
  7913. * @return {Vector3} The clamped point.
  7914. */
  7915. clampPoint( point, target ) {
  7916. const deltaLengthSq = this.center.distanceToSquared( point );
  7917. target.copy( point );
  7918. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  7919. target.sub( this.center ).normalize();
  7920. target.multiplyScalar( this.radius ).add( this.center );
  7921. }
  7922. return target;
  7923. }
  7924. /**
  7925. * Returns a bounding box that encloses this sphere.
  7926. *
  7927. * @param {Box3} target - The target box that is used to store the method's result.
  7928. * @return {Box3} The bounding box that encloses this sphere.
  7929. */
  7930. getBoundingBox( target ) {
  7931. if ( this.isEmpty() ) {
  7932. // Empty sphere produces empty bounding box
  7933. target.makeEmpty();
  7934. return target;
  7935. }
  7936. target.set( this.center, this.center );
  7937. target.expandByScalar( this.radius );
  7938. return target;
  7939. }
  7940. /**
  7941. * Transforms this sphere with the given 4x4 transformation matrix.
  7942. *
  7943. * @param {Matrix4} matrix - The transformation matrix.
  7944. * @return {Sphere} A reference to this sphere.
  7945. */
  7946. applyMatrix4( matrix ) {
  7947. this.center.applyMatrix4( matrix );
  7948. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  7949. return this;
  7950. }
  7951. /**
  7952. * Translates the sphere's center by the given offset.
  7953. *
  7954. * @param {Vector3} offset - The offset.
  7955. * @return {Sphere} A reference to this sphere.
  7956. */
  7957. translate( offset ) {
  7958. this.center.add( offset );
  7959. return this;
  7960. }
  7961. /**
  7962. * Expands the boundaries of this sphere to include the given point.
  7963. *
  7964. * @param {Vector3} point - The point to include.
  7965. * @return {Sphere} A reference to this sphere.
  7966. */
  7967. expandByPoint( point ) {
  7968. if ( this.isEmpty() ) {
  7969. this.center.copy( point );
  7970. this.radius = 0;
  7971. return this;
  7972. }
  7973. _v1$6.subVectors( point, this.center );
  7974. const lengthSq = _v1$6.lengthSq();
  7975. if ( lengthSq > ( this.radius * this.radius ) ) {
  7976. // calculate the minimal sphere
  7977. const length = Math.sqrt( lengthSq );
  7978. const delta = ( length - this.radius ) * 0.5;
  7979. this.center.addScaledVector( _v1$6, delta / length );
  7980. this.radius += delta;
  7981. }
  7982. return this;
  7983. }
  7984. /**
  7985. * Expands this sphere to enclose both the original sphere and the given sphere.
  7986. *
  7987. * @param {Sphere} sphere - The sphere to include.
  7988. * @return {Sphere} A reference to this sphere.
  7989. */
  7990. union( sphere ) {
  7991. if ( sphere.isEmpty() ) {
  7992. return this;
  7993. }
  7994. if ( this.isEmpty() ) {
  7995. this.copy( sphere );
  7996. return this;
  7997. }
  7998. if ( this.center.equals( sphere.center ) === true ) {
  7999. this.radius = Math.max( this.radius, sphere.radius );
  8000. } else {
  8001. _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
  8002. this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
  8003. this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
  8004. }
  8005. return this;
  8006. }
  8007. /**
  8008. * Returns `true` if this sphere is equal with the given one.
  8009. *
  8010. * @param {Sphere} sphere - The sphere to test for equality.
  8011. * @return {boolean} Whether this bounding sphere is equal with the given one.
  8012. */
  8013. equals( sphere ) {
  8014. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  8015. }
  8016. /**
  8017. * Returns a new sphere with copied values from this instance.
  8018. *
  8019. * @return {Sphere} A clone of this instance.
  8020. */
  8021. clone() {
  8022. return new this.constructor().copy( this );
  8023. }
  8024. }
  8025. const _vector$a = /*@__PURE__*/ new Vector3();
  8026. const _segCenter = /*@__PURE__*/ new Vector3();
  8027. const _segDir = /*@__PURE__*/ new Vector3();
  8028. const _diff = /*@__PURE__*/ new Vector3();
  8029. const _edge1 = /*@__PURE__*/ new Vector3();
  8030. const _edge2 = /*@__PURE__*/ new Vector3();
  8031. const _normal$1 = /*@__PURE__*/ new Vector3();
  8032. /**
  8033. * A ray that emits from an origin in a certain direction. The class is used by
  8034. * {@link Raycaster} to assist with raycasting. Raycasting is used for
  8035. * mouse picking (working out what objects in the 3D space the mouse is over)
  8036. * amongst other things.
  8037. */
  8038. class Ray {
  8039. /**
  8040. * Constructs a new ray.
  8041. *
  8042. * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
  8043. * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
  8044. */
  8045. constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
  8046. /**
  8047. * The origin of the ray.
  8048. *
  8049. * @type {Vector3}
  8050. */
  8051. this.origin = origin;
  8052. /**
  8053. * The (normalized) direction of the ray.
  8054. *
  8055. * @type {Vector3}
  8056. */
  8057. this.direction = direction;
  8058. }
  8059. /**
  8060. * Sets the ray's components by copying the given values.
  8061. *
  8062. * @param {Vector3} origin - The origin.
  8063. * @param {Vector3} direction - The direction.
  8064. * @return {Ray} A reference to this ray.
  8065. */
  8066. set( origin, direction ) {
  8067. this.origin.copy( origin );
  8068. this.direction.copy( direction );
  8069. return this;
  8070. }
  8071. /**
  8072. * Copies the values of the given ray to this instance.
  8073. *
  8074. * @param {Ray} ray - The ray to copy.
  8075. * @return {Ray} A reference to this ray.
  8076. */
  8077. copy( ray ) {
  8078. this.origin.copy( ray.origin );
  8079. this.direction.copy( ray.direction );
  8080. return this;
  8081. }
  8082. /**
  8083. * Returns a vector that is located at a given distance along this ray.
  8084. *
  8085. * @param {number} t - The distance along the ray to retrieve a position for.
  8086. * @param {Vector3} target - The target vector that is used to store the method's result.
  8087. * @return {Vector3} A position on the ray.
  8088. */
  8089. at( t, target ) {
  8090. return target.copy( this.origin ).addScaledVector( this.direction, t );
  8091. }
  8092. /**
  8093. * Adjusts the direction of the ray to point at the given vector in world space.
  8094. *
  8095. * @param {Vector3} v - The target position.
  8096. * @return {Ray} A reference to this ray.
  8097. */
  8098. lookAt( v ) {
  8099. this.direction.copy( v ).sub( this.origin ).normalize();
  8100. return this;
  8101. }
  8102. /**
  8103. * Shift the origin of this ray along its direction by the given distance.
  8104. *
  8105. * @param {number} t - The distance along the ray to interpolate.
  8106. * @return {Ray} A reference to this ray.
  8107. */
  8108. recast( t ) {
  8109. this.origin.copy( this.at( t, _vector$a ) );
  8110. return this;
  8111. }
  8112. /**
  8113. * Returns the point along this ray that is closest to the given point.
  8114. *
  8115. * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
  8116. * @param {Vector3} target - The target vector that is used to store the method's result.
  8117. * @return {Vector3} The closest point on this ray.
  8118. */
  8119. closestPointToPoint( point, target ) {
  8120. target.subVectors( point, this.origin );
  8121. const directionDistance = target.dot( this.direction );
  8122. if ( directionDistance < 0 ) {
  8123. return target.copy( this.origin );
  8124. }
  8125. return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8126. }
  8127. /**
  8128. * Returns the distance of the closest approach between this ray and the given point.
  8129. *
  8130. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8131. * @return {number} The distance.
  8132. */
  8133. distanceToPoint( point ) {
  8134. return Math.sqrt( this.distanceSqToPoint( point ) );
  8135. }
  8136. /**
  8137. * Returns the squared distance of the closest approach between this ray and the given point.
  8138. *
  8139. * @param {Vector3} point - A point in 3D space to compute the distance to.
  8140. * @return {number} The squared distance.
  8141. */
  8142. distanceSqToPoint( point ) {
  8143. const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
  8144. // point behind the ray
  8145. if ( directionDistance < 0 ) {
  8146. return this.origin.distanceToSquared( point );
  8147. }
  8148. _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
  8149. return _vector$a.distanceToSquared( point );
  8150. }
  8151. /**
  8152. * Returns the squared distance between this ray and the given line segment.
  8153. *
  8154. * @param {Vector3} v0 - The start point of the line segment.
  8155. * @param {Vector3} v1 - The end point of the line segment.
  8156. * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
  8157. * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
  8158. * @return {number} The squared distance.
  8159. */
  8160. distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  8161. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  8162. // It returns the min distance between the ray and the segment
  8163. // defined by v0 and v1
  8164. // It can also set two optional targets :
  8165. // - The closest point on the ray
  8166. // - The closest point on the segment
  8167. _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  8168. _segDir.copy( v1 ).sub( v0 ).normalize();
  8169. _diff.copy( this.origin ).sub( _segCenter );
  8170. const segExtent = v0.distanceTo( v1 ) * 0.5;
  8171. const a01 = - this.direction.dot( _segDir );
  8172. const b0 = _diff.dot( this.direction );
  8173. const b1 = - _diff.dot( _segDir );
  8174. const c = _diff.lengthSq();
  8175. const det = Math.abs( 1 - a01 * a01 );
  8176. let s0, s1, sqrDist, extDet;
  8177. if ( det > 0 ) {
  8178. // The ray and segment are not parallel.
  8179. s0 = a01 * b1 - b0;
  8180. s1 = a01 * b0 - b1;
  8181. extDet = segExtent * det;
  8182. if ( s0 >= 0 ) {
  8183. if ( s1 >= - extDet ) {
  8184. if ( s1 <= extDet ) {
  8185. // region 0
  8186. // Minimum at interior points of ray and segment.
  8187. const invDet = 1 / det;
  8188. s0 *= invDet;
  8189. s1 *= invDet;
  8190. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  8191. } else {
  8192. // region 1
  8193. s1 = segExtent;
  8194. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8195. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8196. }
  8197. } else {
  8198. // region 5
  8199. s1 = - segExtent;
  8200. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8201. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8202. }
  8203. } else {
  8204. if ( s1 <= - extDet ) {
  8205. // region 4
  8206. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  8207. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8208. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8209. } else if ( s1 <= extDet ) {
  8210. // region 3
  8211. s0 = 0;
  8212. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8213. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  8214. } else {
  8215. // region 2
  8216. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  8217. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  8218. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8219. }
  8220. }
  8221. } else {
  8222. // Ray and segment are parallel.
  8223. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  8224. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  8225. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  8226. }
  8227. if ( optionalPointOnRay ) {
  8228. optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
  8229. }
  8230. if ( optionalPointOnSegment ) {
  8231. optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
  8232. }
  8233. return sqrDist;
  8234. }
  8235. /**
  8236. * Intersects this ray with the given sphere, returning the intersection
  8237. * point or `null` if there is no intersection.
  8238. *
  8239. * @param {Sphere} sphere - The sphere to intersect.
  8240. * @param {Vector3} target - The target vector that is used to store the method's result.
  8241. * @return {?Vector3} The intersection point.
  8242. */
  8243. intersectSphere( sphere, target ) {
  8244. _vector$a.subVectors( sphere.center, this.origin );
  8245. const tca = _vector$a.dot( this.direction );
  8246. const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  8247. const radius2 = sphere.radius * sphere.radius;
  8248. if ( d2 > radius2 ) return null;
  8249. const thc = Math.sqrt( radius2 - d2 );
  8250. // t0 = first intersect point - entrance on front of sphere
  8251. const t0 = tca - thc;
  8252. // t1 = second intersect point - exit point on back of sphere
  8253. const t1 = tca + thc;
  8254. // test to see if t1 is behind the ray - if so, return null
  8255. if ( t1 < 0 ) return null;
  8256. // test to see if t0 is behind the ray:
  8257. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  8258. // in order to always return an intersect point that is in front of the ray.
  8259. if ( t0 < 0 ) return this.at( t1, target );
  8260. // else t0 is in front of the ray, so return the first collision point scaled by t0
  8261. return this.at( t0, target );
  8262. }
  8263. /**
  8264. * Returns `true` if this ray intersects with the given sphere.
  8265. *
  8266. * @param {Sphere} sphere - The sphere to intersect.
  8267. * @return {boolean} Whether this ray intersects with the given sphere or not.
  8268. */
  8269. intersectsSphere( sphere ) {
  8270. return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
  8271. }
  8272. /**
  8273. * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
  8274. * does not intersect with the plane.
  8275. *
  8276. * @param {Plane} plane - The plane to compute the distance to.
  8277. * @return {?number} Whether this ray intersects with the given sphere or not.
  8278. */
  8279. distanceToPlane( plane ) {
  8280. const denominator = plane.normal.dot( this.direction );
  8281. if ( denominator === 0 ) {
  8282. // line is coplanar, return origin
  8283. if ( plane.distanceToPoint( this.origin ) === 0 ) {
  8284. return 0;
  8285. }
  8286. // Null is preferable to undefined since undefined means.... it is undefined
  8287. return null;
  8288. }
  8289. const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  8290. // Return if the ray never intersects the plane
  8291. return t >= 0 ? t : null;
  8292. }
  8293. /**
  8294. * Intersects this ray with the given plane, returning the intersection
  8295. * point or `null` if there is no intersection.
  8296. *
  8297. * @param {Plane} plane - The plane to intersect.
  8298. * @param {Vector3} target - The target vector that is used to store the method's result.
  8299. * @return {?Vector3} The intersection point.
  8300. */
  8301. intersectPlane( plane, target ) {
  8302. const t = this.distanceToPlane( plane );
  8303. if ( t === null ) {
  8304. return null;
  8305. }
  8306. return this.at( t, target );
  8307. }
  8308. /**
  8309. * Returns `true` if this ray intersects with the given plane.
  8310. *
  8311. * @param {Plane} plane - The plane to intersect.
  8312. * @return {boolean} Whether this ray intersects with the given plane or not.
  8313. */
  8314. intersectsPlane( plane ) {
  8315. // check if the ray lies on the plane first
  8316. const distToPoint = plane.distanceToPoint( this.origin );
  8317. if ( distToPoint === 0 ) {
  8318. return true;
  8319. }
  8320. const denominator = plane.normal.dot( this.direction );
  8321. if ( denominator * distToPoint < 0 ) {
  8322. return true;
  8323. }
  8324. // ray origin is behind the plane (and is pointing behind it)
  8325. return false;
  8326. }
  8327. /**
  8328. * Intersects this ray with the given bounding box, returning the intersection
  8329. * point or `null` if there is no intersection.
  8330. *
  8331. * @param {Box3} box - The box to intersect.
  8332. * @param {Vector3} target - The target vector that is used to store the method's result.
  8333. * @return {?Vector3} The intersection point.
  8334. */
  8335. intersectBox( box, target ) {
  8336. let tmin, tmax, tymin, tymax, tzmin, tzmax;
  8337. const invdirx = 1 / this.direction.x,
  8338. invdiry = 1 / this.direction.y,
  8339. invdirz = 1 / this.direction.z;
  8340. const origin = this.origin;
  8341. if ( invdirx >= 0 ) {
  8342. tmin = ( box.min.x - origin.x ) * invdirx;
  8343. tmax = ( box.max.x - origin.x ) * invdirx;
  8344. } else {
  8345. tmin = ( box.max.x - origin.x ) * invdirx;
  8346. tmax = ( box.min.x - origin.x ) * invdirx;
  8347. }
  8348. if ( invdiry >= 0 ) {
  8349. tymin = ( box.min.y - origin.y ) * invdiry;
  8350. tymax = ( box.max.y - origin.y ) * invdiry;
  8351. } else {
  8352. tymin = ( box.max.y - origin.y ) * invdiry;
  8353. tymax = ( box.min.y - origin.y ) * invdiry;
  8354. }
  8355. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  8356. if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
  8357. if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
  8358. if ( invdirz >= 0 ) {
  8359. tzmin = ( box.min.z - origin.z ) * invdirz;
  8360. tzmax = ( box.max.z - origin.z ) * invdirz;
  8361. } else {
  8362. tzmin = ( box.max.z - origin.z ) * invdirz;
  8363. tzmax = ( box.min.z - origin.z ) * invdirz;
  8364. }
  8365. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  8366. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  8367. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  8368. //return point closest to the ray (positive side)
  8369. if ( tmax < 0 ) return null;
  8370. return this.at( tmin >= 0 ? tmin : tmax, target );
  8371. }
  8372. /**
  8373. * Returns `true` if this ray intersects with the given box.
  8374. *
  8375. * @param {Box3} box - The box to intersect.
  8376. * @return {boolean} Whether this ray intersects with the given box or not.
  8377. */
  8378. intersectsBox( box ) {
  8379. return this.intersectBox( box, _vector$a ) !== null;
  8380. }
  8381. /**
  8382. * Intersects this ray with the given triangle, returning the intersection
  8383. * point or `null` if there is no intersection.
  8384. *
  8385. * @param {Vector3} a - The first vertex of the triangle.
  8386. * @param {Vector3} b - The second vertex of the triangle.
  8387. * @param {Vector3} c - The third vertex of the triangle.
  8388. * @param {boolean} backfaceCulling - Whether to use backface culling or not.
  8389. * @param {Vector3} target - The target vector that is used to store the method's result.
  8390. * @return {?Vector3} The intersection point.
  8391. */
  8392. intersectTriangle( a, b, c, backfaceCulling, target ) {
  8393. // Compute the offset origin, edges, and normal.
  8394. // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
  8395. _edge1.subVectors( b, a );
  8396. _edge2.subVectors( c, a );
  8397. _normal$1.crossVectors( _edge1, _edge2 );
  8398. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  8399. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  8400. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  8401. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  8402. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  8403. let DdN = this.direction.dot( _normal$1 );
  8404. let sign;
  8405. if ( DdN > 0 ) {
  8406. if ( backfaceCulling ) return null;
  8407. sign = 1;
  8408. } else if ( DdN < 0 ) {
  8409. sign = -1;
  8410. DdN = - DdN;
  8411. } else {
  8412. return null;
  8413. }
  8414. _diff.subVectors( this.origin, a );
  8415. const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
  8416. // b1 < 0, no intersection
  8417. if ( DdQxE2 < 0 ) {
  8418. return null;
  8419. }
  8420. const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
  8421. // b2 < 0, no intersection
  8422. if ( DdE1xQ < 0 ) {
  8423. return null;
  8424. }
  8425. // b1+b2 > 1, no intersection
  8426. if ( DdQxE2 + DdE1xQ > DdN ) {
  8427. return null;
  8428. }
  8429. // Line intersects triangle, check if ray does.
  8430. const QdN = - sign * _diff.dot( _normal$1 );
  8431. // t < 0, no intersection
  8432. if ( QdN < 0 ) {
  8433. return null;
  8434. }
  8435. // Ray intersects triangle.
  8436. return this.at( QdN / DdN, target );
  8437. }
  8438. /**
  8439. * Transforms this ray with the given 4x4 transformation matrix.
  8440. *
  8441. * @param {Matrix4} matrix4 - The transformation matrix.
  8442. * @return {Ray} A reference to this ray.
  8443. */
  8444. applyMatrix4( matrix4 ) {
  8445. this.origin.applyMatrix4( matrix4 );
  8446. this.direction.transformDirection( matrix4 );
  8447. return this;
  8448. }
  8449. /**
  8450. * Returns `true` if this ray is equal with the given one.
  8451. *
  8452. * @param {Ray} ray - The ray to test for equality.
  8453. * @return {boolean} Whether this ray is equal with the given one.
  8454. */
  8455. equals( ray ) {
  8456. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  8457. }
  8458. /**
  8459. * Returns a new ray with copied values from this instance.
  8460. *
  8461. * @return {Ray} A clone of this instance.
  8462. */
  8463. clone() {
  8464. return new this.constructor().copy( this );
  8465. }
  8466. }
  8467. /**
  8468. * Represents a 4x4 matrix.
  8469. *
  8470. * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix.
  8471. * 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}
  8472. *
  8473. * This allows a 3D vector representing a point in 3D space to undergo
  8474. * transformations such as translation, rotation, shear, scale, reflection,
  8475. * orthogonal or perspective projection and so on, by being multiplied by the
  8476. * matrix. This is known as `applying` the matrix to the vector.
  8477. *
  8478. * A Note on Row-Major and Column-Major Ordering:
  8479. *
  8480. * The constructor and {@link Matrix3#set} method take arguments in
  8481. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  8482. * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order.
  8483. * This means that calling:
  8484. * ```js
  8485. * const m = new THREE.Matrix4();
  8486. * m.set( 11, 12, 13, 14,
  8487. * 21, 22, 23, 24,
  8488. * 31, 32, 33, 34,
  8489. * 41, 42, 43, 44 );
  8490. * ```
  8491. * will result in the elements array containing:
  8492. * ```js
  8493. * m.elements = [ 11, 21, 31, 41,
  8494. * 12, 22, 32, 42,
  8495. * 13, 23, 33, 43,
  8496. * 14, 24, 34, 44 ];
  8497. * ```
  8498. * and internally all calculations are performed using column-major ordering.
  8499. * However, as the actual ordering makes no difference mathematically and
  8500. * most people are used to thinking about matrices in row-major order, the
  8501. * three.js documentation shows matrices in row-major order. Just bear in
  8502. * mind that if you are reading the source code, you'll have to take the
  8503. * transpose of any matrices outlined here to make sense of the calculations.
  8504. */
  8505. class Matrix4 {
  8506. /**
  8507. * Constructs a new 4x4 matrix. The arguments are supposed to be
  8508. * in row-major order. If no arguments are provided, the constructor
  8509. * initializes the matrix as an identity matrix.
  8510. *
  8511. * @param {number} [n11] - 1-1 matrix element.
  8512. * @param {number} [n12] - 1-2 matrix element.
  8513. * @param {number} [n13] - 1-3 matrix element.
  8514. * @param {number} [n14] - 1-4 matrix element.
  8515. * @param {number} [n21] - 2-1 matrix element.
  8516. * @param {number} [n22] - 2-2 matrix element.
  8517. * @param {number} [n23] - 2-3 matrix element.
  8518. * @param {number} [n24] - 2-4 matrix element.
  8519. * @param {number} [n31] - 3-1 matrix element.
  8520. * @param {number} [n32] - 3-2 matrix element.
  8521. * @param {number} [n33] - 3-3 matrix element.
  8522. * @param {number} [n34] - 3-4 matrix element.
  8523. * @param {number} [n41] - 4-1 matrix element.
  8524. * @param {number} [n42] - 4-2 matrix element.
  8525. * @param {number} [n43] - 4-3 matrix element.
  8526. * @param {number} [n44] - 4-4 matrix element.
  8527. */
  8528. constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8529. /**
  8530. * This flag can be used for type testing.
  8531. *
  8532. * @type {boolean}
  8533. * @readonly
  8534. * @default true
  8535. */
  8536. Matrix4.prototype.isMatrix4 = true;
  8537. /**
  8538. * A column-major list of matrix values.
  8539. *
  8540. * @type {Array<number>}
  8541. */
  8542. this.elements = [
  8543. 1, 0, 0, 0,
  8544. 0, 1, 0, 0,
  8545. 0, 0, 1, 0,
  8546. 0, 0, 0, 1
  8547. ];
  8548. if ( n11 !== undefined ) {
  8549. this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
  8550. }
  8551. }
  8552. /**
  8553. * Sets the elements of the matrix.The arguments are supposed to be
  8554. * in row-major order.
  8555. *
  8556. * @param {number} [n11] - 1-1 matrix element.
  8557. * @param {number} [n12] - 1-2 matrix element.
  8558. * @param {number} [n13] - 1-3 matrix element.
  8559. * @param {number} [n14] - 1-4 matrix element.
  8560. * @param {number} [n21] - 2-1 matrix element.
  8561. * @param {number} [n22] - 2-2 matrix element.
  8562. * @param {number} [n23] - 2-3 matrix element.
  8563. * @param {number} [n24] - 2-4 matrix element.
  8564. * @param {number} [n31] - 3-1 matrix element.
  8565. * @param {number} [n32] - 3-2 matrix element.
  8566. * @param {number} [n33] - 3-3 matrix element.
  8567. * @param {number} [n34] - 3-4 matrix element.
  8568. * @param {number} [n41] - 4-1 matrix element.
  8569. * @param {number} [n42] - 4-2 matrix element.
  8570. * @param {number} [n43] - 4-3 matrix element.
  8571. * @param {number} [n44] - 4-4 matrix element.
  8572. * @return {Matrix4} A reference to this matrix.
  8573. */
  8574. set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  8575. const te = this.elements;
  8576. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  8577. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  8578. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  8579. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  8580. return this;
  8581. }
  8582. /**
  8583. * Sets this matrix to the 4x4 identity matrix.
  8584. *
  8585. * @return {Matrix4} A reference to this matrix.
  8586. */
  8587. identity() {
  8588. this.set(
  8589. 1, 0, 0, 0,
  8590. 0, 1, 0, 0,
  8591. 0, 0, 1, 0,
  8592. 0, 0, 0, 1
  8593. );
  8594. return this;
  8595. }
  8596. /**
  8597. * Returns a matrix with copied values from this instance.
  8598. *
  8599. * @return {Matrix4} A clone of this instance.
  8600. */
  8601. clone() {
  8602. return new Matrix4().fromArray( this.elements );
  8603. }
  8604. /**
  8605. * Copies the values of the given matrix to this instance.
  8606. *
  8607. * @param {Matrix4} m - The matrix to copy.
  8608. * @return {Matrix4} A reference to this matrix.
  8609. */
  8610. copy( m ) {
  8611. const te = this.elements;
  8612. const me = m.elements;
  8613. te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
  8614. te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
  8615. te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
  8616. te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
  8617. return this;
  8618. }
  8619. /**
  8620. * Copies the translation component of the given matrix
  8621. * into this matrix's translation component.
  8622. *
  8623. * @param {Matrix4} m - The matrix to copy the translation component.
  8624. * @return {Matrix4} A reference to this matrix.
  8625. */
  8626. copyPosition( m ) {
  8627. const te = this.elements, me = m.elements;
  8628. te[ 12 ] = me[ 12 ];
  8629. te[ 13 ] = me[ 13 ];
  8630. te[ 14 ] = me[ 14 ];
  8631. return this;
  8632. }
  8633. /**
  8634. * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
  8635. *
  8636. * @param {Matrix3} m - The 3x3 matrix.
  8637. * @return {Matrix4} A reference to this matrix.
  8638. */
  8639. setFromMatrix3( m ) {
  8640. const me = m.elements;
  8641. this.set(
  8642. me[ 0 ], me[ 3 ], me[ 6 ], 0,
  8643. me[ 1 ], me[ 4 ], me[ 7 ], 0,
  8644. me[ 2 ], me[ 5 ], me[ 8 ], 0,
  8645. 0, 0, 0, 1
  8646. );
  8647. return this;
  8648. }
  8649. /**
  8650. * Extracts the basis of this matrix into the three axis vectors provided.
  8651. *
  8652. * @param {Vector3} xAxis - The basis's x axis.
  8653. * @param {Vector3} yAxis - The basis's y axis.
  8654. * @param {Vector3} zAxis - The basis's z axis.
  8655. * @return {Matrix4} A reference to this matrix.
  8656. */
  8657. extractBasis( xAxis, yAxis, zAxis ) {
  8658. xAxis.setFromMatrixColumn( this, 0 );
  8659. yAxis.setFromMatrixColumn( this, 1 );
  8660. zAxis.setFromMatrixColumn( this, 2 );
  8661. return this;
  8662. }
  8663. /**
  8664. * Sets the given basis vectors to this matrix.
  8665. *
  8666. * @param {Vector3} xAxis - The basis's x axis.
  8667. * @param {Vector3} yAxis - The basis's y axis.
  8668. * @param {Vector3} zAxis - The basis's z axis.
  8669. * @return {Matrix4} A reference to this matrix.
  8670. */
  8671. makeBasis( xAxis, yAxis, zAxis ) {
  8672. this.set(
  8673. xAxis.x, yAxis.x, zAxis.x, 0,
  8674. xAxis.y, yAxis.y, zAxis.y, 0,
  8675. xAxis.z, yAxis.z, zAxis.z, 0,
  8676. 0, 0, 0, 1
  8677. );
  8678. return this;
  8679. }
  8680. /**
  8681. * Extracts the rotation component of the given matrix
  8682. * into this matrix's rotation component.
  8683. *
  8684. * Note: This method does not support reflection matrices.
  8685. *
  8686. * @param {Matrix4} m - The matrix.
  8687. * @return {Matrix4} A reference to this matrix.
  8688. */
  8689. extractRotation( m ) {
  8690. const te = this.elements;
  8691. const me = m.elements;
  8692. const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  8693. const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  8694. const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
  8695. te[ 0 ] = me[ 0 ] * scaleX;
  8696. te[ 1 ] = me[ 1 ] * scaleX;
  8697. te[ 2 ] = me[ 2 ] * scaleX;
  8698. te[ 3 ] = 0;
  8699. te[ 4 ] = me[ 4 ] * scaleY;
  8700. te[ 5 ] = me[ 5 ] * scaleY;
  8701. te[ 6 ] = me[ 6 ] * scaleY;
  8702. te[ 7 ] = 0;
  8703. te[ 8 ] = me[ 8 ] * scaleZ;
  8704. te[ 9 ] = me[ 9 ] * scaleZ;
  8705. te[ 10 ] = me[ 10 ] * scaleZ;
  8706. te[ 11 ] = 0;
  8707. te[ 12 ] = 0;
  8708. te[ 13 ] = 0;
  8709. te[ 14 ] = 0;
  8710. te[ 15 ] = 1;
  8711. return this;
  8712. }
  8713. /**
  8714. * Sets the rotation component (the upper left 3x3 matrix) of this matrix to
  8715. * the rotation specified by the given Euler angles. The rest of
  8716. * the matrix is set to the identity. Depending on the {@link Euler#order},
  8717. * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix}
  8718. * for a complete list.
  8719. *
  8720. * @param {Euler} euler - The Euler angles.
  8721. * @return {Matrix4} A reference to this matrix.
  8722. */
  8723. makeRotationFromEuler( euler ) {
  8724. const te = this.elements;
  8725. const x = euler.x, y = euler.y, z = euler.z;
  8726. const a = Math.cos( x ), b = Math.sin( x );
  8727. const c = Math.cos( y ), d = Math.sin( y );
  8728. const e = Math.cos( z ), f = Math.sin( z );
  8729. if ( euler.order === 'XYZ' ) {
  8730. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8731. te[ 0 ] = c * e;
  8732. te[ 4 ] = - c * f;
  8733. te[ 8 ] = d;
  8734. te[ 1 ] = af + be * d;
  8735. te[ 5 ] = ae - bf * d;
  8736. te[ 9 ] = - b * c;
  8737. te[ 2 ] = bf - ae * d;
  8738. te[ 6 ] = be + af * d;
  8739. te[ 10 ] = a * c;
  8740. } else if ( euler.order === 'YXZ' ) {
  8741. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8742. te[ 0 ] = ce + df * b;
  8743. te[ 4 ] = de * b - cf;
  8744. te[ 8 ] = a * d;
  8745. te[ 1 ] = a * f;
  8746. te[ 5 ] = a * e;
  8747. te[ 9 ] = - b;
  8748. te[ 2 ] = cf * b - de;
  8749. te[ 6 ] = df + ce * b;
  8750. te[ 10 ] = a * c;
  8751. } else if ( euler.order === 'ZXY' ) {
  8752. const ce = c * e, cf = c * f, de = d * e, df = d * f;
  8753. te[ 0 ] = ce - df * b;
  8754. te[ 4 ] = - a * f;
  8755. te[ 8 ] = de + cf * b;
  8756. te[ 1 ] = cf + de * b;
  8757. te[ 5 ] = a * e;
  8758. te[ 9 ] = df - ce * b;
  8759. te[ 2 ] = - a * d;
  8760. te[ 6 ] = b;
  8761. te[ 10 ] = a * c;
  8762. } else if ( euler.order === 'ZYX' ) {
  8763. const ae = a * e, af = a * f, be = b * e, bf = b * f;
  8764. te[ 0 ] = c * e;
  8765. te[ 4 ] = be * d - af;
  8766. te[ 8 ] = ae * d + bf;
  8767. te[ 1 ] = c * f;
  8768. te[ 5 ] = bf * d + ae;
  8769. te[ 9 ] = af * d - be;
  8770. te[ 2 ] = - d;
  8771. te[ 6 ] = b * c;
  8772. te[ 10 ] = a * c;
  8773. } else if ( euler.order === 'YZX' ) {
  8774. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8775. te[ 0 ] = c * e;
  8776. te[ 4 ] = bd - ac * f;
  8777. te[ 8 ] = bc * f + ad;
  8778. te[ 1 ] = f;
  8779. te[ 5 ] = a * e;
  8780. te[ 9 ] = - b * e;
  8781. te[ 2 ] = - d * e;
  8782. te[ 6 ] = ad * f + bc;
  8783. te[ 10 ] = ac - bd * f;
  8784. } else if ( euler.order === 'XZY' ) {
  8785. const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  8786. te[ 0 ] = c * e;
  8787. te[ 4 ] = - f;
  8788. te[ 8 ] = d * e;
  8789. te[ 1 ] = ac * f + bd;
  8790. te[ 5 ] = a * e;
  8791. te[ 9 ] = ad * f - bc;
  8792. te[ 2 ] = bc * f - ad;
  8793. te[ 6 ] = b * e;
  8794. te[ 10 ] = bd * f + ac;
  8795. }
  8796. // bottom row
  8797. te[ 3 ] = 0;
  8798. te[ 7 ] = 0;
  8799. te[ 11 ] = 0;
  8800. // last column
  8801. te[ 12 ] = 0;
  8802. te[ 13 ] = 0;
  8803. te[ 14 ] = 0;
  8804. te[ 15 ] = 1;
  8805. return this;
  8806. }
  8807. /**
  8808. * Sets the rotation component of this matrix to the rotation specified by
  8809. * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion}
  8810. * The rest of the matrix is set to the identity.
  8811. *
  8812. * @param {Quaternion} q - The Quaternion.
  8813. * @return {Matrix4} A reference to this matrix.
  8814. */
  8815. makeRotationFromQuaternion( q ) {
  8816. return this.compose( _zero, q, _one );
  8817. }
  8818. /**
  8819. * Sets the rotation component of the transformation matrix, looking from `eye` towards
  8820. * `target`, and oriented by the up-direction.
  8821. *
  8822. * @param {Vector3} eye - The eye vector.
  8823. * @param {Vector3} target - The target vector.
  8824. * @param {Vector3} up - The up vector.
  8825. * @return {Matrix4} A reference to this matrix.
  8826. */
  8827. lookAt( eye, target, up ) {
  8828. const te = this.elements;
  8829. _z.subVectors( eye, target );
  8830. if ( _z.lengthSq() === 0 ) {
  8831. // eye and target are in the same position
  8832. _z.z = 1;
  8833. }
  8834. _z.normalize();
  8835. _x.crossVectors( up, _z );
  8836. if ( _x.lengthSq() === 0 ) {
  8837. // up and z are parallel
  8838. if ( Math.abs( up.z ) === 1 ) {
  8839. _z.x += 0.0001;
  8840. } else {
  8841. _z.z += 0.0001;
  8842. }
  8843. _z.normalize();
  8844. _x.crossVectors( up, _z );
  8845. }
  8846. _x.normalize();
  8847. _y.crossVectors( _z, _x );
  8848. te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
  8849. te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
  8850. te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
  8851. return this;
  8852. }
  8853. /**
  8854. * Post-multiplies this matrix by the given 4x4 matrix.
  8855. *
  8856. * @param {Matrix4} m - The matrix to multiply with.
  8857. * @return {Matrix4} A reference to this matrix.
  8858. */
  8859. multiply( m ) {
  8860. return this.multiplyMatrices( this, m );
  8861. }
  8862. /**
  8863. * Pre-multiplies this matrix by the given 4x4 matrix.
  8864. *
  8865. * @param {Matrix4} m - The matrix to multiply with.
  8866. * @return {Matrix4} A reference to this matrix.
  8867. */
  8868. premultiply( m ) {
  8869. return this.multiplyMatrices( m, this );
  8870. }
  8871. /**
  8872. * Multiples the given 4x4 matrices and stores the result
  8873. * in this matrix.
  8874. *
  8875. * @param {Matrix4} a - The first matrix.
  8876. * @param {Matrix4} b - The second matrix.
  8877. * @return {Matrix4} A reference to this matrix.
  8878. */
  8879. multiplyMatrices( a, b ) {
  8880. const ae = a.elements;
  8881. const be = b.elements;
  8882. const te = this.elements;
  8883. const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  8884. const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  8885. const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  8886. const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  8887. const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  8888. const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  8889. const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  8890. const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  8891. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  8892. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  8893. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  8894. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  8895. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  8896. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  8897. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  8898. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  8899. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  8900. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  8901. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  8902. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  8903. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  8904. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  8905. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  8906. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  8907. return this;
  8908. }
  8909. /**
  8910. * Multiplies every component of the matrix by the given scalar.
  8911. *
  8912. * @param {number} s - The scalar.
  8913. * @return {Matrix4} A reference to this matrix.
  8914. */
  8915. multiplyScalar( s ) {
  8916. const te = this.elements;
  8917. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  8918. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  8919. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  8920. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  8921. return this;
  8922. }
  8923. /**
  8924. * Computes and returns the determinant of this matrix.
  8925. *
  8926. * Based on the method outlined [here]{@link http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html}.
  8927. *
  8928. * @return {number} The determinant.
  8929. */
  8930. determinant() {
  8931. const te = this.elements;
  8932. const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  8933. const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  8934. const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  8935. const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  8936. //TODO: make this more efficient
  8937. return (
  8938. n41 * (
  8939. + n14 * n23 * n32
  8940. - n13 * n24 * n32
  8941. - n14 * n22 * n33
  8942. + n12 * n24 * n33
  8943. + n13 * n22 * n34
  8944. - n12 * n23 * n34
  8945. ) +
  8946. n42 * (
  8947. + n11 * n23 * n34
  8948. - n11 * n24 * n33
  8949. + n14 * n21 * n33
  8950. - n13 * n21 * n34
  8951. + n13 * n24 * n31
  8952. - n14 * n23 * n31
  8953. ) +
  8954. n43 * (
  8955. + n11 * n24 * n32
  8956. - n11 * n22 * n34
  8957. - n14 * n21 * n32
  8958. + n12 * n21 * n34
  8959. + n14 * n22 * n31
  8960. - n12 * n24 * n31
  8961. ) +
  8962. n44 * (
  8963. - n13 * n22 * n31
  8964. - n11 * n23 * n32
  8965. + n11 * n22 * n33
  8966. + n13 * n21 * n32
  8967. - n12 * n21 * n33
  8968. + n12 * n23 * n31
  8969. )
  8970. );
  8971. }
  8972. /**
  8973. * Transposes this matrix in place.
  8974. *
  8975. * @return {Matrix4} A reference to this matrix.
  8976. */
  8977. transpose() {
  8978. const te = this.elements;
  8979. let tmp;
  8980. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  8981. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  8982. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  8983. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  8984. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  8985. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  8986. return this;
  8987. }
  8988. /**
  8989. * Sets the position component for this matrix from the given vector,
  8990. * without affecting the rest of the matrix.
  8991. *
  8992. * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
  8993. * @param {number} y - The y component of the vector.
  8994. * @param {number} z - The z component of the vector.
  8995. * @return {Matrix4} A reference to this matrix.
  8996. */
  8997. setPosition( x, y, z ) {
  8998. const te = this.elements;
  8999. if ( x.isVector3 ) {
  9000. te[ 12 ] = x.x;
  9001. te[ 13 ] = x.y;
  9002. te[ 14 ] = x.z;
  9003. } else {
  9004. te[ 12 ] = x;
  9005. te[ 13 ] = y;
  9006. te[ 14 ] = z;
  9007. }
  9008. return this;
  9009. }
  9010. /**
  9011. * Inverts this matrix, using the [analytic method]{@link https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution}.
  9012. * You can not invert with a determinant of zero. If you attempt this, the method produces
  9013. * a zero matrix instead.
  9014. *
  9015. * @return {Matrix4} A reference to this matrix.
  9016. */
  9017. invert() {
  9018. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9019. const te = this.elements,
  9020. n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
  9021. n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
  9022. n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
  9023. n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
  9024. t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
  9025. t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
  9026. t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
  9027. t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  9028. const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
  9029. if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
  9030. const detInv = 1 / det;
  9031. te[ 0 ] = t11 * detInv;
  9032. te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
  9033. te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
  9034. te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
  9035. te[ 4 ] = t12 * detInv;
  9036. te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
  9037. te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
  9038. te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
  9039. te[ 8 ] = t13 * detInv;
  9040. te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
  9041. te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
  9042. te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
  9043. te[ 12 ] = t14 * detInv;
  9044. te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
  9045. te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
  9046. te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
  9047. return this;
  9048. }
  9049. /**
  9050. * Multiplies the columns of this matrix by the given vector.
  9051. *
  9052. * @param {Vector3} v - The scale vector.
  9053. * @return {Matrix4} A reference to this matrix.
  9054. */
  9055. scale( v ) {
  9056. const te = this.elements;
  9057. const x = v.x, y = v.y, z = v.z;
  9058. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  9059. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  9060. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  9061. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  9062. return this;
  9063. }
  9064. /**
  9065. * Gets the maximum scale value of the three axes.
  9066. *
  9067. * @return {number} The maximum scale.
  9068. */
  9069. getMaxScaleOnAxis() {
  9070. const te = this.elements;
  9071. const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  9072. const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  9073. const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  9074. return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
  9075. }
  9076. /**
  9077. * Sets this matrix as a translation transform from the given vector.
  9078. *
  9079. * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
  9080. * @param {number} y - The amount to translate in the Y axis.
  9081. * @param {number} z - The amount to translate in the z axis.
  9082. * @return {Matrix4} A reference to this matrix.
  9083. */
  9084. makeTranslation( x, y, z ) {
  9085. if ( x.isVector3 ) {
  9086. this.set(
  9087. 1, 0, 0, x.x,
  9088. 0, 1, 0, x.y,
  9089. 0, 0, 1, x.z,
  9090. 0, 0, 0, 1
  9091. );
  9092. } else {
  9093. this.set(
  9094. 1, 0, 0, x,
  9095. 0, 1, 0, y,
  9096. 0, 0, 1, z,
  9097. 0, 0, 0, 1
  9098. );
  9099. }
  9100. return this;
  9101. }
  9102. /**
  9103. * Sets this matrix as a rotational transformation around the X axis by
  9104. * the given angle.
  9105. *
  9106. * @param {number} theta - The rotation in radians.
  9107. * @return {Matrix4} A reference to this matrix.
  9108. */
  9109. makeRotationX( theta ) {
  9110. const c = Math.cos( theta ), s = Math.sin( theta );
  9111. this.set(
  9112. 1, 0, 0, 0,
  9113. 0, c, - s, 0,
  9114. 0, s, c, 0,
  9115. 0, 0, 0, 1
  9116. );
  9117. return this;
  9118. }
  9119. /**
  9120. * Sets this matrix as a rotational transformation around the Y axis by
  9121. * the given angle.
  9122. *
  9123. * @param {number} theta - The rotation in radians.
  9124. * @return {Matrix4} A reference to this matrix.
  9125. */
  9126. makeRotationY( theta ) {
  9127. const c = Math.cos( theta ), s = Math.sin( theta );
  9128. this.set(
  9129. c, 0, s, 0,
  9130. 0, 1, 0, 0,
  9131. - s, 0, c, 0,
  9132. 0, 0, 0, 1
  9133. );
  9134. return this;
  9135. }
  9136. /**
  9137. * Sets this matrix as a rotational transformation around the Z axis by
  9138. * the given angle.
  9139. *
  9140. * @param {number} theta - The rotation in radians.
  9141. * @return {Matrix4} A reference to this matrix.
  9142. */
  9143. makeRotationZ( theta ) {
  9144. const c = Math.cos( theta ), s = Math.sin( theta );
  9145. this.set(
  9146. c, - s, 0, 0,
  9147. s, c, 0, 0,
  9148. 0, 0, 1, 0,
  9149. 0, 0, 0, 1
  9150. );
  9151. return this;
  9152. }
  9153. /**
  9154. * Sets this matrix as a rotational transformation around the given axis by
  9155. * the given angle.
  9156. *
  9157. * This is a somewhat controversial but mathematically sound alternative to
  9158. * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}.
  9159. *
  9160. * @param {Vector3} axis - The normalized rotation axis.
  9161. * @param {number} angle - The rotation in radians.
  9162. * @return {Matrix4} A reference to this matrix.
  9163. */
  9164. makeRotationAxis( axis, angle ) {
  9165. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  9166. const c = Math.cos( angle );
  9167. const s = Math.sin( angle );
  9168. const t = 1 - c;
  9169. const x = axis.x, y = axis.y, z = axis.z;
  9170. const tx = t * x, ty = t * y;
  9171. this.set(
  9172. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  9173. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  9174. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  9175. 0, 0, 0, 1
  9176. );
  9177. return this;
  9178. }
  9179. /**
  9180. * Sets this matrix as a scale transformation.
  9181. *
  9182. * @param {number} x - The amount to scale in the X axis.
  9183. * @param {number} y - The amount to scale in the Y axis.
  9184. * @param {number} z - The amount to scale in the Z axis.
  9185. * @return {Matrix4} A reference to this matrix.
  9186. */
  9187. makeScale( x, y, z ) {
  9188. this.set(
  9189. x, 0, 0, 0,
  9190. 0, y, 0, 0,
  9191. 0, 0, z, 0,
  9192. 0, 0, 0, 1
  9193. );
  9194. return this;
  9195. }
  9196. /**
  9197. * Sets this matrix as a shear transformation.
  9198. *
  9199. * @param {number} xy - The amount to shear X by Y.
  9200. * @param {number} xz - The amount to shear X by Z.
  9201. * @param {number} yx - The amount to shear Y by X.
  9202. * @param {number} yz - The amount to shear Y by Z.
  9203. * @param {number} zx - The amount to shear Z by X.
  9204. * @param {number} zy - The amount to shear Z by Y.
  9205. * @return {Matrix4} A reference to this matrix.
  9206. */
  9207. makeShear( xy, xz, yx, yz, zx, zy ) {
  9208. this.set(
  9209. 1, yx, zx, 0,
  9210. xy, 1, zy, 0,
  9211. xz, yz, 1, 0,
  9212. 0, 0, 0, 1
  9213. );
  9214. return this;
  9215. }
  9216. /**
  9217. * Sets this matrix to the transformation composed of the given position,
  9218. * rotation (Quaternion) and scale.
  9219. *
  9220. * @param {Vector3} position - The position vector.
  9221. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9222. * @param {Vector3} scale - The scale vector.
  9223. * @return {Matrix4} A reference to this matrix.
  9224. */
  9225. compose( position, quaternion, scale ) {
  9226. const te = this.elements;
  9227. const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
  9228. const x2 = x + x, y2 = y + y, z2 = z + z;
  9229. const xx = x * x2, xy = x * y2, xz = x * z2;
  9230. const yy = y * y2, yz = y * z2, zz = z * z2;
  9231. const wx = w * x2, wy = w * y2, wz = w * z2;
  9232. const sx = scale.x, sy = scale.y, sz = scale.z;
  9233. te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
  9234. te[ 1 ] = ( xy + wz ) * sx;
  9235. te[ 2 ] = ( xz - wy ) * sx;
  9236. te[ 3 ] = 0;
  9237. te[ 4 ] = ( xy - wz ) * sy;
  9238. te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
  9239. te[ 6 ] = ( yz + wx ) * sy;
  9240. te[ 7 ] = 0;
  9241. te[ 8 ] = ( xz + wy ) * sz;
  9242. te[ 9 ] = ( yz - wx ) * sz;
  9243. te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
  9244. te[ 11 ] = 0;
  9245. te[ 12 ] = position.x;
  9246. te[ 13 ] = position.y;
  9247. te[ 14 ] = position.z;
  9248. te[ 15 ] = 1;
  9249. return this;
  9250. }
  9251. /**
  9252. * Decomposes this matrix into its position, rotation and scale components
  9253. * and provides the result in the given objects.
  9254. *
  9255. * Note: Not all matrices are decomposable in this way. For example, if an
  9256. * object has a non-uniformly scaled parent, then the object's world matrix
  9257. * may not be decomposable, and this method may not be appropriate.
  9258. *
  9259. * @param {Vector3} position - The position vector.
  9260. * @param {Quaternion} quaternion - The rotation as a Quaternion.
  9261. * @param {Vector3} scale - The scale vector.
  9262. * @return {Matrix4} A reference to this matrix.
  9263. */
  9264. decompose( position, quaternion, scale ) {
  9265. const te = this.elements;
  9266. let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  9267. const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  9268. const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  9269. // if determine is negative, we need to invert one scale
  9270. const det = this.determinant();
  9271. if ( det < 0 ) sx = - sx;
  9272. position.x = te[ 12 ];
  9273. position.y = te[ 13 ];
  9274. position.z = te[ 14 ];
  9275. // scale the rotation part
  9276. _m1$2.copy( this );
  9277. const invSX = 1 / sx;
  9278. const invSY = 1 / sy;
  9279. const invSZ = 1 / sz;
  9280. _m1$2.elements[ 0 ] *= invSX;
  9281. _m1$2.elements[ 1 ] *= invSX;
  9282. _m1$2.elements[ 2 ] *= invSX;
  9283. _m1$2.elements[ 4 ] *= invSY;
  9284. _m1$2.elements[ 5 ] *= invSY;
  9285. _m1$2.elements[ 6 ] *= invSY;
  9286. _m1$2.elements[ 8 ] *= invSZ;
  9287. _m1$2.elements[ 9 ] *= invSZ;
  9288. _m1$2.elements[ 10 ] *= invSZ;
  9289. quaternion.setFromRotationMatrix( _m1$2 );
  9290. scale.x = sx;
  9291. scale.y = sy;
  9292. scale.z = sz;
  9293. return this;
  9294. }
  9295. /**
  9296. * Creates a perspective projection matrix. This is used internally by
  9297. * {@link PerspectiveCamera#updateProjectionMatrix}.
  9298. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9299. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9300. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9301. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9302. * @param {number} near - The distance from the camera to the near plane.
  9303. * @param {number} far - The distance from the camera to the far plane.
  9304. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9305. * @return {Matrix4} A reference to this matrix.
  9306. */
  9307. makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  9308. const te = this.elements;
  9309. const x = 2 * near / ( right - left );
  9310. const y = 2 * near / ( top - bottom );
  9311. const a = ( right + left ) / ( right - left );
  9312. const b = ( top + bottom ) / ( top - bottom );
  9313. let c, d;
  9314. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9315. c = - ( far + near ) / ( far - near );
  9316. d = ( -2 * far * near ) / ( far - near );
  9317. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9318. c = - far / ( far - near );
  9319. d = ( - far * near ) / ( far - near );
  9320. } else {
  9321. throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
  9322. }
  9323. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  9324. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  9325. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  9326. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
  9327. return this;
  9328. }
  9329. /**
  9330. * Creates a orthographic projection matrix. This is used internally by
  9331. * {@link OrthographicCamera#updateProjectionMatrix}.
  9332. * @param {number} left - Left boundary of the viewing frustum at the near plane.
  9333. * @param {number} right - Right boundary of the viewing frustum at the near plane.
  9334. * @param {number} top - Top boundary of the viewing frustum at the near plane.
  9335. * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
  9336. * @param {number} near - The distance from the camera to the near plane.
  9337. * @param {number} far - The distance from the camera to the far plane.
  9338. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
  9339. * @return {Matrix4} A reference to this matrix.
  9340. */
  9341. makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
  9342. const te = this.elements;
  9343. const w = 1.0 / ( right - left );
  9344. const h = 1.0 / ( top - bottom );
  9345. const p = 1.0 / ( far - near );
  9346. const x = ( right + left ) * w;
  9347. const y = ( top + bottom ) * h;
  9348. let z, zInv;
  9349. if ( coordinateSystem === WebGLCoordinateSystem ) {
  9350. z = ( far + near ) * p;
  9351. zInv = -2 * p;
  9352. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  9353. z = near * p;
  9354. zInv = -1 * p;
  9355. } else {
  9356. throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
  9357. }
  9358. te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  9359. te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
  9360. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
  9361. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  9362. return this;
  9363. }
  9364. /**
  9365. * Returns `true` if this matrix is equal with the given one.
  9366. *
  9367. * @param {Matrix4} matrix - The matrix to test for equality.
  9368. * @return {boolean} Whether this matrix is equal with the given one.
  9369. */
  9370. equals( matrix ) {
  9371. const te = this.elements;
  9372. const me = matrix.elements;
  9373. for ( let i = 0; i < 16; i ++ ) {
  9374. if ( te[ i ] !== me[ i ] ) return false;
  9375. }
  9376. return true;
  9377. }
  9378. /**
  9379. * Sets the elements of the matrix from the given array.
  9380. *
  9381. * @param {Array<number>} array - The matrix elements in column-major order.
  9382. * @param {number} [offset=0] - Index of the first element in the array.
  9383. * @return {Matrix4} A reference to this matrix.
  9384. */
  9385. fromArray( array, offset = 0 ) {
  9386. for ( let i = 0; i < 16; i ++ ) {
  9387. this.elements[ i ] = array[ i + offset ];
  9388. }
  9389. return this;
  9390. }
  9391. /**
  9392. * Writes the elements of this matrix to the given array. If no array is provided,
  9393. * the method returns a new instance.
  9394. *
  9395. * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
  9396. * @param {number} [offset=0] - Index of the first element in the array.
  9397. * @return {Array<number>} The matrix elements in column-major order.
  9398. */
  9399. toArray( array = [], offset = 0 ) {
  9400. const te = this.elements;
  9401. array[ offset ] = te[ 0 ];
  9402. array[ offset + 1 ] = te[ 1 ];
  9403. array[ offset + 2 ] = te[ 2 ];
  9404. array[ offset + 3 ] = te[ 3 ];
  9405. array[ offset + 4 ] = te[ 4 ];
  9406. array[ offset + 5 ] = te[ 5 ];
  9407. array[ offset + 6 ] = te[ 6 ];
  9408. array[ offset + 7 ] = te[ 7 ];
  9409. array[ offset + 8 ] = te[ 8 ];
  9410. array[ offset + 9 ] = te[ 9 ];
  9411. array[ offset + 10 ] = te[ 10 ];
  9412. array[ offset + 11 ] = te[ 11 ];
  9413. array[ offset + 12 ] = te[ 12 ];
  9414. array[ offset + 13 ] = te[ 13 ];
  9415. array[ offset + 14 ] = te[ 14 ];
  9416. array[ offset + 15 ] = te[ 15 ];
  9417. return array;
  9418. }
  9419. }
  9420. const _v1$5 = /*@__PURE__*/ new Vector3();
  9421. const _m1$2 = /*@__PURE__*/ new Matrix4();
  9422. const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  9423. const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  9424. const _x = /*@__PURE__*/ new Vector3();
  9425. const _y = /*@__PURE__*/ new Vector3();
  9426. const _z = /*@__PURE__*/ new Vector3();
  9427. const _matrix$2 = /*@__PURE__*/ new Matrix4();
  9428. const _quaternion$3 = /*@__PURE__*/ new Quaternion();
  9429. /**
  9430. * A class representing Euler angles.
  9431. *
  9432. * Euler angles describe a rotational transformation by rotating an object on
  9433. * its various axes in specified amounts per axis, and a specified axis
  9434. * order.
  9435. *
  9436. * Iterating through an instance will yield its components (x, y, z,
  9437. * order) in the corresponding order.
  9438. *
  9439. * ```js
  9440. * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
  9441. * const b = new THREE.Vector3( 1, 0, 1 );
  9442. * b.applyEuler(a);
  9443. * ```
  9444. */
  9445. class Euler {
  9446. /**
  9447. * Constructs a new euler instance.
  9448. *
  9449. * @param {number} [x=0] - The angle of the x axis in radians.
  9450. * @param {number} [y=0] - The angle of the y axis in radians.
  9451. * @param {number} [z=0] - The angle of the z axis in radians.
  9452. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
  9453. */
  9454. constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
  9455. /**
  9456. * This flag can be used for type testing.
  9457. *
  9458. * @type {boolean}
  9459. * @readonly
  9460. * @default true
  9461. */
  9462. this.isEuler = true;
  9463. this._x = x;
  9464. this._y = y;
  9465. this._z = z;
  9466. this._order = order;
  9467. }
  9468. /**
  9469. * The angle of the x axis in radians.
  9470. *
  9471. * @type {number}
  9472. * @default 0
  9473. */
  9474. get x() {
  9475. return this._x;
  9476. }
  9477. set x( value ) {
  9478. this._x = value;
  9479. this._onChangeCallback();
  9480. }
  9481. /**
  9482. * The angle of the y axis in radians.
  9483. *
  9484. * @type {number}
  9485. * @default 0
  9486. */
  9487. get y() {
  9488. return this._y;
  9489. }
  9490. set y( value ) {
  9491. this._y = value;
  9492. this._onChangeCallback();
  9493. }
  9494. /**
  9495. * The angle of the z axis in radians.
  9496. *
  9497. * @type {number}
  9498. * @default 0
  9499. */
  9500. get z() {
  9501. return this._z;
  9502. }
  9503. set z( value ) {
  9504. this._z = value;
  9505. this._onChangeCallback();
  9506. }
  9507. /**
  9508. * A string representing the order that the rotations are applied.
  9509. *
  9510. * @type {string}
  9511. * @default 'XYZ'
  9512. */
  9513. get order() {
  9514. return this._order;
  9515. }
  9516. set order( value ) {
  9517. this._order = value;
  9518. this._onChangeCallback();
  9519. }
  9520. /**
  9521. * Sets the Euler components.
  9522. *
  9523. * @param {number} x - The angle of the x axis in radians.
  9524. * @param {number} y - The angle of the y axis in radians.
  9525. * @param {number} z - The angle of the z axis in radians.
  9526. * @param {string} [order] - A string representing the order that the rotations are applied.
  9527. * @return {Euler} A reference to this Euler instance.
  9528. */
  9529. set( x, y, z, order = this._order ) {
  9530. this._x = x;
  9531. this._y = y;
  9532. this._z = z;
  9533. this._order = order;
  9534. this._onChangeCallback();
  9535. return this;
  9536. }
  9537. /**
  9538. * Returns a new Euler instance with copied values from this instance.
  9539. *
  9540. * @return {Euler} A clone of this instance.
  9541. */
  9542. clone() {
  9543. return new this.constructor( this._x, this._y, this._z, this._order );
  9544. }
  9545. /**
  9546. * Copies the values of the given Euler instance to this instance.
  9547. *
  9548. * @param {Euler} euler - The Euler instance to copy.
  9549. * @return {Euler} A reference to this Euler instance.
  9550. */
  9551. copy( euler ) {
  9552. this._x = euler._x;
  9553. this._y = euler._y;
  9554. this._z = euler._z;
  9555. this._order = euler._order;
  9556. this._onChangeCallback();
  9557. return this;
  9558. }
  9559. /**
  9560. * Sets the angles of this Euler instance from a pure rotation matrix.
  9561. *
  9562. * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
  9563. * @param {string} [order] - A string representing the order that the rotations are applied.
  9564. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9565. * @return {Euler} A reference to this Euler instance.
  9566. */
  9567. setFromRotationMatrix( m, order = this._order, update = true ) {
  9568. const te = m.elements;
  9569. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  9570. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  9571. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  9572. switch ( order ) {
  9573. case 'XYZ':
  9574. this._y = Math.asin( clamp( m13, -1, 1 ) );
  9575. if ( Math.abs( m13 ) < 0.9999999 ) {
  9576. this._x = Math.atan2( - m23, m33 );
  9577. this._z = Math.atan2( - m12, m11 );
  9578. } else {
  9579. this._x = Math.atan2( m32, m22 );
  9580. this._z = 0;
  9581. }
  9582. break;
  9583. case 'YXZ':
  9584. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  9585. if ( Math.abs( m23 ) < 0.9999999 ) {
  9586. this._y = Math.atan2( m13, m33 );
  9587. this._z = Math.atan2( m21, m22 );
  9588. } else {
  9589. this._y = Math.atan2( - m31, m11 );
  9590. this._z = 0;
  9591. }
  9592. break;
  9593. case 'ZXY':
  9594. this._x = Math.asin( clamp( m32, -1, 1 ) );
  9595. if ( Math.abs( m32 ) < 0.9999999 ) {
  9596. this._y = Math.atan2( - m31, m33 );
  9597. this._z = Math.atan2( - m12, m22 );
  9598. } else {
  9599. this._y = 0;
  9600. this._z = Math.atan2( m21, m11 );
  9601. }
  9602. break;
  9603. case 'ZYX':
  9604. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  9605. if ( Math.abs( m31 ) < 0.9999999 ) {
  9606. this._x = Math.atan2( m32, m33 );
  9607. this._z = Math.atan2( m21, m11 );
  9608. } else {
  9609. this._x = 0;
  9610. this._z = Math.atan2( - m12, m22 );
  9611. }
  9612. break;
  9613. case 'YZX':
  9614. this._z = Math.asin( clamp( m21, -1, 1 ) );
  9615. if ( Math.abs( m21 ) < 0.9999999 ) {
  9616. this._x = Math.atan2( - m23, m22 );
  9617. this._y = Math.atan2( - m31, m11 );
  9618. } else {
  9619. this._x = 0;
  9620. this._y = Math.atan2( m13, m33 );
  9621. }
  9622. break;
  9623. case 'XZY':
  9624. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  9625. if ( Math.abs( m12 ) < 0.9999999 ) {
  9626. this._x = Math.atan2( m32, m22 );
  9627. this._y = Math.atan2( m13, m11 );
  9628. } else {
  9629. this._x = Math.atan2( - m23, m33 );
  9630. this._y = 0;
  9631. }
  9632. break;
  9633. default:
  9634. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  9635. }
  9636. this._order = order;
  9637. if ( update === true ) this._onChangeCallback();
  9638. return this;
  9639. }
  9640. /**
  9641. * Sets the angles of this Euler instance from a normalized quaternion.
  9642. *
  9643. * @param {Quaternion} q - A normalized Quaternion.
  9644. * @param {string} [order] - A string representing the order that the rotations are applied.
  9645. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
  9646. * @return {Euler} A reference to this Euler instance.
  9647. */
  9648. setFromQuaternion( q, order, update ) {
  9649. _matrix$2.makeRotationFromQuaternion( q );
  9650. return this.setFromRotationMatrix( _matrix$2, order, update );
  9651. }
  9652. /**
  9653. * Sets the angles of this Euler instance from the given vector.
  9654. *
  9655. * @param {Vector3} v - The vector.
  9656. * @param {string} [order] - A string representing the order that the rotations are applied.
  9657. * @return {Euler} A reference to this Euler instance.
  9658. */
  9659. setFromVector3( v, order = this._order ) {
  9660. return this.set( v.x, v.y, v.z, order );
  9661. }
  9662. /**
  9663. * Resets the euler angle with a new order by creating a quaternion from this
  9664. * euler angle and then setting this euler angle with the quaternion and the
  9665. * new order.
  9666. *
  9667. * Warning: This discards revolution information.
  9668. *
  9669. * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
  9670. * @return {Euler} A reference to this Euler instance.
  9671. */
  9672. reorder( newOrder ) {
  9673. _quaternion$3.setFromEuler( this );
  9674. return this.setFromQuaternion( _quaternion$3, newOrder );
  9675. }
  9676. /**
  9677. * Returns `true` if this Euler instance is equal with the given one.
  9678. *
  9679. * @param {Euler} euler - The Euler instance to test for equality.
  9680. * @return {boolean} Whether this Euler instance is equal with the given one.
  9681. */
  9682. equals( euler ) {
  9683. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  9684. }
  9685. /**
  9686. * Sets this Euler instance's components to values from the given array. The first three
  9687. * entries of the array are assign to the x,y and z components. An optional fourth entry
  9688. * defines the Euler order.
  9689. *
  9690. * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
  9691. * @return {Euler} A reference to this Euler instance.
  9692. */
  9693. fromArray( array ) {
  9694. this._x = array[ 0 ];
  9695. this._y = array[ 1 ];
  9696. this._z = array[ 2 ];
  9697. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  9698. this._onChangeCallback();
  9699. return this;
  9700. }
  9701. /**
  9702. * Writes the components of this Euler instance to the given array. If no array is provided,
  9703. * the method returns a new instance.
  9704. *
  9705. * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
  9706. * @param {number} [offset=0] - Index of the first element in the array.
  9707. * @return {Array<number,number,number,string>} The Euler components.
  9708. */
  9709. toArray( array = [], offset = 0 ) {
  9710. array[ offset ] = this._x;
  9711. array[ offset + 1 ] = this._y;
  9712. array[ offset + 2 ] = this._z;
  9713. array[ offset + 3 ] = this._order;
  9714. return array;
  9715. }
  9716. _onChange( callback ) {
  9717. this._onChangeCallback = callback;
  9718. return this;
  9719. }
  9720. _onChangeCallback() {}
  9721. *[ Symbol.iterator ]() {
  9722. yield this._x;
  9723. yield this._y;
  9724. yield this._z;
  9725. yield this._order;
  9726. }
  9727. }
  9728. /**
  9729. * The default Euler angle order.
  9730. *
  9731. * @static
  9732. * @type {string}
  9733. * @default 'XYZ'
  9734. */
  9735. Euler.DEFAULT_ORDER = 'XYZ';
  9736. /**
  9737. * A layers object assigns an 3D object to 1 or more of 32
  9738. * layers numbered `0` to `31` - internally the layers are stored as a
  9739. * bit mask], and by default all 3D objects are a member of layer `0`.
  9740. *
  9741. * This can be used to control visibility - an object must share a layer with
  9742. * a camera to be visible when that camera's view is
  9743. * rendered.
  9744. *
  9745. * All classes that inherit from {@link Object3D} have an `layers` property which
  9746. * is an instance of this class.
  9747. */
  9748. class Layers {
  9749. /**
  9750. * Constructs a new layers instance, with membership
  9751. * initially set to layer `0`.
  9752. */
  9753. constructor() {
  9754. /**
  9755. * A bit mask storing which of the 32 layers this layers object is currently
  9756. * a member of.
  9757. *
  9758. * @type {number}
  9759. */
  9760. this.mask = 1 | 0;
  9761. }
  9762. /**
  9763. * Sets membership to the given layer, and remove membership all other layers.
  9764. *
  9765. * @param {number} layer - The layer to set.
  9766. */
  9767. set( layer ) {
  9768. this.mask = ( 1 << layer | 0 ) >>> 0;
  9769. }
  9770. /**
  9771. * Adds membership of the given layer.
  9772. *
  9773. * @param {number} layer - The layer to enable.
  9774. */
  9775. enable( layer ) {
  9776. this.mask |= 1 << layer | 0;
  9777. }
  9778. /**
  9779. * Adds membership to all layers.
  9780. */
  9781. enableAll() {
  9782. this.mask = 0xffffffff | 0;
  9783. }
  9784. /**
  9785. * Toggles the membership of the given layer.
  9786. *
  9787. * @param {number} layer - The layer to toggle.
  9788. */
  9789. toggle( layer ) {
  9790. this.mask ^= 1 << layer | 0;
  9791. }
  9792. /**
  9793. * Removes membership of the given layer.
  9794. *
  9795. * @param {number} layer - The layer to enable.
  9796. */
  9797. disable( layer ) {
  9798. this.mask &= ~ ( 1 << layer | 0 );
  9799. }
  9800. /**
  9801. * Removes the membership from all layers.
  9802. */
  9803. disableAll() {
  9804. this.mask = 0;
  9805. }
  9806. /**
  9807. * Returns `true` if this and the given layers object have at least one
  9808. * layer in common.
  9809. *
  9810. * @param {Layers} layers - The layers to test.
  9811. * @return {boolean } Whether this and the given layers object have at least one layer in common or not.
  9812. */
  9813. test( layers ) {
  9814. return ( this.mask & layers.mask ) !== 0;
  9815. }
  9816. /**
  9817. * Returns `true` if the given layer is enabled.
  9818. *
  9819. * @param {number} layer - The layer to test.
  9820. * @return {boolean } Whether the given layer is enabled or not.
  9821. */
  9822. isEnabled( layer ) {
  9823. return ( this.mask & ( 1 << layer | 0 ) ) !== 0;
  9824. }
  9825. }
  9826. let _object3DId = 0;
  9827. const _v1$4 = /*@__PURE__*/ new Vector3();
  9828. const _q1 = /*@__PURE__*/ new Quaternion();
  9829. const _m1$1 = /*@__PURE__*/ new Matrix4();
  9830. const _target = /*@__PURE__*/ new Vector3();
  9831. const _position$3 = /*@__PURE__*/ new Vector3();
  9832. const _scale$2 = /*@__PURE__*/ new Vector3();
  9833. const _quaternion$2 = /*@__PURE__*/ new Quaternion();
  9834. const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  9835. const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  9836. const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
  9837. /**
  9838. * Fires when the object has been added to its parent object.
  9839. *
  9840. * @event Object3D#added
  9841. * @type {Object}
  9842. */
  9843. const _addedEvent = { type: 'added' };
  9844. /**
  9845. * Fires when the object has been removed from its parent object.
  9846. *
  9847. * @event Object3D#removed
  9848. * @type {Object}
  9849. */
  9850. const _removedEvent = { type: 'removed' };
  9851. /**
  9852. * Fires when a new child object has been added.
  9853. *
  9854. * @event Object3D#childadded
  9855. * @type {Object}
  9856. */
  9857. const _childaddedEvent = { type: 'childadded', child: null };
  9858. /**
  9859. * Fires when a new child object has been added.
  9860. *
  9861. * @event Object3D#childremoved
  9862. * @type {Object}
  9863. */
  9864. const _childremovedEvent = { type: 'childremoved', child: null };
  9865. /**
  9866. * This is the base class for most objects in three.js and provides a set of
  9867. * properties and methods for manipulating objects in 3D space.
  9868. *
  9869. * @augments EventDispatcher
  9870. */
  9871. class Object3D extends EventDispatcher {
  9872. /**
  9873. * Constructs a new 3D object.
  9874. */
  9875. constructor() {
  9876. super();
  9877. /**
  9878. * This flag can be used for type testing.
  9879. *
  9880. * @type {boolean}
  9881. * @readonly
  9882. * @default true
  9883. */
  9884. this.isObject3D = true;
  9885. /**
  9886. * The ID of the 3D object.
  9887. *
  9888. * @name Object3D#id
  9889. * @type {number}
  9890. * @readonly
  9891. */
  9892. Object.defineProperty( this, 'id', { value: _object3DId ++ } );
  9893. /**
  9894. * The UUID of the 3D object.
  9895. *
  9896. * @type {string}
  9897. * @readonly
  9898. */
  9899. this.uuid = generateUUID();
  9900. /**
  9901. * The name of the 3D object.
  9902. *
  9903. * @type {string}
  9904. */
  9905. this.name = '';
  9906. /**
  9907. * The type property is used for detecting the object type
  9908. * in context of serialization/deserialization.
  9909. *
  9910. * @type {string}
  9911. * @readonly
  9912. */
  9913. this.type = 'Object3D';
  9914. /**
  9915. * A reference to the parent object.
  9916. *
  9917. * @type {?Object3D}
  9918. * @default null
  9919. */
  9920. this.parent = null;
  9921. /**
  9922. * An array holding the child 3D objects of this instance.
  9923. *
  9924. * @type {Array<Object3D>}
  9925. */
  9926. this.children = [];
  9927. /**
  9928. * Defines the `up` direction of the 3D object which influences
  9929. * the orientation via methods like {@link Object3D#lookAt}.
  9930. *
  9931. * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
  9932. *
  9933. * @type {Vector3}
  9934. */
  9935. this.up = Object3D.DEFAULT_UP.clone();
  9936. const position = new Vector3();
  9937. const rotation = new Euler();
  9938. const quaternion = new Quaternion();
  9939. const scale = new Vector3( 1, 1, 1 );
  9940. function onRotationChange() {
  9941. quaternion.setFromEuler( rotation, false );
  9942. }
  9943. function onQuaternionChange() {
  9944. rotation.setFromQuaternion( quaternion, undefined, false );
  9945. }
  9946. rotation._onChange( onRotationChange );
  9947. quaternion._onChange( onQuaternionChange );
  9948. Object.defineProperties( this, {
  9949. /**
  9950. * Represents the object's local position.
  9951. *
  9952. * @name Object3D#position
  9953. * @type {Vector3}
  9954. * @default (0,0,0)
  9955. */
  9956. position: {
  9957. configurable: true,
  9958. enumerable: true,
  9959. value: position
  9960. },
  9961. /**
  9962. * Represents the object's local rotation as Euler angles, in radians.
  9963. *
  9964. * @name Object3D#rotation
  9965. * @type {Euler}
  9966. * @default (0,0,0)
  9967. */
  9968. rotation: {
  9969. configurable: true,
  9970. enumerable: true,
  9971. value: rotation
  9972. },
  9973. /**
  9974. * Represents the object's local rotation as Quaternions.
  9975. *
  9976. * @name Object3D#quaternion
  9977. * @type {Quaternion}
  9978. */
  9979. quaternion: {
  9980. configurable: true,
  9981. enumerable: true,
  9982. value: quaternion
  9983. },
  9984. /**
  9985. * Represents the object's local scale.
  9986. *
  9987. * @name Object3D#scale
  9988. * @type {Vector3}
  9989. * @default (1,1,1)
  9990. */
  9991. scale: {
  9992. configurable: true,
  9993. enumerable: true,
  9994. value: scale
  9995. },
  9996. /**
  9997. * Represents the object's model-view matrix.
  9998. *
  9999. * @name Object3D#modelViewMatrix
  10000. * @type {Matrix4}
  10001. */
  10002. modelViewMatrix: {
  10003. value: new Matrix4()
  10004. },
  10005. /**
  10006. * Represents the object's normal matrix.
  10007. *
  10008. * @name Object3D#normalMatrix
  10009. * @type {Matrix3}
  10010. */
  10011. normalMatrix: {
  10012. value: new Matrix3()
  10013. }
  10014. } );
  10015. /**
  10016. * Represents the object's transformation matrix in local space.
  10017. *
  10018. * @type {Matrix4}
  10019. */
  10020. this.matrix = new Matrix4();
  10021. /**
  10022. * Represents the object's transformation matrix in world space.
  10023. * If the 3D object has no parent, then it's identical to the local transformation matrix
  10024. *
  10025. * @type {Matrix4}
  10026. */
  10027. this.matrixWorld = new Matrix4();
  10028. /**
  10029. * When set to `true`, the engine automatically computes the local matrix from position,
  10030. * rotation and scale every frame.
  10031. *
  10032. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
  10033. *
  10034. * @type {boolean}
  10035. * @default true
  10036. */
  10037. this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
  10038. /**
  10039. * When set to `true`, the engine automatically computes the world matrix from the current local
  10040. * matrix and the object's transformation hierarchy.
  10041. *
  10042. * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
  10043. *
  10044. * @type {boolean}
  10045. * @default true
  10046. */
  10047. this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  10048. /**
  10049. * When set to `true`, it calculates the world matrix in that frame and resets this property
  10050. * to `false`.
  10051. *
  10052. * @type {boolean}
  10053. * @default false
  10054. */
  10055. this.matrixWorldNeedsUpdate = false;
  10056. /**
  10057. * The layer membership of the 3D object. The 3D object is only visible if it has
  10058. * at least one layer in common with the camera in use. This property can also be
  10059. * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
  10060. *
  10061. * @type {Layers}
  10062. */
  10063. this.layers = new Layers();
  10064. /**
  10065. * When set to `true`, the 3D object gets rendered.
  10066. *
  10067. * @type {boolean}
  10068. * @default true
  10069. */
  10070. this.visible = true;
  10071. /**
  10072. * When set to `true`, the 3D object gets rendered into shadow maps.
  10073. *
  10074. * @type {boolean}
  10075. * @default false
  10076. */
  10077. this.castShadow = false;
  10078. /**
  10079. * When set to `true`, the 3D object is affected by shadows in the scene.
  10080. *
  10081. * @type {boolean}
  10082. * @default false
  10083. */
  10084. this.receiveShadow = false;
  10085. /**
  10086. * When set to `true`, the 3D object is honored by view frustum culling.
  10087. *
  10088. * @type {boolean}
  10089. * @default true
  10090. */
  10091. this.frustumCulled = true;
  10092. /**
  10093. * This value allows the default rendering order of scene graph objects to be
  10094. * overridden although opaque and transparent objects remain sorted independently.
  10095. * When this property is set for an instance of {@link Group},all descendants
  10096. * objects will be sorted and rendered together. Sorting is from lowest to highest
  10097. * render order.
  10098. *
  10099. * @type {number}
  10100. * @default 0
  10101. */
  10102. this.renderOrder = 0;
  10103. /**
  10104. * An array holding the animation clips of the 3D object.
  10105. *
  10106. * @type {Array<AnimationClip>}
  10107. */
  10108. this.animations = [];
  10109. /**
  10110. * Custom depth material to be used when rendering to the depth map. Can only be used
  10111. * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
  10112. * if you are modifying vertex positions in the vertex shader you must specify a custom depth
  10113. * material for proper shadows.
  10114. *
  10115. * Only relevant in context of {@link WebGLRenderer}.
  10116. *
  10117. * @type {(Material|undefined)}
  10118. * @default undefined
  10119. */
  10120. this.customDepthMaterial = undefined;
  10121. /**
  10122. * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
  10123. *
  10124. * Only relevant in context of {@link WebGLRenderer}.
  10125. *
  10126. * @type {(Material|undefined)}
  10127. * @default undefined
  10128. */
  10129. this.customDistanceMaterial = undefined;
  10130. /**
  10131. * An object that can be used to store custom data about the 3D object. It
  10132. * should not hold references to functions as these will not be cloned.
  10133. *
  10134. * @type {Object}
  10135. */
  10136. this.userData = {};
  10137. }
  10138. /**
  10139. * A callback that is executed immediately before a 3D object is rendered to a shadow map.
  10140. *
  10141. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10142. * @param {Object3D} object - The 3D object.
  10143. * @param {Camera} camera - The camera that is used to render the scene.
  10144. * @param {Camera} shadowCamera - The shadow camera.
  10145. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10146. * @param {Material} depthMaterial - The depth material.
  10147. * @param {Object} group - The geometry group data.
  10148. */
  10149. onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10150. /**
  10151. * A callback that is executed immediately after a 3D object is rendered to a shadow map.
  10152. *
  10153. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10154. * @param {Object3D} object - The 3D object.
  10155. * @param {Camera} camera - The camera that is used to render the scene.
  10156. * @param {Camera} shadowCamera - The shadow camera.
  10157. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10158. * @param {Material} depthMaterial - The depth material.
  10159. * @param {Object} group - The geometry group data.
  10160. */
  10161. onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
  10162. /**
  10163. * A callback that is executed immediately before a 3D object is rendered.
  10164. *
  10165. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10166. * @param {Object3D} object - The 3D object.
  10167. * @param {Camera} camera - The camera that is used to render the scene.
  10168. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10169. * @param {Material} material - The 3D object's material.
  10170. * @param {Object} group - The geometry group data.
  10171. */
  10172. onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10173. /**
  10174. * A callback that is executed immediately after a 3D object is rendered.
  10175. *
  10176. * @param {Renderer|WebGLRenderer} renderer - The renderer.
  10177. * @param {Object3D} object - The 3D object.
  10178. * @param {Camera} camera - The camera that is used to render the scene.
  10179. * @param {BufferGeometry} geometry - The 3D object's geometry.
  10180. * @param {Material} material - The 3D object's material.
  10181. * @param {Object} group - The geometry group data.
  10182. */
  10183. onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
  10184. /**
  10185. * Applies the given transformation matrix to the object and updates the object's position,
  10186. * rotation and scale.
  10187. *
  10188. * @param {Matrix4} matrix - The transformation matrix.
  10189. */
  10190. applyMatrix4( matrix ) {
  10191. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10192. this.matrix.premultiply( matrix );
  10193. this.matrix.decompose( this.position, this.quaternion, this.scale );
  10194. }
  10195. /**
  10196. * Applies a rotation represented by given the quaternion to the 3D object.
  10197. *
  10198. * @param {Quaternion} q - The quaternion.
  10199. * @return {Object3D} A reference to this instance.
  10200. */
  10201. applyQuaternion( q ) {
  10202. this.quaternion.premultiply( q );
  10203. return this;
  10204. }
  10205. /**
  10206. * Sets the given rotation represented as an axis/angle couple to the 3D object.
  10207. *
  10208. * @param {Vector3} axis - The (normalized) axis vector.
  10209. * @param {number} angle - The angle in radians.
  10210. */
  10211. setRotationFromAxisAngle( axis, angle ) {
  10212. // assumes axis is normalized
  10213. this.quaternion.setFromAxisAngle( axis, angle );
  10214. }
  10215. /**
  10216. * Sets the given rotation represented as Euler angles to the 3D object.
  10217. *
  10218. * @param {Euler} euler - The Euler angles.
  10219. */
  10220. setRotationFromEuler( euler ) {
  10221. this.quaternion.setFromEuler( euler, true );
  10222. }
  10223. /**
  10224. * Sets the given rotation represented as rotation matrix to the 3D object.
  10225. *
  10226. * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
  10227. * a pure rotation matrix (i.e, unscaled).
  10228. */
  10229. setRotationFromMatrix( m ) {
  10230. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  10231. this.quaternion.setFromRotationMatrix( m );
  10232. }
  10233. /**
  10234. * Sets the given rotation represented as a Quaternion to the 3D object.
  10235. *
  10236. * @param {Quaternion} q - The Quaternion
  10237. */
  10238. setRotationFromQuaternion( q ) {
  10239. // assumes q is normalized
  10240. this.quaternion.copy( q );
  10241. }
  10242. /**
  10243. * Rotates the 3D object along an axis in local space.
  10244. *
  10245. * @param {Vector3} axis - The (normalized) axis vector.
  10246. * @param {number} angle - The angle in radians.
  10247. * @return {Object3D} A reference to this instance.
  10248. */
  10249. rotateOnAxis( axis, angle ) {
  10250. // rotate object on axis in object space
  10251. // axis is assumed to be normalized
  10252. _q1.setFromAxisAngle( axis, angle );
  10253. this.quaternion.multiply( _q1 );
  10254. return this;
  10255. }
  10256. /**
  10257. * Rotates the 3D object along an axis in world space.
  10258. *
  10259. * @param {Vector3} axis - The (normalized) axis vector.
  10260. * @param {number} angle - The angle in radians.
  10261. * @return {Object3D} A reference to this instance.
  10262. */
  10263. rotateOnWorldAxis( axis, angle ) {
  10264. // rotate object on axis in world space
  10265. // axis is assumed to be normalized
  10266. // method assumes no rotated parent
  10267. _q1.setFromAxisAngle( axis, angle );
  10268. this.quaternion.premultiply( _q1 );
  10269. return this;
  10270. }
  10271. /**
  10272. * Rotates the 3D object around its X axis in local space.
  10273. *
  10274. * @param {number} angle - The angle in radians.
  10275. * @return {Object3D} A reference to this instance.
  10276. */
  10277. rotateX( angle ) {
  10278. return this.rotateOnAxis( _xAxis, angle );
  10279. }
  10280. /**
  10281. * Rotates the 3D object around its Y axis in local space.
  10282. *
  10283. * @param {number} angle - The angle in radians.
  10284. * @return {Object3D} A reference to this instance.
  10285. */
  10286. rotateY( angle ) {
  10287. return this.rotateOnAxis( _yAxis, angle );
  10288. }
  10289. /**
  10290. * Rotates the 3D object around its Z axis in local space.
  10291. *
  10292. * @param {number} angle - The angle in radians.
  10293. * @return {Object3D} A reference to this instance.
  10294. */
  10295. rotateZ( angle ) {
  10296. return this.rotateOnAxis( _zAxis, angle );
  10297. }
  10298. /**
  10299. * Translate the 3D object by a distance along the given axis in local space.
  10300. *
  10301. * @param {Vector3} axis - The (normalized) axis vector.
  10302. * @param {number} distance - The distance in world units.
  10303. * @return {Object3D} A reference to this instance.
  10304. */
  10305. translateOnAxis( axis, distance ) {
  10306. // translate object by distance along axis in object space
  10307. // axis is assumed to be normalized
  10308. _v1$4.copy( axis ).applyQuaternion( this.quaternion );
  10309. this.position.add( _v1$4.multiplyScalar( distance ) );
  10310. return this;
  10311. }
  10312. /**
  10313. * Translate the 3D object by a distance along its X-axis in local space.
  10314. *
  10315. * @param {number} distance - The distance in world units.
  10316. * @return {Object3D} A reference to this instance.
  10317. */
  10318. translateX( distance ) {
  10319. return this.translateOnAxis( _xAxis, distance );
  10320. }
  10321. /**
  10322. * Translate the 3D object by a distance along its Y-axis in local space.
  10323. *
  10324. * @param {number} distance - The distance in world units.
  10325. * @return {Object3D} A reference to this instance.
  10326. */
  10327. translateY( distance ) {
  10328. return this.translateOnAxis( _yAxis, distance );
  10329. }
  10330. /**
  10331. * Translate the 3D object by a distance along its Z-axis in local space.
  10332. *
  10333. * @param {number} distance - The distance in world units.
  10334. * @return {Object3D} A reference to this instance.
  10335. */
  10336. translateZ( distance ) {
  10337. return this.translateOnAxis( _zAxis, distance );
  10338. }
  10339. /**
  10340. * Converts the given vector from this 3D object's local space to world space.
  10341. *
  10342. * @param {Vector3} vector - The vector to convert.
  10343. * @return {Vector3} The converted vector.
  10344. */
  10345. localToWorld( vector ) {
  10346. this.updateWorldMatrix( true, false );
  10347. return vector.applyMatrix4( this.matrixWorld );
  10348. }
  10349. /**
  10350. * Converts the given vector from this 3D object's word space to local space.
  10351. *
  10352. * @param {Vector3} vector - The vector to convert.
  10353. * @return {Vector3} The converted vector.
  10354. */
  10355. worldToLocal( vector ) {
  10356. this.updateWorldMatrix( true, false );
  10357. return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );
  10358. }
  10359. /**
  10360. * Rotates the object to face a point in world space.
  10361. *
  10362. * This method does not support objects having non-uniformly-scaled parent(s).
  10363. *
  10364. * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
  10365. * @param {number} [y] - The y coordinate in world space.
  10366. * @param {number} [z] - The z coordinate in world space.
  10367. */
  10368. lookAt( x, y, z ) {
  10369. // This method does not support objects having non-uniformly-scaled parent(s)
  10370. if ( x.isVector3 ) {
  10371. _target.copy( x );
  10372. } else {
  10373. _target.set( x, y, z );
  10374. }
  10375. const parent = this.parent;
  10376. this.updateWorldMatrix( true, false );
  10377. _position$3.setFromMatrixPosition( this.matrixWorld );
  10378. if ( this.isCamera || this.isLight ) {
  10379. _m1$1.lookAt( _position$3, _target, this.up );
  10380. } else {
  10381. _m1$1.lookAt( _target, _position$3, this.up );
  10382. }
  10383. this.quaternion.setFromRotationMatrix( _m1$1 );
  10384. if ( parent ) {
  10385. _m1$1.extractRotation( parent.matrixWorld );
  10386. _q1.setFromRotationMatrix( _m1$1 );
  10387. this.quaternion.premultiply( _q1.invert() );
  10388. }
  10389. }
  10390. /**
  10391. * Adds the given 3D object as a child to this 3D object. An arbitrary number of
  10392. * objects may be added. Any current parent on an object passed in here will be
  10393. * removed, since an object can have at most one parent.
  10394. *
  10395. * @fires Object3D#added
  10396. * @fires Object3D#childadded
  10397. * @param {Object3D} object - The 3D object to add.
  10398. * @return {Object3D} A reference to this instance.
  10399. */
  10400. add( object ) {
  10401. if ( arguments.length > 1 ) {
  10402. for ( let i = 0; i < arguments.length; i ++ ) {
  10403. this.add( arguments[ i ] );
  10404. }
  10405. return this;
  10406. }
  10407. if ( object === this ) {
  10408. console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
  10409. return this;
  10410. }
  10411. if ( object && object.isObject3D ) {
  10412. object.removeFromParent();
  10413. object.parent = this;
  10414. this.children.push( object );
  10415. object.dispatchEvent( _addedEvent );
  10416. _childaddedEvent.child = object;
  10417. this.dispatchEvent( _childaddedEvent );
  10418. _childaddedEvent.child = null;
  10419. } else {
  10420. console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
  10421. }
  10422. return this;
  10423. }
  10424. /**
  10425. * Removes the given 3D object as child from this 3D object.
  10426. * An arbitrary number of objects may be removed.
  10427. *
  10428. * @fires Object3D#removed
  10429. * @fires Object3D#childremoved
  10430. * @param {Object3D} object - The 3D object to remove.
  10431. * @return {Object3D} A reference to this instance.
  10432. */
  10433. remove( object ) {
  10434. if ( arguments.length > 1 ) {
  10435. for ( let i = 0; i < arguments.length; i ++ ) {
  10436. this.remove( arguments[ i ] );
  10437. }
  10438. return this;
  10439. }
  10440. const index = this.children.indexOf( object );
  10441. if ( index !== -1 ) {
  10442. object.parent = null;
  10443. this.children.splice( index, 1 );
  10444. object.dispatchEvent( _removedEvent );
  10445. _childremovedEvent.child = object;
  10446. this.dispatchEvent( _childremovedEvent );
  10447. _childremovedEvent.child = null;
  10448. }
  10449. return this;
  10450. }
  10451. /**
  10452. * Removes this 3D object from its current parent.
  10453. *
  10454. * @fires Object3D#removed
  10455. * @fires Object3D#childremoved
  10456. * @return {Object3D} A reference to this instance.
  10457. */
  10458. removeFromParent() {
  10459. const parent = this.parent;
  10460. if ( parent !== null ) {
  10461. parent.remove( this );
  10462. }
  10463. return this;
  10464. }
  10465. /**
  10466. * Removes all child objects.
  10467. *
  10468. * @fires Object3D#removed
  10469. * @fires Object3D#childremoved
  10470. * @return {Object3D} A reference to this instance.
  10471. */
  10472. clear() {
  10473. return this.remove( ... this.children );
  10474. }
  10475. /**
  10476. * Adds the given 3D object as a child of this 3D object, while maintaining the object's world
  10477. * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
  10478. *
  10479. * @fires Object3D#added
  10480. * @fires Object3D#childadded
  10481. * @param {Object3D} object - The 3D object to attach.
  10482. * @return {Object3D} A reference to this instance.
  10483. */
  10484. attach( object ) {
  10485. // adds object as a child of this, while maintaining the object's world transform
  10486. // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
  10487. this.updateWorldMatrix( true, false );
  10488. _m1$1.copy( this.matrixWorld ).invert();
  10489. if ( object.parent !== null ) {
  10490. object.parent.updateWorldMatrix( true, false );
  10491. _m1$1.multiply( object.parent.matrixWorld );
  10492. }
  10493. object.applyMatrix4( _m1$1 );
  10494. object.removeFromParent();
  10495. object.parent = this;
  10496. this.children.push( object );
  10497. object.updateWorldMatrix( false, true );
  10498. object.dispatchEvent( _addedEvent );
  10499. _childaddedEvent.child = object;
  10500. this.dispatchEvent( _childaddedEvent );
  10501. _childaddedEvent.child = null;
  10502. return this;
  10503. }
  10504. /**
  10505. * Searches through the 3D object and its children, starting with the 3D object
  10506. * itself, and returns the first with a matching ID.
  10507. *
  10508. * @param {number} id - The id.
  10509. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10510. */
  10511. getObjectById( id ) {
  10512. return this.getObjectByProperty( 'id', id );
  10513. }
  10514. /**
  10515. * Searches through the 3D object and its children, starting with the 3D object
  10516. * itself, and returns the first with a matching name.
  10517. *
  10518. * @param {string} name - The name.
  10519. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10520. */
  10521. getObjectByName( name ) {
  10522. return this.getObjectByProperty( 'name', name );
  10523. }
  10524. /**
  10525. * Searches through the 3D object and its children, starting with the 3D object
  10526. * itself, and returns the first with a matching property value.
  10527. *
  10528. * @param {string} name - The name of the property.
  10529. * @param {any} value - The value.
  10530. * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
  10531. */
  10532. getObjectByProperty( name, value ) {
  10533. if ( this[ name ] === value ) return this;
  10534. for ( let i = 0, l = this.children.length; i < l; i ++ ) {
  10535. const child = this.children[ i ];
  10536. const object = child.getObjectByProperty( name, value );
  10537. if ( object !== undefined ) {
  10538. return object;
  10539. }
  10540. }
  10541. return undefined;
  10542. }
  10543. /**
  10544. * Searches through the 3D object and its children, starting with the 3D object
  10545. * itself, and returns all 3D objects with a matching property value.
  10546. *
  10547. * @param {string} name - The name of the property.
  10548. * @param {any} value - The value.
  10549. * @param {Array<Object3D>} result - The method stores the result in this array.
  10550. * @return {Array<Object3D>} The found 3D objects.
  10551. */
  10552. getObjectsByProperty( name, value, result = [] ) {
  10553. if ( this[ name ] === value ) result.push( this );
  10554. const children = this.children;
  10555. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10556. children[ i ].getObjectsByProperty( name, value, result );
  10557. }
  10558. return result;
  10559. }
  10560. /**
  10561. * Returns a vector representing the position of the 3D object in world space.
  10562. *
  10563. * @param {Vector3} target - The target vector the result is stored to.
  10564. * @return {Vector3} The 3D object's position in world space.
  10565. */
  10566. getWorldPosition( target ) {
  10567. this.updateWorldMatrix( true, false );
  10568. return target.setFromMatrixPosition( this.matrixWorld );
  10569. }
  10570. /**
  10571. * Returns a Quaternion representing the position of the 3D object in world space.
  10572. *
  10573. * @param {Quaternion} target - The target Quaternion the result is stored to.
  10574. * @return {Quaternion} The 3D object's rotation in world space.
  10575. */
  10576. getWorldQuaternion( target ) {
  10577. this.updateWorldMatrix( true, false );
  10578. this.matrixWorld.decompose( _position$3, target, _scale$2 );
  10579. return target;
  10580. }
  10581. /**
  10582. * Returns a vector representing the scale of the 3D object in world space.
  10583. *
  10584. * @param {Vector3} target - The target vector the result is stored to.
  10585. * @return {Vector3} The 3D object's scale in world space.
  10586. */
  10587. getWorldScale( target ) {
  10588. this.updateWorldMatrix( true, false );
  10589. this.matrixWorld.decompose( _position$3, _quaternion$2, target );
  10590. return target;
  10591. }
  10592. /**
  10593. * Returns a vector representing the ("look") direction of the 3D object in world space.
  10594. *
  10595. * @param {Vector3} target - The target vector the result is stored to.
  10596. * @return {Vector3} The 3D object's direction in world space.
  10597. */
  10598. getWorldDirection( target ) {
  10599. this.updateWorldMatrix( true, false );
  10600. const e = this.matrixWorld.elements;
  10601. return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
  10602. }
  10603. /**
  10604. * Abstract method to get intersections between a casted ray and this
  10605. * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
  10606. * implement this method in order to use raycasting.
  10607. *
  10608. * @abstract
  10609. * @param {Raycaster} raycaster - The raycaster.
  10610. * @param {Array<Object>} intersects - An array holding the result of the method.
  10611. */
  10612. raycast( /* raycaster, intersects */ ) {}
  10613. /**
  10614. * Executes the callback on this 3D object and all descendants.
  10615. *
  10616. * Note: Modifying the scene graph inside the callback is discouraged.
  10617. *
  10618. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10619. */
  10620. traverse( callback ) {
  10621. callback( this );
  10622. const children = this.children;
  10623. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10624. children[ i ].traverse( callback );
  10625. }
  10626. }
  10627. /**
  10628. * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
  10629. * Descendants of invisible 3D objects are not traversed.
  10630. *
  10631. * Note: Modifying the scene graph inside the callback is discouraged.
  10632. *
  10633. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10634. */
  10635. traverseVisible( callback ) {
  10636. if ( this.visible === false ) return;
  10637. callback( this );
  10638. const children = this.children;
  10639. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10640. children[ i ].traverseVisible( callback );
  10641. }
  10642. }
  10643. /**
  10644. * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
  10645. *
  10646. * Note: Modifying the scene graph inside the callback is discouraged.
  10647. *
  10648. * @param {Function} callback - A callback function that allows to process the current 3D object.
  10649. */
  10650. traverseAncestors( callback ) {
  10651. const parent = this.parent;
  10652. if ( parent !== null ) {
  10653. callback( parent );
  10654. parent.traverseAncestors( callback );
  10655. }
  10656. }
  10657. /**
  10658. * Updates the transformation matrix in local space by computing it from the current
  10659. * position, rotation and scale values.
  10660. */
  10661. updateMatrix() {
  10662. this.matrix.compose( this.position, this.quaternion, this.scale );
  10663. this.matrixWorldNeedsUpdate = true;
  10664. }
  10665. /**
  10666. * Updates the transformation matrix in world space of this 3D objects and its descendants.
  10667. *
  10668. * To ensure correct results, this method also recomputes the 3D object's transformation matrix in
  10669. * local space. The computation of the local and world matrix can be controlled with the
  10670. * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
  10671. * `true` by default. Set these flags to `false` if you need more control over the update matrix process.
  10672. *
  10673. * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
  10674. * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
  10675. */
  10676. updateMatrixWorld( force ) {
  10677. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10678. if ( this.matrixWorldNeedsUpdate || force ) {
  10679. if ( this.matrixWorldAutoUpdate === true ) {
  10680. if ( this.parent === null ) {
  10681. this.matrixWorld.copy( this.matrix );
  10682. } else {
  10683. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10684. }
  10685. }
  10686. this.matrixWorldNeedsUpdate = false;
  10687. force = true;
  10688. }
  10689. // make sure descendants are updated if required
  10690. const children = this.children;
  10691. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10692. const child = children[ i ];
  10693. child.updateMatrixWorld( force );
  10694. }
  10695. }
  10696. /**
  10697. * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
  10698. * update of ancestor and descendant nodes.
  10699. *
  10700. * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
  10701. * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
  10702. */
  10703. updateWorldMatrix( updateParents, updateChildren ) {
  10704. const parent = this.parent;
  10705. if ( updateParents === true && parent !== null ) {
  10706. parent.updateWorldMatrix( true, false );
  10707. }
  10708. if ( this.matrixAutoUpdate ) this.updateMatrix();
  10709. if ( this.matrixWorldAutoUpdate === true ) {
  10710. if ( this.parent === null ) {
  10711. this.matrixWorld.copy( this.matrix );
  10712. } else {
  10713. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  10714. }
  10715. }
  10716. // make sure descendants are updated
  10717. if ( updateChildren === true ) {
  10718. const children = this.children;
  10719. for ( let i = 0, l = children.length; i < l; i ++ ) {
  10720. const child = children[ i ];
  10721. child.updateWorldMatrix( false, true );
  10722. }
  10723. }
  10724. }
  10725. /**
  10726. * Serializes the 3D object into JSON.
  10727. *
  10728. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  10729. * @return {Object} A JSON object representing the serialized 3D object.
  10730. * @see {@link ObjectLoader#parse}
  10731. */
  10732. toJSON( meta ) {
  10733. // meta is a string when called from JSON.stringify
  10734. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  10735. const output = {};
  10736. // meta is a hash used to collect geometries, materials.
  10737. // not providing it implies that this is the root object
  10738. // being serialized.
  10739. if ( isRootObject ) {
  10740. // initialize meta obj
  10741. meta = {
  10742. geometries: {},
  10743. materials: {},
  10744. textures: {},
  10745. images: {},
  10746. shapes: {},
  10747. skeletons: {},
  10748. animations: {},
  10749. nodes: {}
  10750. };
  10751. output.metadata = {
  10752. version: 4.6,
  10753. type: 'Object',
  10754. generator: 'Object3D.toJSON'
  10755. };
  10756. }
  10757. // standard Object3D serialization
  10758. const object = {};
  10759. object.uuid = this.uuid;
  10760. object.type = this.type;
  10761. if ( this.name !== '' ) object.name = this.name;
  10762. if ( this.castShadow === true ) object.castShadow = true;
  10763. if ( this.receiveShadow === true ) object.receiveShadow = true;
  10764. if ( this.visible === false ) object.visible = false;
  10765. if ( this.frustumCulled === false ) object.frustumCulled = false;
  10766. if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
  10767. if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
  10768. object.layers = this.layers.mask;
  10769. object.matrix = this.matrix.toArray();
  10770. object.up = this.up.toArray();
  10771. if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
  10772. // object specific properties
  10773. if ( this.isInstancedMesh ) {
  10774. object.type = 'InstancedMesh';
  10775. object.count = this.count;
  10776. object.instanceMatrix = this.instanceMatrix.toJSON();
  10777. if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
  10778. }
  10779. if ( this.isBatchedMesh ) {
  10780. object.type = 'BatchedMesh';
  10781. object.perObjectFrustumCulled = this.perObjectFrustumCulled;
  10782. object.sortObjects = this.sortObjects;
  10783. object.drawRanges = this._drawRanges;
  10784. object.reservedRanges = this._reservedRanges;
  10785. object.visibility = this._visibility;
  10786. object.active = this._active;
  10787. object.bounds = this._bounds.map( bound => ( {
  10788. boxInitialized: bound.boxInitialized,
  10789. boxMin: bound.box.min.toArray(),
  10790. boxMax: bound.box.max.toArray(),
  10791. sphereInitialized: bound.sphereInitialized,
  10792. sphereRadius: bound.sphere.radius,
  10793. sphereCenter: bound.sphere.center.toArray()
  10794. } ) );
  10795. object.maxInstanceCount = this._maxInstanceCount;
  10796. object.maxVertexCount = this._maxVertexCount;
  10797. object.maxIndexCount = this._maxIndexCount;
  10798. object.geometryInitialized = this._geometryInitialized;
  10799. object.geometryCount = this._geometryCount;
  10800. object.matricesTexture = this._matricesTexture.toJSON( meta );
  10801. if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
  10802. if ( this.boundingSphere !== null ) {
  10803. object.boundingSphere = {
  10804. center: object.boundingSphere.center.toArray(),
  10805. radius: object.boundingSphere.radius
  10806. };
  10807. }
  10808. if ( this.boundingBox !== null ) {
  10809. object.boundingBox = {
  10810. min: object.boundingBox.min.toArray(),
  10811. max: object.boundingBox.max.toArray()
  10812. };
  10813. }
  10814. }
  10815. //
  10816. function serialize( library, element ) {
  10817. if ( library[ element.uuid ] === undefined ) {
  10818. library[ element.uuid ] = element.toJSON( meta );
  10819. }
  10820. return element.uuid;
  10821. }
  10822. if ( this.isScene ) {
  10823. if ( this.background ) {
  10824. if ( this.background.isColor ) {
  10825. object.background = this.background.toJSON();
  10826. } else if ( this.background.isTexture ) {
  10827. object.background = this.background.toJSON( meta ).uuid;
  10828. }
  10829. }
  10830. if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
  10831. object.environment = this.environment.toJSON( meta ).uuid;
  10832. }
  10833. } else if ( this.isMesh || this.isLine || this.isPoints ) {
  10834. object.geometry = serialize( meta.geometries, this.geometry );
  10835. const parameters = this.geometry.parameters;
  10836. if ( parameters !== undefined && parameters.shapes !== undefined ) {
  10837. const shapes = parameters.shapes;
  10838. if ( Array.isArray( shapes ) ) {
  10839. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  10840. const shape = shapes[ i ];
  10841. serialize( meta.shapes, shape );
  10842. }
  10843. } else {
  10844. serialize( meta.shapes, shapes );
  10845. }
  10846. }
  10847. }
  10848. if ( this.isSkinnedMesh ) {
  10849. object.bindMode = this.bindMode;
  10850. object.bindMatrix = this.bindMatrix.toArray();
  10851. if ( this.skeleton !== undefined ) {
  10852. serialize( meta.skeletons, this.skeleton );
  10853. object.skeleton = this.skeleton.uuid;
  10854. }
  10855. }
  10856. if ( this.material !== undefined ) {
  10857. if ( Array.isArray( this.material ) ) {
  10858. const uuids = [];
  10859. for ( let i = 0, l = this.material.length; i < l; i ++ ) {
  10860. uuids.push( serialize( meta.materials, this.material[ i ] ) );
  10861. }
  10862. object.material = uuids;
  10863. } else {
  10864. object.material = serialize( meta.materials, this.material );
  10865. }
  10866. }
  10867. //
  10868. if ( this.children.length > 0 ) {
  10869. object.children = [];
  10870. for ( let i = 0; i < this.children.length; i ++ ) {
  10871. object.children.push( this.children[ i ].toJSON( meta ).object );
  10872. }
  10873. }
  10874. //
  10875. if ( this.animations.length > 0 ) {
  10876. object.animations = [];
  10877. for ( let i = 0; i < this.animations.length; i ++ ) {
  10878. const animation = this.animations[ i ];
  10879. object.animations.push( serialize( meta.animations, animation ) );
  10880. }
  10881. }
  10882. if ( isRootObject ) {
  10883. const geometries = extractFromCache( meta.geometries );
  10884. const materials = extractFromCache( meta.materials );
  10885. const textures = extractFromCache( meta.textures );
  10886. const images = extractFromCache( meta.images );
  10887. const shapes = extractFromCache( meta.shapes );
  10888. const skeletons = extractFromCache( meta.skeletons );
  10889. const animations = extractFromCache( meta.animations );
  10890. const nodes = extractFromCache( meta.nodes );
  10891. if ( geometries.length > 0 ) output.geometries = geometries;
  10892. if ( materials.length > 0 ) output.materials = materials;
  10893. if ( textures.length > 0 ) output.textures = textures;
  10894. if ( images.length > 0 ) output.images = images;
  10895. if ( shapes.length > 0 ) output.shapes = shapes;
  10896. if ( skeletons.length > 0 ) output.skeletons = skeletons;
  10897. if ( animations.length > 0 ) output.animations = animations;
  10898. if ( nodes.length > 0 ) output.nodes = nodes;
  10899. }
  10900. output.object = object;
  10901. return output;
  10902. // extract data from the cache hash
  10903. // remove metadata on each item
  10904. // and return as array
  10905. function extractFromCache( cache ) {
  10906. const values = [];
  10907. for ( const key in cache ) {
  10908. const data = cache[ key ];
  10909. delete data.metadata;
  10910. values.push( data );
  10911. }
  10912. return values;
  10913. }
  10914. }
  10915. /**
  10916. * Returns a new 3D object with copied values from this instance.
  10917. *
  10918. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
  10919. * @return {Object3D} A clone of this instance.
  10920. */
  10921. clone( recursive ) {
  10922. return new this.constructor().copy( this, recursive );
  10923. }
  10924. /**
  10925. * Copies the values of the given 3D object to this instance.
  10926. *
  10927. * @param {Object3D} source - The 3D object to copy.
  10928. * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
  10929. * @return {Object3D} A reference to this instance.
  10930. */
  10931. copy( source, recursive = true ) {
  10932. this.name = source.name;
  10933. this.up.copy( source.up );
  10934. this.position.copy( source.position );
  10935. this.rotation.order = source.rotation.order;
  10936. this.quaternion.copy( source.quaternion );
  10937. this.scale.copy( source.scale );
  10938. this.matrix.copy( source.matrix );
  10939. this.matrixWorld.copy( source.matrixWorld );
  10940. this.matrixAutoUpdate = source.matrixAutoUpdate;
  10941. this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
  10942. this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
  10943. this.layers.mask = source.layers.mask;
  10944. this.visible = source.visible;
  10945. this.castShadow = source.castShadow;
  10946. this.receiveShadow = source.receiveShadow;
  10947. this.frustumCulled = source.frustumCulled;
  10948. this.renderOrder = source.renderOrder;
  10949. this.animations = source.animations.slice();
  10950. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  10951. if ( recursive === true ) {
  10952. for ( let i = 0; i < source.children.length; i ++ ) {
  10953. const child = source.children[ i ];
  10954. this.add( child.clone() );
  10955. }
  10956. }
  10957. return this;
  10958. }
  10959. }
  10960. /**
  10961. * The default up direction for objects, also used as the default
  10962. * position for {@link DirectionalLight} and {@link HemisphereLight}.
  10963. *
  10964. * @static
  10965. * @type {Vector3}
  10966. * @default (0,1,0)
  10967. */
  10968. Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  10969. /**
  10970. * The default setting for {@link Object3D#matrixAutoUpdate} for
  10971. * newly created 3D objects.
  10972. *
  10973. * @static
  10974. * @type {boolean}
  10975. * @default true
  10976. */
  10977. Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  10978. /**
  10979. * The default setting for {@link Object3D#matrixWorldAutoUpdate} for
  10980. * newly created 3D objects.
  10981. *
  10982. * @static
  10983. * @type {boolean}
  10984. * @default true
  10985. */
  10986. Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
  10987. const _v0$1 = /*@__PURE__*/ new Vector3();
  10988. const _v1$3 = /*@__PURE__*/ new Vector3();
  10989. const _v2$2 = /*@__PURE__*/ new Vector3();
  10990. const _v3$2 = /*@__PURE__*/ new Vector3();
  10991. const _vab = /*@__PURE__*/ new Vector3();
  10992. const _vac = /*@__PURE__*/ new Vector3();
  10993. const _vbc = /*@__PURE__*/ new Vector3();
  10994. const _vap = /*@__PURE__*/ new Vector3();
  10995. const _vbp = /*@__PURE__*/ new Vector3();
  10996. const _vcp = /*@__PURE__*/ new Vector3();
  10997. const _v40 = /*@__PURE__*/ new Vector4();
  10998. const _v41 = /*@__PURE__*/ new Vector4();
  10999. const _v42 = /*@__PURE__*/ new Vector4();
  11000. /**
  11001. * A geometric triangle as defined by three vectors representing its three corners.
  11002. */
  11003. class Triangle {
  11004. /**
  11005. * Constructs a new triangle.
  11006. *
  11007. * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
  11008. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
  11009. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
  11010. */
  11011. constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
  11012. /**
  11013. * The first corner of the triangle.
  11014. *
  11015. * @type {Vector3}
  11016. */
  11017. this.a = a;
  11018. /**
  11019. * The second corner of the triangle.
  11020. *
  11021. * @type {Vector3}
  11022. */
  11023. this.b = b;
  11024. /**
  11025. * The third corner of the triangle.
  11026. *
  11027. * @type {Vector3}
  11028. */
  11029. this.c = c;
  11030. }
  11031. /**
  11032. * Computes the normal vector of a triangle.
  11033. *
  11034. * @param {Vector3} a - The first corner of the triangle.
  11035. * @param {Vector3} b - The second corner of the triangle.
  11036. * @param {Vector3} c - The third corner of the triangle.
  11037. * @param {Vector3} target - The target vector that is used to store the method's result.
  11038. * @return {Vector3} The triangle's normal.
  11039. */
  11040. static getNormal( a, b, c, target ) {
  11041. target.subVectors( c, b );
  11042. _v0$1.subVectors( a, b );
  11043. target.cross( _v0$1 );
  11044. const targetLengthSq = target.lengthSq();
  11045. if ( targetLengthSq > 0 ) {
  11046. return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
  11047. }
  11048. return target.set( 0, 0, 0 );
  11049. }
  11050. /**
  11051. * Computes a barycentric coordinates from the given vector.
  11052. * Returns `null` if the triangle is degenerate.
  11053. *
  11054. * @param {Vector3} point - A point in 3D space.
  11055. * @param {Vector3} a - The first corner of the triangle.
  11056. * @param {Vector3} b - The second corner of the triangle.
  11057. * @param {Vector3} c - The third corner of the triangle.
  11058. * @param {Vector3} target - The target vector that is used to store the method's result.
  11059. * @return {?Vector3} The barycentric coordinates for the given point
  11060. */
  11061. static getBarycoord( point, a, b, c, target ) {
  11062. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  11063. _v0$1.subVectors( c, a );
  11064. _v1$3.subVectors( b, a );
  11065. _v2$2.subVectors( point, a );
  11066. const dot00 = _v0$1.dot( _v0$1 );
  11067. const dot01 = _v0$1.dot( _v1$3 );
  11068. const dot02 = _v0$1.dot( _v2$2 );
  11069. const dot11 = _v1$3.dot( _v1$3 );
  11070. const dot12 = _v1$3.dot( _v2$2 );
  11071. const denom = ( dot00 * dot11 - dot01 * dot01 );
  11072. // collinear or singular triangle
  11073. if ( denom === 0 ) {
  11074. target.set( 0, 0, 0 );
  11075. return null;
  11076. }
  11077. const invDenom = 1 / denom;
  11078. const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  11079. const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  11080. // barycentric coordinates must always sum to 1
  11081. return target.set( 1 - u - v, v, u );
  11082. }
  11083. /**
  11084. * Returns `true` if the given point, when projected onto the plane of the
  11085. * triangle, lies within the triangle.
  11086. *
  11087. * @param {Vector3} point - The point in 3D space to test.
  11088. * @param {Vector3} a - The first corner of the triangle.
  11089. * @param {Vector3} b - The second corner of the triangle.
  11090. * @param {Vector3} c - The third corner of the triangle.
  11091. * @return {boolean} Whether the given point, when projected onto the plane of the
  11092. * triangle, lies within the triangle or not.
  11093. */
  11094. static containsPoint( point, a, b, c ) {
  11095. // if the triangle is degenerate then we can't contain a point
  11096. if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
  11097. return false;
  11098. }
  11099. return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
  11100. }
  11101. /**
  11102. * Computes the value barycentrically interpolated for the given point on the
  11103. * triangle. Returns `null` if the triangle is degenerate.
  11104. *
  11105. * @param {Vector3} point - Position of interpolated point.
  11106. * @param {Vector3} p1 - The first corner of the triangle.
  11107. * @param {Vector3} p2 - The second corner of the triangle.
  11108. * @param {Vector3} p3 - The third corner of the triangle.
  11109. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11110. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11111. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11112. * @param {Vector3} target - The target vector that is used to store the method's result.
  11113. * @return {?Vector3} The interpolated value.
  11114. */
  11115. static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
  11116. if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
  11117. target.x = 0;
  11118. target.y = 0;
  11119. if ( 'z' in target ) target.z = 0;
  11120. if ( 'w' in target ) target.w = 0;
  11121. return null;
  11122. }
  11123. target.setScalar( 0 );
  11124. target.addScaledVector( v1, _v3$2.x );
  11125. target.addScaledVector( v2, _v3$2.y );
  11126. target.addScaledVector( v3, _v3$2.z );
  11127. return target;
  11128. }
  11129. /**
  11130. * Computes the value barycentrically interpolated for the given attribute and indices.
  11131. *
  11132. * @param {BufferAttribute} attr - The attribute to interpolate.
  11133. * @param {number} i1 - Index of first vertex.
  11134. * @param {number} i2 - Index of second vertex.
  11135. * @param {number} i3 - Index of third vertex.
  11136. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
  11137. * @param {Vector3} target - The target vector that is used to store the method's result.
  11138. * @return {Vector3} The interpolated attribute value.
  11139. */
  11140. static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
  11141. _v40.setScalar( 0 );
  11142. _v41.setScalar( 0 );
  11143. _v42.setScalar( 0 );
  11144. _v40.fromBufferAttribute( attr, i1 );
  11145. _v41.fromBufferAttribute( attr, i2 );
  11146. _v42.fromBufferAttribute( attr, i3 );
  11147. target.setScalar( 0 );
  11148. target.addScaledVector( _v40, barycoord.x );
  11149. target.addScaledVector( _v41, barycoord.y );
  11150. target.addScaledVector( _v42, barycoord.z );
  11151. return target;
  11152. }
  11153. /**
  11154. * Returns `true` if the triangle is oriented towards the given direction.
  11155. *
  11156. * @param {Vector3} a - The first corner of the triangle.
  11157. * @param {Vector3} b - The second corner of the triangle.
  11158. * @param {Vector3} c - The third corner of the triangle.
  11159. * @param {Vector3} direction - The (normalized) direction vector.
  11160. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11161. */
  11162. static isFrontFacing( a, b, c, direction ) {
  11163. _v0$1.subVectors( c, b );
  11164. _v1$3.subVectors( a, b );
  11165. // strictly front facing
  11166. return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
  11167. }
  11168. /**
  11169. * Sets the triangle's vertices by copying the given values.
  11170. *
  11171. * @param {Vector3} a - The first corner of the triangle.
  11172. * @param {Vector3} b - The second corner of the triangle.
  11173. * @param {Vector3} c - The third corner of the triangle.
  11174. * @return {Triangle} A reference to this triangle.
  11175. */
  11176. set( a, b, c ) {
  11177. this.a.copy( a );
  11178. this.b.copy( b );
  11179. this.c.copy( c );
  11180. return this;
  11181. }
  11182. /**
  11183. * Sets the triangle's vertices by copying the given array values.
  11184. *
  11185. * @param {Array<Vector3>} points - An array with 3D points.
  11186. * @param {number} i0 - The array index representing the first corner of the triangle.
  11187. * @param {number} i1 - The array index representing the second corner of the triangle.
  11188. * @param {number} i2 - The array index representing the third corner of the triangle.
  11189. * @return {Triangle} A reference to this triangle.
  11190. */
  11191. setFromPointsAndIndices( points, i0, i1, i2 ) {
  11192. this.a.copy( points[ i0 ] );
  11193. this.b.copy( points[ i1 ] );
  11194. this.c.copy( points[ i2 ] );
  11195. return this;
  11196. }
  11197. /**
  11198. * Sets the triangle's vertices by copying the given attribute values.
  11199. *
  11200. * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
  11201. * @param {number} i0 - The attribute index representing the first corner of the triangle.
  11202. * @param {number} i1 - The attribute index representing the second corner of the triangle.
  11203. * @param {number} i2 - The attribute index representing the third corner of the triangle.
  11204. * @return {Triangle} A reference to this triangle.
  11205. */
  11206. setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
  11207. this.a.fromBufferAttribute( attribute, i0 );
  11208. this.b.fromBufferAttribute( attribute, i1 );
  11209. this.c.fromBufferAttribute( attribute, i2 );
  11210. return this;
  11211. }
  11212. /**
  11213. * Returns a new triangle with copied values from this instance.
  11214. *
  11215. * @return {Triangle} A clone of this instance.
  11216. */
  11217. clone() {
  11218. return new this.constructor().copy( this );
  11219. }
  11220. /**
  11221. * Copies the values of the given triangle to this instance.
  11222. *
  11223. * @param {Triangle} triangle - The triangle to copy.
  11224. * @return {Triangle} A reference to this triangle.
  11225. */
  11226. copy( triangle ) {
  11227. this.a.copy( triangle.a );
  11228. this.b.copy( triangle.b );
  11229. this.c.copy( triangle.c );
  11230. return this;
  11231. }
  11232. /**
  11233. * Computes the area of the triangle.
  11234. *
  11235. * @return {number} The triangle's area.
  11236. */
  11237. getArea() {
  11238. _v0$1.subVectors( this.c, this.b );
  11239. _v1$3.subVectors( this.a, this.b );
  11240. return _v0$1.cross( _v1$3 ).length() * 0.5;
  11241. }
  11242. /**
  11243. * Computes the midpoint of the triangle.
  11244. *
  11245. * @param {Vector3} target - The target vector that is used to store the method's result.
  11246. * @return {Vector3} The triangle's midpoint.
  11247. */
  11248. getMidpoint( target ) {
  11249. return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  11250. }
  11251. /**
  11252. * Computes the normal of the triangle.
  11253. *
  11254. * @param {Vector3} target - The target vector that is used to store the method's result.
  11255. * @return {Vector3} The triangle's normal.
  11256. */
  11257. getNormal( target ) {
  11258. return Triangle.getNormal( this.a, this.b, this.c, target );
  11259. }
  11260. /**
  11261. * Computes a plane the triangle lies within.
  11262. *
  11263. * @param {Plane} target - The target vector that is used to store the method's result.
  11264. * @return {Plane} The plane the triangle lies within.
  11265. */
  11266. getPlane( target ) {
  11267. return target.setFromCoplanarPoints( this.a, this.b, this.c );
  11268. }
  11269. /**
  11270. * Computes a barycentric coordinates from the given vector.
  11271. * Returns `null` if the triangle is degenerate.
  11272. *
  11273. * @param {Vector3} point - A point in 3D space.
  11274. * @param {Vector3} target - The target vector that is used to store the method's result.
  11275. * @return {?Vector3} The barycentric coordinates for the given point
  11276. */
  11277. getBarycoord( point, target ) {
  11278. return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
  11279. }
  11280. /**
  11281. * Computes the value barycentrically interpolated for the given point on the
  11282. * triangle. Returns `null` if the triangle is degenerate.
  11283. *
  11284. * @param {Vector3} point - Position of interpolated point.
  11285. * @param {Vector3} v1 - Value to interpolate of first vertex.
  11286. * @param {Vector3} v2 - Value to interpolate of second vertex.
  11287. * @param {Vector3} v3 - Value to interpolate of third vertex.
  11288. * @param {Vector3} target - The target vector that is used to store the method's result.
  11289. * @return {?Vector3} The interpolated value.
  11290. */
  11291. getInterpolation( point, v1, v2, v3, target ) {
  11292. return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
  11293. }
  11294. /**
  11295. * Returns `true` if the given point, when projected onto the plane of the
  11296. * triangle, lies within the triangle.
  11297. *
  11298. * @param {Vector3} point - The point in 3D space to test.
  11299. * @return {boolean} Whether the given point, when projected onto the plane of the
  11300. * triangle, lies within the triangle or not.
  11301. */
  11302. containsPoint( point ) {
  11303. return Triangle.containsPoint( point, this.a, this.b, this.c );
  11304. }
  11305. /**
  11306. * Returns `true` if the triangle is oriented towards the given direction.
  11307. *
  11308. * @param {Vector3} direction - The (normalized) direction vector.
  11309. * @return {boolean} Whether the triangle is oriented towards the given direction or not.
  11310. */
  11311. isFrontFacing( direction ) {
  11312. return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
  11313. }
  11314. /**
  11315. * Returns `true` if this triangle intersects with the given box.
  11316. *
  11317. * @param {Box3} box - The box to intersect.
  11318. * @return {boolean} Whether this triangle intersects with the given box or not.
  11319. */
  11320. intersectsBox( box ) {
  11321. return box.intersectsTriangle( this );
  11322. }
  11323. /**
  11324. * Returns the closest point on the triangle to the given point.
  11325. *
  11326. * @param {Vector3} p - The point to compute the closest point for.
  11327. * @param {Vector3} target - The target vector that is used to store the method's result.
  11328. * @return {Vector3} The closest point on the triangle.
  11329. */
  11330. closestPointToPoint( p, target ) {
  11331. const a = this.a, b = this.b, c = this.c;
  11332. let v, w;
  11333. // algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  11334. // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  11335. // under the accompanying license; see chapter 5.1.5 for detailed explanation.
  11336. // basically, we're distinguishing which of the voronoi regions of the triangle
  11337. // the point lies in with the minimum amount of redundant computation.
  11338. _vab.subVectors( b, a );
  11339. _vac.subVectors( c, a );
  11340. _vap.subVectors( p, a );
  11341. const d1 = _vab.dot( _vap );
  11342. const d2 = _vac.dot( _vap );
  11343. if ( d1 <= 0 && d2 <= 0 ) {
  11344. // vertex region of A; barycentric coords (1, 0, 0)
  11345. return target.copy( a );
  11346. }
  11347. _vbp.subVectors( p, b );
  11348. const d3 = _vab.dot( _vbp );
  11349. const d4 = _vac.dot( _vbp );
  11350. if ( d3 >= 0 && d4 <= d3 ) {
  11351. // vertex region of B; barycentric coords (0, 1, 0)
  11352. return target.copy( b );
  11353. }
  11354. const vc = d1 * d4 - d3 * d2;
  11355. if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
  11356. v = d1 / ( d1 - d3 );
  11357. // edge region of AB; barycentric coords (1-v, v, 0)
  11358. return target.copy( a ).addScaledVector( _vab, v );
  11359. }
  11360. _vcp.subVectors( p, c );
  11361. const d5 = _vab.dot( _vcp );
  11362. const d6 = _vac.dot( _vcp );
  11363. if ( d6 >= 0 && d5 <= d6 ) {
  11364. // vertex region of C; barycentric coords (0, 0, 1)
  11365. return target.copy( c );
  11366. }
  11367. const vb = d5 * d2 - d1 * d6;
  11368. if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
  11369. w = d2 / ( d2 - d6 );
  11370. // edge region of AC; barycentric coords (1-w, 0, w)
  11371. return target.copy( a ).addScaledVector( _vac, w );
  11372. }
  11373. const va = d3 * d6 - d5 * d4;
  11374. if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
  11375. _vbc.subVectors( c, b );
  11376. w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
  11377. // edge region of BC; barycentric coords (0, 1-w, w)
  11378. return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
  11379. }
  11380. // face region
  11381. const denom = 1 / ( va + vb + vc );
  11382. // u = va * denom
  11383. v = vb * denom;
  11384. w = vc * denom;
  11385. return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
  11386. }
  11387. /**
  11388. * Returns `true` if this triangle is equal with the given one.
  11389. *
  11390. * @param {Triangle} triangle - The triangle to test for equality.
  11391. * @return {boolean} Whether this triangle is equal with the given one.
  11392. */
  11393. equals( triangle ) {
  11394. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  11395. }
  11396. }
  11397. const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  11398. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  11399. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  11400. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  11401. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  11402. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  11403. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  11404. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  11405. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  11406. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  11407. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  11408. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  11409. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  11410. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  11411. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  11412. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  11413. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  11414. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  11415. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  11416. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  11417. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  11418. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  11419. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  11420. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  11421. const _hslA = { h: 0, s: 0, l: 0 };
  11422. const _hslB = { h: 0, s: 0, l: 0 };
  11423. function hue2rgb( p, q, t ) {
  11424. if ( t < 0 ) t += 1;
  11425. if ( t > 1 ) t -= 1;
  11426. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  11427. if ( t < 1 / 2 ) return q;
  11428. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  11429. return p;
  11430. }
  11431. /**
  11432. * A Color instance is represented by RGB components in the linear <i>working
  11433. * color space</i>, which defaults to `LinearSRGBColorSpace`. Inputs
  11434. * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS
  11435. * strings) are converted to the working color space automatically.
  11436. *
  11437. * ```js
  11438. * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace
  11439. * const color = new THREE.Color().setHex( 0x112233 );
  11440. * ```
  11441. * Source color spaces may be specified explicitly, to ensure correct conversions.
  11442. * ```js
  11443. * // assumed already LinearSRGBColorSpace; no conversion
  11444. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 );
  11445. *
  11446. * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace
  11447. * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace );
  11448. * ```
  11449. * If THREE.ColorManagement is disabled, no conversions occur. For details,
  11450. * see <i>Color management</i>. Iterating through a Color instance will yield
  11451. * its components (r, g, b) in the corresponding order. A Color can be initialised
  11452. * in any of the following ways:
  11453. * ```js
  11454. * //empty constructor - will default white
  11455. * const color1 = new THREE.Color();
  11456. *
  11457. * //Hexadecimal color (recommended)
  11458. * const color2 = new THREE.Color( 0xff0000 );
  11459. *
  11460. * //RGB string
  11461. * const color3 = new THREE.Color("rgb(255, 0, 0)");
  11462. * const color4 = new THREE.Color("rgb(100%, 0%, 0%)");
  11463. *
  11464. * //X11 color name - all 140 color names are supported.
  11465. * //Note the lack of CamelCase in the name
  11466. * const color5 = new THREE.Color( 'skyblue' );
  11467. * //HSL string
  11468. * const color6 = new THREE.Color("hsl(0, 100%, 50%)");
  11469. *
  11470. * //Separate RGB values between 0 and 1
  11471. * const color7 = new THREE.Color( 1, 0, 0 );
  11472. * ```
  11473. */
  11474. class Color {
  11475. /**
  11476. * Constructs a new color.
  11477. *
  11478. * Note that standard method of specifying color in three.js is with a hexadecimal triplet,
  11479. * and that method is used throughout the rest of the documentation.
  11480. *
  11481. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11482. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11483. * @param {number} [g] - The green component.
  11484. * @param {number} [b] - The blue component.
  11485. */
  11486. constructor( r, g, b ) {
  11487. /**
  11488. * This flag can be used for type testing.
  11489. *
  11490. * @type {boolean}
  11491. * @readonly
  11492. * @default true
  11493. */
  11494. this.isColor = true;
  11495. /**
  11496. * The red component.
  11497. *
  11498. * @type {number}
  11499. * @default 1
  11500. */
  11501. this.r = 1;
  11502. /**
  11503. * The green component.
  11504. *
  11505. * @type {number}
  11506. * @default 1
  11507. */
  11508. this.g = 1;
  11509. /**
  11510. * The blue component.
  11511. *
  11512. * @type {number}
  11513. * @default 1
  11514. */
  11515. this.b = 1;
  11516. return this.set( r, g, b );
  11517. }
  11518. /**
  11519. * Sets the colors's components from the given values.
  11520. *
  11521. * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
  11522. * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
  11523. * @param {number} [g] - The green component.
  11524. * @param {number} [b] - The blue component.
  11525. * @return {Color} A reference to this color.
  11526. */
  11527. set( r, g, b ) {
  11528. if ( g === undefined && b === undefined ) {
  11529. // r is THREE.Color, hex or string
  11530. const value = r;
  11531. if ( value && value.isColor ) {
  11532. this.copy( value );
  11533. } else if ( typeof value === 'number' ) {
  11534. this.setHex( value );
  11535. } else if ( typeof value === 'string' ) {
  11536. this.setStyle( value );
  11537. }
  11538. } else {
  11539. this.setRGB( r, g, b );
  11540. }
  11541. return this;
  11542. }
  11543. /**
  11544. * Sets the colors's components to the given scalar value.
  11545. *
  11546. * @param {number} scalar - The scalar value.
  11547. * @return {Color} A reference to this color.
  11548. */
  11549. setScalar( scalar ) {
  11550. this.r = scalar;
  11551. this.g = scalar;
  11552. this.b = scalar;
  11553. return this;
  11554. }
  11555. /**
  11556. * Sets this color from a hexadecimal value.
  11557. *
  11558. * @param {number} hex - The hexadecimal value.
  11559. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11560. * @return {Color} A reference to this color.
  11561. */
  11562. setHex( hex, colorSpace = SRGBColorSpace ) {
  11563. hex = Math.floor( hex );
  11564. this.r = ( hex >> 16 & 255 ) / 255;
  11565. this.g = ( hex >> 8 & 255 ) / 255;
  11566. this.b = ( hex & 255 ) / 255;
  11567. ColorManagement.toWorkingColorSpace( this, colorSpace );
  11568. return this;
  11569. }
  11570. /**
  11571. * Sets this color from RGB values.
  11572. *
  11573. * @param {number} r - Red channel value between `0.0` and `1.0`.
  11574. * @param {number} g - Green channel value between `0.0` and `1.0`.
  11575. * @param {number} b - Blue channel value between `0.0` and `1.0`.
  11576. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11577. * @return {Color} A reference to this color.
  11578. */
  11579. setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
  11580. this.r = r;
  11581. this.g = g;
  11582. this.b = b;
  11583. ColorManagement.toWorkingColorSpace( this, colorSpace );
  11584. return this;
  11585. }
  11586. /**
  11587. * Sets this color from RGB values.
  11588. *
  11589. * @param {number} h - Hue value between `0.0` and `1.0`.
  11590. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11591. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11592. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11593. * @return {Color} A reference to this color.
  11594. */
  11595. setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
  11596. // h,s,l ranges are in 0.0 - 1.0
  11597. h = euclideanModulo( h, 1 );
  11598. s = clamp( s, 0, 1 );
  11599. l = clamp( l, 0, 1 );
  11600. if ( s === 0 ) {
  11601. this.r = this.g = this.b = l;
  11602. } else {
  11603. const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  11604. const q = ( 2 * l ) - p;
  11605. this.r = hue2rgb( q, p, h + 1 / 3 );
  11606. this.g = hue2rgb( q, p, h );
  11607. this.b = hue2rgb( q, p, h - 1 / 3 );
  11608. }
  11609. ColorManagement.toWorkingColorSpace( this, colorSpace );
  11610. return this;
  11611. }
  11612. /**
  11613. * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
  11614. * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
  11615. * any [X11 color name]{@link https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart} -
  11616. * all 140 color names are supported).
  11617. *
  11618. * @param {string} style - Color as a CSS-style string.
  11619. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11620. * @return {Color} A reference to this color.
  11621. */
  11622. setStyle( style, colorSpace = SRGBColorSpace ) {
  11623. function handleAlpha( string ) {
  11624. if ( string === undefined ) return;
  11625. if ( parseFloat( string ) < 1 ) {
  11626. console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
  11627. }
  11628. }
  11629. let m;
  11630. if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
  11631. // rgb / hsl
  11632. let color;
  11633. const name = m[ 1 ];
  11634. const components = m[ 2 ];
  11635. switch ( name ) {
  11636. case 'rgb':
  11637. case 'rgba':
  11638. if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11639. // rgb(255,0,0) rgba(255,0,0,0.5)
  11640. handleAlpha( color[ 4 ] );
  11641. return this.setRGB(
  11642. Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
  11643. Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
  11644. Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
  11645. colorSpace
  11646. );
  11647. }
  11648. if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11649. // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
  11650. handleAlpha( color[ 4 ] );
  11651. return this.setRGB(
  11652. Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
  11653. Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
  11654. Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
  11655. colorSpace
  11656. );
  11657. }
  11658. break;
  11659. case 'hsl':
  11660. case 'hsla':
  11661. if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
  11662. // hsl(120,50%,50%) hsla(120,50%,50%,0.5)
  11663. handleAlpha( color[ 4 ] );
  11664. return this.setHSL(
  11665. parseFloat( color[ 1 ] ) / 360,
  11666. parseFloat( color[ 2 ] ) / 100,
  11667. parseFloat( color[ 3 ] ) / 100,
  11668. colorSpace
  11669. );
  11670. }
  11671. break;
  11672. default:
  11673. console.warn( 'THREE.Color: Unknown color model ' + style );
  11674. }
  11675. } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
  11676. // hex color
  11677. const hex = m[ 1 ];
  11678. const size = hex.length;
  11679. if ( size === 3 ) {
  11680. // #ff0
  11681. return this.setRGB(
  11682. parseInt( hex.charAt( 0 ), 16 ) / 15,
  11683. parseInt( hex.charAt( 1 ), 16 ) / 15,
  11684. parseInt( hex.charAt( 2 ), 16 ) / 15,
  11685. colorSpace
  11686. );
  11687. } else if ( size === 6 ) {
  11688. // #ff0000
  11689. return this.setHex( parseInt( hex, 16 ), colorSpace );
  11690. } else {
  11691. console.warn( 'THREE.Color: Invalid hex color ' + style );
  11692. }
  11693. } else if ( style && style.length > 0 ) {
  11694. return this.setColorName( style, colorSpace );
  11695. }
  11696. return this;
  11697. }
  11698. /**
  11699. * Sets this color from a color name. Faster than {@link Color#setStyle} if
  11700. * you don't need the other CSS-style formats.
  11701. *
  11702. * For convenience, the list of names is exposed in `Color.NAMES` as a hash.
  11703. * ```js
  11704. * Color.NAMES.aliceblue // returns 0xF0F8FF
  11705. * ```
  11706. *
  11707. * @param {string} style - The color name.
  11708. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11709. * @return {Color} A reference to this color.
  11710. */
  11711. setColorName( style, colorSpace = SRGBColorSpace ) {
  11712. // color keywords
  11713. const hex = _colorKeywords[ style.toLowerCase() ];
  11714. if ( hex !== undefined ) {
  11715. // red
  11716. this.setHex( hex, colorSpace );
  11717. } else {
  11718. // unknown color
  11719. console.warn( 'THREE.Color: Unknown color ' + style );
  11720. }
  11721. return this;
  11722. }
  11723. /**
  11724. * Returns a new color with copied values from this instance.
  11725. *
  11726. * @return {Color} A clone of this instance.
  11727. */
  11728. clone() {
  11729. return new this.constructor( this.r, this.g, this.b );
  11730. }
  11731. /**
  11732. * Copies the values of the given color to this instance.
  11733. *
  11734. * @param {Color} color - The color to copy.
  11735. * @return {Color} A reference to this color.
  11736. */
  11737. copy( color ) {
  11738. this.r = color.r;
  11739. this.g = color.g;
  11740. this.b = color.b;
  11741. return this;
  11742. }
  11743. /**
  11744. * Copies the given color into this color, and then converts this color from
  11745. * `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11746. *
  11747. * @param {Color} color - The color to copy/convert.
  11748. * @return {Color} A reference to this color.
  11749. */
  11750. copySRGBToLinear( color ) {
  11751. this.r = SRGBToLinear( color.r );
  11752. this.g = SRGBToLinear( color.g );
  11753. this.b = SRGBToLinear( color.b );
  11754. return this;
  11755. }
  11756. /**
  11757. * Copies the given color into this color, and then converts this color from
  11758. * `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11759. *
  11760. * @param {Color} color - The color to copy/convert.
  11761. * @return {Color} A reference to this color.
  11762. */
  11763. copyLinearToSRGB( color ) {
  11764. this.r = LinearToSRGB( color.r );
  11765. this.g = LinearToSRGB( color.g );
  11766. this.b = LinearToSRGB( color.b );
  11767. return this;
  11768. }
  11769. /**
  11770. * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
  11771. *
  11772. * @return {Color} A reference to this color.
  11773. */
  11774. convertSRGBToLinear() {
  11775. this.copySRGBToLinear( this );
  11776. return this;
  11777. }
  11778. /**
  11779. * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
  11780. *
  11781. * @return {Color} A reference to this color.
  11782. */
  11783. convertLinearToSRGB() {
  11784. this.copyLinearToSRGB( this );
  11785. return this;
  11786. }
  11787. /**
  11788. * Returns the hexadecimal value of this color.
  11789. *
  11790. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11791. * @return {number} The hexadecimal value.
  11792. */
  11793. getHex( colorSpace = SRGBColorSpace ) {
  11794. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11795. 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 ) );
  11796. }
  11797. /**
  11798. * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
  11799. *
  11800. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11801. * @return {string} The hexadecimal value as a string.
  11802. */
  11803. getHexString( colorSpace = SRGBColorSpace ) {
  11804. return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
  11805. }
  11806. /**
  11807. * Converts the colors RGB values into the HSL format and stores them into the
  11808. * given target object.
  11809. *
  11810. * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
  11811. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11812. * @return {{h:number,s:number,l:number}} The HSL representation of this color.
  11813. */
  11814. getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
  11815. // h,s,l ranges are in 0.0 - 1.0
  11816. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11817. const r = _color.r, g = _color.g, b = _color.b;
  11818. const max = Math.max( r, g, b );
  11819. const min = Math.min( r, g, b );
  11820. let hue, saturation;
  11821. const lightness = ( min + max ) / 2.0;
  11822. if ( min === max ) {
  11823. hue = 0;
  11824. saturation = 0;
  11825. } else {
  11826. const delta = max - min;
  11827. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  11828. switch ( max ) {
  11829. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  11830. case g: hue = ( b - r ) / delta + 2; break;
  11831. case b: hue = ( r - g ) / delta + 4; break;
  11832. }
  11833. hue /= 6;
  11834. }
  11835. target.h = hue;
  11836. target.s = saturation;
  11837. target.l = lightness;
  11838. return target;
  11839. }
  11840. /**
  11841. * Returns the RGB values of this color and stores them into the given target object.
  11842. *
  11843. * @param {Color} target - The target color that is used to store the method's result.
  11844. * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
  11845. * @return {Color} The RGB representation of this color.
  11846. */
  11847. getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
  11848. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11849. target.r = _color.r;
  11850. target.g = _color.g;
  11851. target.b = _color.b;
  11852. return target;
  11853. }
  11854. /**
  11855. * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
  11856. *
  11857. * @param {string} [colorSpace=SRGBColorSpace] - The color space.
  11858. * @return {string} The CSS representation of this color.
  11859. */
  11860. getStyle( colorSpace = SRGBColorSpace ) {
  11861. ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
  11862. const r = _color.r, g = _color.g, b = _color.b;
  11863. if ( colorSpace !== SRGBColorSpace ) {
  11864. // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  11865. return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
  11866. }
  11867. return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
  11868. }
  11869. /**
  11870. * Adds the given HSL values to this color's values.
  11871. * Internally, this converts the color's RGB values to HSL, adds HSL
  11872. * and then converts the color back to RGB.
  11873. *
  11874. * @param {number} h - Hue value between `0.0` and `1.0`.
  11875. * @param {number} s - Saturation value between `0.0` and `1.0`.
  11876. * @param {number} l - Lightness value between `0.0` and `1.0`.
  11877. * @return {Color} A reference to this color.
  11878. */
  11879. offsetHSL( h, s, l ) {
  11880. this.getHSL( _hslA );
  11881. return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
  11882. }
  11883. /**
  11884. * Adds the RGB values of the given color to the RGB values of this color.
  11885. *
  11886. * @param {Color} color - The color to add.
  11887. * @return {Color} A reference to this color.
  11888. */
  11889. add( color ) {
  11890. this.r += color.r;
  11891. this.g += color.g;
  11892. this.b += color.b;
  11893. return this;
  11894. }
  11895. /**
  11896. * Adds the RGB values of the given colors and stores the result in this instance.
  11897. *
  11898. * @param {Color} color1 - The first color.
  11899. * @param {Color} color2 - The second color.
  11900. * @return {Color} A reference to this color.
  11901. */
  11902. addColors( color1, color2 ) {
  11903. this.r = color1.r + color2.r;
  11904. this.g = color1.g + color2.g;
  11905. this.b = color1.b + color2.b;
  11906. return this;
  11907. }
  11908. /**
  11909. * Adds the given scalar value to the RGB values of this color.
  11910. *
  11911. * @param {number} s - The scalar to add.
  11912. * @return {Color} A reference to this color.
  11913. */
  11914. addScalar( s ) {
  11915. this.r += s;
  11916. this.g += s;
  11917. this.b += s;
  11918. return this;
  11919. }
  11920. /**
  11921. * Subtracts the RGB values of the given color from the RGB values of this color.
  11922. *
  11923. * @param {Color} color - The color to subtract.
  11924. * @return {Color} A reference to this color.
  11925. */
  11926. sub( color ) {
  11927. this.r = Math.max( 0, this.r - color.r );
  11928. this.g = Math.max( 0, this.g - color.g );
  11929. this.b = Math.max( 0, this.b - color.b );
  11930. return this;
  11931. }
  11932. /**
  11933. * Multiplies the RGB values of the given color with the RGB values of this color.
  11934. *
  11935. * @param {Color} color - The color to multiply.
  11936. * @return {Color} A reference to this color.
  11937. */
  11938. multiply( color ) {
  11939. this.r *= color.r;
  11940. this.g *= color.g;
  11941. this.b *= color.b;
  11942. return this;
  11943. }
  11944. /**
  11945. * Multiplies the given scalar value with the RGB values of this color.
  11946. *
  11947. * @param {number} s - The scalar to multiply.
  11948. * @return {Color} A reference to this color.
  11949. */
  11950. multiplyScalar( s ) {
  11951. this.r *= s;
  11952. this.g *= s;
  11953. this.b *= s;
  11954. return this;
  11955. }
  11956. /**
  11957. * Linearly interpolates this color's RGB values toward the RGB values of the
  11958. * given color. The alpha argument can be thought of as the ratio between
  11959. * the two colors, where `0.0` is this color and `1.0` is the first argument.
  11960. *
  11961. * @param {Color} color - The color to converge on.
  11962. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11963. * @return {Color} A reference to this color.
  11964. */
  11965. lerp( color, alpha ) {
  11966. this.r += ( color.r - this.r ) * alpha;
  11967. this.g += ( color.g - this.g ) * alpha;
  11968. this.b += ( color.b - this.b ) * alpha;
  11969. return this;
  11970. }
  11971. /**
  11972. * Linearly interpolates between the given colors and stores the result in this instance.
  11973. * The alpha argument can be thought of as the ratio between the two colors, where `0.0`
  11974. * is the first and `1.0` is the second color.
  11975. *
  11976. * @param {Color} color1 - The first color.
  11977. * @param {Color} color2 - The second color.
  11978. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11979. * @return {Color} A reference to this color.
  11980. */
  11981. lerpColors( color1, color2, alpha ) {
  11982. this.r = color1.r + ( color2.r - color1.r ) * alpha;
  11983. this.g = color1.g + ( color2.g - color1.g ) * alpha;
  11984. this.b = color1.b + ( color2.b - color1.b ) * alpha;
  11985. return this;
  11986. }
  11987. /**
  11988. * Linearly interpolates this color's HSL values toward the HSL values of the
  11989. * given color. It differs from {@link Color#lerp} by not interpolating straight
  11990. * from one color to the other, but instead going through all the hues in between
  11991. * those two colors. The alpha argument can be thought of as the ratio between
  11992. * the two colors, where 0.0 is this color and 1.0 is the first argument.
  11993. *
  11994. * @param {Color} color - The color to converge on.
  11995. * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
  11996. * @return {Color} A reference to this color.
  11997. */
  11998. lerpHSL( color, alpha ) {
  11999. this.getHSL( _hslA );
  12000. color.getHSL( _hslB );
  12001. const h = lerp( _hslA.h, _hslB.h, alpha );
  12002. const s = lerp( _hslA.s, _hslB.s, alpha );
  12003. const l = lerp( _hslA.l, _hslB.l, alpha );
  12004. this.setHSL( h, s, l );
  12005. return this;
  12006. }
  12007. /**
  12008. * Sets the color's RGB components from the given 3D vector.
  12009. *
  12010. * @param {Vector3} v - The vector to set.
  12011. * @return {Color} A reference to this color.
  12012. */
  12013. setFromVector3( v ) {
  12014. this.r = v.x;
  12015. this.g = v.y;
  12016. this.b = v.z;
  12017. return this;
  12018. }
  12019. /**
  12020. * Transforms this color with the given 3x3 matrix.
  12021. *
  12022. * @param {Matrix3} m - The matrix.
  12023. * @return {Color} A reference to this color.
  12024. */
  12025. applyMatrix3( m ) {
  12026. const r = this.r, g = this.g, b = this.b;
  12027. const e = m.elements;
  12028. this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
  12029. this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
  12030. this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
  12031. return this;
  12032. }
  12033. /**
  12034. * Returns `true` if this color is equal with the given one.
  12035. *
  12036. * @param {Color} c - The color to test for equality.
  12037. * @return {boolean} Whether this bounding color is equal with the given one.
  12038. */
  12039. equals( c ) {
  12040. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  12041. }
  12042. /**
  12043. * Sets this color's RGB components from the given array.
  12044. *
  12045. * @param {Array<number>} array - An array holding the RGB values.
  12046. * @param {number} [offset=0] - The offset into the array.
  12047. * @return {Color} A reference to this color.
  12048. */
  12049. fromArray( array, offset = 0 ) {
  12050. this.r = array[ offset ];
  12051. this.g = array[ offset + 1 ];
  12052. this.b = array[ offset + 2 ];
  12053. return this;
  12054. }
  12055. /**
  12056. * Writes the RGB components of this color to the given array. If no array is provided,
  12057. * the method returns a new instance.
  12058. *
  12059. * @param {Array<number>} [array=[]] - The target array holding the color components.
  12060. * @param {number} [offset=0] - Index of the first element in the array.
  12061. * @return {Array<number>} The color components.
  12062. */
  12063. toArray( array = [], offset = 0 ) {
  12064. array[ offset ] = this.r;
  12065. array[ offset + 1 ] = this.g;
  12066. array[ offset + 2 ] = this.b;
  12067. return array;
  12068. }
  12069. /**
  12070. * Sets the components of this color from the given buffer attribute.
  12071. *
  12072. * @param {BufferAttribute} attribute - The buffer attribute holding color data.
  12073. * @param {number} index - The index into the attribute.
  12074. * @return {Color} A reference to this color.
  12075. */
  12076. fromBufferAttribute( attribute, index ) {
  12077. this.r = attribute.getX( index );
  12078. this.g = attribute.getY( index );
  12079. this.b = attribute.getZ( index );
  12080. return this;
  12081. }
  12082. /**
  12083. * This methods defines the serialization result of this class. Returns the color
  12084. * as a hexadecimal value.
  12085. *
  12086. * @return {number} The hexadecimal value.
  12087. */
  12088. toJSON() {
  12089. return this.getHex();
  12090. }
  12091. *[ Symbol.iterator ]() {
  12092. yield this.r;
  12093. yield this.g;
  12094. yield this.b;
  12095. }
  12096. }
  12097. const _color = /*@__PURE__*/ new Color();
  12098. /**
  12099. * A dictionary with X11 color names.
  12100. *
  12101. * Note that multiple words such as Dark Orange become the string 'darkorange'.
  12102. *
  12103. * @static
  12104. * @type {Object}
  12105. */
  12106. Color.NAMES = _colorKeywords;
  12107. let _materialId = 0;
  12108. /**
  12109. * Abstract base class for materials.
  12110. *
  12111. * Materials define the appearance of renderable 3D objects.
  12112. *
  12113. * @abstract
  12114. * @augments EventDispatcher
  12115. */
  12116. class Material extends EventDispatcher {
  12117. /**
  12118. * Constructs a new material.
  12119. */
  12120. constructor() {
  12121. super();
  12122. /**
  12123. * This flag can be used for type testing.
  12124. *
  12125. * @type {boolean}
  12126. * @readonly
  12127. * @default true
  12128. */
  12129. this.isMaterial = true;
  12130. /**
  12131. * The ID of the material.
  12132. *
  12133. * @name Material#id
  12134. * @type {number}
  12135. * @readonly
  12136. */
  12137. Object.defineProperty( this, 'id', { value: _materialId ++ } );
  12138. /**
  12139. * The UUID of the material.
  12140. *
  12141. * @type {string}
  12142. * @readonly
  12143. */
  12144. this.uuid = generateUUID();
  12145. /**
  12146. * The name of the material.
  12147. *
  12148. * @type {string}
  12149. */
  12150. this.name = '';
  12151. /**
  12152. * The type property is used for detecting the object type
  12153. * in context of serialization/deserialization.
  12154. *
  12155. * @type {string}
  12156. * @readonly
  12157. */
  12158. this.type = 'Material';
  12159. /**
  12160. * Defines the blending type of the material.
  12161. *
  12162. * It must be set to `CustomBlending` if custom blending properties like
  12163. * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
  12164. * should have any effect.
  12165. *
  12166. * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
  12167. * @default NormalBlending
  12168. */
  12169. this.blending = NormalBlending;
  12170. /**
  12171. * Defines which side of faces will be rendered - front, back or both.
  12172. *
  12173. * @type {(FrontSide|BackSide|DoubleSide)}
  12174. * @default FrontSide
  12175. */
  12176. this.side = FrontSide;
  12177. /**
  12178. * If set to `true`, vertex colors should be used.
  12179. *
  12180. * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
  12181. * four (RGBA) component color buffer attribute is used.
  12182. *
  12183. * @type {boolean}
  12184. * @default false
  12185. */
  12186. this.vertexColors = false;
  12187. /**
  12188. * Defines how transparent the material is.
  12189. * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
  12190. *
  12191. * If the {@link Material#transparent} is not set to `true`,
  12192. * the material will remain fully opaque and this value will only affect its color.
  12193. *
  12194. * @type {number}
  12195. * @default 1
  12196. */
  12197. this.opacity = 1;
  12198. /**
  12199. * Defines whether this material is transparent. This has an effect on
  12200. * rendering as transparent objects need special treatment and are rendered
  12201. * after non-transparent objects.
  12202. *
  12203. * When set to true, the extent to which the material is transparent is
  12204. * controlled by {@link Material#opacity}.
  12205. *
  12206. * @type {boolean}
  12207. * @default false
  12208. */
  12209. this.transparent = false;
  12210. /**
  12211. * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
  12212. * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
  12213. * a random threshold. Randomization introduces some grain or noise, but approximates alpha
  12214. * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
  12215. *
  12216. * @type {boolean}
  12217. * @default false
  12218. */
  12219. this.alphaHash = false;
  12220. /**
  12221. * Defines the blending source factor.
  12222. *
  12223. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12224. * @default SrcAlphaFactor
  12225. */
  12226. this.blendSrc = SrcAlphaFactor;
  12227. /**
  12228. * Defines the blending destination factor.
  12229. *
  12230. * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12231. * @default OneMinusSrcAlphaFactor
  12232. */
  12233. this.blendDst = OneMinusSrcAlphaFactor;
  12234. /**
  12235. * Defines the blending equation.
  12236. *
  12237. * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12238. * @default AddEquation
  12239. */
  12240. this.blendEquation = AddEquation;
  12241. /**
  12242. * Defines the blending source alpha factor.
  12243. *
  12244. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12245. * @default null
  12246. */
  12247. this.blendSrcAlpha = null;
  12248. /**
  12249. * Defines the blending destination alpha factor.
  12250. *
  12251. * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
  12252. * @default null
  12253. */
  12254. this.blendDstAlpha = null;
  12255. /**
  12256. * Defines the blending equation of the alpha channel.
  12257. *
  12258. * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
  12259. * @default null
  12260. */
  12261. this.blendEquationAlpha = null;
  12262. /**
  12263. * Represents the RGB values of the constant blend color.
  12264. *
  12265. * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
  12266. *
  12267. * @type {Color}
  12268. * @default (0,0,0)
  12269. */
  12270. this.blendColor = new Color( 0, 0, 0 );
  12271. /**
  12272. * Represents the alpha value of the constant blend color.
  12273. *
  12274. * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
  12275. *
  12276. * @type {number}
  12277. * @default 0
  12278. */
  12279. this.blendAlpha = 0;
  12280. /**
  12281. * Defines the depth function.
  12282. *
  12283. * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
  12284. * @default LessEqualDepth
  12285. */
  12286. this.depthFunc = LessEqualDepth;
  12287. /**
  12288. * Whether to have depth test enabled when rendering this material.
  12289. * When the depth test is disabled, the depth write will also be implicitly disabled.
  12290. *
  12291. * @type {boolean}
  12292. * @default true
  12293. */
  12294. this.depthTest = true;
  12295. /**
  12296. * Whether rendering this material has any effect on the depth buffer.
  12297. *
  12298. * When drawing 2D overlays it can be useful to disable the depth writing in
  12299. * order to layer several things together without creating z-index artifacts.
  12300. *
  12301. * @type {boolean}
  12302. * @default true
  12303. */
  12304. this.depthWrite = true;
  12305. /**
  12306. * The bit mask to use when writing to the stencil buffer.
  12307. *
  12308. * @type {number}
  12309. * @default 0xff
  12310. */
  12311. this.stencilWriteMask = 0xff;
  12312. /**
  12313. * The stencil comparison function to use.
  12314. *
  12315. * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
  12316. * @default AlwaysStencilFunc
  12317. */
  12318. this.stencilFunc = AlwaysStencilFunc;
  12319. /**
  12320. * The value to use when performing stencil comparisons or stencil operations.
  12321. *
  12322. * @type {number}
  12323. * @default 0
  12324. */
  12325. this.stencilRef = 0;
  12326. /**
  12327. * The bit mask to use when comparing against the stencil buffer.
  12328. *
  12329. * @type {number}
  12330. * @default 0xff
  12331. */
  12332. this.stencilFuncMask = 0xff;
  12333. /**
  12334. * Which stencil operation to perform when the comparison function returns `false`.
  12335. *
  12336. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12337. * @default KeepStencilOp
  12338. */
  12339. this.stencilFail = KeepStencilOp;
  12340. /**
  12341. * Which stencil operation to perform when the comparison function returns
  12342. * `true` but the depth test fails.
  12343. *
  12344. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12345. * @default KeepStencilOp
  12346. */
  12347. this.stencilZFail = KeepStencilOp;
  12348. /**
  12349. * Which stencil operation to perform when the comparison function returns
  12350. * `true` and the depth test passes.
  12351. *
  12352. * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
  12353. * @default KeepStencilOp
  12354. */
  12355. this.stencilZPass = KeepStencilOp;
  12356. /**
  12357. * Whether stencil operations are performed against the stencil buffer. In
  12358. * order to perform writes or comparisons against the stencil buffer this
  12359. * value must be `true`.
  12360. *
  12361. * @type {boolean}
  12362. * @default false
  12363. */
  12364. this.stencilWrite = false;
  12365. /**
  12366. * User-defined clipping planes specified as THREE.Plane objects in world
  12367. * space. These planes apply to the objects this material is attached to.
  12368. * Points in space whose signed distance to the plane is negative are clipped
  12369. * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
  12370. * be `true`.
  12371. *
  12372. * @type {?Array<Plane>}
  12373. * @default null
  12374. */
  12375. this.clippingPlanes = null;
  12376. /**
  12377. * Changes the behavior of clipping planes so that only their intersection is
  12378. * clipped, rather than their union.
  12379. *
  12380. * @type {boolean}
  12381. * @default false
  12382. */
  12383. this.clipIntersection = false;
  12384. /**
  12385. * Defines whether to clip shadows according to the clipping planes specified
  12386. * on this material.
  12387. *
  12388. * @type {boolean}
  12389. * @default false
  12390. */
  12391. this.clipShadows = false;
  12392. /**
  12393. * Defines which side of faces cast shadows. If `null`, the side casting shadows
  12394. * is determined as follows:
  12395. *
  12396. * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
  12397. * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
  12398. * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
  12399. *
  12400. * @type {?(FrontSide|BackSide|DoubleSide)}
  12401. * @default null
  12402. */
  12403. this.shadowSide = null;
  12404. /**
  12405. * Whether to render the material's color.
  12406. *
  12407. * This can be used in conjunction with {@link Object3D#renderOder} to create invisible
  12408. * objects that occlude other objects.
  12409. *
  12410. * @type {boolean}
  12411. * @default true
  12412. */
  12413. this.colorWrite = true;
  12414. /**
  12415. * Override the renderer's default precision for this material.
  12416. *
  12417. * @type {?('highp'|'mediump'|'lowp')}
  12418. * @default null
  12419. */
  12420. this.precision = null;
  12421. /**
  12422. * Whether to use polygon offset or not. When enabled, each fragment's depth value will
  12423. * be offset after it is interpolated from the depth values of the appropriate vertices.
  12424. * The offset is added before the depth test is performed and before the value is written
  12425. * into the depth buffer.
  12426. *
  12427. * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
  12428. * rendering solids with highlighted edges.
  12429. *
  12430. * @type {boolean}
  12431. * @default false
  12432. */
  12433. this.polygonOffset = false;
  12434. /**
  12435. * Specifies a scale factor that is used to create a variable depth offset for each polygon.
  12436. *
  12437. * @type {number}
  12438. * @default 0
  12439. */
  12440. this.polygonOffsetFactor = 0;
  12441. /**
  12442. * Is multiplied by an implementation-specific value to create a constant depth offset.
  12443. *
  12444. * @type {number}
  12445. * @default 0
  12446. */
  12447. this.polygonOffsetUnits = 0;
  12448. /**
  12449. * Whether to apply dithering to the color to remove the appearance of banding.
  12450. *
  12451. * @type {boolean}
  12452. * @default false
  12453. */
  12454. this.dithering = false;
  12455. /**
  12456. * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
  12457. * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
  12458. * will smooth aliasing on clip plane edges and alphaTest-clipped edges.
  12459. *
  12460. * @type {boolean}
  12461. * @default false
  12462. */
  12463. this.alphaToCoverage = false;
  12464. /**
  12465. * Whether to premultiply the alpha (transparency) value.
  12466. *
  12467. * @type {boolean}
  12468. * @default false
  12469. */
  12470. this.premultipliedAlpha = false;
  12471. /**
  12472. * Whether double-sided, transparent objects should be rendered with a single pass or not.
  12473. *
  12474. * The engine renders double-sided, transparent objects with two draw calls (back faces first,
  12475. * then front faces) to mitigate transparency artifacts. There are scenarios however where this
  12476. * approach produces no quality gains but still doubles draw calls e.g. when rendering flat
  12477. * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
  12478. * disable the two pass rendering to avoid performance issues.
  12479. *
  12480. * @type {boolean}
  12481. * @default false
  12482. */
  12483. this.forceSinglePass = false;
  12484. /**
  12485. * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
  12486. *
  12487. * @type {boolean}
  12488. * @default true
  12489. */
  12490. this.allowOverride = true;
  12491. /**
  12492. * Defines whether 3D objects using this material are visible.
  12493. *
  12494. * @type {boolean}
  12495. * @default true
  12496. */
  12497. this.visible = true;
  12498. /**
  12499. * Defines whether this material is tone mapped according to the renderer's tone mapping setting.
  12500. *
  12501. * It is ignored when rendering to a render target or using post processing or when using
  12502. * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
  12503. *
  12504. * @type {boolean}
  12505. * @default true
  12506. */
  12507. this.toneMapped = true;
  12508. /**
  12509. * An object that can be used to store custom data about the Material. It
  12510. * should not hold references to functions as these will not be cloned.
  12511. *
  12512. * @type {Object}
  12513. */
  12514. this.userData = {};
  12515. /**
  12516. * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
  12517. *
  12518. * @type {number}
  12519. * @readonly
  12520. * @default 0
  12521. */
  12522. this.version = 0;
  12523. this._alphaTest = 0;
  12524. }
  12525. /**
  12526. * Sets the alpha value to be used when running an alpha test. The material
  12527. * will not be rendered if the opacity is lower than this value.
  12528. *
  12529. * @type {number}
  12530. * @readonly
  12531. * @default 0
  12532. */
  12533. get alphaTest() {
  12534. return this._alphaTest;
  12535. }
  12536. set alphaTest( value ) {
  12537. if ( this._alphaTest > 0 !== value > 0 ) {
  12538. this.version ++;
  12539. }
  12540. this._alphaTest = value;
  12541. }
  12542. /**
  12543. * An optional callback that is executed immediately before the material is used to render a 3D object.
  12544. *
  12545. * This method can only be used when rendering with {@link WebGLRenderer}.
  12546. *
  12547. * @param {WebGLRenderer} renderer - The renderer.
  12548. * @param {Scene} scene - The scene.
  12549. * @param {Camera} camera - The camera that is used to render the scene.
  12550. * @param {BufferGeometry} geometry - The 3D object's geometry.
  12551. * @param {Object3D} object - The 3D object.
  12552. * @param {Object} group - The geometry group data.
  12553. */
  12554. onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
  12555. /**
  12556. * An optional callback that is executed immediately before the shader
  12557. * program is compiled. This function is called with the shader source code
  12558. * as a parameter. Useful for the modification of built-in materials.
  12559. *
  12560. * This method can only be used when rendering with {@link WebGLRenderer}. The
  12561. * recommended approach when customizing materials is to use `WebGPURenderer` with the new
  12562. * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
  12563. *
  12564. * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
  12565. * @param {WebGLRenderer} renderer - A reference to the renderer.
  12566. */
  12567. onBeforeCompile( /* shaderobject, renderer */ ) {}
  12568. /**
  12569. * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
  12570. * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
  12571. * shader or recompile the shader for this material as needed.
  12572. *
  12573. * This method can only be used when rendering with {@link WebGLRenderer}.
  12574. *
  12575. * @return {string} The custom program cache key.
  12576. */
  12577. customProgramCacheKey() {
  12578. return this.onBeforeCompile.toString();
  12579. }
  12580. /**
  12581. * This method can be used to set default values from parameter objects.
  12582. * It is a generic implementation so it can be used with different types
  12583. * of materials.
  12584. *
  12585. * @param {Object} [values] - The material values to set.
  12586. */
  12587. setValues( values ) {
  12588. if ( values === undefined ) return;
  12589. for ( const key in values ) {
  12590. const newValue = values[ key ];
  12591. if ( newValue === undefined ) {
  12592. console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
  12593. continue;
  12594. }
  12595. const currentValue = this[ key ];
  12596. if ( currentValue === undefined ) {
  12597. console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
  12598. continue;
  12599. }
  12600. if ( currentValue && currentValue.isColor ) {
  12601. currentValue.set( newValue );
  12602. } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
  12603. currentValue.copy( newValue );
  12604. } else {
  12605. this[ key ] = newValue;
  12606. }
  12607. }
  12608. }
  12609. /**
  12610. * Serializes the material into JSON.
  12611. *
  12612. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  12613. * @return {Object} A JSON object representing the serialized material.
  12614. * @see {@link ObjectLoader#parse}
  12615. */
  12616. toJSON( meta ) {
  12617. const isRootObject = ( meta === undefined || typeof meta === 'string' );
  12618. if ( isRootObject ) {
  12619. meta = {
  12620. textures: {},
  12621. images: {}
  12622. };
  12623. }
  12624. const data = {
  12625. metadata: {
  12626. version: 4.6,
  12627. type: 'Material',
  12628. generator: 'Material.toJSON'
  12629. }
  12630. };
  12631. // standard Material serialization
  12632. data.uuid = this.uuid;
  12633. data.type = this.type;
  12634. if ( this.name !== '' ) data.name = this.name;
  12635. if ( this.color && this.color.isColor ) data.color = this.color.getHex();
  12636. if ( this.roughness !== undefined ) data.roughness = this.roughness;
  12637. if ( this.metalness !== undefined ) data.metalness = this.metalness;
  12638. if ( this.sheen !== undefined ) data.sheen = this.sheen;
  12639. if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  12640. if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  12641. if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  12642. if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
  12643. if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  12644. if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  12645. if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  12646. if ( this.shininess !== undefined ) data.shininess = this.shininess;
  12647. if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  12648. if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
  12649. if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
  12650. data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
  12651. }
  12652. if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
  12653. data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
  12654. }
  12655. if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
  12656. data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
  12657. data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
  12658. }
  12659. if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
  12660. if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
  12661. if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  12662. if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
  12663. if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
  12664. data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
  12665. }
  12666. if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
  12667. data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
  12668. }
  12669. if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
  12670. if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
  12671. if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
  12672. data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
  12673. }
  12674. if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
  12675. if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
  12676. if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
  12677. if ( this.lightMap && this.lightMap.isTexture ) {
  12678. data.lightMap = this.lightMap.toJSON( meta ).uuid;
  12679. data.lightMapIntensity = this.lightMapIntensity;
  12680. }
  12681. if ( this.aoMap && this.aoMap.isTexture ) {
  12682. data.aoMap = this.aoMap.toJSON( meta ).uuid;
  12683. data.aoMapIntensity = this.aoMapIntensity;
  12684. }
  12685. if ( this.bumpMap && this.bumpMap.isTexture ) {
  12686. data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
  12687. data.bumpScale = this.bumpScale;
  12688. }
  12689. if ( this.normalMap && this.normalMap.isTexture ) {
  12690. data.normalMap = this.normalMap.toJSON( meta ).uuid;
  12691. data.normalMapType = this.normalMapType;
  12692. data.normalScale = this.normalScale.toArray();
  12693. }
  12694. if ( this.displacementMap && this.displacementMap.isTexture ) {
  12695. data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
  12696. data.displacementScale = this.displacementScale;
  12697. data.displacementBias = this.displacementBias;
  12698. }
  12699. if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
  12700. if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
  12701. if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
  12702. if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
  12703. if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
  12704. if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
  12705. if ( this.envMap && this.envMap.isTexture ) {
  12706. data.envMap = this.envMap.toJSON( meta ).uuid;
  12707. if ( this.combine !== undefined ) data.combine = this.combine;
  12708. }
  12709. if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
  12710. if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  12711. if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  12712. if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
  12713. if ( this.gradientMap && this.gradientMap.isTexture ) {
  12714. data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
  12715. }
  12716. if ( this.transmission !== undefined ) data.transmission = this.transmission;
  12717. if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  12718. if ( this.thickness !== undefined ) data.thickness = this.thickness;
  12719. if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  12720. if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  12721. if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
  12722. if ( this.size !== undefined ) data.size = this.size;
  12723. if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  12724. if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
  12725. if ( this.blending !== NormalBlending ) data.blending = this.blending;
  12726. if ( this.side !== FrontSide ) data.side = this.side;
  12727. if ( this.vertexColors === true ) data.vertexColors = true;
  12728. if ( this.opacity < 1 ) data.opacity = this.opacity;
  12729. if ( this.transparent === true ) data.transparent = true;
  12730. if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  12731. if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  12732. if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
  12733. if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
  12734. if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
  12735. if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
  12736. if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
  12737. if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
  12738. if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
  12739. if ( this.depthTest === false ) data.depthTest = this.depthTest;
  12740. if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
  12741. if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
  12742. if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  12743. if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  12744. if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  12745. if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  12746. if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  12747. if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  12748. if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  12749. if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
  12750. // rotation (SpriteMaterial)
  12751. if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
  12752. if ( this.polygonOffset === true ) data.polygonOffset = true;
  12753. if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
  12754. if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
  12755. if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  12756. if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  12757. if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  12758. if ( this.scale !== undefined ) data.scale = this.scale;
  12759. if ( this.dithering === true ) data.dithering = true;
  12760. if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  12761. if ( this.alphaHash === true ) data.alphaHash = true;
  12762. if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
  12763. if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
  12764. if ( this.forceSinglePass === true ) data.forceSinglePass = true;
  12765. if ( this.wireframe === true ) data.wireframe = true;
  12766. if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
  12767. if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
  12768. if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
  12769. if ( this.flatShading === true ) data.flatShading = true;
  12770. if ( this.visible === false ) data.visible = false;
  12771. if ( this.toneMapped === false ) data.toneMapped = false;
  12772. if ( this.fog === false ) data.fog = false;
  12773. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  12774. // TODO: Copied from Object3D.toJSON
  12775. function extractFromCache( cache ) {
  12776. const values = [];
  12777. for ( const key in cache ) {
  12778. const data = cache[ key ];
  12779. delete data.metadata;
  12780. values.push( data );
  12781. }
  12782. return values;
  12783. }
  12784. if ( isRootObject ) {
  12785. const textures = extractFromCache( meta.textures );
  12786. const images = extractFromCache( meta.images );
  12787. if ( textures.length > 0 ) data.textures = textures;
  12788. if ( images.length > 0 ) data.images = images;
  12789. }
  12790. return data;
  12791. }
  12792. /**
  12793. * Returns a new material with copied values from this instance.
  12794. *
  12795. * @return {Material} A clone of this instance.
  12796. */
  12797. clone() {
  12798. return new this.constructor().copy( this );
  12799. }
  12800. /**
  12801. * Copies the values of the given material to this instance.
  12802. *
  12803. * @param {Material} source - The material to copy.
  12804. * @return {Material} A reference to this instance.
  12805. */
  12806. copy( source ) {
  12807. this.name = source.name;
  12808. this.blending = source.blending;
  12809. this.side = source.side;
  12810. this.vertexColors = source.vertexColors;
  12811. this.opacity = source.opacity;
  12812. this.transparent = source.transparent;
  12813. this.blendSrc = source.blendSrc;
  12814. this.blendDst = source.blendDst;
  12815. this.blendEquation = source.blendEquation;
  12816. this.blendSrcAlpha = source.blendSrcAlpha;
  12817. this.blendDstAlpha = source.blendDstAlpha;
  12818. this.blendEquationAlpha = source.blendEquationAlpha;
  12819. this.blendColor.copy( source.blendColor );
  12820. this.blendAlpha = source.blendAlpha;
  12821. this.depthFunc = source.depthFunc;
  12822. this.depthTest = source.depthTest;
  12823. this.depthWrite = source.depthWrite;
  12824. this.stencilWriteMask = source.stencilWriteMask;
  12825. this.stencilFunc = source.stencilFunc;
  12826. this.stencilRef = source.stencilRef;
  12827. this.stencilFuncMask = source.stencilFuncMask;
  12828. this.stencilFail = source.stencilFail;
  12829. this.stencilZFail = source.stencilZFail;
  12830. this.stencilZPass = source.stencilZPass;
  12831. this.stencilWrite = source.stencilWrite;
  12832. const srcPlanes = source.clippingPlanes;
  12833. let dstPlanes = null;
  12834. if ( srcPlanes !== null ) {
  12835. const n = srcPlanes.length;
  12836. dstPlanes = new Array( n );
  12837. for ( let i = 0; i !== n; ++ i ) {
  12838. dstPlanes[ i ] = srcPlanes[ i ].clone();
  12839. }
  12840. }
  12841. this.clippingPlanes = dstPlanes;
  12842. this.clipIntersection = source.clipIntersection;
  12843. this.clipShadows = source.clipShadows;
  12844. this.shadowSide = source.shadowSide;
  12845. this.colorWrite = source.colorWrite;
  12846. this.precision = source.precision;
  12847. this.polygonOffset = source.polygonOffset;
  12848. this.polygonOffsetFactor = source.polygonOffsetFactor;
  12849. this.polygonOffsetUnits = source.polygonOffsetUnits;
  12850. this.dithering = source.dithering;
  12851. this.alphaTest = source.alphaTest;
  12852. this.alphaHash = source.alphaHash;
  12853. this.alphaToCoverage = source.alphaToCoverage;
  12854. this.premultipliedAlpha = source.premultipliedAlpha;
  12855. this.forceSinglePass = source.forceSinglePass;
  12856. this.visible = source.visible;
  12857. this.toneMapped = source.toneMapped;
  12858. this.userData = JSON.parse( JSON.stringify( source.userData ) );
  12859. return this;
  12860. }
  12861. /**
  12862. * Frees the GPU-related resources allocated by this instance. Call this
  12863. * method whenever this instance is no longer used in your app.
  12864. *
  12865. * @fires Material#dispose
  12866. */
  12867. dispose() {
  12868. /**
  12869. * Fires when the material has been disposed of.
  12870. *
  12871. * @event Material#dispose
  12872. * @type {Object}
  12873. */
  12874. this.dispatchEvent( { type: 'dispose' } );
  12875. }
  12876. /**
  12877. * Setting this property to `true` indicates the engine the material
  12878. * needs to be recompiled.
  12879. *
  12880. * @type {boolean}
  12881. * @default false
  12882. * @param {boolean} value
  12883. */
  12884. set needsUpdate( value ) {
  12885. if ( value === true ) this.version ++;
  12886. }
  12887. }
  12888. /**
  12889. * A material for drawing geometries in a simple shaded (flat or wireframe) way.
  12890. *
  12891. * This material is not affected by lights.
  12892. *
  12893. * @augments Material
  12894. */
  12895. class MeshBasicMaterial extends Material {
  12896. /**
  12897. * Constructs a new mesh basic material.
  12898. *
  12899. * @param {Object} [parameters] - An object with one or more properties
  12900. * defining the material's appearance. Any property of the material
  12901. * (including any property from inherited materials) can be passed
  12902. * in here. Color values can be passed any type of value accepted
  12903. * by {@link Color#set}.
  12904. */
  12905. constructor( parameters ) {
  12906. super();
  12907. /**
  12908. * This flag can be used for type testing.
  12909. *
  12910. * @type {boolean}
  12911. * @readonly
  12912. * @default true
  12913. */
  12914. this.isMeshBasicMaterial = true;
  12915. this.type = 'MeshBasicMaterial';
  12916. /**
  12917. * Color of the material.
  12918. *
  12919. * @type {Color}
  12920. * @default (1,1,1)
  12921. */
  12922. this.color = new Color( 0xffffff ); // emissive
  12923. /**
  12924. * The color map. May optionally include an alpha channel, typically combined
  12925. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  12926. * color is modulated by the diffuse `color`.
  12927. *
  12928. * @type {?Texture}
  12929. * @default null
  12930. */
  12931. this.map = null;
  12932. /**
  12933. * The light map. Requires a second set of UVs.
  12934. *
  12935. * @type {?Texture}
  12936. * @default null
  12937. */
  12938. this.lightMap = null;
  12939. /**
  12940. * Intensity of the baked light.
  12941. *
  12942. * @type {number}
  12943. * @default 1
  12944. */
  12945. this.lightMapIntensity = 1.0;
  12946. /**
  12947. * The red channel of this texture is used as the ambient occlusion map.
  12948. * Requires a second set of UVs.
  12949. *
  12950. * @type {?Texture}
  12951. * @default null
  12952. */
  12953. this.aoMap = null;
  12954. /**
  12955. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  12956. * disables ambient occlusion. Where intensity is `1` and the AO map's
  12957. * red channel is also `1`, ambient light is fully occluded on a surface.
  12958. *
  12959. * @type {number}
  12960. * @default 1
  12961. */
  12962. this.aoMapIntensity = 1.0;
  12963. /**
  12964. * Specular map used by the material.
  12965. *
  12966. * @type {?Texture}
  12967. * @default null
  12968. */
  12969. this.specularMap = null;
  12970. /**
  12971. * The alpha map is a grayscale texture that controls the opacity across the
  12972. * surface (black: fully transparent; white: fully opaque).
  12973. *
  12974. * Only the color of the texture is used, ignoring the alpha channel if one
  12975. * exists. For RGB and RGBA textures, the renderer will use the green channel
  12976. * when sampling this texture due to the extra bit of precision provided for
  12977. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  12978. * luminance/alpha textures will also still work as expected.
  12979. *
  12980. * @type {?Texture}
  12981. * @default null
  12982. */
  12983. this.alphaMap = null;
  12984. /**
  12985. * The environment map.
  12986. *
  12987. * @type {?Texture}
  12988. * @default null
  12989. */
  12990. this.envMap = null;
  12991. /**
  12992. * The rotation of the environment map in radians.
  12993. *
  12994. * @type {Euler}
  12995. * @default (0,0,0)
  12996. */
  12997. this.envMapRotation = new Euler();
  12998. /**
  12999. * How to combine the result of the surface's color with the environment map, if any.
  13000. *
  13001. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  13002. * blend between the two colors.
  13003. *
  13004. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  13005. * @default MultiplyOperation
  13006. */
  13007. this.combine = MultiplyOperation;
  13008. /**
  13009. * How much the environment map affects the surface.
  13010. * The valid range is between `0` (no reflections) and `1` (full reflections).
  13011. *
  13012. * @type {number}
  13013. * @default 1
  13014. */
  13015. this.reflectivity = 1;
  13016. /**
  13017. * The index of refraction (IOR) of air (approximately 1) divided by the
  13018. * index of refraction of the material. It is used with environment mapping
  13019. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  13020. * The refraction ratio should not exceed `1`.
  13021. *
  13022. * @type {number}
  13023. * @default 0.98
  13024. */
  13025. this.refractionRatio = 0.98;
  13026. /**
  13027. * Renders the geometry as a wireframe.
  13028. *
  13029. * @type {boolean}
  13030. * @default false
  13031. */
  13032. this.wireframe = false;
  13033. /**
  13034. * Controls the thickness of the wireframe.
  13035. *
  13036. * Can only be used with {@link SVGRenderer}.
  13037. *
  13038. * @type {number}
  13039. * @default 1
  13040. */
  13041. this.wireframeLinewidth = 1;
  13042. /**
  13043. * Defines appearance of wireframe ends.
  13044. *
  13045. * Can only be used with {@link SVGRenderer}.
  13046. *
  13047. * @type {('round'|'bevel'|'miter')}
  13048. * @default 'round'
  13049. */
  13050. this.wireframeLinecap = 'round';
  13051. /**
  13052. * Defines appearance of wireframe joints.
  13053. *
  13054. * Can only be used with {@link SVGRenderer}.
  13055. *
  13056. * @type {('round'|'bevel'|'miter')}
  13057. * @default 'round'
  13058. */
  13059. this.wireframeLinejoin = 'round';
  13060. /**
  13061. * Whether the material is affected by fog or not.
  13062. *
  13063. * @type {boolean}
  13064. * @default true
  13065. */
  13066. this.fog = true;
  13067. this.setValues( parameters );
  13068. }
  13069. copy( source ) {
  13070. super.copy( source );
  13071. this.color.copy( source.color );
  13072. this.map = source.map;
  13073. this.lightMap = source.lightMap;
  13074. this.lightMapIntensity = source.lightMapIntensity;
  13075. this.aoMap = source.aoMap;
  13076. this.aoMapIntensity = source.aoMapIntensity;
  13077. this.specularMap = source.specularMap;
  13078. this.alphaMap = source.alphaMap;
  13079. this.envMap = source.envMap;
  13080. this.envMapRotation.copy( source.envMapRotation );
  13081. this.combine = source.combine;
  13082. this.reflectivity = source.reflectivity;
  13083. this.refractionRatio = source.refractionRatio;
  13084. this.wireframe = source.wireframe;
  13085. this.wireframeLinewidth = source.wireframeLinewidth;
  13086. this.wireframeLinecap = source.wireframeLinecap;
  13087. this.wireframeLinejoin = source.wireframeLinejoin;
  13088. this.fog = source.fog;
  13089. return this;
  13090. }
  13091. }
  13092. // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
  13093. const _tables = /*@__PURE__*/ _generateTables();
  13094. function _generateTables() {
  13095. // float32 to float16 helpers
  13096. const buffer = new ArrayBuffer( 4 );
  13097. const floatView = new Float32Array( buffer );
  13098. const uint32View = new Uint32Array( buffer );
  13099. const baseTable = new Uint32Array( 512 );
  13100. const shiftTable = new Uint32Array( 512 );
  13101. for ( let i = 0; i < 256; ++ i ) {
  13102. const e = i - 127;
  13103. // very small number (0, -0)
  13104. if ( e < -27 ) {
  13105. baseTable[ i ] = 0x0000;
  13106. baseTable[ i | 0x100 ] = 0x8000;
  13107. shiftTable[ i ] = 24;
  13108. shiftTable[ i | 0x100 ] = 24;
  13109. // small number (denorm)
  13110. } else if ( e < -14 ) {
  13111. baseTable[ i ] = 0x0400 >> ( - e - 14 );
  13112. baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;
  13113. shiftTable[ i ] = - e - 1;
  13114. shiftTable[ i | 0x100 ] = - e - 1;
  13115. // normal number
  13116. } else if ( e <= 15 ) {
  13117. baseTable[ i ] = ( e + 15 ) << 10;
  13118. baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;
  13119. shiftTable[ i ] = 13;
  13120. shiftTable[ i | 0x100 ] = 13;
  13121. // large number (Infinity, -Infinity)
  13122. } else if ( e < 128 ) {
  13123. baseTable[ i ] = 0x7c00;
  13124. baseTable[ i | 0x100 ] = 0xfc00;
  13125. shiftTable[ i ] = 24;
  13126. shiftTable[ i | 0x100 ] = 24;
  13127. // stay (NaN, Infinity, -Infinity)
  13128. } else {
  13129. baseTable[ i ] = 0x7c00;
  13130. baseTable[ i | 0x100 ] = 0xfc00;
  13131. shiftTable[ i ] = 13;
  13132. shiftTable[ i | 0x100 ] = 13;
  13133. }
  13134. }
  13135. // float16 to float32 helpers
  13136. const mantissaTable = new Uint32Array( 2048 );
  13137. const exponentTable = new Uint32Array( 64 );
  13138. const offsetTable = new Uint32Array( 64 );
  13139. for ( let i = 1; i < 1024; ++ i ) {
  13140. let m = i << 13; // zero pad mantissa bits
  13141. let e = 0; // zero exponent
  13142. // normalized
  13143. while ( ( m & 0x00800000 ) === 0 ) {
  13144. m <<= 1;
  13145. e -= 0x00800000; // decrement exponent
  13146. }
  13147. m &= -8388609; // clear leading 1 bit
  13148. e += 0x38800000; // adjust bias
  13149. mantissaTable[ i ] = m | e;
  13150. }
  13151. for ( let i = 1024; i < 2048; ++ i ) {
  13152. mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );
  13153. }
  13154. for ( let i = 1; i < 31; ++ i ) {
  13155. exponentTable[ i ] = i << 23;
  13156. }
  13157. exponentTable[ 31 ] = 0x47800000;
  13158. exponentTable[ 32 ] = 0x80000000;
  13159. for ( let i = 33; i < 63; ++ i ) {
  13160. exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );
  13161. }
  13162. exponentTable[ 63 ] = 0xc7800000;
  13163. for ( let i = 1; i < 64; ++ i ) {
  13164. if ( i !== 32 ) {
  13165. offsetTable[ i ] = 1024;
  13166. }
  13167. }
  13168. return {
  13169. floatView: floatView,
  13170. uint32View: uint32View,
  13171. baseTable: baseTable,
  13172. shiftTable: shiftTable,
  13173. mantissaTable: mantissaTable,
  13174. exponentTable: exponentTable,
  13175. offsetTable: offsetTable
  13176. };
  13177. }
  13178. /**
  13179. * Returns a half precision floating point value (FP16) from the given single
  13180. * precision floating point value (FP32).
  13181. *
  13182. * @param {number} val - A single precision floating point value.
  13183. * @return {number} The FP16 value.
  13184. */
  13185. function toHalfFloat( val ) {
  13186. if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );
  13187. val = clamp( val, -65504, 65504 );
  13188. _tables.floatView[ 0 ] = val;
  13189. const f = _tables.uint32View[ 0 ];
  13190. const e = ( f >> 23 ) & 0x1ff;
  13191. return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );
  13192. }
  13193. /**
  13194. * Returns a single precision floating point value (FP32) from the given half
  13195. * precision floating point value (FP16).
  13196. *
  13197. * @param {number} val - A half precision floating point value.
  13198. * @return {number} The FP32 value.
  13199. */
  13200. function fromHalfFloat( val ) {
  13201. const m = val >> 10;
  13202. _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];
  13203. return _tables.floatView[ 0 ];
  13204. }
  13205. /**
  13206. * A class containing utility functions for data.
  13207. *
  13208. * @hideconstructor
  13209. */
  13210. class DataUtils {
  13211. /**
  13212. * Returns a half precision floating point value (FP16) from the given single
  13213. * precision floating point value (FP32).
  13214. *
  13215. * @param {number} val - A single precision floating point value.
  13216. * @return {number} The FP16 value.
  13217. */
  13218. static toHalfFloat( val ) {
  13219. return toHalfFloat( val );
  13220. }
  13221. /**
  13222. * Returns a single precision floating point value (FP32) from the given half
  13223. * precision floating point value (FP16).
  13224. *
  13225. * @param {number} val - A half precision floating point value.
  13226. * @return {number} The FP32 value.
  13227. */
  13228. static fromHalfFloat( val ) {
  13229. return fromHalfFloat( val );
  13230. }
  13231. }
  13232. const _vector$9 = /*@__PURE__*/ new Vector3();
  13233. const _vector2$1 = /*@__PURE__*/ new Vector2();
  13234. let _id$2 = 0;
  13235. /**
  13236. * This class stores data for an attribute (such as vertex positions, face
  13237. * indices, normals, colors, UVs, and any custom attributes ) associated with
  13238. * a geometry, which allows for more efficient passing of data to the GPU.
  13239. *
  13240. * When working with vector-like data, the `fromBufferAttribute( attribute, index )`
  13241. * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}.
  13242. */
  13243. class BufferAttribute {
  13244. /**
  13245. * Constructs a new buffer attribute.
  13246. *
  13247. * @param {TypedArray} array - The array holding the attribute data.
  13248. * @param {number} itemSize - The item size.
  13249. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13250. */
  13251. constructor( array, itemSize, normalized = false ) {
  13252. if ( Array.isArray( array ) ) {
  13253. throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
  13254. }
  13255. /**
  13256. * This flag can be used for type testing.
  13257. *
  13258. * @type {boolean}
  13259. * @readonly
  13260. * @default true
  13261. */
  13262. this.isBufferAttribute = true;
  13263. /**
  13264. * The ID of the buffer attribute.
  13265. *
  13266. * @name BufferAttribute#id
  13267. * @type {number}
  13268. * @readonly
  13269. */
  13270. Object.defineProperty( this, 'id', { value: _id$2 ++ } );
  13271. /**
  13272. * The name of the buffer attribute.
  13273. *
  13274. * @type {string}
  13275. */
  13276. this.name = '';
  13277. /**
  13278. * The array holding the attribute data. It should have `itemSize * numVertices`
  13279. * elements, where `numVertices` is the number of vertices in the associated geometry.
  13280. *
  13281. * @type {TypedArray}
  13282. */
  13283. this.array = array;
  13284. /**
  13285. * The number of values of the array that should be associated with a particular vertex.
  13286. * For instance, if this attribute is storing a 3-component vector (such as a position,
  13287. * normal, or color), then the value should be `3`.
  13288. *
  13289. * @type {number}
  13290. */
  13291. this.itemSize = itemSize;
  13292. /**
  13293. * Represents the number of items this buffer attribute stores. It is internally computed
  13294. * by dividing the `array` length by the `itemSize`.
  13295. *
  13296. * @type {number}
  13297. * @readonly
  13298. */
  13299. this.count = array !== undefined ? array.length / itemSize : 0;
  13300. /**
  13301. * Applies to integer data only. Indicates how the underlying data in the buffer maps to
  13302. * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
  13303. * and `normalized` is `true`, the values `0 -+65535` in the array data will be mapped to
  13304. * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
  13305. * to floats unmodified, i.e. `65535` becomes `65535.0f`.
  13306. *
  13307. * @type {boolean}
  13308. */
  13309. this.normalized = normalized;
  13310. /**
  13311. * Defines the intended usage pattern of the data store for optimization purposes.
  13312. *
  13313. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  13314. * instantiate a new one and set the desired usage before the next render.
  13315. *
  13316. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  13317. * @default StaticDrawUsage
  13318. */
  13319. this.usage = StaticDrawUsage;
  13320. /**
  13321. * This can be used to only update some components of stored vectors (for example, just the
  13322. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  13323. *
  13324. * @type {Array<Object>}
  13325. */
  13326. this.updateRanges = [];
  13327. /**
  13328. * Configures the bound GPU type for use in shaders.
  13329. *
  13330. * Note: this only has an effect for integer arrays and is not configurable for float arrays.
  13331. * For lower precision float types, use `Float16BufferAttribute`.
  13332. *
  13333. * @type {(FloatType|IntType)}
  13334. * @default FloatType
  13335. */
  13336. this.gpuType = FloatType;
  13337. /**
  13338. * A version number, incremented every time the `needsUpdate` is set to `true`.
  13339. *
  13340. * @type {number}
  13341. */
  13342. this.version = 0;
  13343. }
  13344. /**
  13345. * A callback function that is executed after the renderer has transferred the attribute
  13346. * array data to the GPU.
  13347. */
  13348. onUploadCallback() {}
  13349. /**
  13350. * Flag to indicate that this attribute has changed and should be re-sent to
  13351. * the GPU. Set this to `true` when you modify the value of the array.
  13352. *
  13353. * @type {number}
  13354. * @default false
  13355. * @param {boolean} value
  13356. */
  13357. set needsUpdate( value ) {
  13358. if ( value === true ) this.version ++;
  13359. }
  13360. /**
  13361. * Sets the usage of this buffer attribute.
  13362. *
  13363. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  13364. * @return {BufferAttribute} A reference to this buffer attribute.
  13365. */
  13366. setUsage( value ) {
  13367. this.usage = value;
  13368. return this;
  13369. }
  13370. /**
  13371. * Adds a range of data in the data array to be updated on the GPU.
  13372. *
  13373. * @param {number} start - Position at which to start update.
  13374. * @param {number} count - The number of components to update.
  13375. */
  13376. addUpdateRange( start, count ) {
  13377. this.updateRanges.push( { start, count } );
  13378. }
  13379. /**
  13380. * Clears the update ranges.
  13381. */
  13382. clearUpdateRanges() {
  13383. this.updateRanges.length = 0;
  13384. }
  13385. /**
  13386. * Copies the values of the given buffer attribute to this instance.
  13387. *
  13388. * @param {BufferAttribute} source - The buffer attribute to copy.
  13389. * @return {BufferAttribute} A reference to this instance.
  13390. */
  13391. copy( source ) {
  13392. this.name = source.name;
  13393. this.array = new source.array.constructor( source.array );
  13394. this.itemSize = source.itemSize;
  13395. this.count = source.count;
  13396. this.normalized = source.normalized;
  13397. this.usage = source.usage;
  13398. this.gpuType = source.gpuType;
  13399. return this;
  13400. }
  13401. /**
  13402. * Copies a vector from the given buffer attribute to this one. The start
  13403. * and destination position in the attribute buffers are represented by the
  13404. * given indices.
  13405. *
  13406. * @param {number} index1 - The destination index into this buffer attribute.
  13407. * @param {BufferAttribute} attribute - The buffer attribute to copy from.
  13408. * @param {number} index2 - The source index into the given buffer attribute.
  13409. * @return {BufferAttribute} A reference to this instance.
  13410. */
  13411. copyAt( index1, attribute, index2 ) {
  13412. index1 *= this.itemSize;
  13413. index2 *= attribute.itemSize;
  13414. for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
  13415. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  13416. }
  13417. return this;
  13418. }
  13419. /**
  13420. * Copies the given array data into this buffer attribute.
  13421. *
  13422. * @param {(TypedArray|Array)} array - The array to copy.
  13423. * @return {BufferAttribute} A reference to this instance.
  13424. */
  13425. copyArray( array ) {
  13426. this.array.set( array );
  13427. return this;
  13428. }
  13429. /**
  13430. * Applies the given 3x3 matrix to the given attribute. Works with
  13431. * item size `2` and `3`.
  13432. *
  13433. * @param {Matrix3} m - The matrix to apply.
  13434. * @return {BufferAttribute} A reference to this instance.
  13435. */
  13436. applyMatrix3( m ) {
  13437. if ( this.itemSize === 2 ) {
  13438. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13439. _vector2$1.fromBufferAttribute( this, i );
  13440. _vector2$1.applyMatrix3( m );
  13441. this.setXY( i, _vector2$1.x, _vector2$1.y );
  13442. }
  13443. } else if ( this.itemSize === 3 ) {
  13444. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13445. _vector$9.fromBufferAttribute( this, i );
  13446. _vector$9.applyMatrix3( m );
  13447. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13448. }
  13449. }
  13450. return this;
  13451. }
  13452. /**
  13453. * Applies the given 4x4 matrix to the given attribute. Only works with
  13454. * item size `3`.
  13455. *
  13456. * @param {Matrix4} m - The matrix to apply.
  13457. * @return {BufferAttribute} A reference to this instance.
  13458. */
  13459. applyMatrix4( m ) {
  13460. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13461. _vector$9.fromBufferAttribute( this, i );
  13462. _vector$9.applyMatrix4( m );
  13463. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13464. }
  13465. return this;
  13466. }
  13467. /**
  13468. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  13469. * item size `3`.
  13470. *
  13471. * @param {Matrix3} m - The normal matrix to apply.
  13472. * @return {BufferAttribute} A reference to this instance.
  13473. */
  13474. applyNormalMatrix( m ) {
  13475. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13476. _vector$9.fromBufferAttribute( this, i );
  13477. _vector$9.applyNormalMatrix( m );
  13478. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13479. }
  13480. return this;
  13481. }
  13482. /**
  13483. * Applies the given 4x4 matrix to the given attribute. Only works with
  13484. * item size `3` and with direction vectors.
  13485. *
  13486. * @param {Matrix4} m - The matrix to apply.
  13487. * @return {BufferAttribute} A reference to this instance.
  13488. */
  13489. transformDirection( m ) {
  13490. for ( let i = 0, l = this.count; i < l; i ++ ) {
  13491. _vector$9.fromBufferAttribute( this, i );
  13492. _vector$9.transformDirection( m );
  13493. this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
  13494. }
  13495. return this;
  13496. }
  13497. /**
  13498. * Sets the given array data in the buffer attribute.
  13499. *
  13500. * @param {(TypedArray|Array)} value - The array data to set.
  13501. * @param {number} [offset=0] - The offset in this buffer attribute's array.
  13502. * @return {BufferAttribute} A reference to this instance.
  13503. */
  13504. set( value, offset = 0 ) {
  13505. // Matching BufferAttribute constructor, do not normalize the array.
  13506. this.array.set( value, offset );
  13507. return this;
  13508. }
  13509. /**
  13510. * Returns the given component of the vector at the given index.
  13511. *
  13512. * @param {number} index - The index into the buffer attribute.
  13513. * @param {number} component - The component index.
  13514. * @return {number} The returned value.
  13515. */
  13516. getComponent( index, component ) {
  13517. let value = this.array[ index * this.itemSize + component ];
  13518. if ( this.normalized ) value = denormalize( value, this.array );
  13519. return value;
  13520. }
  13521. /**
  13522. * Sets the given value to the given component of the vector at the given index.
  13523. *
  13524. * @param {number} index - The index into the buffer attribute.
  13525. * @param {number} component - The component index.
  13526. * @param {number} value - The value to set.
  13527. * @return {BufferAttribute} A reference to this instance.
  13528. */
  13529. setComponent( index, component, value ) {
  13530. if ( this.normalized ) value = normalize( value, this.array );
  13531. this.array[ index * this.itemSize + component ] = value;
  13532. return this;
  13533. }
  13534. /**
  13535. * Returns the x component of the vector at the given index.
  13536. *
  13537. * @param {number} index - The index into the buffer attribute.
  13538. * @return {number} The x component.
  13539. */
  13540. getX( index ) {
  13541. let x = this.array[ index * this.itemSize ];
  13542. if ( this.normalized ) x = denormalize( x, this.array );
  13543. return x;
  13544. }
  13545. /**
  13546. * Sets the x component of the vector at the given index.
  13547. *
  13548. * @param {number} index - The index into the buffer attribute.
  13549. * @param {number} x - The value to set.
  13550. * @return {BufferAttribute} A reference to this instance.
  13551. */
  13552. setX( index, x ) {
  13553. if ( this.normalized ) x = normalize( x, this.array );
  13554. this.array[ index * this.itemSize ] = x;
  13555. return this;
  13556. }
  13557. /**
  13558. * Returns the y component of the vector at the given index.
  13559. *
  13560. * @param {number} index - The index into the buffer attribute.
  13561. * @return {number} The y component.
  13562. */
  13563. getY( index ) {
  13564. let y = this.array[ index * this.itemSize + 1 ];
  13565. if ( this.normalized ) y = denormalize( y, this.array );
  13566. return y;
  13567. }
  13568. /**
  13569. * Sets the y component of the vector at the given index.
  13570. *
  13571. * @param {number} index - The index into the buffer attribute.
  13572. * @param {number} y - The value to set.
  13573. * @return {BufferAttribute} A reference to this instance.
  13574. */
  13575. setY( index, y ) {
  13576. if ( this.normalized ) y = normalize( y, this.array );
  13577. this.array[ index * this.itemSize + 1 ] = y;
  13578. return this;
  13579. }
  13580. /**
  13581. * Returns the z component of the vector at the given index.
  13582. *
  13583. * @param {number} index - The index into the buffer attribute.
  13584. * @return {number} The z component.
  13585. */
  13586. getZ( index ) {
  13587. let z = this.array[ index * this.itemSize + 2 ];
  13588. if ( this.normalized ) z = denormalize( z, this.array );
  13589. return z;
  13590. }
  13591. /**
  13592. * Sets the z component of the vector at the given index.
  13593. *
  13594. * @param {number} index - The index into the buffer attribute.
  13595. * @param {number} z - The value to set.
  13596. * @return {BufferAttribute} A reference to this instance.
  13597. */
  13598. setZ( index, z ) {
  13599. if ( this.normalized ) z = normalize( z, this.array );
  13600. this.array[ index * this.itemSize + 2 ] = z;
  13601. return this;
  13602. }
  13603. /**
  13604. * Returns the w component of the vector at the given index.
  13605. *
  13606. * @param {number} index - The index into the buffer attribute.
  13607. * @return {number} The w component.
  13608. */
  13609. getW( index ) {
  13610. let w = this.array[ index * this.itemSize + 3 ];
  13611. if ( this.normalized ) w = denormalize( w, this.array );
  13612. return w;
  13613. }
  13614. /**
  13615. * Sets the w component of the vector at the given index.
  13616. *
  13617. * @param {number} index - The index into the buffer attribute.
  13618. * @param {number} w - The value to set.
  13619. * @return {BufferAttribute} A reference to this instance.
  13620. */
  13621. setW( index, w ) {
  13622. if ( this.normalized ) w = normalize( w, this.array );
  13623. this.array[ index * this.itemSize + 3 ] = w;
  13624. return this;
  13625. }
  13626. /**
  13627. * Sets the x and y component of the vector at the given index.
  13628. *
  13629. * @param {number} index - The index into the buffer attribute.
  13630. * @param {number} x - The value for the x component to set.
  13631. * @param {number} y - The value for the y component to set.
  13632. * @return {BufferAttribute} A reference to this instance.
  13633. */
  13634. setXY( index, x, y ) {
  13635. index *= this.itemSize;
  13636. if ( this.normalized ) {
  13637. x = normalize( x, this.array );
  13638. y = normalize( y, this.array );
  13639. }
  13640. this.array[ index + 0 ] = x;
  13641. this.array[ index + 1 ] = y;
  13642. return this;
  13643. }
  13644. /**
  13645. * Sets the x, y and z component of the vector at the given index.
  13646. *
  13647. * @param {number} index - The index into the buffer attribute.
  13648. * @param {number} x - The value for the x component to set.
  13649. * @param {number} y - The value for the y component to set.
  13650. * @param {number} z - The value for the z component to set.
  13651. * @return {BufferAttribute} A reference to this instance.
  13652. */
  13653. setXYZ( index, x, y, z ) {
  13654. index *= this.itemSize;
  13655. if ( this.normalized ) {
  13656. x = normalize( x, this.array );
  13657. y = normalize( y, this.array );
  13658. z = normalize( z, this.array );
  13659. }
  13660. this.array[ index + 0 ] = x;
  13661. this.array[ index + 1 ] = y;
  13662. this.array[ index + 2 ] = z;
  13663. return this;
  13664. }
  13665. /**
  13666. * Sets the x, y, z and w component of the vector at the given index.
  13667. *
  13668. * @param {number} index - The index into the buffer attribute.
  13669. * @param {number} x - The value for the x component to set.
  13670. * @param {number} y - The value for the y component to set.
  13671. * @param {number} z - The value for the z component to set.
  13672. * @param {number} w - The value for the w component to set.
  13673. * @return {BufferAttribute} A reference to this instance.
  13674. */
  13675. setXYZW( index, x, y, z, w ) {
  13676. index *= this.itemSize;
  13677. if ( this.normalized ) {
  13678. x = normalize( x, this.array );
  13679. y = normalize( y, this.array );
  13680. z = normalize( z, this.array );
  13681. w = normalize( w, this.array );
  13682. }
  13683. this.array[ index + 0 ] = x;
  13684. this.array[ index + 1 ] = y;
  13685. this.array[ index + 2 ] = z;
  13686. this.array[ index + 3 ] = w;
  13687. return this;
  13688. }
  13689. /**
  13690. * Sets the given callback function that is executed after the Renderer has transferred
  13691. * the attribute array data to the GPU. Can be used to perform clean-up operations after
  13692. * the upload when attribute data are not needed anymore on the CPU side.
  13693. *
  13694. * @param {Function} callback - The `onUpload()` callback.
  13695. * @return {BufferAttribute} A reference to this instance.
  13696. */
  13697. onUpload( callback ) {
  13698. this.onUploadCallback = callback;
  13699. return this;
  13700. }
  13701. /**
  13702. * Returns a new buffer attribute with copied values from this instance.
  13703. *
  13704. * @return {BufferAttribute} A clone of this instance.
  13705. */
  13706. clone() {
  13707. return new this.constructor( this.array, this.itemSize ).copy( this );
  13708. }
  13709. /**
  13710. * Serializes the buffer attribute into JSON.
  13711. *
  13712. * @return {Object} A JSON object representing the serialized buffer attribute.
  13713. */
  13714. toJSON() {
  13715. const data = {
  13716. itemSize: this.itemSize,
  13717. type: this.array.constructor.name,
  13718. array: Array.from( this.array ),
  13719. normalized: this.normalized
  13720. };
  13721. if ( this.name !== '' ) data.name = this.name;
  13722. if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
  13723. return data;
  13724. }
  13725. }
  13726. /**
  13727. * Convenient class that can be used when creating a `Int8` buffer attribute with
  13728. * a plain `Array` instance.
  13729. *
  13730. * @augments BufferAttribute
  13731. */
  13732. class Int8BufferAttribute extends BufferAttribute {
  13733. /**
  13734. * Constructs a new buffer attribute.
  13735. *
  13736. * @param {(Array<number>|Int8Array)} array - The array holding the attribute data.
  13737. * @param {number} itemSize - The item size.
  13738. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13739. */
  13740. constructor( array, itemSize, normalized ) {
  13741. super( new Int8Array( array ), itemSize, normalized );
  13742. }
  13743. }
  13744. /**
  13745. * Convenient class that can be used when creating a `UInt8` buffer attribute with
  13746. * a plain `Array` instance.
  13747. *
  13748. * @augments BufferAttribute
  13749. */
  13750. class Uint8BufferAttribute extends BufferAttribute {
  13751. /**
  13752. * Constructs a new buffer attribute.
  13753. *
  13754. * @param {(Array<number>|Uint8Array)} array - The array holding the attribute data.
  13755. * @param {number} itemSize - The item size.
  13756. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13757. */
  13758. constructor( array, itemSize, normalized ) {
  13759. super( new Uint8Array( array ), itemSize, normalized );
  13760. }
  13761. }
  13762. /**
  13763. * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with
  13764. * a plain `Array` instance.
  13765. *
  13766. * @augments BufferAttribute
  13767. */
  13768. class Uint8ClampedBufferAttribute extends BufferAttribute {
  13769. /**
  13770. * Constructs a new buffer attribute.
  13771. *
  13772. * @param {(Array<number>|Uint8ClampedArray)} array - The array holding the attribute data.
  13773. * @param {number} itemSize - The item size.
  13774. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13775. */
  13776. constructor( array, itemSize, normalized ) {
  13777. super( new Uint8ClampedArray( array ), itemSize, normalized );
  13778. }
  13779. }
  13780. /**
  13781. * Convenient class that can be used when creating a `Int16` buffer attribute with
  13782. * a plain `Array` instance.
  13783. *
  13784. * @augments BufferAttribute
  13785. */
  13786. class Int16BufferAttribute extends BufferAttribute {
  13787. /**
  13788. * Constructs a new buffer attribute.
  13789. *
  13790. * @param {(Array<number>|Int16Array)} array - The array holding the attribute data.
  13791. * @param {number} itemSize - The item size.
  13792. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13793. */
  13794. constructor( array, itemSize, normalized ) {
  13795. super( new Int16Array( array ), itemSize, normalized );
  13796. }
  13797. }
  13798. /**
  13799. * Convenient class that can be used when creating a `UInt16` buffer attribute with
  13800. * a plain `Array` instance.
  13801. *
  13802. * @augments BufferAttribute
  13803. */
  13804. class Uint16BufferAttribute extends BufferAttribute {
  13805. /**
  13806. * Constructs a new buffer attribute.
  13807. *
  13808. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13809. * @param {number} itemSize - The item size.
  13810. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13811. */
  13812. constructor( array, itemSize, normalized ) {
  13813. super( new Uint16Array( array ), itemSize, normalized );
  13814. }
  13815. }
  13816. /**
  13817. * Convenient class that can be used when creating a `Int32` buffer attribute with
  13818. * a plain `Array` instance.
  13819. *
  13820. * @augments BufferAttribute
  13821. */
  13822. class Int32BufferAttribute extends BufferAttribute {
  13823. /**
  13824. * Constructs a new buffer attribute.
  13825. *
  13826. * @param {(Array<number>|Int32Array)} array - The array holding the attribute data.
  13827. * @param {number} itemSize - The item size.
  13828. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13829. */
  13830. constructor( array, itemSize, normalized ) {
  13831. super( new Int32Array( array ), itemSize, normalized );
  13832. }
  13833. }
  13834. /**
  13835. * Convenient class that can be used when creating a `UInt32` buffer attribute with
  13836. * a plain `Array` instance.
  13837. *
  13838. * @augments BufferAttribute
  13839. */
  13840. class Uint32BufferAttribute extends BufferAttribute {
  13841. /**
  13842. * Constructs a new buffer attribute.
  13843. *
  13844. * @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
  13845. * @param {number} itemSize - The item size.
  13846. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13847. */
  13848. constructor( array, itemSize, normalized ) {
  13849. super( new Uint32Array( array ), itemSize, normalized );
  13850. }
  13851. }
  13852. /**
  13853. * Convenient class that can be used when creating a `Float16` buffer attribute with
  13854. * a plain `Array` instance.
  13855. *
  13856. * This class automatically converts to and from FP16 since `Float16Array` is not
  13857. * natively supported in JavaScript.
  13858. *
  13859. * @augments BufferAttribute
  13860. */
  13861. class Float16BufferAttribute extends BufferAttribute {
  13862. /**
  13863. * Constructs a new buffer attribute.
  13864. *
  13865. * @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
  13866. * @param {number} itemSize - The item size.
  13867. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13868. */
  13869. constructor( array, itemSize, normalized ) {
  13870. super( new Uint16Array( array ), itemSize, normalized );
  13871. this.isFloat16BufferAttribute = true;
  13872. }
  13873. getX( index ) {
  13874. let x = fromHalfFloat( this.array[ index * this.itemSize ] );
  13875. if ( this.normalized ) x = denormalize( x, this.array );
  13876. return x;
  13877. }
  13878. setX( index, x ) {
  13879. if ( this.normalized ) x = normalize( x, this.array );
  13880. this.array[ index * this.itemSize ] = toHalfFloat( x );
  13881. return this;
  13882. }
  13883. getY( index ) {
  13884. let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );
  13885. if ( this.normalized ) y = denormalize( y, this.array );
  13886. return y;
  13887. }
  13888. setY( index, y ) {
  13889. if ( this.normalized ) y = normalize( y, this.array );
  13890. this.array[ index * this.itemSize + 1 ] = toHalfFloat( y );
  13891. return this;
  13892. }
  13893. getZ( index ) {
  13894. let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );
  13895. if ( this.normalized ) z = denormalize( z, this.array );
  13896. return z;
  13897. }
  13898. setZ( index, z ) {
  13899. if ( this.normalized ) z = normalize( z, this.array );
  13900. this.array[ index * this.itemSize + 2 ] = toHalfFloat( z );
  13901. return this;
  13902. }
  13903. getW( index ) {
  13904. let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );
  13905. if ( this.normalized ) w = denormalize( w, this.array );
  13906. return w;
  13907. }
  13908. setW( index, w ) {
  13909. if ( this.normalized ) w = normalize( w, this.array );
  13910. this.array[ index * this.itemSize + 3 ] = toHalfFloat( w );
  13911. return this;
  13912. }
  13913. setXY( index, x, y ) {
  13914. index *= this.itemSize;
  13915. if ( this.normalized ) {
  13916. x = normalize( x, this.array );
  13917. y = normalize( y, this.array );
  13918. }
  13919. this.array[ index + 0 ] = toHalfFloat( x );
  13920. this.array[ index + 1 ] = toHalfFloat( y );
  13921. return this;
  13922. }
  13923. setXYZ( index, x, y, z ) {
  13924. index *= this.itemSize;
  13925. if ( this.normalized ) {
  13926. x = normalize( x, this.array );
  13927. y = normalize( y, this.array );
  13928. z = normalize( z, this.array );
  13929. }
  13930. this.array[ index + 0 ] = toHalfFloat( x );
  13931. this.array[ index + 1 ] = toHalfFloat( y );
  13932. this.array[ index + 2 ] = toHalfFloat( z );
  13933. return this;
  13934. }
  13935. setXYZW( index, x, y, z, w ) {
  13936. index *= this.itemSize;
  13937. if ( this.normalized ) {
  13938. x = normalize( x, this.array );
  13939. y = normalize( y, this.array );
  13940. z = normalize( z, this.array );
  13941. w = normalize( w, this.array );
  13942. }
  13943. this.array[ index + 0 ] = toHalfFloat( x );
  13944. this.array[ index + 1 ] = toHalfFloat( y );
  13945. this.array[ index + 2 ] = toHalfFloat( z );
  13946. this.array[ index + 3 ] = toHalfFloat( w );
  13947. return this;
  13948. }
  13949. }
  13950. /**
  13951. * Convenient class that can be used when creating a `Float32` buffer attribute with
  13952. * a plain `Array` instance.
  13953. *
  13954. * @augments BufferAttribute
  13955. */
  13956. class Float32BufferAttribute extends BufferAttribute {
  13957. /**
  13958. * Constructs a new buffer attribute.
  13959. *
  13960. * @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
  13961. * @param {number} itemSize - The item size.
  13962. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  13963. */
  13964. constructor( array, itemSize, normalized ) {
  13965. super( new Float32Array( array ), itemSize, normalized );
  13966. }
  13967. }
  13968. let _id$1 = 0;
  13969. const _m1 = /*@__PURE__*/ new Matrix4();
  13970. const _obj = /*@__PURE__*/ new Object3D();
  13971. const _offset = /*@__PURE__*/ new Vector3();
  13972. const _box$2 = /*@__PURE__*/ new Box3();
  13973. const _boxMorphTargets = /*@__PURE__*/ new Box3();
  13974. const _vector$8 = /*@__PURE__*/ new Vector3();
  13975. /**
  13976. * A representation of mesh, line, or point geometry. Includes vertex
  13977. * positions, face indices, normals, colors, UVs, and custom attributes
  13978. * within buffers, reducing the cost of passing all this data to the GPU.
  13979. *
  13980. * ```js
  13981. * const geometry = new THREE.BufferGeometry();
  13982. * // create a simple square shape. We duplicate the top left and bottom right
  13983. * // vertices because each vertex needs to appear once per triangle.
  13984. * const vertices = new Float32Array( [
  13985. * -1.0, -1.0, 1.0, // v0
  13986. * 1.0, -1.0, 1.0, // v1
  13987. * 1.0, 1.0, 1.0, // v2
  13988. *
  13989. * 1.0, 1.0, 1.0, // v3
  13990. * -1.0, 1.0, 1.0, // v4
  13991. * -1.0, -1.0, 1.0 // v5
  13992. * ] );
  13993. * // itemSize = 3 because there are 3 values (components) per vertex
  13994. * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  13995. * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  13996. * const mesh = new THREE.Mesh( geometry, material );
  13997. * ```
  13998. *
  13999. * @augments EventDispatcher
  14000. */
  14001. class BufferGeometry extends EventDispatcher {
  14002. /**
  14003. * Constructs a new geometry.
  14004. */
  14005. constructor() {
  14006. super();
  14007. /**
  14008. * This flag can be used for type testing.
  14009. *
  14010. * @type {boolean}
  14011. * @readonly
  14012. * @default true
  14013. */
  14014. this.isBufferGeometry = true;
  14015. /**
  14016. * The ID of the geometry.
  14017. *
  14018. * @name BufferGeometry#id
  14019. * @type {number}
  14020. * @readonly
  14021. */
  14022. Object.defineProperty( this, 'id', { value: _id$1 ++ } );
  14023. /**
  14024. * The UUID of the geometry.
  14025. *
  14026. * @type {string}
  14027. * @readonly
  14028. */
  14029. this.uuid = generateUUID();
  14030. /**
  14031. * The name of the geometry.
  14032. *
  14033. * @type {string}
  14034. */
  14035. this.name = '';
  14036. this.type = 'BufferGeometry';
  14037. /**
  14038. * Allows for vertices to be re-used across multiple triangles; this is
  14039. * called using "indexed triangles". Each triangle is associated with the
  14040. * indices of three vertices. This attribute therefore stores the index of
  14041. * each vertex for each triangular face. If this attribute is not set, the
  14042. * renderer assumes that each three contiguous positions represent a single triangle.
  14043. *
  14044. * @type {?BufferAttribute}
  14045. * @default null
  14046. */
  14047. this.index = null;
  14048. /**
  14049. * A (storage) buffer attribute which was generated with a compute shader and
  14050. * now defines indirect draw calls.
  14051. *
  14052. * Can only be used with {@link WebGPURenderer} and a WebGPU backend.
  14053. *
  14054. * @type {?BufferAttribute}
  14055. * @default null
  14056. */
  14057. this.indirect = null;
  14058. /**
  14059. * This dictionary has as id the name of the attribute to be set and as value
  14060. * the buffer attribute to set it to. Rather than accessing this property directly,
  14061. * use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
  14062. *
  14063. * @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
  14064. */
  14065. this.attributes = {};
  14066. /**
  14067. * This dictionary holds the morph targets of the geometry.
  14068. *
  14069. * Note: Once the geometry has been rendered, the morph attribute data cannot
  14070. * be changed. You will have to call `dispose()?, and create a new geometry instance.
  14071. *
  14072. * @type {Object}
  14073. */
  14074. this.morphAttributes = {};
  14075. /**
  14076. * Used to control the morph target behavior; when set to `true`, the morph
  14077. * target data is treated as relative offsets, rather than as absolute
  14078. * positions/normals.
  14079. *
  14080. * @type {boolean}
  14081. * @default false
  14082. */
  14083. this.morphTargetsRelative = false;
  14084. /**
  14085. * Split the geometry into groups, each of which will be rendered in a
  14086. * separate draw call. This allows an array of materials to be used with the geometry.
  14087. *
  14088. * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
  14089. *
  14090. * Every vertex and index must belong to exactly one group — groups must not share vertices or
  14091. * indices, and must not leave vertices or indices unused.
  14092. *
  14093. * @type {Array<Object>}
  14094. */
  14095. this.groups = [];
  14096. /**
  14097. * Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
  14098. *
  14099. * @type {Box3}
  14100. * @default null
  14101. */
  14102. this.boundingBox = null;
  14103. /**
  14104. * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
  14105. *
  14106. * @type {Sphere}
  14107. * @default null
  14108. */
  14109. this.boundingSphere = null;
  14110. /**
  14111. * Determines the part of the geometry to render. This should not be set directly,
  14112. * instead use `setDrawRange()`.
  14113. *
  14114. * @type {{start:number,count:number}}
  14115. */
  14116. this.drawRange = { start: 0, count: Infinity };
  14117. /**
  14118. * An object that can be used to store custom data about the geometry.
  14119. * It should not hold references to functions as these will not be cloned.
  14120. *
  14121. * @type {Object}
  14122. */
  14123. this.userData = {};
  14124. }
  14125. /**
  14126. * Returns the index of this geometry.
  14127. *
  14128. * @return {?BufferAttribute} The index. Returns `null` if no index is defined.
  14129. */
  14130. getIndex() {
  14131. return this.index;
  14132. }
  14133. /**
  14134. * Sets the given index to this geometry.
  14135. *
  14136. * @param {Array<number>|BufferAttribute} index - The index to set.
  14137. * @return {BufferGeometry} A reference to this instance.
  14138. */
  14139. setIndex( index ) {
  14140. if ( Array.isArray( index ) ) {
  14141. this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
  14142. } else {
  14143. this.index = index;
  14144. }
  14145. return this;
  14146. }
  14147. /**
  14148. * Sets the given indirect attribute to this geometry.
  14149. *
  14150. * @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
  14151. * @return {BufferGeometry} A reference to this instance.
  14152. */
  14153. setIndirect( indirect ) {
  14154. this.indirect = indirect;
  14155. return this;
  14156. }
  14157. /**
  14158. * Returns the indirect attribute of this geometry.
  14159. *
  14160. * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
  14161. */
  14162. getIndirect() {
  14163. return this.indirect;
  14164. }
  14165. /**
  14166. * Returns the buffer attribute for the given name.
  14167. *
  14168. * @param {string} name - The attribute name.
  14169. * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
  14170. * Returns `undefined` if not attribute has been found.
  14171. */
  14172. getAttribute( name ) {
  14173. return this.attributes[ name ];
  14174. }
  14175. /**
  14176. * Sets the given attribute for the given name.
  14177. *
  14178. * @param {string} name - The attribute name.
  14179. * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
  14180. * @return {BufferGeometry} A reference to this instance.
  14181. */
  14182. setAttribute( name, attribute ) {
  14183. this.attributes[ name ] = attribute;
  14184. return this;
  14185. }
  14186. /**
  14187. * Deletes the attribute for the given name.
  14188. *
  14189. * @param {string} name - The attribute name to delete.
  14190. * @return {BufferGeometry} A reference to this instance.
  14191. */
  14192. deleteAttribute( name ) {
  14193. delete this.attributes[ name ];
  14194. return this;
  14195. }
  14196. /**
  14197. * Returns `true` if this geometry has an attribute for the given name.
  14198. *
  14199. * @param {string} name - The attribute name.
  14200. * @return {boolean} Whether this geometry has an attribute for the given name or not.
  14201. */
  14202. hasAttribute( name ) {
  14203. return this.attributes[ name ] !== undefined;
  14204. }
  14205. /**
  14206. * Adds a group to this geometry.
  14207. *
  14208. * @param {number} start - The first element in this draw call. That is the first
  14209. * vertex for non-indexed geometry, otherwise the first triangle index.
  14210. * @param {number} count - Specifies how many vertices (or indices) are part of this group.
  14211. * @param {number} [materialIndex=0] - The material array index to use.
  14212. */
  14213. addGroup( start, count, materialIndex = 0 ) {
  14214. this.groups.push( {
  14215. start: start,
  14216. count: count,
  14217. materialIndex: materialIndex
  14218. } );
  14219. }
  14220. /**
  14221. * Clears all groups.
  14222. */
  14223. clearGroups() {
  14224. this.groups = [];
  14225. }
  14226. /**
  14227. * Sets the draw range for this geometry.
  14228. *
  14229. * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
  14230. * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
  14231. * For indexed BufferGeometry, `count` is the number of indices to render.
  14232. */
  14233. setDrawRange( start, count ) {
  14234. this.drawRange.start = start;
  14235. this.drawRange.count = count;
  14236. }
  14237. /**
  14238. * Applies the given 4x4 transformation matrix to the geometry.
  14239. *
  14240. * @param {Matrix4} matrix - The matrix to apply.
  14241. * @return {BufferGeometry} A reference to this instance.
  14242. */
  14243. applyMatrix4( matrix ) {
  14244. const position = this.attributes.position;
  14245. if ( position !== undefined ) {
  14246. position.applyMatrix4( matrix );
  14247. position.needsUpdate = true;
  14248. }
  14249. const normal = this.attributes.normal;
  14250. if ( normal !== undefined ) {
  14251. const normalMatrix = new Matrix3().getNormalMatrix( matrix );
  14252. normal.applyNormalMatrix( normalMatrix );
  14253. normal.needsUpdate = true;
  14254. }
  14255. const tangent = this.attributes.tangent;
  14256. if ( tangent !== undefined ) {
  14257. tangent.transformDirection( matrix );
  14258. tangent.needsUpdate = true;
  14259. }
  14260. if ( this.boundingBox !== null ) {
  14261. this.computeBoundingBox();
  14262. }
  14263. if ( this.boundingSphere !== null ) {
  14264. this.computeBoundingSphere();
  14265. }
  14266. return this;
  14267. }
  14268. /**
  14269. * Applies the rotation represented by the Quaternion to the geometry.
  14270. *
  14271. * @param {Quaternion} q - The Quaternion to apply.
  14272. * @return {BufferGeometry} A reference to this instance.
  14273. */
  14274. applyQuaternion( q ) {
  14275. _m1.makeRotationFromQuaternion( q );
  14276. this.applyMatrix4( _m1 );
  14277. return this;
  14278. }
  14279. /**
  14280. * Rotates the geometry about the X axis. This is typically done as a one time
  14281. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14282. * real-time mesh rotation.
  14283. *
  14284. * @param {number} angle - The angle in radians.
  14285. * @return {BufferGeometry} A reference to this instance.
  14286. */
  14287. rotateX( angle ) {
  14288. // rotate geometry around world x-axis
  14289. _m1.makeRotationX( angle );
  14290. this.applyMatrix4( _m1 );
  14291. return this;
  14292. }
  14293. /**
  14294. * Rotates the geometry about the Y axis. This is typically done as a one time
  14295. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14296. * real-time mesh rotation.
  14297. *
  14298. * @param {number} angle - The angle in radians.
  14299. * @return {BufferGeometry} A reference to this instance.
  14300. */
  14301. rotateY( angle ) {
  14302. // rotate geometry around world y-axis
  14303. _m1.makeRotationY( angle );
  14304. this.applyMatrix4( _m1 );
  14305. return this;
  14306. }
  14307. /**
  14308. * Rotates the geometry about the Z axis. This is typically done as a one time
  14309. * operation, and not during a loop. Use {@link Object3D#rotation} for typical
  14310. * real-time mesh rotation.
  14311. *
  14312. * @param {number} angle - The angle in radians.
  14313. * @return {BufferGeometry} A reference to this instance.
  14314. */
  14315. rotateZ( angle ) {
  14316. // rotate geometry around world z-axis
  14317. _m1.makeRotationZ( angle );
  14318. this.applyMatrix4( _m1 );
  14319. return this;
  14320. }
  14321. /**
  14322. * Translates the geometry. This is typically done as a one time
  14323. * operation, and not during a loop. Use {@link Object3D#position} for typical
  14324. * real-time mesh rotation.
  14325. *
  14326. * @param {number} x - The x offset.
  14327. * @param {number} y - The y offset.
  14328. * @param {number} z - The z offset.
  14329. * @return {BufferGeometry} A reference to this instance.
  14330. */
  14331. translate( x, y, z ) {
  14332. // translate geometry
  14333. _m1.makeTranslation( x, y, z );
  14334. this.applyMatrix4( _m1 );
  14335. return this;
  14336. }
  14337. /**
  14338. * Scales the geometry. This is typically done as a one time
  14339. * operation, and not during a loop. Use {@link Object3D#scale} for typical
  14340. * real-time mesh rotation.
  14341. *
  14342. * @param {number} x - The x scale.
  14343. * @param {number} y - The y scale.
  14344. * @param {number} z - The z scale.
  14345. * @return {BufferGeometry} A reference to this instance.
  14346. */
  14347. scale( x, y, z ) {
  14348. // scale geometry
  14349. _m1.makeScale( x, y, z );
  14350. this.applyMatrix4( _m1 );
  14351. return this;
  14352. }
  14353. /**
  14354. * Rotates the geometry to face a point in 3D space. This is typically done as a one time
  14355. * operation, and not during a loop. Use {@link Object3D#lookAt} for typical
  14356. * real-time mesh rotation.
  14357. *
  14358. * @param {Vector3} vector - The target point.
  14359. * @return {BufferGeometry} A reference to this instance.
  14360. */
  14361. lookAt( vector ) {
  14362. _obj.lookAt( vector );
  14363. _obj.updateMatrix();
  14364. this.applyMatrix4( _obj.matrix );
  14365. return this;
  14366. }
  14367. /**
  14368. * Center the geometry based on its bounding box.
  14369. *
  14370. * @return {BufferGeometry} A reference to this instance.
  14371. */
  14372. center() {
  14373. this.computeBoundingBox();
  14374. this.boundingBox.getCenter( _offset ).negate();
  14375. this.translate( _offset.x, _offset.y, _offset.z );
  14376. return this;
  14377. }
  14378. /**
  14379. * Defines a geometry by creating a `position` attribute based on the given array of points. The array
  14380. * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
  14381. * set to `0`.
  14382. *
  14383. * If the method is used with an existing `position` attribute, the vertex data are overwritten with the
  14384. * data from the array. The length of the array must match the vertex count.
  14385. *
  14386. * @param {Array<Vector2>|Array<Vector3>} points - The points.
  14387. * @return {BufferGeometry} A reference to this instance.
  14388. */
  14389. setFromPoints( points ) {
  14390. const positionAttribute = this.getAttribute( 'position' );
  14391. if ( positionAttribute === undefined ) {
  14392. const position = [];
  14393. for ( let i = 0, l = points.length; i < l; i ++ ) {
  14394. const point = points[ i ];
  14395. position.push( point.x, point.y, point.z || 0 );
  14396. }
  14397. this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
  14398. } else {
  14399. const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
  14400. for ( let i = 0; i < l; i ++ ) {
  14401. const point = points[ i ];
  14402. positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
  14403. }
  14404. if ( points.length > positionAttribute.count ) {
  14405. console.warn( 'THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
  14406. }
  14407. positionAttribute.needsUpdate = true;
  14408. }
  14409. return this;
  14410. }
  14411. /**
  14412. * Computes the bounding box of the geometry, and updates the `boundingBox` member.
  14413. * The bounding box is not computed by the engine; it must be computed by your app.
  14414. * You may need to recompute the bounding box if the geometry vertices are modified.
  14415. */
  14416. computeBoundingBox() {
  14417. if ( this.boundingBox === null ) {
  14418. this.boundingBox = new Box3();
  14419. }
  14420. const position = this.attributes.position;
  14421. const morphAttributesPosition = this.morphAttributes.position;
  14422. if ( position && position.isGLBufferAttribute ) {
  14423. console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
  14424. this.boundingBox.set(
  14425. new Vector3( - Infinity, - Infinity, - Infinity ),
  14426. new Vector3( + Infinity, + Infinity, + Infinity )
  14427. );
  14428. return;
  14429. }
  14430. if ( position !== undefined ) {
  14431. this.boundingBox.setFromBufferAttribute( position );
  14432. // process morph attributes if present
  14433. if ( morphAttributesPosition ) {
  14434. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14435. const morphAttribute = morphAttributesPosition[ i ];
  14436. _box$2.setFromBufferAttribute( morphAttribute );
  14437. if ( this.morphTargetsRelative ) {
  14438. _vector$8.addVectors( this.boundingBox.min, _box$2.min );
  14439. this.boundingBox.expandByPoint( _vector$8 );
  14440. _vector$8.addVectors( this.boundingBox.max, _box$2.max );
  14441. this.boundingBox.expandByPoint( _vector$8 );
  14442. } else {
  14443. this.boundingBox.expandByPoint( _box$2.min );
  14444. this.boundingBox.expandByPoint( _box$2.max );
  14445. }
  14446. }
  14447. }
  14448. } else {
  14449. this.boundingBox.makeEmpty();
  14450. }
  14451. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  14452. console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
  14453. }
  14454. }
  14455. /**
  14456. * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
  14457. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  14458. * You may need to recompute the bounding sphere if the geometry vertices are modified.
  14459. */
  14460. computeBoundingSphere() {
  14461. if ( this.boundingSphere === null ) {
  14462. this.boundingSphere = new Sphere();
  14463. }
  14464. const position = this.attributes.position;
  14465. const morphAttributesPosition = this.morphAttributes.position;
  14466. if ( position && position.isGLBufferAttribute ) {
  14467. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
  14468. this.boundingSphere.set( new Vector3(), Infinity );
  14469. return;
  14470. }
  14471. if ( position ) {
  14472. // first, find the center of the bounding sphere
  14473. const center = this.boundingSphere.center;
  14474. _box$2.setFromBufferAttribute( position );
  14475. // process morph attributes if present
  14476. if ( morphAttributesPosition ) {
  14477. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14478. const morphAttribute = morphAttributesPosition[ i ];
  14479. _boxMorphTargets.setFromBufferAttribute( morphAttribute );
  14480. if ( this.morphTargetsRelative ) {
  14481. _vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  14482. _box$2.expandByPoint( _vector$8 );
  14483. _vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  14484. _box$2.expandByPoint( _vector$8 );
  14485. } else {
  14486. _box$2.expandByPoint( _boxMorphTargets.min );
  14487. _box$2.expandByPoint( _boxMorphTargets.max );
  14488. }
  14489. }
  14490. }
  14491. _box$2.getCenter( center );
  14492. // second, try to find a boundingSphere with a radius smaller than the
  14493. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  14494. let maxRadiusSq = 0;
  14495. for ( let i = 0, il = position.count; i < il; i ++ ) {
  14496. _vector$8.fromBufferAttribute( position, i );
  14497. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14498. }
  14499. // process morph attributes if present
  14500. if ( morphAttributesPosition ) {
  14501. for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
  14502. const morphAttribute = morphAttributesPosition[ i ];
  14503. const morphTargetsRelative = this.morphTargetsRelative;
  14504. for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
  14505. _vector$8.fromBufferAttribute( morphAttribute, j );
  14506. if ( morphTargetsRelative ) {
  14507. _offset.fromBufferAttribute( position, j );
  14508. _vector$8.add( _offset );
  14509. }
  14510. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
  14511. }
  14512. }
  14513. }
  14514. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  14515. if ( isNaN( this.boundingSphere.radius ) ) {
  14516. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
  14517. }
  14518. }
  14519. }
  14520. /**
  14521. * Calculates and adds a tangent attribute to this geometry.
  14522. *
  14523. * The computation is only supported for indexed geometries and if position, normal, and uv attributes
  14524. * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
  14525. * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
  14526. */
  14527. computeTangents() {
  14528. const index = this.index;
  14529. const attributes = this.attributes;
  14530. // based on http://www.terathon.com/code/tangent.html
  14531. // (per vertex tangents)
  14532. if ( index === null ||
  14533. attributes.position === undefined ||
  14534. attributes.normal === undefined ||
  14535. attributes.uv === undefined ) {
  14536. console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  14537. return;
  14538. }
  14539. const positionAttribute = attributes.position;
  14540. const normalAttribute = attributes.normal;
  14541. const uvAttribute = attributes.uv;
  14542. if ( this.hasAttribute( 'tangent' ) === false ) {
  14543. this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
  14544. }
  14545. const tangentAttribute = this.getAttribute( 'tangent' );
  14546. const tan1 = [], tan2 = [];
  14547. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  14548. tan1[ i ] = new Vector3();
  14549. tan2[ i ] = new Vector3();
  14550. }
  14551. const vA = new Vector3(),
  14552. vB = new Vector3(),
  14553. vC = new Vector3(),
  14554. uvA = new Vector2(),
  14555. uvB = new Vector2(),
  14556. uvC = new Vector2(),
  14557. sdir = new Vector3(),
  14558. tdir = new Vector3();
  14559. function handleTriangle( a, b, c ) {
  14560. vA.fromBufferAttribute( positionAttribute, a );
  14561. vB.fromBufferAttribute( positionAttribute, b );
  14562. vC.fromBufferAttribute( positionAttribute, c );
  14563. uvA.fromBufferAttribute( uvAttribute, a );
  14564. uvB.fromBufferAttribute( uvAttribute, b );
  14565. uvC.fromBufferAttribute( uvAttribute, c );
  14566. vB.sub( vA );
  14567. vC.sub( vA );
  14568. uvB.sub( uvA );
  14569. uvC.sub( uvA );
  14570. const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
  14571. // silently ignore degenerate uv triangles having coincident or colinear vertices
  14572. if ( ! isFinite( r ) ) return;
  14573. sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
  14574. tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
  14575. tan1[ a ].add( sdir );
  14576. tan1[ b ].add( sdir );
  14577. tan1[ c ].add( sdir );
  14578. tan2[ a ].add( tdir );
  14579. tan2[ b ].add( tdir );
  14580. tan2[ c ].add( tdir );
  14581. }
  14582. let groups = this.groups;
  14583. if ( groups.length === 0 ) {
  14584. groups = [ {
  14585. start: 0,
  14586. count: index.count
  14587. } ];
  14588. }
  14589. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14590. const group = groups[ i ];
  14591. const start = group.start;
  14592. const count = group.count;
  14593. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14594. handleTriangle(
  14595. index.getX( j + 0 ),
  14596. index.getX( j + 1 ),
  14597. index.getX( j + 2 )
  14598. );
  14599. }
  14600. }
  14601. const tmp = new Vector3(), tmp2 = new Vector3();
  14602. const n = new Vector3(), n2 = new Vector3();
  14603. function handleVertex( v ) {
  14604. n.fromBufferAttribute( normalAttribute, v );
  14605. n2.copy( n );
  14606. const t = tan1[ v ];
  14607. // Gram-Schmidt orthogonalize
  14608. tmp.copy( t );
  14609. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  14610. // Calculate handedness
  14611. tmp2.crossVectors( n2, t );
  14612. const test = tmp2.dot( tan2[ v ] );
  14613. const w = ( test < 0.0 ) ? -1 : 1.0;
  14614. tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
  14615. }
  14616. for ( let i = 0, il = groups.length; i < il; ++ i ) {
  14617. const group = groups[ i ];
  14618. const start = group.start;
  14619. const count = group.count;
  14620. for ( let j = start, jl = start + count; j < jl; j += 3 ) {
  14621. handleVertex( index.getX( j + 0 ) );
  14622. handleVertex( index.getX( j + 1 ) );
  14623. handleVertex( index.getX( j + 2 ) );
  14624. }
  14625. }
  14626. }
  14627. /**
  14628. * Computes vertex normals for the given vertex data. For indexed geometries, the method sets
  14629. * each vertex normal to be the average of the face normals of the faces that share that vertex.
  14630. * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
  14631. * to be the same as the face normal.
  14632. */
  14633. computeVertexNormals() {
  14634. const index = this.index;
  14635. const positionAttribute = this.getAttribute( 'position' );
  14636. if ( positionAttribute !== undefined ) {
  14637. let normalAttribute = this.getAttribute( 'normal' );
  14638. if ( normalAttribute === undefined ) {
  14639. normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  14640. this.setAttribute( 'normal', normalAttribute );
  14641. } else {
  14642. // reset existing normals to zero
  14643. for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
  14644. normalAttribute.setXYZ( i, 0, 0, 0 );
  14645. }
  14646. }
  14647. const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
  14648. const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
  14649. const cb = new Vector3(), ab = new Vector3();
  14650. // indexed elements
  14651. if ( index ) {
  14652. for ( let i = 0, il = index.count; i < il; i += 3 ) {
  14653. const vA = index.getX( i + 0 );
  14654. const vB = index.getX( i + 1 );
  14655. const vC = index.getX( i + 2 );
  14656. pA.fromBufferAttribute( positionAttribute, vA );
  14657. pB.fromBufferAttribute( positionAttribute, vB );
  14658. pC.fromBufferAttribute( positionAttribute, vC );
  14659. cb.subVectors( pC, pB );
  14660. ab.subVectors( pA, pB );
  14661. cb.cross( ab );
  14662. nA.fromBufferAttribute( normalAttribute, vA );
  14663. nB.fromBufferAttribute( normalAttribute, vB );
  14664. nC.fromBufferAttribute( normalAttribute, vC );
  14665. nA.add( cb );
  14666. nB.add( cb );
  14667. nC.add( cb );
  14668. normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
  14669. normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
  14670. normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
  14671. }
  14672. } else {
  14673. // non-indexed elements (unconnected triangle soup)
  14674. for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
  14675. pA.fromBufferAttribute( positionAttribute, i + 0 );
  14676. pB.fromBufferAttribute( positionAttribute, i + 1 );
  14677. pC.fromBufferAttribute( positionAttribute, i + 2 );
  14678. cb.subVectors( pC, pB );
  14679. ab.subVectors( pA, pB );
  14680. cb.cross( ab );
  14681. normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
  14682. normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
  14683. normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
  14684. }
  14685. }
  14686. this.normalizeNormals();
  14687. normalAttribute.needsUpdate = true;
  14688. }
  14689. }
  14690. /**
  14691. * Ensures every normal vector in a geometry will have a magnitude of `1`. This will
  14692. * correct lighting on the geometry surfaces.
  14693. */
  14694. normalizeNormals() {
  14695. const normals = this.attributes.normal;
  14696. for ( let i = 0, il = normals.count; i < il; i ++ ) {
  14697. _vector$8.fromBufferAttribute( normals, i );
  14698. _vector$8.normalize();
  14699. normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
  14700. }
  14701. }
  14702. /**
  14703. * Return a new non-index version of this indexed geometry. If the geometry
  14704. * is already non-indexed, the method is a NOOP.
  14705. *
  14706. * @return {BufferGeometry} The non-indexed version of this indexed geometry.
  14707. */
  14708. toNonIndexed() {
  14709. function convertBufferAttribute( attribute, indices ) {
  14710. const array = attribute.array;
  14711. const itemSize = attribute.itemSize;
  14712. const normalized = attribute.normalized;
  14713. const array2 = new array.constructor( indices.length * itemSize );
  14714. let index = 0, index2 = 0;
  14715. for ( let i = 0, l = indices.length; i < l; i ++ ) {
  14716. if ( attribute.isInterleavedBufferAttribute ) {
  14717. index = indices[ i ] * attribute.data.stride + attribute.offset;
  14718. } else {
  14719. index = indices[ i ] * itemSize;
  14720. }
  14721. for ( let j = 0; j < itemSize; j ++ ) {
  14722. array2[ index2 ++ ] = array[ index ++ ];
  14723. }
  14724. }
  14725. return new BufferAttribute( array2, itemSize, normalized );
  14726. }
  14727. //
  14728. if ( this.index === null ) {
  14729. console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  14730. return this;
  14731. }
  14732. const geometry2 = new BufferGeometry();
  14733. const indices = this.index.array;
  14734. const attributes = this.attributes;
  14735. // attributes
  14736. for ( const name in attributes ) {
  14737. const attribute = attributes[ name ];
  14738. const newAttribute = convertBufferAttribute( attribute, indices );
  14739. geometry2.setAttribute( name, newAttribute );
  14740. }
  14741. // morph attributes
  14742. const morphAttributes = this.morphAttributes;
  14743. for ( const name in morphAttributes ) {
  14744. const morphArray = [];
  14745. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14746. for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
  14747. const attribute = morphAttribute[ i ];
  14748. const newAttribute = convertBufferAttribute( attribute, indices );
  14749. morphArray.push( newAttribute );
  14750. }
  14751. geometry2.morphAttributes[ name ] = morphArray;
  14752. }
  14753. geometry2.morphTargetsRelative = this.morphTargetsRelative;
  14754. // groups
  14755. const groups = this.groups;
  14756. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14757. const group = groups[ i ];
  14758. geometry2.addGroup( group.start, group.count, group.materialIndex );
  14759. }
  14760. return geometry2;
  14761. }
  14762. /**
  14763. * Serializes the geometry into JSON.
  14764. *
  14765. * @return {Object} A JSON object representing the serialized geometry.
  14766. */
  14767. toJSON() {
  14768. const data = {
  14769. metadata: {
  14770. version: 4.6,
  14771. type: 'BufferGeometry',
  14772. generator: 'BufferGeometry.toJSON'
  14773. }
  14774. };
  14775. // standard BufferGeometry serialization
  14776. data.uuid = this.uuid;
  14777. data.type = this.type;
  14778. if ( this.name !== '' ) data.name = this.name;
  14779. if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
  14780. if ( this.parameters !== undefined ) {
  14781. const parameters = this.parameters;
  14782. for ( const key in parameters ) {
  14783. if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
  14784. }
  14785. return data;
  14786. }
  14787. // for simplicity the code assumes attributes are not shared across geometries, see #15811
  14788. data.data = { attributes: {} };
  14789. const index = this.index;
  14790. if ( index !== null ) {
  14791. data.data.index = {
  14792. type: index.array.constructor.name,
  14793. array: Array.prototype.slice.call( index.array )
  14794. };
  14795. }
  14796. const attributes = this.attributes;
  14797. for ( const key in attributes ) {
  14798. const attribute = attributes[ key ];
  14799. data.data.attributes[ key ] = attribute.toJSON( data.data );
  14800. }
  14801. const morphAttributes = {};
  14802. let hasMorphAttributes = false;
  14803. for ( const key in this.morphAttributes ) {
  14804. const attributeArray = this.morphAttributes[ key ];
  14805. const array = [];
  14806. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  14807. const attribute = attributeArray[ i ];
  14808. array.push( attribute.toJSON( data.data ) );
  14809. }
  14810. if ( array.length > 0 ) {
  14811. morphAttributes[ key ] = array;
  14812. hasMorphAttributes = true;
  14813. }
  14814. }
  14815. if ( hasMorphAttributes ) {
  14816. data.data.morphAttributes = morphAttributes;
  14817. data.data.morphTargetsRelative = this.morphTargetsRelative;
  14818. }
  14819. const groups = this.groups;
  14820. if ( groups.length > 0 ) {
  14821. data.data.groups = JSON.parse( JSON.stringify( groups ) );
  14822. }
  14823. const boundingSphere = this.boundingSphere;
  14824. if ( boundingSphere !== null ) {
  14825. data.data.boundingSphere = {
  14826. center: boundingSphere.center.toArray(),
  14827. radius: boundingSphere.radius
  14828. };
  14829. }
  14830. return data;
  14831. }
  14832. /**
  14833. * Returns a new geometry with copied values from this instance.
  14834. *
  14835. * @return {BufferGeometry} A clone of this instance.
  14836. */
  14837. clone() {
  14838. return new this.constructor().copy( this );
  14839. }
  14840. /**
  14841. * Copies the values of the given geometry to this instance.
  14842. *
  14843. * @param {BufferGeometry} source - The geometry to copy.
  14844. * @return {BufferGeometry} A reference to this instance.
  14845. */
  14846. copy( source ) {
  14847. // reset
  14848. this.index = null;
  14849. this.attributes = {};
  14850. this.morphAttributes = {};
  14851. this.groups = [];
  14852. this.boundingBox = null;
  14853. this.boundingSphere = null;
  14854. // used for storing cloned, shared data
  14855. const data = {};
  14856. // name
  14857. this.name = source.name;
  14858. // index
  14859. const index = source.index;
  14860. if ( index !== null ) {
  14861. this.setIndex( index.clone() );
  14862. }
  14863. // attributes
  14864. const attributes = source.attributes;
  14865. for ( const name in attributes ) {
  14866. const attribute = attributes[ name ];
  14867. this.setAttribute( name, attribute.clone( data ) );
  14868. }
  14869. // morph attributes
  14870. const morphAttributes = source.morphAttributes;
  14871. for ( const name in morphAttributes ) {
  14872. const array = [];
  14873. const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
  14874. for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
  14875. array.push( morphAttribute[ i ].clone( data ) );
  14876. }
  14877. this.morphAttributes[ name ] = array;
  14878. }
  14879. this.morphTargetsRelative = source.morphTargetsRelative;
  14880. // groups
  14881. const groups = source.groups;
  14882. for ( let i = 0, l = groups.length; i < l; i ++ ) {
  14883. const group = groups[ i ];
  14884. this.addGroup( group.start, group.count, group.materialIndex );
  14885. }
  14886. // bounding box
  14887. const boundingBox = source.boundingBox;
  14888. if ( boundingBox !== null ) {
  14889. this.boundingBox = boundingBox.clone();
  14890. }
  14891. // bounding sphere
  14892. const boundingSphere = source.boundingSphere;
  14893. if ( boundingSphere !== null ) {
  14894. this.boundingSphere = boundingSphere.clone();
  14895. }
  14896. // draw range
  14897. this.drawRange.start = source.drawRange.start;
  14898. this.drawRange.count = source.drawRange.count;
  14899. // user data
  14900. this.userData = source.userData;
  14901. return this;
  14902. }
  14903. /**
  14904. * Frees the GPU-related resources allocated by this instance. Call this
  14905. * method whenever this instance is no longer used in your app.
  14906. *
  14907. * @fires BufferGeometry#dispose
  14908. */
  14909. dispose() {
  14910. this.dispatchEvent( { type: 'dispose' } );
  14911. }
  14912. }
  14913. const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  14914. const _ray$3 = /*@__PURE__*/ new Ray();
  14915. const _sphere$6 = /*@__PURE__*/ new Sphere();
  14916. const _sphereHitAt = /*@__PURE__*/ new Vector3();
  14917. const _vA$1 = /*@__PURE__*/ new Vector3();
  14918. const _vB$1 = /*@__PURE__*/ new Vector3();
  14919. const _vC$1 = /*@__PURE__*/ new Vector3();
  14920. const _tempA = /*@__PURE__*/ new Vector3();
  14921. const _morphA = /*@__PURE__*/ new Vector3();
  14922. const _intersectionPoint = /*@__PURE__*/ new Vector3();
  14923. const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
  14924. /**
  14925. * Class representing triangular polygon mesh based objects.
  14926. *
  14927. * ```js
  14928. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  14929. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  14930. * const mesh = new THREE.Mesh( geometry, material );
  14931. * scene.add( mesh );
  14932. * ```
  14933. *
  14934. * @augments Object3D
  14935. */
  14936. class Mesh extends Object3D {
  14937. /**
  14938. * Constructs a new mesh.
  14939. *
  14940. * @param {BufferGeometry} [geometry] - The mesh geometry.
  14941. * @param {Material|Array<Material>} [material] - The mesh material.
  14942. */
  14943. constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
  14944. super();
  14945. /**
  14946. * This flag can be used for type testing.
  14947. *
  14948. * @type {boolean}
  14949. * @readonly
  14950. * @default true
  14951. */
  14952. this.isMesh = true;
  14953. this.type = 'Mesh';
  14954. /**
  14955. * The mesh geometry.
  14956. *
  14957. * @type {BufferGeometry}
  14958. */
  14959. this.geometry = geometry;
  14960. /**
  14961. * The mesh material.
  14962. *
  14963. * @type {Material|Array<Material>}
  14964. * @default MeshBasicMaterial
  14965. */
  14966. this.material = material;
  14967. /**
  14968. * A dictionary representing the morph targets in the geometry. The key is the
  14969. * morph targets name, the value its attribute index. This member is `undefined`
  14970. * by default and only set when morph targets are detected in the geometry.
  14971. *
  14972. * @type {Object<String,number>|undefined}
  14973. * @default undefined
  14974. */
  14975. this.morphTargetDictionary = undefined;
  14976. /**
  14977. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  14978. * is applied. This member is `undefined` by default and only set when morph targets are
  14979. * detected in the geometry.
  14980. *
  14981. * @type {Array<number>|undefined}
  14982. * @default undefined
  14983. */
  14984. this.morphTargetInfluences = undefined;
  14985. this.updateMorphTargets();
  14986. }
  14987. copy( source, recursive ) {
  14988. super.copy( source, recursive );
  14989. if ( source.morphTargetInfluences !== undefined ) {
  14990. this.morphTargetInfluences = source.morphTargetInfluences.slice();
  14991. }
  14992. if ( source.morphTargetDictionary !== undefined ) {
  14993. this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
  14994. }
  14995. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  14996. this.geometry = source.geometry;
  14997. return this;
  14998. }
  14999. /**
  15000. * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
  15001. * to make sure existing morph targets can influence this 3D object.
  15002. */
  15003. updateMorphTargets() {
  15004. const geometry = this.geometry;
  15005. const morphAttributes = geometry.morphAttributes;
  15006. const keys = Object.keys( morphAttributes );
  15007. if ( keys.length > 0 ) {
  15008. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  15009. if ( morphAttribute !== undefined ) {
  15010. this.morphTargetInfluences = [];
  15011. this.morphTargetDictionary = {};
  15012. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  15013. const name = morphAttribute[ m ].name || String( m );
  15014. this.morphTargetInfluences.push( 0 );
  15015. this.morphTargetDictionary[ name ] = m;
  15016. }
  15017. }
  15018. }
  15019. }
  15020. /**
  15021. * Returns the local-space position of the vertex at the given index, taking into
  15022. * account the current animation state of both morph targets and skinning.
  15023. *
  15024. * @param {number} index - The vertex index.
  15025. * @param {Vector3} target - The target object that is used to store the method's result.
  15026. * @return {Vector3} The vertex position in local space.
  15027. */
  15028. getVertexPosition( index, target ) {
  15029. const geometry = this.geometry;
  15030. const position = geometry.attributes.position;
  15031. const morphPosition = geometry.morphAttributes.position;
  15032. const morphTargetsRelative = geometry.morphTargetsRelative;
  15033. target.fromBufferAttribute( position, index );
  15034. const morphInfluences = this.morphTargetInfluences;
  15035. if ( morphPosition && morphInfluences ) {
  15036. _morphA.set( 0, 0, 0 );
  15037. for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
  15038. const influence = morphInfluences[ i ];
  15039. const morphAttribute = morphPosition[ i ];
  15040. if ( influence === 0 ) continue;
  15041. _tempA.fromBufferAttribute( morphAttribute, index );
  15042. if ( morphTargetsRelative ) {
  15043. _morphA.addScaledVector( _tempA, influence );
  15044. } else {
  15045. _morphA.addScaledVector( _tempA.sub( target ), influence );
  15046. }
  15047. }
  15048. target.add( _morphA );
  15049. }
  15050. return target;
  15051. }
  15052. /**
  15053. * Computes intersection points between a casted ray and this line.
  15054. *
  15055. * @param {Raycaster} raycaster - The raycaster.
  15056. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  15057. */
  15058. raycast( raycaster, intersects ) {
  15059. const geometry = this.geometry;
  15060. const material = this.material;
  15061. const matrixWorld = this.matrixWorld;
  15062. if ( material === undefined ) return;
  15063. // test with bounding sphere in world space
  15064. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  15065. _sphere$6.copy( geometry.boundingSphere );
  15066. _sphere$6.applyMatrix4( matrixWorld );
  15067. // check distance from ray origin to bounding sphere
  15068. _ray$3.copy( raycaster.ray ).recast( raycaster.near );
  15069. if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
  15070. if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
  15071. if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
  15072. }
  15073. // convert ray to local space of mesh
  15074. _inverseMatrix$3.copy( matrixWorld ).invert();
  15075. _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
  15076. // test with bounding box in local space
  15077. if ( geometry.boundingBox !== null ) {
  15078. if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
  15079. }
  15080. // test for intersections with geometry
  15081. this._computeIntersections( raycaster, intersects, _ray$3 );
  15082. }
  15083. _computeIntersections( raycaster, intersects, rayLocalSpace ) {
  15084. let intersection;
  15085. const geometry = this.geometry;
  15086. const material = this.material;
  15087. const index = geometry.index;
  15088. const position = geometry.attributes.position;
  15089. const uv = geometry.attributes.uv;
  15090. const uv1 = geometry.attributes.uv1;
  15091. const normal = geometry.attributes.normal;
  15092. const groups = geometry.groups;
  15093. const drawRange = geometry.drawRange;
  15094. if ( index !== null ) {
  15095. // indexed buffer geometry
  15096. if ( Array.isArray( material ) ) {
  15097. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15098. const group = groups[ i ];
  15099. const groupMaterial = material[ group.materialIndex ];
  15100. const start = Math.max( group.start, drawRange.start );
  15101. const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15102. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15103. const a = index.getX( j );
  15104. const b = index.getX( j + 1 );
  15105. const c = index.getX( j + 2 );
  15106. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15107. if ( intersection ) {
  15108. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
  15109. intersection.face.materialIndex = group.materialIndex;
  15110. intersects.push( intersection );
  15111. }
  15112. }
  15113. }
  15114. } else {
  15115. const start = Math.max( 0, drawRange.start );
  15116. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  15117. for ( let i = start, il = end; i < il; i += 3 ) {
  15118. const a = index.getX( i );
  15119. const b = index.getX( i + 1 );
  15120. const c = index.getX( i + 2 );
  15121. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15122. if ( intersection ) {
  15123. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
  15124. intersects.push( intersection );
  15125. }
  15126. }
  15127. }
  15128. } else if ( position !== undefined ) {
  15129. // non-indexed buffer geometry
  15130. if ( Array.isArray( material ) ) {
  15131. for ( let i = 0, il = groups.length; i < il; i ++ ) {
  15132. const group = groups[ i ];
  15133. const groupMaterial = material[ group.materialIndex ];
  15134. const start = Math.max( group.start, drawRange.start );
  15135. const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
  15136. for ( let j = start, jl = end; j < jl; j += 3 ) {
  15137. const a = j;
  15138. const b = j + 1;
  15139. const c = j + 2;
  15140. intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15141. if ( intersection ) {
  15142. intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
  15143. intersection.face.materialIndex = group.materialIndex;
  15144. intersects.push( intersection );
  15145. }
  15146. }
  15147. }
  15148. } else {
  15149. const start = Math.max( 0, drawRange.start );
  15150. const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
  15151. for ( let i = start, il = end; i < il; i += 3 ) {
  15152. const a = i;
  15153. const b = i + 1;
  15154. const c = i + 2;
  15155. intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
  15156. if ( intersection ) {
  15157. intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
  15158. intersects.push( intersection );
  15159. }
  15160. }
  15161. }
  15162. }
  15163. }
  15164. }
  15165. function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
  15166. let intersect;
  15167. if ( material.side === BackSide ) {
  15168. intersect = ray.intersectTriangle( pC, pB, pA, true, point );
  15169. } else {
  15170. intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
  15171. }
  15172. if ( intersect === null ) return null;
  15173. _intersectionPointWorld.copy( point );
  15174. _intersectionPointWorld.applyMatrix4( object.matrixWorld );
  15175. const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
  15176. if ( distance < raycaster.near || distance > raycaster.far ) return null;
  15177. return {
  15178. distance: distance,
  15179. point: _intersectionPointWorld.clone(),
  15180. object: object
  15181. };
  15182. }
  15183. function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
  15184. object.getVertexPosition( a, _vA$1 );
  15185. object.getVertexPosition( b, _vB$1 );
  15186. object.getVertexPosition( c, _vC$1 );
  15187. const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
  15188. if ( intersection ) {
  15189. const barycoord = new Vector3();
  15190. Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
  15191. if ( uv ) {
  15192. intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
  15193. }
  15194. if ( uv1 ) {
  15195. intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
  15196. }
  15197. if ( normal ) {
  15198. intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
  15199. if ( intersection.normal.dot( ray.direction ) > 0 ) {
  15200. intersection.normal.multiplyScalar( -1 );
  15201. }
  15202. }
  15203. const face = {
  15204. a: a,
  15205. b: b,
  15206. c: c,
  15207. normal: new Vector3(),
  15208. materialIndex: 0
  15209. };
  15210. Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
  15211. intersection.face = face;
  15212. intersection.barycoord = barycoord;
  15213. }
  15214. return intersection;
  15215. }
  15216. /**
  15217. * A geometry class for a rectangular cuboid with a given width, height, and depth.
  15218. * On creation, the cuboid is centred on the origin, with each edge parallel to one
  15219. * of the axes.
  15220. *
  15221. * ```js
  15222. * const geometry = new THREE.BoxGeometry( 1, 1, 1 );
  15223. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  15224. * const cube = new THREE.Mesh( geometry, material );
  15225. * scene.add( cube );
  15226. * ```
  15227. *
  15228. * @augments BufferGeometry
  15229. */
  15230. class BoxGeometry extends BufferGeometry {
  15231. /**
  15232. * Constructs a new box geometry.
  15233. *
  15234. * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
  15235. * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
  15236. * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
  15237. * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
  15238. * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
  15239. * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
  15240. */
  15241. constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
  15242. super();
  15243. this.type = 'BoxGeometry';
  15244. /**
  15245. * Holds the constructor parameters that have been
  15246. * used to generate the geometry. Any modification
  15247. * after instantiation does not change the geometry.
  15248. *
  15249. * @type {Object}
  15250. */
  15251. this.parameters = {
  15252. width: width,
  15253. height: height,
  15254. depth: depth,
  15255. widthSegments: widthSegments,
  15256. heightSegments: heightSegments,
  15257. depthSegments: depthSegments
  15258. };
  15259. const scope = this;
  15260. // segments
  15261. widthSegments = Math.floor( widthSegments );
  15262. heightSegments = Math.floor( heightSegments );
  15263. depthSegments = Math.floor( depthSegments );
  15264. // buffers
  15265. const indices = [];
  15266. const vertices = [];
  15267. const normals = [];
  15268. const uvs = [];
  15269. // helper variables
  15270. let numberOfVertices = 0;
  15271. let groupStart = 0;
  15272. // build each side of the box geometry
  15273. buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  15274. buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  15275. buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  15276. buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  15277. buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  15278. buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
  15279. // build geometry
  15280. this.setIndex( indices );
  15281. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  15282. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  15283. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  15284. function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
  15285. const segmentWidth = width / gridX;
  15286. const segmentHeight = height / gridY;
  15287. const widthHalf = width / 2;
  15288. const heightHalf = height / 2;
  15289. const depthHalf = depth / 2;
  15290. const gridX1 = gridX + 1;
  15291. const gridY1 = gridY + 1;
  15292. let vertexCounter = 0;
  15293. let groupCount = 0;
  15294. const vector = new Vector3();
  15295. // generate vertices, normals and uvs
  15296. for ( let iy = 0; iy < gridY1; iy ++ ) {
  15297. const y = iy * segmentHeight - heightHalf;
  15298. for ( let ix = 0; ix < gridX1; ix ++ ) {
  15299. const x = ix * segmentWidth - widthHalf;
  15300. // set values to correct vector component
  15301. vector[ u ] = x * udir;
  15302. vector[ v ] = y * vdir;
  15303. vector[ w ] = depthHalf;
  15304. // now apply vector to vertex buffer
  15305. vertices.push( vector.x, vector.y, vector.z );
  15306. // set values to correct vector component
  15307. vector[ u ] = 0;
  15308. vector[ v ] = 0;
  15309. vector[ w ] = depth > 0 ? 1 : -1;
  15310. // now apply vector to normal buffer
  15311. normals.push( vector.x, vector.y, vector.z );
  15312. // uvs
  15313. uvs.push( ix / gridX );
  15314. uvs.push( 1 - ( iy / gridY ) );
  15315. // counters
  15316. vertexCounter += 1;
  15317. }
  15318. }
  15319. // indices
  15320. // 1. you need three indices to draw a single face
  15321. // 2. a single segment consists of two faces
  15322. // 3. so we need to generate six (2*3) indices per segment
  15323. for ( let iy = 0; iy < gridY; iy ++ ) {
  15324. for ( let ix = 0; ix < gridX; ix ++ ) {
  15325. const a = numberOfVertices + ix + gridX1 * iy;
  15326. const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
  15327. const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
  15328. const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
  15329. // faces
  15330. indices.push( a, b, d );
  15331. indices.push( b, c, d );
  15332. // increase counter
  15333. groupCount += 6;
  15334. }
  15335. }
  15336. // add a group to the geometry. this will ensure multi material support
  15337. scope.addGroup( groupStart, groupCount, materialIndex );
  15338. // calculate new start value for groups
  15339. groupStart += groupCount;
  15340. // update total number of vertices
  15341. numberOfVertices += vertexCounter;
  15342. }
  15343. }
  15344. copy( source ) {
  15345. super.copy( source );
  15346. this.parameters = Object.assign( {}, source.parameters );
  15347. return this;
  15348. }
  15349. /**
  15350. * Factory method for creating an instance of this class from the given
  15351. * JSON object.
  15352. *
  15353. * @param {Object} data - A JSON object representing the serialized geometry.
  15354. * @return {BoxGeometry} A new instance.
  15355. */
  15356. static fromJSON( data ) {
  15357. return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
  15358. }
  15359. }
  15360. // Uniform Utilities
  15361. function cloneUniforms( src ) {
  15362. const dst = {};
  15363. for ( const u in src ) {
  15364. dst[ u ] = {};
  15365. for ( const p in src[ u ] ) {
  15366. const property = src[ u ][ p ];
  15367. if ( property && ( property.isColor ||
  15368. property.isMatrix3 || property.isMatrix4 ||
  15369. property.isVector2 || property.isVector3 || property.isVector4 ||
  15370. property.isTexture || property.isQuaternion ) ) {
  15371. if ( property.isRenderTargetTexture ) {
  15372. console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
  15373. dst[ u ][ p ] = null;
  15374. } else {
  15375. dst[ u ][ p ] = property.clone();
  15376. }
  15377. } else if ( Array.isArray( property ) ) {
  15378. dst[ u ][ p ] = property.slice();
  15379. } else {
  15380. dst[ u ][ p ] = property;
  15381. }
  15382. }
  15383. }
  15384. return dst;
  15385. }
  15386. function mergeUniforms( uniforms ) {
  15387. const merged = {};
  15388. for ( let u = 0; u < uniforms.length; u ++ ) {
  15389. const tmp = cloneUniforms( uniforms[ u ] );
  15390. for ( const p in tmp ) {
  15391. merged[ p ] = tmp[ p ];
  15392. }
  15393. }
  15394. return merged;
  15395. }
  15396. function cloneUniformsGroups( src ) {
  15397. const dst = [];
  15398. for ( let u = 0; u < src.length; u ++ ) {
  15399. dst.push( src[ u ].clone() );
  15400. }
  15401. return dst;
  15402. }
  15403. function getUnlitUniformColorSpace( renderer ) {
  15404. const currentRenderTarget = renderer.getRenderTarget();
  15405. if ( currentRenderTarget === null ) {
  15406. // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  15407. return renderer.outputColorSpace;
  15408. }
  15409. // https://github.com/mrdoob/three.js/issues/27868
  15410. if ( currentRenderTarget.isXRRenderTarget === true ) {
  15411. return currentRenderTarget.texture.colorSpace;
  15412. }
  15413. return ColorManagement.workingColorSpace;
  15414. }
  15415. // Legacy
  15416. const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
  15417. var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
  15418. var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
  15419. /**
  15420. * A material rendered with custom shaders. A shader is a small program written in GLSL.
  15421. * that runs on the GPU. You may want to use a custom shader if you need to implement an
  15422. * effect not included with any of the built-in materials.
  15423. *
  15424. * There are the following notes to bear in mind when using a `ShaderMaterial`:
  15425. *
  15426. * - `ShaderMaterial` can only be used with {@link WebGLRenderer}.
  15427. * - Built in attributes and uniforms are passed to the shaders along with your code. If
  15428. * you don't want that, use {@link RawShaderMaterial} instead.
  15429. * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end`
  15430. * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has
  15431. * to be placed right above the loop. The loop formatting has to correspond to a defined standard.
  15432. * - The loop has to be [normalized]{@link https://en.wikipedia.org/wiki/Normalized_loop}.
  15433. * - The loop variable has to be *i*.
  15434. * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly
  15435. * value of *i* for the given iteration and can be used in preprocessor
  15436. * statements.
  15437. *
  15438. * ```js
  15439. * const material = new THREE.ShaderMaterial( {
  15440. * uniforms: {
  15441. * time: { value: 1.0 },
  15442. * resolution: { value: new THREE.Vector2() }
  15443. * },
  15444. * vertexShader: document.getElementById( 'vertexShader' ).textContent,
  15445. * fragmentShader: document.getElementById( 'fragmentShader' ).textContent
  15446. * } );
  15447. * ```
  15448. *
  15449. * @augments Material
  15450. */
  15451. class ShaderMaterial extends Material {
  15452. /**
  15453. * Constructs a new shader material.
  15454. *
  15455. * @param {Object} [parameters] - An object with one or more properties
  15456. * defining the material's appearance. Any property of the material
  15457. * (including any property from inherited materials) can be passed
  15458. * in here. Color values can be passed any type of value accepted
  15459. * by {@link Color#set}.
  15460. */
  15461. constructor( parameters ) {
  15462. super();
  15463. /**
  15464. * This flag can be used for type testing.
  15465. *
  15466. * @type {boolean}
  15467. * @readonly
  15468. * @default true
  15469. */
  15470. this.isShaderMaterial = true;
  15471. this.type = 'ShaderMaterial';
  15472. /**
  15473. * Defines custom constants using `#define` directives within the GLSL code
  15474. * for both the vertex shader and the fragment shader; each key/value pair
  15475. * yields another directive.
  15476. * ```js
  15477. * defines: {
  15478. * FOO: 15,
  15479. * BAR: true
  15480. * }
  15481. * ```
  15482. * Yields the lines:
  15483. * ```
  15484. * #define FOO 15
  15485. * #define BAR true
  15486. * ```
  15487. *
  15488. * @type {Object}
  15489. */
  15490. this.defines = {};
  15491. /**
  15492. * An object of the form:
  15493. * ```js
  15494. * {
  15495. * "uniform1": { value: 1.0 },
  15496. * "uniform2": { value: 2 }
  15497. * }
  15498. * ```
  15499. * specifying the uniforms to be passed to the shader code; keys are uniform
  15500. * names, values are definitions of the form
  15501. * ```
  15502. * {
  15503. * value: 1.0
  15504. * }
  15505. * ```
  15506. * where `value` is the value of the uniform. Names must match the name of
  15507. * the uniform, as defined in the GLSL code. Note that uniforms are refreshed
  15508. * on every frame, so updating the value of the uniform will immediately
  15509. * update the value available to the GLSL code.
  15510. *
  15511. * @type {Object}
  15512. */
  15513. this.uniforms = {};
  15514. /**
  15515. * An array holding uniforms groups for configuring UBOs.
  15516. *
  15517. * @type {Array<UniformsGroup>}
  15518. */
  15519. this.uniformsGroups = [];
  15520. /**
  15521. * Vertex shader GLSL code. This is the actual code for the shader.
  15522. *
  15523. * @type {string}
  15524. */
  15525. this.vertexShader = default_vertex;
  15526. /**
  15527. * Fragment shader GLSL code. This is the actual code for the shader.
  15528. *
  15529. * @type {string}
  15530. */
  15531. this.fragmentShader = default_fragment;
  15532. /**
  15533. * Controls line thickness or lines.
  15534. *
  15535. * WebGL and WebGPU ignore this setting and always render line primitives with a
  15536. * width of one pixel.
  15537. *
  15538. * @type {number}
  15539. * @default 1
  15540. */
  15541. this.linewidth = 1;
  15542. /**
  15543. * Renders the geometry as a wireframe.
  15544. *
  15545. * @type {boolean}
  15546. * @default false
  15547. */
  15548. this.wireframe = false;
  15549. /**
  15550. * Controls the thickness of the wireframe.
  15551. *
  15552. * WebGL and WebGPU ignore this property and always render
  15553. * 1 pixel wide lines.
  15554. *
  15555. * @type {number}
  15556. * @default 1
  15557. */
  15558. this.wireframeLinewidth = 1;
  15559. /**
  15560. * Define whether the material color is affected by global fog settings; `true`
  15561. * to pass fog uniforms to the shader.
  15562. *
  15563. * @type {boolean}
  15564. * @default false
  15565. */
  15566. this.fog = false;
  15567. /**
  15568. * Defines whether this material uses lighting; `true` to pass uniform data
  15569. * related to lighting to this shader.
  15570. *
  15571. * @type {boolean}
  15572. * @default false
  15573. */
  15574. this.lights = false;
  15575. /**
  15576. * Defines whether this material supports clipping; `true` to let the renderer
  15577. * pass the clippingPlanes uniform.
  15578. *
  15579. * @type {boolean}
  15580. * @default false
  15581. */
  15582. this.clipping = false;
  15583. /**
  15584. * Overwritten and set to `true` by default.
  15585. *
  15586. * @type {boolean}
  15587. * @default true
  15588. */
  15589. this.forceSinglePass = true;
  15590. /**
  15591. * This object allows to enable certain WebGL 2 extensions.
  15592. *
  15593. * - clipCullDistance: set to `true` to use vertex shader clipping
  15594. * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
  15595. *
  15596. * @type {{clipCullDistance:false,multiDraw:false}}
  15597. */
  15598. this.extensions = {
  15599. clipCullDistance: false, // set to use vertex shader clipping
  15600. multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  15601. };
  15602. /**
  15603. * When the rendered geometry doesn't include these attributes but the
  15604. * material does, these default values will be passed to the shaders. This
  15605. * avoids errors when buffer data is missing.
  15606. *
  15607. * - color: [ 1, 1, 1 ]
  15608. * - uv: [ 0, 0 ]
  15609. * - uv1: [ 0, 0 ]
  15610. *
  15611. * @type {Object}
  15612. */
  15613. this.defaultAttributeValues = {
  15614. 'color': [ 1, 1, 1 ],
  15615. 'uv': [ 0, 0 ],
  15616. 'uv1': [ 0, 0 ]
  15617. };
  15618. /**
  15619. * If set, this calls [gl.bindAttribLocation]{@link https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation}
  15620. * to bind a generic vertex index to an attribute variable.
  15621. *
  15622. * @type {string|undefined}
  15623. * @default undefined
  15624. */
  15625. this.index0AttributeName = undefined;
  15626. /**
  15627. * Can be used to force a uniform update while changing uniforms in
  15628. * {@link Object3D#onBeforeRender}.
  15629. *
  15630. * @type {boolean}
  15631. * @default false
  15632. */
  15633. this.uniformsNeedUpdate = false;
  15634. /**
  15635. * Defines the GLSL version of custom shader code.
  15636. *
  15637. * @type {?(GLSL1|GLSL3)}
  15638. * @default null
  15639. */
  15640. this.glslVersion = null;
  15641. if ( parameters !== undefined ) {
  15642. this.setValues( parameters );
  15643. }
  15644. }
  15645. copy( source ) {
  15646. super.copy( source );
  15647. this.fragmentShader = source.fragmentShader;
  15648. this.vertexShader = source.vertexShader;
  15649. this.uniforms = cloneUniforms( source.uniforms );
  15650. this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
  15651. this.defines = Object.assign( {}, source.defines );
  15652. this.wireframe = source.wireframe;
  15653. this.wireframeLinewidth = source.wireframeLinewidth;
  15654. this.fog = source.fog;
  15655. this.lights = source.lights;
  15656. this.clipping = source.clipping;
  15657. this.extensions = Object.assign( {}, source.extensions );
  15658. this.glslVersion = source.glslVersion;
  15659. return this;
  15660. }
  15661. toJSON( meta ) {
  15662. const data = super.toJSON( meta );
  15663. data.glslVersion = this.glslVersion;
  15664. data.uniforms = {};
  15665. for ( const name in this.uniforms ) {
  15666. const uniform = this.uniforms[ name ];
  15667. const value = uniform.value;
  15668. if ( value && value.isTexture ) {
  15669. data.uniforms[ name ] = {
  15670. type: 't',
  15671. value: value.toJSON( meta ).uuid
  15672. };
  15673. } else if ( value && value.isColor ) {
  15674. data.uniforms[ name ] = {
  15675. type: 'c',
  15676. value: value.getHex()
  15677. };
  15678. } else if ( value && value.isVector2 ) {
  15679. data.uniforms[ name ] = {
  15680. type: 'v2',
  15681. value: value.toArray()
  15682. };
  15683. } else if ( value && value.isVector3 ) {
  15684. data.uniforms[ name ] = {
  15685. type: 'v3',
  15686. value: value.toArray()
  15687. };
  15688. } else if ( value && value.isVector4 ) {
  15689. data.uniforms[ name ] = {
  15690. type: 'v4',
  15691. value: value.toArray()
  15692. };
  15693. } else if ( value && value.isMatrix3 ) {
  15694. data.uniforms[ name ] = {
  15695. type: 'm3',
  15696. value: value.toArray()
  15697. };
  15698. } else if ( value && value.isMatrix4 ) {
  15699. data.uniforms[ name ] = {
  15700. type: 'm4',
  15701. value: value.toArray()
  15702. };
  15703. } else {
  15704. data.uniforms[ name ] = {
  15705. value: value
  15706. };
  15707. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  15708. }
  15709. }
  15710. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  15711. data.vertexShader = this.vertexShader;
  15712. data.fragmentShader = this.fragmentShader;
  15713. data.lights = this.lights;
  15714. data.clipping = this.clipping;
  15715. const extensions = {};
  15716. for ( const key in this.extensions ) {
  15717. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  15718. }
  15719. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  15720. return data;
  15721. }
  15722. }
  15723. /**
  15724. * Abstract base class for cameras. This class should always be inherited
  15725. * when you build a new camera.
  15726. *
  15727. * @abstract
  15728. * @augments Object3D
  15729. */
  15730. class Camera extends Object3D {
  15731. /**
  15732. * Constructs a new camera.
  15733. */
  15734. constructor() {
  15735. super();
  15736. /**
  15737. * This flag can be used for type testing.
  15738. *
  15739. * @type {boolean}
  15740. * @readonly
  15741. * @default true
  15742. */
  15743. this.isCamera = true;
  15744. this.type = 'Camera';
  15745. /**
  15746. * The inverse of the camera's world matrix.
  15747. *
  15748. * @type {Matrix4}
  15749. */
  15750. this.matrixWorldInverse = new Matrix4();
  15751. /**
  15752. * The camera's projection matrix.
  15753. *
  15754. * @type {Matrix4}
  15755. */
  15756. this.projectionMatrix = new Matrix4();
  15757. /**
  15758. * The inverse of the camera's projection matrix.
  15759. *
  15760. * @type {Matrix4}
  15761. */
  15762. this.projectionMatrixInverse = new Matrix4();
  15763. /**
  15764. * The coordinate system in which the camera is used.
  15765. *
  15766. * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  15767. */
  15768. this.coordinateSystem = WebGLCoordinateSystem;
  15769. }
  15770. copy( source, recursive ) {
  15771. super.copy( source, recursive );
  15772. this.matrixWorldInverse.copy( source.matrixWorldInverse );
  15773. this.projectionMatrix.copy( source.projectionMatrix );
  15774. this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
  15775. this.coordinateSystem = source.coordinateSystem;
  15776. return this;
  15777. }
  15778. /**
  15779. * Returns a vector representing the ("look") direction of the 3D object in world space.
  15780. *
  15781. * This method is overwritten since cameras have a different forward vector compared to other
  15782. * 3D objects. A camera looks down its local, negative z-axis by default.
  15783. *
  15784. * @param {Vector3} target - The target vector the result is stored to.
  15785. * @return {Vector3} The 3D object's direction in world space.
  15786. */
  15787. getWorldDirection( target ) {
  15788. return super.getWorldDirection( target ).negate();
  15789. }
  15790. updateMatrixWorld( force ) {
  15791. super.updateMatrixWorld( force );
  15792. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15793. }
  15794. updateWorldMatrix( updateParents, updateChildren ) {
  15795. super.updateWorldMatrix( updateParents, updateChildren );
  15796. this.matrixWorldInverse.copy( this.matrixWorld ).invert();
  15797. }
  15798. clone() {
  15799. return new this.constructor().copy( this );
  15800. }
  15801. }
  15802. const _v3$1 = /*@__PURE__*/ new Vector3();
  15803. const _minTarget = /*@__PURE__*/ new Vector2();
  15804. const _maxTarget = /*@__PURE__*/ new Vector2();
  15805. /**
  15806. * Camera that uses [perspective projection]{@link https://en.wikipedia.org/wiki/Perspective_(graphical)}.
  15807. *
  15808. * This projection mode is designed to mimic the way the human eye sees. It
  15809. * is the most common projection mode used for rendering a 3D scene.
  15810. *
  15811. * ```js
  15812. * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 );
  15813. * scene.add( camera );
  15814. * ```
  15815. *
  15816. * @augments Camera
  15817. */
  15818. class PerspectiveCamera extends Camera {
  15819. /**
  15820. * Constructs a new perspective camera.
  15821. *
  15822. * @param {number} [fov=50] - The vertical field of view.
  15823. * @param {number} [aspect=1] - The aspect ratio.
  15824. * @param {number} [near=0.1] - The camera's near plane.
  15825. * @param {number} [far=2000] - The camera's far plane.
  15826. */
  15827. constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
  15828. super();
  15829. /**
  15830. * This flag can be used for type testing.
  15831. *
  15832. * @type {boolean}
  15833. * @readonly
  15834. * @default true
  15835. */
  15836. this.isPerspectiveCamera = true;
  15837. this.type = 'PerspectiveCamera';
  15838. /**
  15839. * The vertical field of view, from bottom to top of view,
  15840. * in degrees.
  15841. *
  15842. * @type {number}
  15843. * @default 50
  15844. */
  15845. this.fov = fov;
  15846. /**
  15847. * The zoom factor of the camera.
  15848. *
  15849. * @type {number}
  15850. * @default 1
  15851. */
  15852. this.zoom = 1;
  15853. /**
  15854. * The camera's near plane. The valid range is greater than `0`
  15855. * and less than the current value of {@link PerspectiveCamera#far}.
  15856. *
  15857. * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
  15858. * valid value for a perspective camera's near plane.
  15859. *
  15860. * @type {number}
  15861. * @default 0.1
  15862. */
  15863. this.near = near;
  15864. /**
  15865. * The camera's far plane. Must be greater than the
  15866. * current value of {@link PerspectiveCamera#near}.
  15867. *
  15868. * @type {number}
  15869. * @default 2000
  15870. */
  15871. this.far = far;
  15872. /**
  15873. * Object distance used for stereoscopy and depth-of-field effects. This
  15874. * parameter does not influence the projection matrix unless a
  15875. * {@link StereoCamera} is being used.
  15876. *
  15877. * @type {number}
  15878. * @default 10
  15879. */
  15880. this.focus = 10;
  15881. /**
  15882. * The aspect ratio, usually the canvas width / canvas height.
  15883. *
  15884. * @type {number}
  15885. * @default 1
  15886. */
  15887. this.aspect = aspect;
  15888. /**
  15889. * Represents the frustum window specification. This property should not be edited
  15890. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  15891. *
  15892. * @type {?Object}
  15893. * @default null
  15894. */
  15895. this.view = null;
  15896. /**
  15897. * Film size used for the larger axis. Default is `35` (millimeters). This
  15898. * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
  15899. * is set to a nonzero value.
  15900. *
  15901. * @type {number}
  15902. * @default 35
  15903. */
  15904. this.filmGauge = 35;
  15905. /**
  15906. * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
  15907. *
  15908. * @type {number}
  15909. * @default 0
  15910. */
  15911. this.filmOffset = 0;
  15912. this.updateProjectionMatrix();
  15913. }
  15914. copy( source, recursive ) {
  15915. super.copy( source, recursive );
  15916. this.fov = source.fov;
  15917. this.zoom = source.zoom;
  15918. this.near = source.near;
  15919. this.far = source.far;
  15920. this.focus = source.focus;
  15921. this.aspect = source.aspect;
  15922. this.view = source.view === null ? null : Object.assign( {}, source.view );
  15923. this.filmGauge = source.filmGauge;
  15924. this.filmOffset = source.filmOffset;
  15925. return this;
  15926. }
  15927. /**
  15928. * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#filmGauge}.
  15929. *
  15930. * The default film gauge is 35, so that the focal length can be specified for
  15931. * a 35mm (full frame) camera.
  15932. *
  15933. * @param {number} focalLength - Values for focal length and film gauge must have the same unit.
  15934. */
  15935. setFocalLength( focalLength ) {
  15936. /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  15937. const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
  15938. this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  15939. this.updateProjectionMatrix();
  15940. }
  15941. /**
  15942. * Returns the focal length from the current {@link PerspectiveCamera#fov} and
  15943. * {@link PerspectiveCamera#filmGauge}.
  15944. *
  15945. * @return {number} The computed focal length.
  15946. */
  15947. getFocalLength() {
  15948. const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
  15949. return 0.5 * this.getFilmHeight() / vExtentSlope;
  15950. }
  15951. /**
  15952. * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
  15953. *
  15954. * @return {number} The effective FOV.
  15955. */
  15956. getEffectiveFOV() {
  15957. return RAD2DEG * 2 * Math.atan(
  15958. Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
  15959. }
  15960. /**
  15961. * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  15962. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  15963. *
  15964. * @return {number} The film width.
  15965. */
  15966. getFilmWidth() {
  15967. // film not completely covered in portrait format (aspect < 1)
  15968. return this.filmGauge * Math.min( this.aspect, 1 );
  15969. }
  15970. /**
  15971. * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
  15972. * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
  15973. *
  15974. * @return {number} The film width.
  15975. */
  15976. getFilmHeight() {
  15977. // film not completely covered in landscape format (aspect > 1)
  15978. return this.filmGauge / Math.max( this.aspect, 1 );
  15979. }
  15980. /**
  15981. * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
  15982. * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
  15983. *
  15984. * @param {number} distance - The viewing distance.
  15985. * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
  15986. * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
  15987. */
  15988. getViewBounds( distance, minTarget, maxTarget ) {
  15989. _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  15990. minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  15991. _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
  15992. maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
  15993. }
  15994. /**
  15995. * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
  15996. *
  15997. * @param {number} distance - The viewing distance.
  15998. * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
  15999. * @returns {Vector2} The view size.
  16000. */
  16001. getViewSize( distance, target ) {
  16002. this.getViewBounds( distance, _minTarget, _maxTarget );
  16003. return target.subVectors( _maxTarget, _minTarget );
  16004. }
  16005. /**
  16006. * Sets an offset in a larger frustum. This is useful for multi-window or
  16007. * multi-monitor/multi-machine setups.
  16008. *
  16009. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  16010. * the monitors are in grid like this
  16011. *```
  16012. * +---+---+---+
  16013. * | A | B | C |
  16014. * +---+---+---+
  16015. * | D | E | F |
  16016. * +---+---+---+
  16017. *```
  16018. * then for each monitor you would call it like this:
  16019. *```js
  16020. * const w = 1920;
  16021. * const h = 1080;
  16022. * const fullWidth = w * 3;
  16023. * const fullHeight = h * 2;
  16024. *
  16025. * // --A--
  16026. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  16027. * // --B--
  16028. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  16029. * // --C--
  16030. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  16031. * // --D--
  16032. * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  16033. * // --E--
  16034. * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  16035. * // --F--
  16036. * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  16037. * ```
  16038. *
  16039. * Note there is no reason monitors have to be the same size or in a grid.
  16040. *
  16041. * @param {number} fullWidth - The full width of multiview setup.
  16042. * @param {number} fullHeight - The full height of multiview setup.
  16043. * @param {number} x - The horizontal offset of the subcamera.
  16044. * @param {number} y - The vertical offset of the subcamera.
  16045. * @param {number} width - The width of subcamera.
  16046. * @param {number} height - The height of subcamera.
  16047. */
  16048. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  16049. this.aspect = fullWidth / fullHeight;
  16050. if ( this.view === null ) {
  16051. this.view = {
  16052. enabled: true,
  16053. fullWidth: 1,
  16054. fullHeight: 1,
  16055. offsetX: 0,
  16056. offsetY: 0,
  16057. width: 1,
  16058. height: 1
  16059. };
  16060. }
  16061. this.view.enabled = true;
  16062. this.view.fullWidth = fullWidth;
  16063. this.view.fullHeight = fullHeight;
  16064. this.view.offsetX = x;
  16065. this.view.offsetY = y;
  16066. this.view.width = width;
  16067. this.view.height = height;
  16068. this.updateProjectionMatrix();
  16069. }
  16070. /**
  16071. * Removes the view offset from the projection matrix.
  16072. */
  16073. clearViewOffset() {
  16074. if ( this.view !== null ) {
  16075. this.view.enabled = false;
  16076. }
  16077. this.updateProjectionMatrix();
  16078. }
  16079. /**
  16080. * Updates the camera's projection matrix. Must be called after any change of
  16081. * camera properties.
  16082. */
  16083. updateProjectionMatrix() {
  16084. const near = this.near;
  16085. let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  16086. let height = 2 * top;
  16087. let width = this.aspect * height;
  16088. let left = -0.5 * width;
  16089. const view = this.view;
  16090. if ( this.view !== null && this.view.enabled ) {
  16091. const fullWidth = view.fullWidth,
  16092. fullHeight = view.fullHeight;
  16093. left += view.offsetX * width / fullWidth;
  16094. top -= view.offsetY * height / fullHeight;
  16095. width *= view.width / fullWidth;
  16096. height *= view.height / fullHeight;
  16097. }
  16098. const skew = this.filmOffset;
  16099. if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
  16100. this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
  16101. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  16102. }
  16103. toJSON( meta ) {
  16104. const data = super.toJSON( meta );
  16105. data.object.fov = this.fov;
  16106. data.object.zoom = this.zoom;
  16107. data.object.near = this.near;
  16108. data.object.far = this.far;
  16109. data.object.focus = this.focus;
  16110. data.object.aspect = this.aspect;
  16111. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  16112. data.object.filmGauge = this.filmGauge;
  16113. data.object.filmOffset = this.filmOffset;
  16114. return data;
  16115. }
  16116. }
  16117. const fov = -90; // negative fov is not an error
  16118. const aspect = 1;
  16119. /**
  16120. * A special type of camera that is positioned in 3D space to render its surroundings into a
  16121. * cube render target. The render target can then be used as an environment map for rendering
  16122. * realtime reflections in your scene.
  16123. *
  16124. * ```js
  16125. * // Create cube render target
  16126. * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } );
  16127. *
  16128. * // Create cube camera
  16129. * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget );
  16130. * scene.add( cubeCamera );
  16131. *
  16132. * // Create car
  16133. * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } );
  16134. * const car = new THREE.Mesh( carGeometry, chromeMaterial );
  16135. * scene.add( car );
  16136. *
  16137. * // Update the render target cube
  16138. * car.visible = false;
  16139. * cubeCamera.position.copy( car.position );
  16140. * cubeCamera.update( renderer, scene );
  16141. *
  16142. * // Render the scene
  16143. * car.visible = true;
  16144. * renderer.render( scene, camera );
  16145. * ```
  16146. *
  16147. * @augments Object3D
  16148. */
  16149. class CubeCamera extends Object3D {
  16150. /**
  16151. * Constructs a new cube camera.
  16152. *
  16153. * @param {number} near - The camera's near plane.
  16154. * @param {number} far - The camera's far plane.
  16155. * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
  16156. */
  16157. constructor( near, far, renderTarget ) {
  16158. super();
  16159. this.type = 'CubeCamera';
  16160. /**
  16161. * A reference to the cube render target.
  16162. *
  16163. * @type {WebGLCubeRenderTarget}
  16164. */
  16165. this.renderTarget = renderTarget;
  16166. /**
  16167. * The current active coordinate system.
  16168. *
  16169. * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
  16170. * @default null
  16171. */
  16172. this.coordinateSystem = null;
  16173. /**
  16174. * The current active mipmap level
  16175. *
  16176. * @type {number}
  16177. * @default 0
  16178. */
  16179. this.activeMipmapLevel = 0;
  16180. const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
  16181. cameraPX.layers = this.layers;
  16182. this.add( cameraPX );
  16183. const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
  16184. cameraNX.layers = this.layers;
  16185. this.add( cameraNX );
  16186. const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
  16187. cameraPY.layers = this.layers;
  16188. this.add( cameraPY );
  16189. const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
  16190. cameraNY.layers = this.layers;
  16191. this.add( cameraNY );
  16192. const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
  16193. cameraPZ.layers = this.layers;
  16194. this.add( cameraPZ );
  16195. const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
  16196. cameraNZ.layers = this.layers;
  16197. this.add( cameraNZ );
  16198. }
  16199. /**
  16200. * Must be called when the coordinate system of the cube camera is changed.
  16201. */
  16202. updateCoordinateSystem() {
  16203. const coordinateSystem = this.coordinateSystem;
  16204. const cameras = this.children.concat();
  16205. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
  16206. for ( const camera of cameras ) this.remove( camera );
  16207. if ( coordinateSystem === WebGLCoordinateSystem ) {
  16208. cameraPX.up.set( 0, 1, 0 );
  16209. cameraPX.lookAt( 1, 0, 0 );
  16210. cameraNX.up.set( 0, 1, 0 );
  16211. cameraNX.lookAt( -1, 0, 0 );
  16212. cameraPY.up.set( 0, 0, -1 );
  16213. cameraPY.lookAt( 0, 1, 0 );
  16214. cameraNY.up.set( 0, 0, 1 );
  16215. cameraNY.lookAt( 0, -1, 0 );
  16216. cameraPZ.up.set( 0, 1, 0 );
  16217. cameraPZ.lookAt( 0, 0, 1 );
  16218. cameraNZ.up.set( 0, 1, 0 );
  16219. cameraNZ.lookAt( 0, 0, -1 );
  16220. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  16221. cameraPX.up.set( 0, -1, 0 );
  16222. cameraPX.lookAt( -1, 0, 0 );
  16223. cameraNX.up.set( 0, -1, 0 );
  16224. cameraNX.lookAt( 1, 0, 0 );
  16225. cameraPY.up.set( 0, 0, 1 );
  16226. cameraPY.lookAt( 0, 1, 0 );
  16227. cameraNY.up.set( 0, 0, -1 );
  16228. cameraNY.lookAt( 0, -1, 0 );
  16229. cameraPZ.up.set( 0, -1, 0 );
  16230. cameraPZ.lookAt( 0, 0, 1 );
  16231. cameraNZ.up.set( 0, -1, 0 );
  16232. cameraNZ.lookAt( 0, 0, -1 );
  16233. } else {
  16234. throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
  16235. }
  16236. for ( const camera of cameras ) {
  16237. this.add( camera );
  16238. camera.updateMatrixWorld();
  16239. }
  16240. }
  16241. /**
  16242. * Calling this method will render the given scene with the given renderer
  16243. * into the cube render target of the camera.
  16244. *
  16245. * @param {(Renderer|WebGLRenderer)} renderer - The renderer.
  16246. * @param {Scene} scene - The scene to render.
  16247. */
  16248. update( renderer, scene ) {
  16249. if ( this.parent === null ) this.updateMatrixWorld();
  16250. const { renderTarget, activeMipmapLevel } = this;
  16251. if ( this.coordinateSystem !== renderer.coordinateSystem ) {
  16252. this.coordinateSystem = renderer.coordinateSystem;
  16253. this.updateCoordinateSystem();
  16254. }
  16255. const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
  16256. const currentRenderTarget = renderer.getRenderTarget();
  16257. const currentActiveCubeFace = renderer.getActiveCubeFace();
  16258. const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
  16259. const currentXrEnabled = renderer.xr.enabled;
  16260. renderer.xr.enabled = false;
  16261. const generateMipmaps = renderTarget.texture.generateMipmaps;
  16262. renderTarget.texture.generateMipmaps = false;
  16263. renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  16264. renderer.render( scene, cameraPX );
  16265. renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  16266. renderer.render( scene, cameraNX );
  16267. renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  16268. renderer.render( scene, cameraPY );
  16269. renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  16270. renderer.render( scene, cameraNY );
  16271. renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  16272. renderer.render( scene, cameraPZ );
  16273. // mipmaps are generated during the last call of render()
  16274. // at this point, all sides of the cube render target are defined
  16275. renderTarget.texture.generateMipmaps = generateMipmaps;
  16276. renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  16277. renderer.render( scene, cameraNZ );
  16278. renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
  16279. renderer.xr.enabled = currentXrEnabled;
  16280. renderTarget.texture.needsPMREMUpdate = true;
  16281. }
  16282. }
  16283. /**
  16284. * Creates a cube texture made up of six images.
  16285. *
  16286. * ```js
  16287. * const loader = new THREE.CubeTextureLoader();
  16288. * loader.setPath( 'textures/cube/pisa/' );
  16289. *
  16290. * const textureCube = loader.load( [
  16291. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  16292. * ] );
  16293. *
  16294. * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } );
  16295. * ```
  16296. *
  16297. * @augments Texture
  16298. */
  16299. class CubeTexture extends Texture {
  16300. /**
  16301. * Constructs a new cube texture.
  16302. *
  16303. * @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
  16304. * @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
  16305. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  16306. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  16307. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  16308. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  16309. * @param {number} [format=RGBAFormat] - The texture format.
  16310. * @param {number} [type=UnsignedByteType] - The texture type.
  16311. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  16312. * @param {string} [colorSpace=NoColorSpace] - The color space value.
  16313. */
  16314. constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
  16315. super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  16316. /**
  16317. * This flag can be used for type testing.
  16318. *
  16319. * @type {boolean}
  16320. * @readonly
  16321. * @default true
  16322. */
  16323. this.isCubeTexture = true;
  16324. /**
  16325. * If set to `true`, the texture is flipped along the vertical axis when
  16326. * uploaded to the GPU.
  16327. *
  16328. * Overwritten and set to `false` by default.
  16329. *
  16330. * @type {boolean}
  16331. * @default false
  16332. */
  16333. this.flipY = false;
  16334. }
  16335. /**
  16336. * Alias for {@link CubeTexture#image}.
  16337. *
  16338. * @type {Array<Image>}
  16339. */
  16340. get images() {
  16341. return this.image;
  16342. }
  16343. set images( value ) {
  16344. this.image = value;
  16345. }
  16346. }
  16347. /**
  16348. * A cube render target used in context of {@link WebGLRenderer}.
  16349. *
  16350. * @augments WebGLRenderTarget
  16351. */
  16352. class WebGLCubeRenderTarget extends WebGLRenderTarget {
  16353. /**
  16354. * Constructs a new cube render target.
  16355. *
  16356. * @param {number} [size=1] - The size of the render target.
  16357. * @param {RenderTarget~Options} [options] - The configuration object.
  16358. */
  16359. constructor( size = 1, options = {} ) {
  16360. super( size, size, options );
  16361. /**
  16362. * This flag can be used for type testing.
  16363. *
  16364. * @type {boolean}
  16365. * @readonly
  16366. * @default true
  16367. */
  16368. this.isWebGLCubeRenderTarget = true;
  16369. const image = { width: size, height: size, depth: 1 };
  16370. const images = [ image, image, image, image, image, image ];
  16371. /**
  16372. * Overwritten with a different texture type.
  16373. *
  16374. * @type {DataArrayTexture}
  16375. */
  16376. this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  16377. // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  16378. // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  16379. // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
  16380. // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  16381. // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  16382. // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
  16383. this.texture.isRenderTargetTexture = true;
  16384. this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  16385. this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
  16386. }
  16387. /**
  16388. * Converts the given equirectangular texture to a cube map.
  16389. *
  16390. * @param {WebGLRenderer} renderer - The renderer.
  16391. * @param {Texture} texture - The equirectangular texture.
  16392. * @return {WebGLCubeRenderTarget} A reference to this cube render target.
  16393. */
  16394. fromEquirectangularTexture( renderer, texture ) {
  16395. this.texture.type = texture.type;
  16396. this.texture.colorSpace = texture.colorSpace;
  16397. this.texture.generateMipmaps = texture.generateMipmaps;
  16398. this.texture.minFilter = texture.minFilter;
  16399. this.texture.magFilter = texture.magFilter;
  16400. const shader = {
  16401. uniforms: {
  16402. tEquirect: { value: null },
  16403. },
  16404. vertexShader: /* glsl */`
  16405. varying vec3 vWorldDirection;
  16406. vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
  16407. return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
  16408. }
  16409. void main() {
  16410. vWorldDirection = transformDirection( position, modelMatrix );
  16411. #include <begin_vertex>
  16412. #include <project_vertex>
  16413. }
  16414. `,
  16415. fragmentShader: /* glsl */`
  16416. uniform sampler2D tEquirect;
  16417. varying vec3 vWorldDirection;
  16418. #include <common>
  16419. void main() {
  16420. vec3 direction = normalize( vWorldDirection );
  16421. vec2 sampleUV = equirectUv( direction );
  16422. gl_FragColor = texture2D( tEquirect, sampleUV );
  16423. }
  16424. `
  16425. };
  16426. const geometry = new BoxGeometry( 5, 5, 5 );
  16427. const material = new ShaderMaterial( {
  16428. name: 'CubemapFromEquirect',
  16429. uniforms: cloneUniforms( shader.uniforms ),
  16430. vertexShader: shader.vertexShader,
  16431. fragmentShader: shader.fragmentShader,
  16432. side: BackSide,
  16433. blending: NoBlending
  16434. } );
  16435. material.uniforms.tEquirect.value = texture;
  16436. const mesh = new Mesh( geometry, material );
  16437. const currentMinFilter = texture.minFilter;
  16438. // Avoid blurred poles
  16439. if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
  16440. const camera = new CubeCamera( 1, 10, this );
  16441. camera.update( renderer, mesh );
  16442. texture.minFilter = currentMinFilter;
  16443. mesh.geometry.dispose();
  16444. mesh.material.dispose();
  16445. return this;
  16446. }
  16447. /**
  16448. * Clears this cube render target.
  16449. *
  16450. * @param {WebGLRenderer} renderer - The renderer.
  16451. * @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
  16452. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
  16453. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
  16454. */
  16455. clear( renderer, color = true, depth = true, stencil = true ) {
  16456. const currentRenderTarget = renderer.getRenderTarget();
  16457. for ( let i = 0; i < 6; i ++ ) {
  16458. renderer.setRenderTarget( this, i );
  16459. renderer.clear( color, depth, stencil );
  16460. }
  16461. renderer.setRenderTarget( currentRenderTarget );
  16462. }
  16463. }
  16464. /**
  16465. * This is almost identical to an {@link Object3D}. Its purpose is to
  16466. * make working with groups of objects syntactically clearer.
  16467. *
  16468. * ```js
  16469. * // Create a group and add the two cubes.
  16470. * // These cubes can now be rotated / scaled etc as a group.
  16471. * const group = new THREE.Group();
  16472. *
  16473. * group.add( meshA );
  16474. * group.add( meshB );
  16475. *
  16476. * scene.add( group );
  16477. * ```
  16478. *
  16479. * @augments Object3D
  16480. */
  16481. class Group extends Object3D {
  16482. constructor() {
  16483. super();
  16484. /**
  16485. * This flag can be used for type testing.
  16486. *
  16487. * @type {boolean}
  16488. * @readonly
  16489. * @default true
  16490. */
  16491. this.isGroup = true;
  16492. this.type = 'Group';
  16493. }
  16494. }
  16495. const _moveEvent = { type: 'move' };
  16496. /**
  16497. * Class for representing a XR controller with its
  16498. * different coordinate systems.
  16499. *
  16500. * @private
  16501. */
  16502. class WebXRController {
  16503. /**
  16504. * Constructs a new XR controller.
  16505. */
  16506. constructor() {
  16507. /**
  16508. * A group representing the target ray space
  16509. * of the XR controller.
  16510. *
  16511. * @private
  16512. * @type {?Group}
  16513. * @default null
  16514. */
  16515. this._targetRay = null;
  16516. /**
  16517. * A group representing the grip space
  16518. * of the XR controller.
  16519. *
  16520. * @private
  16521. * @type {?Group}
  16522. * @default null
  16523. */
  16524. this._grip = null;
  16525. /**
  16526. * A group representing the hand space
  16527. * of the XR controller.
  16528. *
  16529. * @private
  16530. * @type {?Group}
  16531. * @default null
  16532. */
  16533. this._hand = null;
  16534. }
  16535. /**
  16536. * Returns a group representing the hand space of the XR controller.
  16537. *
  16538. * @return {Group} A group representing the hand space of the XR controller.
  16539. */
  16540. getHandSpace() {
  16541. if ( this._hand === null ) {
  16542. this._hand = new Group();
  16543. this._hand.matrixAutoUpdate = false;
  16544. this._hand.visible = false;
  16545. this._hand.joints = {};
  16546. this._hand.inputState = { pinching: false };
  16547. }
  16548. return this._hand;
  16549. }
  16550. /**
  16551. * Returns a group representing the target ray space of the XR controller.
  16552. *
  16553. * @return {Group} A group representing the target ray space of the XR controller.
  16554. */
  16555. getTargetRaySpace() {
  16556. if ( this._targetRay === null ) {
  16557. this._targetRay = new Group();
  16558. this._targetRay.matrixAutoUpdate = false;
  16559. this._targetRay.visible = false;
  16560. this._targetRay.hasLinearVelocity = false;
  16561. this._targetRay.linearVelocity = new Vector3();
  16562. this._targetRay.hasAngularVelocity = false;
  16563. this._targetRay.angularVelocity = new Vector3();
  16564. }
  16565. return this._targetRay;
  16566. }
  16567. /**
  16568. * Returns a group representing the grip space of the XR controller.
  16569. *
  16570. * @return {Group} A group representing the grip space of the XR controller.
  16571. */
  16572. getGripSpace() {
  16573. if ( this._grip === null ) {
  16574. this._grip = new Group();
  16575. this._grip.matrixAutoUpdate = false;
  16576. this._grip.visible = false;
  16577. this._grip.hasLinearVelocity = false;
  16578. this._grip.linearVelocity = new Vector3();
  16579. this._grip.hasAngularVelocity = false;
  16580. this._grip.angularVelocity = new Vector3();
  16581. }
  16582. return this._grip;
  16583. }
  16584. /**
  16585. * Dispatches the given event to the groups representing
  16586. * the different coordinate spaces of the XR controller.
  16587. *
  16588. * @param {Object} event - The event to dispatch.
  16589. * @return {WebXRController} A reference to this instance.
  16590. */
  16591. dispatchEvent( event ) {
  16592. if ( this._targetRay !== null ) {
  16593. this._targetRay.dispatchEvent( event );
  16594. }
  16595. if ( this._grip !== null ) {
  16596. this._grip.dispatchEvent( event );
  16597. }
  16598. if ( this._hand !== null ) {
  16599. this._hand.dispatchEvent( event );
  16600. }
  16601. return this;
  16602. }
  16603. /**
  16604. * Connects the controller with the given XR input source.
  16605. *
  16606. * @param {XRInputSource} inputSource - The input source.
  16607. * @return {WebXRController} A reference to this instance.
  16608. */
  16609. connect( inputSource ) {
  16610. if ( inputSource && inputSource.hand ) {
  16611. const hand = this._hand;
  16612. if ( hand ) {
  16613. for ( const inputjoint of inputSource.hand.values() ) {
  16614. // Initialize hand with joints when connected
  16615. this._getHandJoint( hand, inputjoint );
  16616. }
  16617. }
  16618. }
  16619. this.dispatchEvent( { type: 'connected', data: inputSource } );
  16620. return this;
  16621. }
  16622. /**
  16623. * Disconnects the controller from the given XR input source.
  16624. *
  16625. * @param {XRInputSource} inputSource - The input source.
  16626. * @return {WebXRController} A reference to this instance.
  16627. */
  16628. disconnect( inputSource ) {
  16629. this.dispatchEvent( { type: 'disconnected', data: inputSource } );
  16630. if ( this._targetRay !== null ) {
  16631. this._targetRay.visible = false;
  16632. }
  16633. if ( this._grip !== null ) {
  16634. this._grip.visible = false;
  16635. }
  16636. if ( this._hand !== null ) {
  16637. this._hand.visible = false;
  16638. }
  16639. return this;
  16640. }
  16641. /**
  16642. * Updates the controller with the given input source, XR frame and reference space.
  16643. * This updates the transformations of the groups that represent the different
  16644. * coordinate systems of the controller.
  16645. *
  16646. * @param {XRInputSource} inputSource - The input source.
  16647. * @param {XRFrame} frame - The XR frame.
  16648. * @param {XRReferenceSpace} referenceSpace - The reference space.
  16649. * @return {WebXRController} A reference to this instance.
  16650. */
  16651. update( inputSource, frame, referenceSpace ) {
  16652. let inputPose = null;
  16653. let gripPose = null;
  16654. let handPose = null;
  16655. const targetRay = this._targetRay;
  16656. const grip = this._grip;
  16657. const hand = this._hand;
  16658. if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
  16659. if ( hand && inputSource.hand ) {
  16660. handPose = true;
  16661. for ( const inputjoint of inputSource.hand.values() ) {
  16662. // Update the joints groups with the XRJoint poses
  16663. const jointPose = frame.getJointPose( inputjoint, referenceSpace );
  16664. // The transform of this joint will be updated with the joint pose on each frame
  16665. const joint = this._getHandJoint( hand, inputjoint );
  16666. if ( jointPose !== null ) {
  16667. joint.matrix.fromArray( jointPose.transform.matrix );
  16668. joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
  16669. joint.matrixWorldNeedsUpdate = true;
  16670. joint.jointRadius = jointPose.radius;
  16671. }
  16672. joint.visible = jointPose !== null;
  16673. }
  16674. // Custom events
  16675. // Check pinchz
  16676. const indexTip = hand.joints[ 'index-finger-tip' ];
  16677. const thumbTip = hand.joints[ 'thumb-tip' ];
  16678. const distance = indexTip.position.distanceTo( thumbTip.position );
  16679. const distanceToPinch = 0.02;
  16680. const threshold = 0.005;
  16681. if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
  16682. hand.inputState.pinching = false;
  16683. this.dispatchEvent( {
  16684. type: 'pinchend',
  16685. handedness: inputSource.handedness,
  16686. target: this
  16687. } );
  16688. } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
  16689. hand.inputState.pinching = true;
  16690. this.dispatchEvent( {
  16691. type: 'pinchstart',
  16692. handedness: inputSource.handedness,
  16693. target: this
  16694. } );
  16695. }
  16696. } else {
  16697. if ( grip !== null && inputSource.gripSpace ) {
  16698. gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
  16699. if ( gripPose !== null ) {
  16700. grip.matrix.fromArray( gripPose.transform.matrix );
  16701. grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
  16702. grip.matrixWorldNeedsUpdate = true;
  16703. if ( gripPose.linearVelocity ) {
  16704. grip.hasLinearVelocity = true;
  16705. grip.linearVelocity.copy( gripPose.linearVelocity );
  16706. } else {
  16707. grip.hasLinearVelocity = false;
  16708. }
  16709. if ( gripPose.angularVelocity ) {
  16710. grip.hasAngularVelocity = true;
  16711. grip.angularVelocity.copy( gripPose.angularVelocity );
  16712. } else {
  16713. grip.hasAngularVelocity = false;
  16714. }
  16715. }
  16716. }
  16717. }
  16718. if ( targetRay !== null ) {
  16719. inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
  16720. // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  16721. if ( inputPose === null && gripPose !== null ) {
  16722. inputPose = gripPose;
  16723. }
  16724. if ( inputPose !== null ) {
  16725. targetRay.matrix.fromArray( inputPose.transform.matrix );
  16726. targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
  16727. targetRay.matrixWorldNeedsUpdate = true;
  16728. if ( inputPose.linearVelocity ) {
  16729. targetRay.hasLinearVelocity = true;
  16730. targetRay.linearVelocity.copy( inputPose.linearVelocity );
  16731. } else {
  16732. targetRay.hasLinearVelocity = false;
  16733. }
  16734. if ( inputPose.angularVelocity ) {
  16735. targetRay.hasAngularVelocity = true;
  16736. targetRay.angularVelocity.copy( inputPose.angularVelocity );
  16737. } else {
  16738. targetRay.hasAngularVelocity = false;
  16739. }
  16740. this.dispatchEvent( _moveEvent );
  16741. }
  16742. }
  16743. }
  16744. if ( targetRay !== null ) {
  16745. targetRay.visible = ( inputPose !== null );
  16746. }
  16747. if ( grip !== null ) {
  16748. grip.visible = ( gripPose !== null );
  16749. }
  16750. if ( hand !== null ) {
  16751. hand.visible = ( handPose !== null );
  16752. }
  16753. return this;
  16754. }
  16755. /**
  16756. * Returns a group representing the hand joint for the given input joint.
  16757. *
  16758. * @private
  16759. * @param {Group} hand - The group representing the hand space.
  16760. * @param {XRJointSpace} inputjoint - The hand joint data.
  16761. * @return {Group} A group representing the hand joint for the given input joint.
  16762. */
  16763. _getHandJoint( hand, inputjoint ) {
  16764. if ( hand.joints[ inputjoint.jointName ] === undefined ) {
  16765. const joint = new Group();
  16766. joint.matrixAutoUpdate = false;
  16767. joint.visible = false;
  16768. hand.joints[ inputjoint.jointName ] = joint;
  16769. hand.add( joint );
  16770. }
  16771. return hand.joints[ inputjoint.jointName ];
  16772. }
  16773. }
  16774. /**
  16775. * This class can be used to define an exponential squared fog,
  16776. * which gives a clear view near the camera and a faster than exponentially
  16777. * densening fog farther from the camera.
  16778. *
  16779. * ```js
  16780. * const scene = new THREE.Scene();
  16781. * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
  16782. * ```
  16783. */
  16784. class FogExp2 {
  16785. /**
  16786. * Constructs a new fog.
  16787. *
  16788. * @param {number|Color} color - The fog's color.
  16789. * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.
  16790. */
  16791. constructor( color, density = 0.00025 ) {
  16792. /**
  16793. * This flag can be used for type testing.
  16794. *
  16795. * @type {boolean}
  16796. * @readonly
  16797. * @default true
  16798. */
  16799. this.isFogExp2 = true;
  16800. /**
  16801. * The name of the fog.
  16802. *
  16803. * @type {string}
  16804. */
  16805. this.name = '';
  16806. /**
  16807. * The fog's color.
  16808. *
  16809. * @type {Color}
  16810. */
  16811. this.color = new Color( color );
  16812. /**
  16813. * Defines how fast the fog will grow dense.
  16814. *
  16815. * @type {number}
  16816. * @default 0.00025
  16817. */
  16818. this.density = density;
  16819. }
  16820. /**
  16821. * Returns a new fog with copied values from this instance.
  16822. *
  16823. * @return {FogExp2} A clone of this instance.
  16824. */
  16825. clone() {
  16826. return new FogExp2( this.color, this.density );
  16827. }
  16828. /**
  16829. * Serializes the fog into JSON.
  16830. *
  16831. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  16832. * @return {Object} A JSON object representing the serialized fog
  16833. */
  16834. toJSON( /* meta */ ) {
  16835. return {
  16836. type: 'FogExp2',
  16837. name: this.name,
  16838. color: this.color.getHex(),
  16839. density: this.density
  16840. };
  16841. }
  16842. }
  16843. /**
  16844. * This class can be used to define a linear fog that grows linearly denser
  16845. * with the distance.
  16846. *
  16847. * ```js
  16848. * const scene = new THREE.Scene();
  16849. * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 );
  16850. * ```
  16851. */
  16852. class Fog {
  16853. /**
  16854. * Constructs a new fog.
  16855. *
  16856. * @param {number|Color} color - The fog's color.
  16857. * @param {number} [near=1] - The minimum distance to start applying fog.
  16858. * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.
  16859. */
  16860. constructor( color, near = 1, far = 1000 ) {
  16861. /**
  16862. * This flag can be used for type testing.
  16863. *
  16864. * @type {boolean}
  16865. * @readonly
  16866. * @default true
  16867. */
  16868. this.isFog = true;
  16869. /**
  16870. * The name of the fog.
  16871. *
  16872. * @type {string}
  16873. */
  16874. this.name = '';
  16875. /**
  16876. * The fog's color.
  16877. *
  16878. * @type {Color}
  16879. */
  16880. this.color = new Color( color );
  16881. /**
  16882. * The minimum distance to start applying fog. Objects that are less than
  16883. * `near` units from the active camera won't be affected by fog.
  16884. *
  16885. * @type {number}
  16886. * @default 1
  16887. */
  16888. this.near = near;
  16889. /**
  16890. * The maximum distance at which fog stops being calculated and applied.
  16891. * Objects that are more than `far` units away from the active camera won't
  16892. * be affected by fog.
  16893. *
  16894. * @type {number}
  16895. * @default 1000
  16896. */
  16897. this.far = far;
  16898. }
  16899. /**
  16900. * Returns a new fog with copied values from this instance.
  16901. *
  16902. * @return {Fog} A clone of this instance.
  16903. */
  16904. clone() {
  16905. return new Fog( this.color, this.near, this.far );
  16906. }
  16907. /**
  16908. * Serializes the fog into JSON.
  16909. *
  16910. * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
  16911. * @return {Object} A JSON object representing the serialized fog
  16912. */
  16913. toJSON( /* meta */ ) {
  16914. return {
  16915. type: 'Fog',
  16916. name: this.name,
  16917. color: this.color.getHex(),
  16918. near: this.near,
  16919. far: this.far
  16920. };
  16921. }
  16922. }
  16923. /**
  16924. * Scenes allow you to set up what is to be rendered and where by three.js.
  16925. * This is where you place 3D objects like meshes, lines or lights.
  16926. *
  16927. * @augments Object3D
  16928. */
  16929. class Scene extends Object3D {
  16930. /**
  16931. * Constructs a new scene.
  16932. */
  16933. constructor() {
  16934. super();
  16935. /**
  16936. * This flag can be used for type testing.
  16937. *
  16938. * @type {boolean}
  16939. * @readonly
  16940. * @default true
  16941. */
  16942. this.isScene = true;
  16943. this.type = 'Scene';
  16944. /**
  16945. * Defines the background of the scene. Valid inputs are:
  16946. *
  16947. * - A color for defining a uniform colored background.
  16948. * - A texture for defining a (flat) textured background.
  16949. * - Cube textures or equirectangular textures for defining a skybox.
  16950. *
  16951. * @type {?(Color|Texture)}
  16952. * @default null
  16953. */
  16954. this.background = null;
  16955. /**
  16956. * Sets the environment map for all physical materials in the scene. However,
  16957. * it's not possible to overwrite an existing texture assigned to the `envMap`
  16958. * material property.
  16959. *
  16960. * @type {?Texture}
  16961. * @default null
  16962. */
  16963. this.environment = null;
  16964. /**
  16965. * A fog instance defining the type of fog that affects everything
  16966. * rendered in the scene.
  16967. *
  16968. * @type {?(Fog|FogExp2)}
  16969. * @default null
  16970. */
  16971. this.fog = null;
  16972. /**
  16973. * Sets the blurriness of the background. Only influences environment maps
  16974. * assigned to {@link Scene#background}. Valid input is a float between `0`
  16975. * and `1`.
  16976. *
  16977. * @type {number}
  16978. * @default 0
  16979. */
  16980. this.backgroundBlurriness = 0;
  16981. /**
  16982. * Attenuates the color of the background. Only applies to background textures.
  16983. *
  16984. * @type {number}
  16985. * @default 1
  16986. */
  16987. this.backgroundIntensity = 1;
  16988. /**
  16989. * The rotation of the background in radians. Only influences environment maps
  16990. * assigned to {@link Scene#background}.
  16991. *
  16992. * @type {Euler}
  16993. * @default (0,0,0)
  16994. */
  16995. this.backgroundRotation = new Euler();
  16996. /**
  16997. * Attenuates the color of the environment. Only influences environment maps
  16998. * assigned to {@link Scene#environment}.
  16999. *
  17000. * @type {number}
  17001. * @default 1
  17002. */
  17003. this.environmentIntensity = 1;
  17004. /**
  17005. * The rotation of the environment map in radians. Only influences physical materials
  17006. * in the scene when {@link Scene#environment} is used.
  17007. *
  17008. * @type {Euler}
  17009. * @default (0,0,0)
  17010. */
  17011. this.environmentRotation = new Euler();
  17012. /**
  17013. * Forces everything in the scene to be rendered with the defined material. It is possible
  17014. * to exclude materials from override by setting {@link Material#allowOverride} to `false`.
  17015. *
  17016. * @type {?Material}
  17017. * @default null
  17018. */
  17019. this.overrideMaterial = null;
  17020. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  17021. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
  17022. }
  17023. }
  17024. copy( source, recursive ) {
  17025. super.copy( source, recursive );
  17026. if ( source.background !== null ) this.background = source.background.clone();
  17027. if ( source.environment !== null ) this.environment = source.environment.clone();
  17028. if ( source.fog !== null ) this.fog = source.fog.clone();
  17029. this.backgroundBlurriness = source.backgroundBlurriness;
  17030. this.backgroundIntensity = source.backgroundIntensity;
  17031. this.backgroundRotation.copy( source.backgroundRotation );
  17032. this.environmentIntensity = source.environmentIntensity;
  17033. this.environmentRotation.copy( source.environmentRotation );
  17034. if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
  17035. this.matrixAutoUpdate = source.matrixAutoUpdate;
  17036. return this;
  17037. }
  17038. toJSON( meta ) {
  17039. const data = super.toJSON( meta );
  17040. if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
  17041. if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
  17042. if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
  17043. data.object.backgroundRotation = this.backgroundRotation.toArray();
  17044. if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
  17045. data.object.environmentRotation = this.environmentRotation.toArray();
  17046. return data;
  17047. }
  17048. }
  17049. /**
  17050. * "Interleaved" means that multiple attributes, possibly of different types,
  17051. * (e.g., position, normal, uv, color) are packed into a single array buffer.
  17052. *
  17053. * An introduction into interleaved arrays can be found here: [Interleaved array basics]{@link https://blog.tojicode.com/2011/05/interleaved-array-basics.html}
  17054. */
  17055. class InterleavedBuffer {
  17056. /**
  17057. * Constructs a new interleaved buffer.
  17058. *
  17059. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  17060. * @param {number} stride - The number of typed-array elements per vertex.
  17061. */
  17062. constructor( array, stride ) {
  17063. /**
  17064. * This flag can be used for type testing.
  17065. *
  17066. * @type {boolean}
  17067. * @readonly
  17068. * @default true
  17069. */
  17070. this.isInterleavedBuffer = true;
  17071. /**
  17072. * A typed array with a shared buffer storing attribute data.
  17073. *
  17074. * @type {TypedArray}
  17075. */
  17076. this.array = array;
  17077. /**
  17078. * The number of typed-array elements per vertex.
  17079. *
  17080. * @type {number}
  17081. */
  17082. this.stride = stride;
  17083. /**
  17084. * The total number of elements in the array
  17085. *
  17086. * @type {number}
  17087. * @readonly
  17088. */
  17089. this.count = array !== undefined ? array.length / stride : 0;
  17090. /**
  17091. * Defines the intended usage pattern of the data store for optimization purposes.
  17092. *
  17093. * Note: After the initial use of a buffer, its usage cannot be changed. Instead,
  17094. * instantiate a new one and set the desired usage before the next render.
  17095. *
  17096. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  17097. * @default StaticDrawUsage
  17098. */
  17099. this.usage = StaticDrawUsage;
  17100. /**
  17101. * This can be used to only update some components of stored vectors (for example, just the
  17102. * component related to color). Use the `addUpdateRange()` function to add ranges to this array.
  17103. *
  17104. * @type {Array<Object>}
  17105. */
  17106. this.updateRanges = [];
  17107. /**
  17108. * A version number, incremented every time the `needsUpdate` is set to `true`.
  17109. *
  17110. * @type {number}
  17111. */
  17112. this.version = 0;
  17113. /**
  17114. * The UUID of the interleaved buffer.
  17115. *
  17116. * @type {string}
  17117. * @readonly
  17118. */
  17119. this.uuid = generateUUID();
  17120. }
  17121. /**
  17122. * A callback function that is executed after the renderer has transferred the attribute array
  17123. * data to the GPU.
  17124. */
  17125. onUploadCallback() {}
  17126. /**
  17127. * Flag to indicate that this attribute has changed and should be re-sent to
  17128. * the GPU. Set this to `true` when you modify the value of the array.
  17129. *
  17130. * @type {number}
  17131. * @default false
  17132. * @param {boolean} value
  17133. */
  17134. set needsUpdate( value ) {
  17135. if ( value === true ) this.version ++;
  17136. }
  17137. /**
  17138. * Sets the usage of this interleaved buffer.
  17139. *
  17140. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  17141. * @return {InterleavedBuffer} A reference to this interleaved buffer.
  17142. */
  17143. setUsage( value ) {
  17144. this.usage = value;
  17145. return this;
  17146. }
  17147. /**
  17148. * Adds a range of data in the data array to be updated on the GPU.
  17149. *
  17150. * @param {number} start - Position at which to start update.
  17151. * @param {number} count - The number of components to update.
  17152. */
  17153. addUpdateRange( start, count ) {
  17154. this.updateRanges.push( { start, count } );
  17155. }
  17156. /**
  17157. * Clears the update ranges.
  17158. */
  17159. clearUpdateRanges() {
  17160. this.updateRanges.length = 0;
  17161. }
  17162. /**
  17163. * Copies the values of the given interleaved buffer to this instance.
  17164. *
  17165. * @param {InterleavedBuffer} source - The interleaved buffer to copy.
  17166. * @return {InterleavedBuffer} A reference to this instance.
  17167. */
  17168. copy( source ) {
  17169. this.array = new source.array.constructor( source.array );
  17170. this.count = source.count;
  17171. this.stride = source.stride;
  17172. this.usage = source.usage;
  17173. return this;
  17174. }
  17175. /**
  17176. * Copies a vector from the given interleaved buffer to this one. The start
  17177. * and destination position in the attribute buffers are represented by the
  17178. * given indices.
  17179. *
  17180. * @param {number} index1 - The destination index into this interleaved buffer.
  17181. * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
  17182. * @param {number} index2 - The source index into the given interleaved buffer.
  17183. * @return {InterleavedBuffer} A reference to this instance.
  17184. */
  17185. copyAt( index1, interleavedBuffer, index2 ) {
  17186. index1 *= this.stride;
  17187. index2 *= interleavedBuffer.stride;
  17188. for ( let i = 0, l = this.stride; i < l; i ++ ) {
  17189. this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ];
  17190. }
  17191. return this;
  17192. }
  17193. /**
  17194. * Sets the given array data in the interleaved buffer.
  17195. *
  17196. * @param {(TypedArray|Array)} value - The array data to set.
  17197. * @param {number} [offset=0] - The offset in this interleaved buffer's array.
  17198. * @return {InterleavedBuffer} A reference to this instance.
  17199. */
  17200. set( value, offset = 0 ) {
  17201. this.array.set( value, offset );
  17202. return this;
  17203. }
  17204. /**
  17205. * Returns a new interleaved buffer with copied values from this instance.
  17206. *
  17207. * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
  17208. * @return {InterleavedBuffer} A clone of this instance.
  17209. */
  17210. clone( data ) {
  17211. if ( data.arrayBuffers === undefined ) {
  17212. data.arrayBuffers = {};
  17213. }
  17214. if ( this.array.buffer._uuid === undefined ) {
  17215. this.array.buffer._uuid = generateUUID();
  17216. }
  17217. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17218. data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;
  17219. }
  17220. const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );
  17221. const ib = new this.constructor( array, this.stride );
  17222. ib.setUsage( this.usage );
  17223. return ib;
  17224. }
  17225. /**
  17226. * Sets the given callback function that is executed after the Renderer has transferred
  17227. * the array data to the GPU. Can be used to perform clean-up operations after
  17228. * the upload when data are not needed anymore on the CPU side.
  17229. *
  17230. * @param {Function} callback - The `onUpload()` callback.
  17231. * @return {InterleavedBuffer} A reference to this instance.
  17232. */
  17233. onUpload( callback ) {
  17234. this.onUploadCallback = callback;
  17235. return this;
  17236. }
  17237. /**
  17238. * Serializes the interleaved buffer into JSON.
  17239. *
  17240. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17241. * @return {Object} A JSON object representing the serialized interleaved buffer.
  17242. */
  17243. toJSON( data ) {
  17244. if ( data.arrayBuffers === undefined ) {
  17245. data.arrayBuffers = {};
  17246. }
  17247. // generate UUID for array buffer if necessary
  17248. if ( this.array.buffer._uuid === undefined ) {
  17249. this.array.buffer._uuid = generateUUID();
  17250. }
  17251. if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {
  17252. data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );
  17253. }
  17254. //
  17255. return {
  17256. uuid: this.uuid,
  17257. buffer: this.array.buffer._uuid,
  17258. type: this.array.constructor.name,
  17259. stride: this.stride
  17260. };
  17261. }
  17262. }
  17263. const _vector$7 = /*@__PURE__*/ new Vector3();
  17264. /**
  17265. * An alternative version of a buffer attribute with interleaved data. Interleaved
  17266. * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with
  17267. * different offsets into the buffer.
  17268. */
  17269. class InterleavedBufferAttribute {
  17270. /**
  17271. * Constructs a new interleaved buffer attribute.
  17272. *
  17273. * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
  17274. * @param {number} itemSize - The item size.
  17275. * @param {number} offset - The attribute offset into the buffer.
  17276. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  17277. */
  17278. constructor( interleavedBuffer, itemSize, offset, normalized = false ) {
  17279. /**
  17280. * This flag can be used for type testing.
  17281. *
  17282. * @type {boolean}
  17283. * @readonly
  17284. * @default true
  17285. */
  17286. this.isInterleavedBufferAttribute = true;
  17287. /**
  17288. * The name of the buffer attribute.
  17289. *
  17290. * @type {string}
  17291. */
  17292. this.name = '';
  17293. /**
  17294. * The buffer holding the interleaved data.
  17295. *
  17296. * @type {InterleavedBuffer}
  17297. */
  17298. this.data = interleavedBuffer;
  17299. /**
  17300. * The item size, see {@link BufferAttribute#itemSize}.
  17301. *
  17302. * @type {number}
  17303. */
  17304. this.itemSize = itemSize;
  17305. /**
  17306. * The attribute offset into the buffer.
  17307. *
  17308. * @type {number}
  17309. */
  17310. this.offset = offset;
  17311. /**
  17312. * Whether the data are normalized or not, see {@link BufferAttribute#normalized}
  17313. *
  17314. * @type {InterleavedBuffer}
  17315. */
  17316. this.normalized = normalized;
  17317. }
  17318. /**
  17319. * The item count of this buffer attribute.
  17320. *
  17321. * @type {number}
  17322. * @readonly
  17323. */
  17324. get count() {
  17325. return this.data.count;
  17326. }
  17327. /**
  17328. * The array holding the interleaved buffer attribute data.
  17329. *
  17330. * @type {TypedArray}
  17331. */
  17332. get array() {
  17333. return this.data.array;
  17334. }
  17335. /**
  17336. * Flag to indicate that this attribute has changed and should be re-sent to
  17337. * the GPU. Set this to `true` when you modify the value of the array.
  17338. *
  17339. * @type {number}
  17340. * @default false
  17341. * @param {boolean} value
  17342. */
  17343. set needsUpdate( value ) {
  17344. this.data.needsUpdate = value;
  17345. }
  17346. /**
  17347. * Applies the given 4x4 matrix to the given attribute. Only works with
  17348. * item size `3`.
  17349. *
  17350. * @param {Matrix4} m - The matrix to apply.
  17351. * @return {InterleavedBufferAttribute} A reference to this instance.
  17352. */
  17353. applyMatrix4( m ) {
  17354. for ( let i = 0, l = this.data.count; i < l; i ++ ) {
  17355. _vector$7.fromBufferAttribute( this, i );
  17356. _vector$7.applyMatrix4( m );
  17357. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17358. }
  17359. return this;
  17360. }
  17361. /**
  17362. * Applies the given 3x3 normal matrix to the given attribute. Only works with
  17363. * item size `3`.
  17364. *
  17365. * @param {Matrix3} m - The normal matrix to apply.
  17366. * @return {InterleavedBufferAttribute} A reference to this instance.
  17367. */
  17368. applyNormalMatrix( m ) {
  17369. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17370. _vector$7.fromBufferAttribute( this, i );
  17371. _vector$7.applyNormalMatrix( m );
  17372. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17373. }
  17374. return this;
  17375. }
  17376. /**
  17377. * Applies the given 4x4 matrix to the given attribute. Only works with
  17378. * item size `3` and with direction vectors.
  17379. *
  17380. * @param {Matrix4} m - The matrix to apply.
  17381. * @return {InterleavedBufferAttribute} A reference to this instance.
  17382. */
  17383. transformDirection( m ) {
  17384. for ( let i = 0, l = this.count; i < l; i ++ ) {
  17385. _vector$7.fromBufferAttribute( this, i );
  17386. _vector$7.transformDirection( m );
  17387. this.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z );
  17388. }
  17389. return this;
  17390. }
  17391. /**
  17392. * Returns the given component of the vector at the given index.
  17393. *
  17394. * @param {number} index - The index into the buffer attribute.
  17395. * @param {number} component - The component index.
  17396. * @return {number} The returned value.
  17397. */
  17398. getComponent( index, component ) {
  17399. let value = this.array[ index * this.data.stride + this.offset + component ];
  17400. if ( this.normalized ) value = denormalize( value, this.array );
  17401. return value;
  17402. }
  17403. /**
  17404. * Sets the given value to the given component of the vector at the given index.
  17405. *
  17406. * @param {number} index - The index into the buffer attribute.
  17407. * @param {number} component - The component index.
  17408. * @param {number} value - The value to set.
  17409. * @return {InterleavedBufferAttribute} A reference to this instance.
  17410. */
  17411. setComponent( index, component, value ) {
  17412. if ( this.normalized ) value = normalize( value, this.array );
  17413. this.data.array[ index * this.data.stride + this.offset + component ] = value;
  17414. return this;
  17415. }
  17416. /**
  17417. * Sets the x component of the vector at the given index.
  17418. *
  17419. * @param {number} index - The index into the buffer attribute.
  17420. * @param {number} x - The value to set.
  17421. * @return {InterleavedBufferAttribute} A reference to this instance.
  17422. */
  17423. setX( index, x ) {
  17424. if ( this.normalized ) x = normalize( x, this.array );
  17425. this.data.array[ index * this.data.stride + this.offset ] = x;
  17426. return this;
  17427. }
  17428. /**
  17429. * Sets the y component of the vector at the given index.
  17430. *
  17431. * @param {number} index - The index into the buffer attribute.
  17432. * @param {number} y - The value to set.
  17433. * @return {InterleavedBufferAttribute} A reference to this instance.
  17434. */
  17435. setY( index, y ) {
  17436. if ( this.normalized ) y = normalize( y, this.array );
  17437. this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
  17438. return this;
  17439. }
  17440. /**
  17441. * Sets the z component of the vector at the given index.
  17442. *
  17443. * @param {number} index - The index into the buffer attribute.
  17444. * @param {number} z - The value to set.
  17445. * @return {InterleavedBufferAttribute} A reference to this instance.
  17446. */
  17447. setZ( index, z ) {
  17448. if ( this.normalized ) z = normalize( z, this.array );
  17449. this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
  17450. return this;
  17451. }
  17452. /**
  17453. * Sets the w component of the vector at the given index.
  17454. *
  17455. * @param {number} index - The index into the buffer attribute.
  17456. * @param {number} w - The value to set.
  17457. * @return {InterleavedBufferAttribute} A reference to this instance.
  17458. */
  17459. setW( index, w ) {
  17460. if ( this.normalized ) w = normalize( w, this.array );
  17461. this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
  17462. return this;
  17463. }
  17464. /**
  17465. * Returns the x component of the vector at the given index.
  17466. *
  17467. * @param {number} index - The index into the buffer attribute.
  17468. * @return {number} The x component.
  17469. */
  17470. getX( index ) {
  17471. let x = this.data.array[ index * this.data.stride + this.offset ];
  17472. if ( this.normalized ) x = denormalize( x, this.array );
  17473. return x;
  17474. }
  17475. /**
  17476. * Returns the y component of the vector at the given index.
  17477. *
  17478. * @param {number} index - The index into the buffer attribute.
  17479. * @return {number} The y component.
  17480. */
  17481. getY( index ) {
  17482. let y = this.data.array[ index * this.data.stride + this.offset + 1 ];
  17483. if ( this.normalized ) y = denormalize( y, this.array );
  17484. return y;
  17485. }
  17486. /**
  17487. * Returns the z component of the vector at the given index.
  17488. *
  17489. * @param {number} index - The index into the buffer attribute.
  17490. * @return {number} The z component.
  17491. */
  17492. getZ( index ) {
  17493. let z = this.data.array[ index * this.data.stride + this.offset + 2 ];
  17494. if ( this.normalized ) z = denormalize( z, this.array );
  17495. return z;
  17496. }
  17497. /**
  17498. * Returns the w component of the vector at the given index.
  17499. *
  17500. * @param {number} index - The index into the buffer attribute.
  17501. * @return {number} The w component.
  17502. */
  17503. getW( index ) {
  17504. let w = this.data.array[ index * this.data.stride + this.offset + 3 ];
  17505. if ( this.normalized ) w = denormalize( w, this.array );
  17506. return w;
  17507. }
  17508. /**
  17509. * Sets the x and y component of the vector at the given index.
  17510. *
  17511. * @param {number} index - The index into the buffer attribute.
  17512. * @param {number} x - The value for the x component to set.
  17513. * @param {number} y - The value for the y component to set.
  17514. * @return {InterleavedBufferAttribute} A reference to this instance.
  17515. */
  17516. setXY( index, x, y ) {
  17517. index = index * this.data.stride + this.offset;
  17518. if ( this.normalized ) {
  17519. x = normalize( x, this.array );
  17520. y = normalize( y, this.array );
  17521. }
  17522. this.data.array[ index + 0 ] = x;
  17523. this.data.array[ index + 1 ] = y;
  17524. return this;
  17525. }
  17526. /**
  17527. * Sets the x, y and z component of the vector at the given index.
  17528. *
  17529. * @param {number} index - The index into the buffer attribute.
  17530. * @param {number} x - The value for the x component to set.
  17531. * @param {number} y - The value for the y component to set.
  17532. * @param {number} z - The value for the z component to set.
  17533. * @return {InterleavedBufferAttribute} A reference to this instance.
  17534. */
  17535. setXYZ( index, x, y, z ) {
  17536. index = index * this.data.stride + this.offset;
  17537. if ( this.normalized ) {
  17538. x = normalize( x, this.array );
  17539. y = normalize( y, this.array );
  17540. z = normalize( z, this.array );
  17541. }
  17542. this.data.array[ index + 0 ] = x;
  17543. this.data.array[ index + 1 ] = y;
  17544. this.data.array[ index + 2 ] = z;
  17545. return this;
  17546. }
  17547. /**
  17548. * Sets the x, y, z and w component of the vector at the given index.
  17549. *
  17550. * @param {number} index - The index into the buffer attribute.
  17551. * @param {number} x - The value for the x component to set.
  17552. * @param {number} y - The value for the y component to set.
  17553. * @param {number} z - The value for the z component to set.
  17554. * @param {number} w - The value for the w component to set.
  17555. * @return {InterleavedBufferAttribute} A reference to this instance.
  17556. */
  17557. setXYZW( index, x, y, z, w ) {
  17558. index = index * this.data.stride + this.offset;
  17559. if ( this.normalized ) {
  17560. x = normalize( x, this.array );
  17561. y = normalize( y, this.array );
  17562. z = normalize( z, this.array );
  17563. w = normalize( w, this.array );
  17564. }
  17565. this.data.array[ index + 0 ] = x;
  17566. this.data.array[ index + 1 ] = y;
  17567. this.data.array[ index + 2 ] = z;
  17568. this.data.array[ index + 3 ] = w;
  17569. return this;
  17570. }
  17571. /**
  17572. * Returns a new buffer attribute with copied values from this instance.
  17573. *
  17574. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17575. *
  17576. * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
  17577. * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
  17578. */
  17579. clone( data ) {
  17580. if ( data === undefined ) {
  17581. console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );
  17582. const array = [];
  17583. for ( let i = 0; i < this.count; i ++ ) {
  17584. const index = i * this.data.stride + this.offset;
  17585. for ( let j = 0; j < this.itemSize; j ++ ) {
  17586. array.push( this.data.array[ index + j ] );
  17587. }
  17588. }
  17589. return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );
  17590. } else {
  17591. if ( data.interleavedBuffers === undefined ) {
  17592. data.interleavedBuffers = {};
  17593. }
  17594. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17595. data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );
  17596. }
  17597. return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );
  17598. }
  17599. }
  17600. /**
  17601. * Serializes the buffer attribute into JSON.
  17602. *
  17603. * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
  17604. *
  17605. * @param {Object} [data] - An optional value holding meta information about the serialization.
  17606. * @return {Object} A JSON object representing the serialized buffer attribute.
  17607. */
  17608. toJSON( data ) {
  17609. if ( data === undefined ) {
  17610. console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );
  17611. const array = [];
  17612. for ( let i = 0; i < this.count; i ++ ) {
  17613. const index = i * this.data.stride + this.offset;
  17614. for ( let j = 0; j < this.itemSize; j ++ ) {
  17615. array.push( this.data.array[ index + j ] );
  17616. }
  17617. }
  17618. // de-interleave data and save it as an ordinary buffer attribute for now
  17619. return {
  17620. itemSize: this.itemSize,
  17621. type: this.array.constructor.name,
  17622. array: array,
  17623. normalized: this.normalized
  17624. };
  17625. } else {
  17626. // save as true interleaved attribute
  17627. if ( data.interleavedBuffers === undefined ) {
  17628. data.interleavedBuffers = {};
  17629. }
  17630. if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {
  17631. data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );
  17632. }
  17633. return {
  17634. isInterleavedBufferAttribute: true,
  17635. itemSize: this.itemSize,
  17636. data: this.data.uuid,
  17637. offset: this.offset,
  17638. normalized: this.normalized
  17639. };
  17640. }
  17641. }
  17642. }
  17643. /**
  17644. * A material for rendering instances of {@link Sprite}.
  17645. *
  17646. * ```js
  17647. * const map = new THREE.TextureLoader().load( 'textures/sprite.png' );
  17648. * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } );
  17649. *
  17650. * const sprite = new THREE.Sprite( material );
  17651. * sprite.scale.set(200, 200, 1)
  17652. * scene.add( sprite );
  17653. * ```
  17654. *
  17655. * @augments Material
  17656. */
  17657. class SpriteMaterial extends Material {
  17658. /**
  17659. * Constructs a new sprite material.
  17660. *
  17661. * @param {Object} [parameters] - An object with one or more properties
  17662. * defining the material's appearance. Any property of the material
  17663. * (including any property from inherited materials) can be passed
  17664. * in here. Color values can be passed any type of value accepted
  17665. * by {@link Color#set}.
  17666. */
  17667. constructor( parameters ) {
  17668. super();
  17669. /**
  17670. * This flag can be used for type testing.
  17671. *
  17672. * @type {boolean}
  17673. * @readonly
  17674. * @default true
  17675. */
  17676. this.isSpriteMaterial = true;
  17677. this.type = 'SpriteMaterial';
  17678. /**
  17679. * Color of the material.
  17680. *
  17681. * @type {Color}
  17682. * @default (1,1,1)
  17683. */
  17684. this.color = new Color( 0xffffff );
  17685. /**
  17686. * The color map. May optionally include an alpha channel, typically combined
  17687. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  17688. * color is modulated by the diffuse `color`.
  17689. *
  17690. * @type {?Texture}
  17691. * @default null
  17692. */
  17693. this.map = null;
  17694. /**
  17695. * The alpha map is a grayscale texture that controls the opacity across the
  17696. * surface (black: fully transparent; white: fully opaque).
  17697. *
  17698. * Only the color of the texture is used, ignoring the alpha channel if one
  17699. * exists. For RGB and RGBA textures, the renderer will use the green channel
  17700. * when sampling this texture due to the extra bit of precision provided for
  17701. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  17702. * luminance/alpha textures will also still work as expected.
  17703. *
  17704. * @type {?Texture}
  17705. * @default null
  17706. */
  17707. this.alphaMap = null;
  17708. /**
  17709. * The rotation of the sprite in radians.
  17710. *
  17711. * @type {number}
  17712. * @default 0
  17713. */
  17714. this.rotation = 0;
  17715. /**
  17716. * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
  17717. *
  17718. * @type {boolean}
  17719. * @default true
  17720. */
  17721. this.sizeAttenuation = true;
  17722. /**
  17723. * Overwritten since sprite materials are transparent
  17724. * by default.
  17725. *
  17726. * @type {boolean}
  17727. * @default true
  17728. */
  17729. this.transparent = true;
  17730. /**
  17731. * Whether the material is affected by fog or not.
  17732. *
  17733. * @type {boolean}
  17734. * @default true
  17735. */
  17736. this.fog = true;
  17737. this.setValues( parameters );
  17738. }
  17739. copy( source ) {
  17740. super.copy( source );
  17741. this.color.copy( source.color );
  17742. this.map = source.map;
  17743. this.alphaMap = source.alphaMap;
  17744. this.rotation = source.rotation;
  17745. this.sizeAttenuation = source.sizeAttenuation;
  17746. this.fog = source.fog;
  17747. return this;
  17748. }
  17749. }
  17750. let _geometry;
  17751. const _intersectPoint = /*@__PURE__*/ new Vector3();
  17752. const _worldScale = /*@__PURE__*/ new Vector3();
  17753. const _mvPosition = /*@__PURE__*/ new Vector3();
  17754. const _alignedPosition = /*@__PURE__*/ new Vector2();
  17755. const _rotatedPosition = /*@__PURE__*/ new Vector2();
  17756. const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();
  17757. const _vA = /*@__PURE__*/ new Vector3();
  17758. const _vB = /*@__PURE__*/ new Vector3();
  17759. const _vC = /*@__PURE__*/ new Vector3();
  17760. const _uvA = /*@__PURE__*/ new Vector2();
  17761. const _uvB = /*@__PURE__*/ new Vector2();
  17762. const _uvC = /*@__PURE__*/ new Vector2();
  17763. /**
  17764. * A sprite is a plane that always faces towards the camera, generally with a
  17765. * partially transparent texture applied.
  17766. *
  17767. * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will
  17768. * have no effect.
  17769. *
  17770. * ```js
  17771. * const map = new THREE.TextureLoader().load( 'sprite.png' );
  17772. * const material = new THREE.SpriteMaterial( { map: map } );
  17773. *
  17774. * const sprite = new THREE.Sprite( material );
  17775. * scene.add( sprite );
  17776. * ```
  17777. *
  17778. * @augments Object3D
  17779. */
  17780. class Sprite extends Object3D {
  17781. /**
  17782. * Constructs a new sprite.
  17783. *
  17784. * @param {SpriteMaterial} [material] - The sprite material.
  17785. */
  17786. constructor( material = new SpriteMaterial() ) {
  17787. super();
  17788. /**
  17789. * This flag can be used for type testing.
  17790. *
  17791. * @type {boolean}
  17792. * @readonly
  17793. * @default true
  17794. */
  17795. this.isSprite = true;
  17796. this.type = 'Sprite';
  17797. if ( _geometry === undefined ) {
  17798. _geometry = new BufferGeometry();
  17799. const float32Array = new Float32Array( [
  17800. -0.5, -0.5, 0, 0, 0,
  17801. 0.5, -0.5, 0, 1, 0,
  17802. 0.5, 0.5, 0, 1, 1,
  17803. -0.5, 0.5, 0, 0, 1
  17804. ] );
  17805. const interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
  17806. _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] );
  17807. _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
  17808. _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
  17809. }
  17810. /**
  17811. * The sprite geometry.
  17812. *
  17813. * @type {BufferGeometry}
  17814. */
  17815. this.geometry = _geometry;
  17816. /**
  17817. * The sprite material.
  17818. *
  17819. * @type {SpriteMaterial}
  17820. */
  17821. this.material = material;
  17822. /**
  17823. * The sprite's anchor point, and the point around which the sprite rotates.
  17824. * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
  17825. * of `(0, 0)` corresponds to the lower left corner of the sprite.
  17826. *
  17827. * @type {Vector2}
  17828. * @default (0.5,0.5)
  17829. */
  17830. this.center = new Vector2( 0.5, 0.5 );
  17831. }
  17832. /**
  17833. * Computes intersection points between a casted ray and this sprite.
  17834. *
  17835. * @param {Raycaster} raycaster - The raycaster.
  17836. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  17837. */
  17838. raycast( raycaster, intersects ) {
  17839. if ( raycaster.camera === null ) {
  17840. console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' );
  17841. }
  17842. _worldScale.setFromMatrixScale( this.matrixWorld );
  17843. _viewWorldMatrix.copy( raycaster.camera.matrixWorld );
  17844. this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );
  17845. _mvPosition.setFromMatrixPosition( this.modelViewMatrix );
  17846. if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {
  17847. _worldScale.multiplyScalar( - _mvPosition.z );
  17848. }
  17849. const rotation = this.material.rotation;
  17850. let sin, cos;
  17851. if ( rotation !== 0 ) {
  17852. cos = Math.cos( rotation );
  17853. sin = Math.sin( rotation );
  17854. }
  17855. const center = this.center;
  17856. transformVertex( _vA.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17857. transformVertex( _vB.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17858. transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17859. _uvA.set( 0, 0 );
  17860. _uvB.set( 1, 0 );
  17861. _uvC.set( 1, 1 );
  17862. // check first triangle
  17863. let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );
  17864. if ( intersect === null ) {
  17865. // check second triangle
  17866. transformVertex( _vB.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );
  17867. _uvB.set( 0, 1 );
  17868. intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );
  17869. if ( intersect === null ) {
  17870. return;
  17871. }
  17872. }
  17873. const distance = raycaster.ray.origin.distanceTo( _intersectPoint );
  17874. if ( distance < raycaster.near || distance > raycaster.far ) return;
  17875. intersects.push( {
  17876. distance: distance,
  17877. point: _intersectPoint.clone(),
  17878. uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),
  17879. face: null,
  17880. object: this
  17881. } );
  17882. }
  17883. copy( source, recursive ) {
  17884. super.copy( source, recursive );
  17885. if ( source.center !== undefined ) this.center.copy( source.center );
  17886. this.material = source.material;
  17887. return this;
  17888. }
  17889. }
  17890. function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
  17891. // compute position in camera space
  17892. _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
  17893. // to check if rotation is not zero
  17894. if ( sin !== undefined ) {
  17895. _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );
  17896. _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );
  17897. } else {
  17898. _rotatedPosition.copy( _alignedPosition );
  17899. }
  17900. vertexPosition.copy( mvPosition );
  17901. vertexPosition.x += _rotatedPosition.x;
  17902. vertexPosition.y += _rotatedPosition.y;
  17903. // transform to world space
  17904. vertexPosition.applyMatrix4( _viewWorldMatrix );
  17905. }
  17906. const _v1$2 = /*@__PURE__*/ new Vector3();
  17907. const _v2$1 = /*@__PURE__*/ new Vector3();
  17908. /**
  17909. * A component for providing a basic Level of Detail (LOD) mechanism.
  17910. *
  17911. * Every LOD level is associated with an object, and rendering can be switched
  17912. * between them at the distances specified. Typically you would create, say,
  17913. * three meshes, one for far away (low detail), one for mid range (medium
  17914. * detail) and one for close up (high detail).
  17915. *
  17916. * ```js
  17917. * const lod = new THREE.LOD();
  17918. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  17919. *
  17920. * //Create spheres with 3 levels of detail and create new LOD levels for them
  17921. * for( let i = 0; i < 3; i++ ) {
  17922. *
  17923. * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i );
  17924. * const mesh = new THREE.Mesh( geometry, material );
  17925. * lod.addLevel( mesh, i * 75 );
  17926. *
  17927. * }
  17928. *
  17929. * scene.add( lod );
  17930. * ```
  17931. *
  17932. * @augments Object3D
  17933. */
  17934. class LOD extends Object3D {
  17935. /**
  17936. * Constructs a new LOD.
  17937. */
  17938. constructor() {
  17939. super();
  17940. /**
  17941. * This flag can be used for type testing.
  17942. *
  17943. * @type {boolean}
  17944. * @readonly
  17945. * @default true
  17946. */
  17947. this.isLOD = true;
  17948. /**
  17949. * The current LOD index.
  17950. *
  17951. * @private
  17952. * @type {number}
  17953. * @default 0
  17954. */
  17955. this._currentLevel = 0;
  17956. this.type = 'LOD';
  17957. Object.defineProperties( this, {
  17958. /**
  17959. * This array holds the LOD levels.
  17960. *
  17961. * @name LOD#levels
  17962. * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}
  17963. */
  17964. levels: {
  17965. enumerable: true,
  17966. value: []
  17967. }
  17968. } );
  17969. /**
  17970. * Whether the LOD object is updated automatically by the renderer per frame
  17971. * or not. If set to `false`, you have to call {@link LOD#update} in the
  17972. * render loop by yourself.
  17973. *
  17974. * @type {boolean}
  17975. * @default true
  17976. */
  17977. this.autoUpdate = true;
  17978. }
  17979. copy( source ) {
  17980. super.copy( source, false );
  17981. const levels = source.levels;
  17982. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  17983. const level = levels[ i ];
  17984. this.addLevel( level.object.clone(), level.distance, level.hysteresis );
  17985. }
  17986. this.autoUpdate = source.autoUpdate;
  17987. return this;
  17988. }
  17989. /**
  17990. * Adds a mesh that will display at a certain distance and greater. Typically
  17991. * the further away the distance, the lower the detail on the mesh.
  17992. *
  17993. * @param {Object3D} object - The 3D object to display at this level.
  17994. * @param {number} [distance=0] - The distance at which to display this level of detail.
  17995. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
  17996. * @return {LOD} A reference to this instance.
  17997. */
  17998. addLevel( object, distance = 0, hysteresis = 0 ) {
  17999. distance = Math.abs( distance );
  18000. const levels = this.levels;
  18001. let l;
  18002. for ( l = 0; l < levels.length; l ++ ) {
  18003. if ( distance < levels[ l ].distance ) {
  18004. break;
  18005. }
  18006. }
  18007. levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );
  18008. this.add( object );
  18009. return this;
  18010. }
  18011. /**
  18012. * Removes an existing level, based on the distance from the camera.
  18013. * Returns `true` when the level has been removed. Otherwise `false`.
  18014. *
  18015. * @param {number} distance - Distance of the level to remove.
  18016. * @return {boolean} Whether the level has been removed or not.
  18017. */
  18018. removeLevel( distance ) {
  18019. const levels = this.levels;
  18020. for ( let i = 0; i < levels.length; i ++ ) {
  18021. if ( levels[ i ].distance === distance ) {
  18022. const removedElements = levels.splice( i, 1 );
  18023. this.remove( removedElements[ 0 ].object );
  18024. return true;
  18025. }
  18026. }
  18027. return false;
  18028. }
  18029. /**
  18030. * Returns the currently active LOD level index.
  18031. *
  18032. * @return {number} The current active LOD level index.
  18033. */
  18034. getCurrentLevel() {
  18035. return this._currentLevel;
  18036. }
  18037. /**
  18038. * Returns a reference to the first 3D object that is greater than
  18039. * the given distance.
  18040. *
  18041. * @param {number} distance - The LOD distance.
  18042. * @return {Object3D|null} The found 3D object. `null` if no 3D object has been found.
  18043. */
  18044. getObjectForDistance( distance ) {
  18045. const levels = this.levels;
  18046. if ( levels.length > 0 ) {
  18047. let i, l;
  18048. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18049. let levelDistance = levels[ i ].distance;
  18050. if ( levels[ i ].object.visible ) {
  18051. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18052. }
  18053. if ( distance < levelDistance ) {
  18054. break;
  18055. }
  18056. }
  18057. return levels[ i - 1 ].object;
  18058. }
  18059. return null;
  18060. }
  18061. /**
  18062. * Computes intersection points between a casted ray and this LOD.
  18063. *
  18064. * @param {Raycaster} raycaster - The raycaster.
  18065. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  18066. */
  18067. raycast( raycaster, intersects ) {
  18068. const levels = this.levels;
  18069. if ( levels.length > 0 ) {
  18070. _v1$2.setFromMatrixPosition( this.matrixWorld );
  18071. const distance = raycaster.ray.origin.distanceTo( _v1$2 );
  18072. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  18073. }
  18074. }
  18075. /**
  18076. * Updates the LOD by computing which LOD level should be visible according
  18077. * to the current distance of the given camera.
  18078. *
  18079. * @param {Camera} camera - The camera the scene is rendered with.
  18080. */
  18081. update( camera ) {
  18082. const levels = this.levels;
  18083. if ( levels.length > 1 ) {
  18084. _v1$2.setFromMatrixPosition( camera.matrixWorld );
  18085. _v2$1.setFromMatrixPosition( this.matrixWorld );
  18086. const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;
  18087. levels[ 0 ].object.visible = true;
  18088. let i, l;
  18089. for ( i = 1, l = levels.length; i < l; i ++ ) {
  18090. let levelDistance = levels[ i ].distance;
  18091. if ( levels[ i ].object.visible ) {
  18092. levelDistance -= levelDistance * levels[ i ].hysteresis;
  18093. }
  18094. if ( distance >= levelDistance ) {
  18095. levels[ i - 1 ].object.visible = false;
  18096. levels[ i ].object.visible = true;
  18097. } else {
  18098. break;
  18099. }
  18100. }
  18101. this._currentLevel = i - 1;
  18102. for ( ; i < l; i ++ ) {
  18103. levels[ i ].object.visible = false;
  18104. }
  18105. }
  18106. }
  18107. toJSON( meta ) {
  18108. const data = super.toJSON( meta );
  18109. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  18110. data.object.levels = [];
  18111. const levels = this.levels;
  18112. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  18113. const level = levels[ i ];
  18114. data.object.levels.push( {
  18115. object: level.object.uuid,
  18116. distance: level.distance,
  18117. hysteresis: level.hysteresis
  18118. } );
  18119. }
  18120. return data;
  18121. }
  18122. }
  18123. const _basePosition = /*@__PURE__*/ new Vector3();
  18124. const _skinIndex = /*@__PURE__*/ new Vector4();
  18125. const _skinWeight = /*@__PURE__*/ new Vector4();
  18126. const _vector3 = /*@__PURE__*/ new Vector3();
  18127. const _matrix4 = /*@__PURE__*/ new Matrix4();
  18128. const _vertex = /*@__PURE__*/ new Vector3();
  18129. const _sphere$5 = /*@__PURE__*/ new Sphere();
  18130. const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();
  18131. const _ray$2 = /*@__PURE__*/ new Ray();
  18132. /**
  18133. * A mesh that has a {@link Skeleton} that can then be used to animate the
  18134. * vertices of the geometry with skinning/skeleton animation.
  18135. *
  18136. * Next to a valid skeleton, the skinned mesh requires skin indices and weights
  18137. * as buffer attributes in its geometry. These attribute define which bones affect a single
  18138. * vertex to a certain extend.
  18139. *
  18140. * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader}
  18141. * or {@link FBXLoader } import respective models.
  18142. *
  18143. * @augments Mesh
  18144. */
  18145. class SkinnedMesh extends Mesh {
  18146. /**
  18147. * Constructs a new skinned mesh.
  18148. *
  18149. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18150. * @param {Material|Array<Material>} [material] - The mesh material.
  18151. */
  18152. constructor( geometry, material ) {
  18153. super( geometry, material );
  18154. /**
  18155. * This flag can be used for type testing.
  18156. *
  18157. * @type {boolean}
  18158. * @readonly
  18159. * @default true
  18160. */
  18161. this.isSkinnedMesh = true;
  18162. this.type = 'SkinnedMesh';
  18163. /**
  18164. * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.
  18165. * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton
  18166. * across multiple skinned meshes.
  18167. *
  18168. * @type {(AttachedBindMode|DetachedBindMode)}
  18169. * @default AttachedBindMode
  18170. */
  18171. this.bindMode = AttachedBindMode;
  18172. /**
  18173. * The base matrix that is used for the bound bone transforms.
  18174. *
  18175. * @type {Matrix4}
  18176. */
  18177. this.bindMatrix = new Matrix4();
  18178. /**
  18179. * The base matrix that is used for resetting the bound bone transforms.
  18180. *
  18181. * @type {Matrix4}
  18182. */
  18183. this.bindMatrixInverse = new Matrix4();
  18184. /**
  18185. * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.
  18186. *
  18187. * @type {?Box3}
  18188. * @default null
  18189. */
  18190. this.boundingBox = null;
  18191. /**
  18192. * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.
  18193. *
  18194. * @type {?Sphere}
  18195. * @default null
  18196. */
  18197. this.boundingSphere = null;
  18198. }
  18199. /**
  18200. * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}.
  18201. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18202. * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect
  18203. * the current animation state.
  18204. */
  18205. computeBoundingBox() {
  18206. const geometry = this.geometry;
  18207. if ( this.boundingBox === null ) {
  18208. this.boundingBox = new Box3();
  18209. }
  18210. this.boundingBox.makeEmpty();
  18211. const positionAttribute = geometry.getAttribute( 'position' );
  18212. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18213. this.getVertexPosition( i, _vertex );
  18214. this.boundingBox.expandByPoint( _vertex );
  18215. }
  18216. }
  18217. /**
  18218. * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}.
  18219. * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting
  18220. * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed
  18221. * per frame in order to reflect the current animation state.
  18222. */
  18223. computeBoundingSphere() {
  18224. const geometry = this.geometry;
  18225. if ( this.boundingSphere === null ) {
  18226. this.boundingSphere = new Sphere();
  18227. }
  18228. this.boundingSphere.makeEmpty();
  18229. const positionAttribute = geometry.getAttribute( 'position' );
  18230. for ( let i = 0; i < positionAttribute.count; i ++ ) {
  18231. this.getVertexPosition( i, _vertex );
  18232. this.boundingSphere.expandByPoint( _vertex );
  18233. }
  18234. }
  18235. copy( source, recursive ) {
  18236. super.copy( source, recursive );
  18237. this.bindMode = source.bindMode;
  18238. this.bindMatrix.copy( source.bindMatrix );
  18239. this.bindMatrixInverse.copy( source.bindMatrixInverse );
  18240. this.skeleton = source.skeleton;
  18241. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18242. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18243. return this;
  18244. }
  18245. raycast( raycaster, intersects ) {
  18246. const material = this.material;
  18247. const matrixWorld = this.matrixWorld;
  18248. if ( material === undefined ) return;
  18249. // test with bounding sphere in world space
  18250. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18251. _sphere$5.copy( this.boundingSphere );
  18252. _sphere$5.applyMatrix4( matrixWorld );
  18253. if ( raycaster.ray.intersectsSphere( _sphere$5 ) === false ) return;
  18254. // convert ray to local space of skinned mesh
  18255. _inverseMatrix$2.copy( matrixWorld ).invert();
  18256. _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );
  18257. // test with bounding box in local space
  18258. if ( this.boundingBox !== null ) {
  18259. if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;
  18260. }
  18261. // test for intersections with geometry
  18262. this._computeIntersections( raycaster, intersects, _ray$2 );
  18263. }
  18264. getVertexPosition( index, target ) {
  18265. super.getVertexPosition( index, target );
  18266. this.applyBoneTransform( index, target );
  18267. return target;
  18268. }
  18269. /**
  18270. * Binds the given skeleton to the skinned mesh.
  18271. *
  18272. * @param {Skeleton} skeleton - The skeleton to bind.
  18273. * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,
  18274. * the skinned mesh's world matrix will be used instead.
  18275. */
  18276. bind( skeleton, bindMatrix ) {
  18277. this.skeleton = skeleton;
  18278. if ( bindMatrix === undefined ) {
  18279. this.updateMatrixWorld( true );
  18280. this.skeleton.calculateInverses();
  18281. bindMatrix = this.matrixWorld;
  18282. }
  18283. this.bindMatrix.copy( bindMatrix );
  18284. this.bindMatrixInverse.copy( bindMatrix ).invert();
  18285. }
  18286. /**
  18287. * This method sets the skinned mesh in the rest pose).
  18288. */
  18289. pose() {
  18290. this.skeleton.pose();
  18291. }
  18292. /**
  18293. * Normalizes the skin weights which are defined as a buffer attribute
  18294. * in the skinned mesh's geometry.
  18295. */
  18296. normalizeSkinWeights() {
  18297. const vector = new Vector4();
  18298. const skinWeight = this.geometry.attributes.skinWeight;
  18299. for ( let i = 0, l = skinWeight.count; i < l; i ++ ) {
  18300. vector.fromBufferAttribute( skinWeight, i );
  18301. const scale = 1.0 / vector.manhattanLength();
  18302. if ( scale !== Infinity ) {
  18303. vector.multiplyScalar( scale );
  18304. } else {
  18305. vector.set( 1, 0, 0, 0 ); // do something reasonable
  18306. }
  18307. skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
  18308. }
  18309. }
  18310. updateMatrixWorld( force ) {
  18311. super.updateMatrixWorld( force );
  18312. if ( this.bindMode === AttachedBindMode ) {
  18313. this.bindMatrixInverse.copy( this.matrixWorld ).invert();
  18314. } else if ( this.bindMode === DetachedBindMode ) {
  18315. this.bindMatrixInverse.copy( this.bindMatrix ).invert();
  18316. } else {
  18317. console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
  18318. }
  18319. }
  18320. /**
  18321. * Applies the bone transform associated with the given index to the given
  18322. * vertex position. Returns the updated vector.
  18323. *
  18324. * @param {number} index - The vertex index.
  18325. * @param {Vector3} target - The target object that is used to store the method's result.
  18326. * the skinned mesh's world matrix will be used instead.
  18327. * @return {Vector3} The updated vertex position.
  18328. */
  18329. applyBoneTransform( index, target ) {
  18330. const skeleton = this.skeleton;
  18331. const geometry = this.geometry;
  18332. _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );
  18333. _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );
  18334. _basePosition.copy( target ).applyMatrix4( this.bindMatrix );
  18335. target.set( 0, 0, 0 );
  18336. for ( let i = 0; i < 4; i ++ ) {
  18337. const weight = _skinWeight.getComponent( i );
  18338. if ( weight !== 0 ) {
  18339. const boneIndex = _skinIndex.getComponent( i );
  18340. _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );
  18341. target.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );
  18342. }
  18343. }
  18344. return target.applyMatrix4( this.bindMatrixInverse );
  18345. }
  18346. }
  18347. /**
  18348. * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by
  18349. * the {@link SkinnedMesh}.
  18350. *
  18351. * ```js
  18352. * const root = new THREE.Bone();
  18353. * const child = new THREE.Bone();
  18354. *
  18355. * root.add( child );
  18356. * child.position.y = 5;
  18357. * ```
  18358. *
  18359. * @augments Object3D
  18360. */
  18361. class Bone extends Object3D {
  18362. /**
  18363. * Constructs a new bone.
  18364. */
  18365. constructor() {
  18366. super();
  18367. /**
  18368. * This flag can be used for type testing.
  18369. *
  18370. * @type {boolean}
  18371. * @readonly
  18372. * @default true
  18373. */
  18374. this.isBone = true;
  18375. this.type = 'Bone';
  18376. }
  18377. }
  18378. /**
  18379. * Creates a texture directly from raw buffer data.
  18380. *
  18381. * The interpretation of the data depends on type and format: If the type is
  18382. * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the
  18383. * texel data. If the format is `RGBAFormat`, data needs four values for
  18384. * one texel; Red, Green, Blue and Alpha (typically the opacity).
  18385. *
  18386. * @augments Texture
  18387. */
  18388. class DataTexture extends Texture {
  18389. /**
  18390. * Constructs a new data texture.
  18391. *
  18392. * @param {?TypedArray} [data=null] - The buffer data.
  18393. * @param {number} [width=1] - The width of the texture.
  18394. * @param {number} [height=1] - The height of the texture.
  18395. * @param {number} [format=RGBAFormat] - The texture format.
  18396. * @param {number} [type=UnsignedByteType] - The texture type.
  18397. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  18398. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  18399. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  18400. * @param {number} [magFilter=NearestFilter] - The mag filter value.
  18401. * @param {number} [minFilter=NearestFilter] - The min filter value.
  18402. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  18403. * @param {string} [colorSpace=NoColorSpace] - The color space.
  18404. */
  18405. constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {
  18406. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  18407. /**
  18408. * This flag can be used for type testing.
  18409. *
  18410. * @type {boolean}
  18411. * @readonly
  18412. * @default true
  18413. */
  18414. this.isDataTexture = true;
  18415. /**
  18416. * The image definition of a data texture.
  18417. *
  18418. * @type {{data:TypedArray,width:number,height:number}}
  18419. */
  18420. this.image = { data: data, width: width, height: height };
  18421. /**
  18422. * Whether to generate mipmaps (if possible) for a texture.
  18423. *
  18424. * Overwritten and set to `false` by default.
  18425. *
  18426. * @type {boolean}
  18427. * @default false
  18428. */
  18429. this.generateMipmaps = false;
  18430. /**
  18431. * If set to `true`, the texture is flipped along the vertical axis when
  18432. * uploaded to the GPU.
  18433. *
  18434. * Overwritten and set to `false` by default.
  18435. *
  18436. * @type {boolean}
  18437. * @default false
  18438. */
  18439. this.flipY = false;
  18440. /**
  18441. * Specifies the alignment requirements for the start of each pixel row in memory.
  18442. *
  18443. * Overwritten and set to `1` by default.
  18444. *
  18445. * @type {boolean}
  18446. * @default 1
  18447. */
  18448. this.unpackAlignment = 1;
  18449. }
  18450. }
  18451. const _offsetMatrix = /*@__PURE__*/ new Matrix4();
  18452. const _identityMatrix = /*@__PURE__*/ new Matrix4();
  18453. /**
  18454. * Class for representing the armatures in `three.js`. The skeleton
  18455. * is defined by a hierarchy of bones.
  18456. *
  18457. * ```js
  18458. * const bones = [];
  18459. *
  18460. * const shoulder = new THREE.Bone();
  18461. * const elbow = new THREE.Bone();
  18462. * const hand = new THREE.Bone();
  18463. *
  18464. * shoulder.add( elbow );
  18465. * elbow.add( hand );
  18466. *
  18467. * bones.push( shoulder , elbow, hand);
  18468. *
  18469. * shoulder.position.y = -5;
  18470. * elbow.position.y = 0;
  18471. * hand.position.y = 5;
  18472. *
  18473. * const armSkeleton = new THREE.Skeleton( bones );
  18474. * ```
  18475. */
  18476. class Skeleton {
  18477. /**
  18478. * Constructs a new skeleton.
  18479. *
  18480. * @param {Array<Bone>} [bones] - An array of bones.
  18481. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
  18482. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
  18483. */
  18484. constructor( bones = [], boneInverses = [] ) {
  18485. this.uuid = generateUUID();
  18486. /**
  18487. * An array of bones defining the skeleton.
  18488. *
  18489. * @type {Array<Bone>}
  18490. */
  18491. this.bones = bones.slice( 0 );
  18492. /**
  18493. * An array of bone inverse matrices.
  18494. *
  18495. * @type {Array<Matrix4>}
  18496. */
  18497. this.boneInverses = boneInverses;
  18498. /**
  18499. * An array buffer holding the bone data.
  18500. * Input data for {@link Skeleton#boneTexture}.
  18501. *
  18502. * @type {?Float32Array}
  18503. * @default null
  18504. */
  18505. this.boneMatrices = null;
  18506. /**
  18507. * A texture holding the bone data for use
  18508. * in the vertex shader.
  18509. *
  18510. * @type {?DataTexture}
  18511. * @default null
  18512. */
  18513. this.boneTexture = null;
  18514. this.init();
  18515. }
  18516. /**
  18517. * Initializes the skeleton. This method gets automatically called by the constructor
  18518. * but depending on how the skeleton is created it might be necessary to call this method
  18519. * manually.
  18520. */
  18521. init() {
  18522. const bones = this.bones;
  18523. const boneInverses = this.boneInverses;
  18524. this.boneMatrices = new Float32Array( bones.length * 16 );
  18525. // calculate inverse bone matrices if necessary
  18526. if ( boneInverses.length === 0 ) {
  18527. this.calculateInverses();
  18528. } else {
  18529. // handle special case
  18530. if ( bones.length !== boneInverses.length ) {
  18531. console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
  18532. this.boneInverses = [];
  18533. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18534. this.boneInverses.push( new Matrix4() );
  18535. }
  18536. }
  18537. }
  18538. }
  18539. /**
  18540. * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
  18541. * and fills it with new matrices.
  18542. */
  18543. calculateInverses() {
  18544. this.boneInverses.length = 0;
  18545. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18546. const inverse = new Matrix4();
  18547. if ( this.bones[ i ] ) {
  18548. inverse.copy( this.bones[ i ].matrixWorld ).invert();
  18549. }
  18550. this.boneInverses.push( inverse );
  18551. }
  18552. }
  18553. /**
  18554. * Resets the skeleton to the base pose.
  18555. */
  18556. pose() {
  18557. // recover the bind-time world matrices
  18558. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18559. const bone = this.bones[ i ];
  18560. if ( bone ) {
  18561. bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
  18562. }
  18563. }
  18564. // compute the local matrices, positions, rotations and scales
  18565. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18566. const bone = this.bones[ i ];
  18567. if ( bone ) {
  18568. if ( bone.parent && bone.parent.isBone ) {
  18569. bone.matrix.copy( bone.parent.matrixWorld ).invert();
  18570. bone.matrix.multiply( bone.matrixWorld );
  18571. } else {
  18572. bone.matrix.copy( bone.matrixWorld );
  18573. }
  18574. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  18575. }
  18576. }
  18577. }
  18578. /**
  18579. * Resets the skeleton to the base pose.
  18580. */
  18581. update() {
  18582. const bones = this.bones;
  18583. const boneInverses = this.boneInverses;
  18584. const boneMatrices = this.boneMatrices;
  18585. const boneTexture = this.boneTexture;
  18586. // flatten bone matrices to array
  18587. for ( let i = 0, il = bones.length; i < il; i ++ ) {
  18588. // compute the offset between the current and the original transform
  18589. const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
  18590. _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
  18591. _offsetMatrix.toArray( boneMatrices, i * 16 );
  18592. }
  18593. if ( boneTexture !== null ) {
  18594. boneTexture.needsUpdate = true;
  18595. }
  18596. }
  18597. /**
  18598. * Returns a new skeleton with copied values from this instance.
  18599. *
  18600. * @return {Skeleton} A clone of this instance.
  18601. */
  18602. clone() {
  18603. return new Skeleton( this.bones, this.boneInverses );
  18604. }
  18605. /**
  18606. * Computes a data texture for passing bone data to the vertex shader.
  18607. *
  18608. * @return {Skeleton} A reference of this instance.
  18609. */
  18610. computeBoneTexture() {
  18611. // layout (1 matrix = 4 pixels)
  18612. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  18613. // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
  18614. // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
  18615. // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
  18616. // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
  18617. let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
  18618. size = Math.ceil( size / 4 ) * 4;
  18619. size = Math.max( size, 4 );
  18620. const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  18621. boneMatrices.set( this.boneMatrices ); // copy current values
  18622. const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
  18623. boneTexture.needsUpdate = true;
  18624. this.boneMatrices = boneMatrices;
  18625. this.boneTexture = boneTexture;
  18626. return this;
  18627. }
  18628. /**
  18629. * Searches through the skeleton's bone array and returns the first with a
  18630. * matching name.
  18631. *
  18632. * @param {string} name - The name of the bone.
  18633. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
  18634. */
  18635. getBoneByName( name ) {
  18636. for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
  18637. const bone = this.bones[ i ];
  18638. if ( bone.name === name ) {
  18639. return bone;
  18640. }
  18641. }
  18642. return undefined;
  18643. }
  18644. /**
  18645. * Frees the GPU-related resources allocated by this instance. Call this
  18646. * method whenever this instance is no longer used in your app.
  18647. */
  18648. dispose( ) {
  18649. if ( this.boneTexture !== null ) {
  18650. this.boneTexture.dispose();
  18651. this.boneTexture = null;
  18652. }
  18653. }
  18654. /**
  18655. * Setups the skeleton by the given JSON and bones.
  18656. *
  18657. * @param {Object} json - The skeleton as serialized JSON.
  18658. * @param {Object<string, Bone>} bones - An array of bones.
  18659. * @return {Skeleton} A reference of this instance.
  18660. */
  18661. fromJSON( json, bones ) {
  18662. this.uuid = json.uuid;
  18663. for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
  18664. const uuid = json.bones[ i ];
  18665. let bone = bones[ uuid ];
  18666. if ( bone === undefined ) {
  18667. console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
  18668. bone = new Bone();
  18669. }
  18670. this.bones.push( bone );
  18671. this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
  18672. }
  18673. this.init();
  18674. return this;
  18675. }
  18676. /**
  18677. * Serializes the skeleton into JSON.
  18678. *
  18679. * @return {Object} A JSON object representing the serialized skeleton.
  18680. * @see {@link ObjectLoader#parse}
  18681. */
  18682. toJSON() {
  18683. const data = {
  18684. metadata: {
  18685. version: 4.6,
  18686. type: 'Skeleton',
  18687. generator: 'Skeleton.toJSON'
  18688. },
  18689. bones: [],
  18690. boneInverses: []
  18691. };
  18692. data.uuid = this.uuid;
  18693. const bones = this.bones;
  18694. const boneInverses = this.boneInverses;
  18695. for ( let i = 0, l = bones.length; i < l; i ++ ) {
  18696. const bone = bones[ i ];
  18697. data.bones.push( bone.uuid );
  18698. const boneInverse = boneInverses[ i ];
  18699. data.boneInverses.push( boneInverse.toArray() );
  18700. }
  18701. return data;
  18702. }
  18703. }
  18704. /**
  18705. * An instanced version of a buffer attribute.
  18706. *
  18707. * @augments BufferAttribute
  18708. */
  18709. class InstancedBufferAttribute extends BufferAttribute {
  18710. /**
  18711. * Constructs a new instanced buffer attribute.
  18712. *
  18713. * @param {TypedArray} array - The array holding the attribute data.
  18714. * @param {number} itemSize - The item size.
  18715. * @param {boolean} [normalized=false] - Whether the data are normalized or not.
  18716. * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
  18717. */
  18718. constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {
  18719. super( array, itemSize, normalized );
  18720. /**
  18721. * This flag can be used for type testing.
  18722. *
  18723. * @type {boolean}
  18724. * @readonly
  18725. * @default true
  18726. */
  18727. this.isInstancedBufferAttribute = true;
  18728. /**
  18729. * Defines how often a value of this buffer attribute should be repeated. A
  18730. * value of one means that each value of the instanced attribute is used for
  18731. * a single instance. A value of two means that each value is used for two
  18732. * consecutive instances (and so on).
  18733. *
  18734. * @type {number}
  18735. * @default 1
  18736. */
  18737. this.meshPerAttribute = meshPerAttribute;
  18738. }
  18739. copy( source ) {
  18740. super.copy( source );
  18741. this.meshPerAttribute = source.meshPerAttribute;
  18742. return this;
  18743. }
  18744. toJSON() {
  18745. const data = super.toJSON();
  18746. data.meshPerAttribute = this.meshPerAttribute;
  18747. data.isInstancedBufferAttribute = true;
  18748. return data;
  18749. }
  18750. }
  18751. const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
  18752. const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
  18753. const _instanceIntersects = [];
  18754. const _box3 = /*@__PURE__*/ new Box3();
  18755. const _identity = /*@__PURE__*/ new Matrix4();
  18756. const _mesh$1 = /*@__PURE__*/ new Mesh();
  18757. const _sphere$4 = /*@__PURE__*/ new Sphere();
  18758. /**
  18759. * A special version of a mesh with instanced rendering support. Use
  18760. * this class if you have to render a large number of objects with the same
  18761. * geometry and material(s) but with different world transformations. The usage
  18762. * of 'InstancedMesh' will help you to reduce the number of draw calls and thus
  18763. * improve the overall rendering performance in your application.
  18764. *
  18765. * @augments Mesh
  18766. */
  18767. class InstancedMesh extends Mesh {
  18768. /**
  18769. * Constructs a new instanced mesh.
  18770. *
  18771. * @param {BufferGeometry} [geometry] - The mesh geometry.
  18772. * @param {Material|Array<Material>} [material] - The mesh material.
  18773. * @param {number} count - The number of instances.
  18774. */
  18775. constructor( geometry, material, count ) {
  18776. super( geometry, material );
  18777. /**
  18778. * This flag can be used for type testing.
  18779. *
  18780. * @type {boolean}
  18781. * @readonly
  18782. * @default true
  18783. */
  18784. this.isInstancedMesh = true;
  18785. /**
  18786. * Represents the local transformation of all instances. You have to set its
  18787. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18788. * via {@link InstancedMesh#setMatrixAt}.
  18789. *
  18790. * @type {InstancedBufferAttribute}
  18791. */
  18792. this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );
  18793. /**
  18794. * Represents the color of all instances. You have to set its
  18795. * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
  18796. * via {@link InstancedMesh#setColorAt}.
  18797. *
  18798. * @type {?InstancedBufferAttribute}
  18799. * @default null
  18800. */
  18801. this.instanceColor = null;
  18802. /**
  18803. * Represents the morph target weights of all instances. You have to set its
  18804. * {@link Texture#needsUpdate} flag to true if you modify instanced data
  18805. * via {@link InstancedMesh#setMorphAt}.
  18806. *
  18807. * @type {?DataTexture}
  18808. * @default null
  18809. */
  18810. this.morphTexture = null;
  18811. /**
  18812. * The number of instances.
  18813. *
  18814. * @type {number}
  18815. */
  18816. this.count = count;
  18817. /**
  18818. * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
  18819. *
  18820. * @type {?Box3}
  18821. * @default null
  18822. */
  18823. this.boundingBox = null;
  18824. /**
  18825. * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
  18826. *
  18827. * @type {?Sphere}
  18828. * @default null
  18829. */
  18830. this.boundingSphere = null;
  18831. for ( let i = 0; i < count; i ++ ) {
  18832. this.setMatrixAt( i, _identity );
  18833. }
  18834. }
  18835. /**
  18836. * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
  18837. * The bounding box is not automatically computed by the engine; this method must be called by your app.
  18838. * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18839. */
  18840. computeBoundingBox() {
  18841. const geometry = this.geometry;
  18842. const count = this.count;
  18843. if ( this.boundingBox === null ) {
  18844. this.boundingBox = new Box3();
  18845. }
  18846. if ( geometry.boundingBox === null ) {
  18847. geometry.computeBoundingBox();
  18848. }
  18849. this.boundingBox.makeEmpty();
  18850. for ( let i = 0; i < count; i ++ ) {
  18851. this.getMatrixAt( i, _instanceLocalMatrix );
  18852. _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );
  18853. this.boundingBox.union( _box3 );
  18854. }
  18855. }
  18856. /**
  18857. * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
  18858. * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
  18859. * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
  18860. */
  18861. computeBoundingSphere() {
  18862. const geometry = this.geometry;
  18863. const count = this.count;
  18864. if ( this.boundingSphere === null ) {
  18865. this.boundingSphere = new Sphere();
  18866. }
  18867. if ( geometry.boundingSphere === null ) {
  18868. geometry.computeBoundingSphere();
  18869. }
  18870. this.boundingSphere.makeEmpty();
  18871. for ( let i = 0; i < count; i ++ ) {
  18872. this.getMatrixAt( i, _instanceLocalMatrix );
  18873. _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );
  18874. this.boundingSphere.union( _sphere$4 );
  18875. }
  18876. }
  18877. copy( source, recursive ) {
  18878. super.copy( source, recursive );
  18879. this.instanceMatrix.copy( source.instanceMatrix );
  18880. if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();
  18881. if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();
  18882. this.count = source.count;
  18883. if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();
  18884. if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();
  18885. return this;
  18886. }
  18887. /**
  18888. * Gets the color of the defined instance.
  18889. *
  18890. * @param {number} index - The instance index.
  18891. * @param {Color} color - The target object that is used to store the method's result.
  18892. */
  18893. getColorAt( index, color ) {
  18894. color.fromArray( this.instanceColor.array, index * 3 );
  18895. }
  18896. /**
  18897. * Gets the local transformation matrix of the defined instance.
  18898. *
  18899. * @param {number} index - The instance index.
  18900. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  18901. */
  18902. getMatrixAt( index, matrix ) {
  18903. matrix.fromArray( this.instanceMatrix.array, index * 16 );
  18904. }
  18905. /**
  18906. * Gets the morph target weights of the defined instance.
  18907. *
  18908. * @param {number} index - The instance index.
  18909. * @param {Mesh} object - The target object that is used to store the method's result.
  18910. */
  18911. getMorphAt( index, object ) {
  18912. const objectInfluences = object.morphTargetInfluences;
  18913. const array = this.morphTexture.source.data.data;
  18914. const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum
  18915. const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning
  18916. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18917. objectInfluences[ i ] = array[ dataIndex + i ];
  18918. }
  18919. }
  18920. raycast( raycaster, intersects ) {
  18921. const matrixWorld = this.matrixWorld;
  18922. const raycastTimes = this.count;
  18923. _mesh$1.geometry = this.geometry;
  18924. _mesh$1.material = this.material;
  18925. if ( _mesh$1.material === undefined ) return;
  18926. // test with bounding sphere first
  18927. if ( this.boundingSphere === null ) this.computeBoundingSphere();
  18928. _sphere$4.copy( this.boundingSphere );
  18929. _sphere$4.applyMatrix4( matrixWorld );
  18930. if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;
  18931. // now test each instance
  18932. for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
  18933. // calculate the world matrix for each instance
  18934. this.getMatrixAt( instanceId, _instanceLocalMatrix );
  18935. _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
  18936. // the mesh represents this single instance
  18937. _mesh$1.matrixWorld = _instanceWorldMatrix;
  18938. _mesh$1.raycast( raycaster, _instanceIntersects );
  18939. // process the result of raycast
  18940. for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {
  18941. const intersect = _instanceIntersects[ i ];
  18942. intersect.instanceId = instanceId;
  18943. intersect.object = this;
  18944. intersects.push( intersect );
  18945. }
  18946. _instanceIntersects.length = 0;
  18947. }
  18948. }
  18949. /**
  18950. * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
  18951. * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
  18952. *
  18953. * @param {number} index - The instance index.
  18954. * @param {Color} color - The instance color.
  18955. */
  18956. setColorAt( index, color ) {
  18957. if ( this.instanceColor === null ) {
  18958. this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 );
  18959. }
  18960. color.toArray( this.instanceColor.array, index * 3 );
  18961. }
  18962. /**
  18963. * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
  18964. * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.
  18965. *
  18966. * @param {number} index - The instance index.
  18967. * @param {Matrix4} matrix - The local transformation.
  18968. */
  18969. setMatrixAt( index, matrix ) {
  18970. matrix.toArray( this.instanceMatrix.array, index * 16 );
  18971. }
  18972. /**
  18973. * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
  18974. * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
  18975. *
  18976. * @param {number} index - The instance index.
  18977. * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights
  18978. * of a single instance.
  18979. */
  18980. setMorphAt( index, object ) {
  18981. const objectInfluences = object.morphTargetInfluences;
  18982. const len = objectInfluences.length + 1; // morphBaseInfluence + all influences
  18983. if ( this.morphTexture === null ) {
  18984. this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );
  18985. }
  18986. const array = this.morphTexture.source.data.data;
  18987. let morphInfluencesSum = 0;
  18988. for ( let i = 0; i < objectInfluences.length; i ++ ) {
  18989. morphInfluencesSum += objectInfluences[ i ];
  18990. }
  18991. const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
  18992. const dataIndex = len * index;
  18993. array[ dataIndex ] = morphBaseInfluence;
  18994. array.set( objectInfluences, dataIndex + 1 );
  18995. }
  18996. updateMorphTargets() {
  18997. }
  18998. /**
  18999. * Frees the GPU-related resources allocated by this instance. Call this
  19000. * method whenever this instance is no longer used in your app.
  19001. */
  19002. dispose() {
  19003. this.dispatchEvent( { type: 'dispose' } );
  19004. if ( this.morphTexture !== null ) {
  19005. this.morphTexture.dispose();
  19006. this.morphTexture = null;
  19007. }
  19008. }
  19009. }
  19010. const _vector1 = /*@__PURE__*/ new Vector3();
  19011. const _vector2 = /*@__PURE__*/ new Vector3();
  19012. const _normalMatrix = /*@__PURE__*/ new Matrix3();
  19013. /**
  19014. * A two dimensional surface that extends infinitely in 3D space, represented
  19015. * in [Hessian normal form]{@link http://mathworld.wolfram.com/HessianNormalForm.html}
  19016. * by a unit length normal vector and a constant.
  19017. */
  19018. class Plane {
  19019. /**
  19020. * Constructs a new plane.
  19021. *
  19022. * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
  19023. * @param {number} [constant=0] - The signed distance from the origin to the plane.
  19024. */
  19025. constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
  19026. /**
  19027. * This flag can be used for type testing.
  19028. *
  19029. * @type {boolean}
  19030. * @readonly
  19031. * @default true
  19032. */
  19033. this.isPlane = true;
  19034. /**
  19035. * A unit length vector defining the normal of the plane.
  19036. *
  19037. * @type {Vector3}
  19038. */
  19039. this.normal = normal;
  19040. /**
  19041. * The signed distance from the origin to the plane.
  19042. *
  19043. * @type {number}
  19044. * @default 0
  19045. */
  19046. this.constant = constant;
  19047. }
  19048. /**
  19049. * Sets the plane components by copying the given values.
  19050. *
  19051. * @param {Vector3} normal - The normal.
  19052. * @param {number} constant - The constant.
  19053. * @return {Plane} A reference to this plane.
  19054. */
  19055. set( normal, constant ) {
  19056. this.normal.copy( normal );
  19057. this.constant = constant;
  19058. return this;
  19059. }
  19060. /**
  19061. * Sets the plane components by defining `x`, `y`, `z` as the
  19062. * plane normal and `w` as the constant.
  19063. *
  19064. * @param {number} x - The value for the normal's x component.
  19065. * @param {number} y - The value for the normal's y component.
  19066. * @param {number} z - The value for the normal's z component.
  19067. * @param {number} w - The constant value.
  19068. * @return {Plane} A reference to this plane.
  19069. */
  19070. setComponents( x, y, z, w ) {
  19071. this.normal.set( x, y, z );
  19072. this.constant = w;
  19073. return this;
  19074. }
  19075. /**
  19076. * Sets the plane from the given normal and coplanar point (that is a point
  19077. * that lies onto the plane).
  19078. *
  19079. * @param {Vector3} normal - The normal.
  19080. * @param {Vector3} point - A coplanar point.
  19081. * @return {Plane} A reference to this plane.
  19082. */
  19083. setFromNormalAndCoplanarPoint( normal, point ) {
  19084. this.normal.copy( normal );
  19085. this.constant = - point.dot( this.normal );
  19086. return this;
  19087. }
  19088. /**
  19089. * Sets the plane from three coplanar points. The winding order is
  19090. * assumed to be counter-clockwise, and determines the direction of
  19091. * the plane normal.
  19092. *
  19093. * @param {Vector3} a - The first coplanar point.
  19094. * @param {Vector3} b - The second coplanar point.
  19095. * @param {Vector3} c - The third coplanar point.
  19096. * @return {Plane} A reference to this plane.
  19097. */
  19098. setFromCoplanarPoints( a, b, c ) {
  19099. const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
  19100. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  19101. this.setFromNormalAndCoplanarPoint( normal, a );
  19102. return this;
  19103. }
  19104. /**
  19105. * Copies the values of the given plane to this instance.
  19106. *
  19107. * @param {Plane} plane - The plane to copy.
  19108. * @return {Plane} A reference to this plane.
  19109. */
  19110. copy( plane ) {
  19111. this.normal.copy( plane.normal );
  19112. this.constant = plane.constant;
  19113. return this;
  19114. }
  19115. /**
  19116. * Normalizes the plane normal and adjusts the constant accordingly.
  19117. *
  19118. * @return {Plane} A reference to this plane.
  19119. */
  19120. normalize() {
  19121. // Note: will lead to a divide by zero if the plane is invalid.
  19122. const inverseNormalLength = 1.0 / this.normal.length();
  19123. this.normal.multiplyScalar( inverseNormalLength );
  19124. this.constant *= inverseNormalLength;
  19125. return this;
  19126. }
  19127. /**
  19128. * Negates both the plane normal and the constant.
  19129. *
  19130. * @return {Plane} A reference to this plane.
  19131. */
  19132. negate() {
  19133. this.constant *= -1;
  19134. this.normal.negate();
  19135. return this;
  19136. }
  19137. /**
  19138. * Returns the signed distance from the given point to this plane.
  19139. *
  19140. * @param {Vector3} point - The point to compute the distance for.
  19141. * @return {number} The signed distance.
  19142. */
  19143. distanceToPoint( point ) {
  19144. return this.normal.dot( point ) + this.constant;
  19145. }
  19146. /**
  19147. * Returns the signed distance from the given sphere to this plane.
  19148. *
  19149. * @param {Sphere} sphere - The sphere to compute the distance for.
  19150. * @return {number} The signed distance.
  19151. */
  19152. distanceToSphere( sphere ) {
  19153. return this.distanceToPoint( sphere.center ) - sphere.radius;
  19154. }
  19155. /**
  19156. * Projects a the given point onto the plane.
  19157. *
  19158. * @param {Vector3} point - The point to project.
  19159. * @param {Vector3} target - The target vector that is used to store the method's result.
  19160. * @return {Vector3} The projected point on the plane.
  19161. */
  19162. projectPoint( point, target ) {
  19163. return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
  19164. }
  19165. /**
  19166. * Returns the intersection point of the passed line and the plane. Returns
  19167. * `null` if the line does not intersect. Returns the line's starting point if
  19168. * the line is coplanar with the plane.
  19169. *
  19170. * @param {Line3} line - The line to compute the intersection for.
  19171. * @param {Vector3} target - The target vector that is used to store the method's result.
  19172. * @return {?Vector3} The intersection point.
  19173. */
  19174. intersectLine( line, target ) {
  19175. const direction = line.delta( _vector1 );
  19176. const denominator = this.normal.dot( direction );
  19177. if ( denominator === 0 ) {
  19178. // line is coplanar, return origin
  19179. if ( this.distanceToPoint( line.start ) === 0 ) {
  19180. return target.copy( line.start );
  19181. }
  19182. // Unsure if this is the correct method to handle this case.
  19183. return null;
  19184. }
  19185. const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  19186. if ( t < 0 || t > 1 ) {
  19187. return null;
  19188. }
  19189. return target.copy( line.start ).addScaledVector( direction, t );
  19190. }
  19191. /**
  19192. * Returns `true` if the given line segment intersects with (passes through) the plane.
  19193. *
  19194. * @param {Line3} line - The line to test.
  19195. * @return {boolean} Whether the given line segment intersects with the plane or not.
  19196. */
  19197. intersectsLine( line ) {
  19198. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  19199. const startSign = this.distanceToPoint( line.start );
  19200. const endSign = this.distanceToPoint( line.end );
  19201. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  19202. }
  19203. /**
  19204. * Returns `true` if the given bounding box intersects with the plane.
  19205. *
  19206. * @param {Box3} box - The bounding box to test.
  19207. * @return {boolean} Whether the given bounding box intersects with the plane or not.
  19208. */
  19209. intersectsBox( box ) {
  19210. return box.intersectsPlane( this );
  19211. }
  19212. /**
  19213. * Returns `true` if the given bounding sphere intersects with the plane.
  19214. *
  19215. * @param {Sphere} sphere - The bounding sphere to test.
  19216. * @return {boolean} Whether the given bounding sphere intersects with the plane or not.
  19217. */
  19218. intersectsSphere( sphere ) {
  19219. return sphere.intersectsPlane( this );
  19220. }
  19221. /**
  19222. * Returns a coplanar vector to the plane, by calculating the
  19223. * projection of the normal at the origin onto the plane.
  19224. *
  19225. * @param {Vector3} target - The target vector that is used to store the method's result.
  19226. * @return {Vector3} The coplanar point.
  19227. */
  19228. coplanarPoint( target ) {
  19229. return target.copy( this.normal ).multiplyScalar( - this.constant );
  19230. }
  19231. /**
  19232. * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
  19233. *
  19234. * The optional normal matrix can be pre-computed like so:
  19235. * ```js
  19236. * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  19237. * ```
  19238. *
  19239. * @param {Matrix4} matrix - The transformation matrix.
  19240. * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
  19241. * @return {Plane} A reference to this plane.
  19242. */
  19243. applyMatrix4( matrix, optionalNormalMatrix ) {
  19244. const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
  19245. const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
  19246. const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
  19247. this.constant = - referencePoint.dot( normal );
  19248. return this;
  19249. }
  19250. /**
  19251. * Translates the plane by the distance defined by the given offset vector.
  19252. * Note that this only affects the plane constant and will not affect the normal vector.
  19253. *
  19254. * @param {Vector3} offset - The offset vector.
  19255. * @return {Plane} A reference to this plane.
  19256. */
  19257. translate( offset ) {
  19258. this.constant -= offset.dot( this.normal );
  19259. return this;
  19260. }
  19261. /**
  19262. * Returns `true` if this plane is equal with the given one.
  19263. *
  19264. * @param {Plane} plane - The plane to test for equality.
  19265. * @return {boolean} Whether this plane is equal with the given one.
  19266. */
  19267. equals( plane ) {
  19268. return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
  19269. }
  19270. /**
  19271. * Returns a new plane with copied values from this instance.
  19272. *
  19273. * @return {Plane} A clone of this instance.
  19274. */
  19275. clone() {
  19276. return new this.constructor().copy( this );
  19277. }
  19278. }
  19279. const _sphere$3 = /*@__PURE__*/ new Sphere();
  19280. const _vector$6 = /*@__PURE__*/ new Vector3();
  19281. /**
  19282. * Frustums are used to determine what is inside the camera's field of view.
  19283. * They help speed up the rendering process - objects which lie outside a camera's
  19284. * frustum can safely be excluded from rendering.
  19285. *
  19286. * This class is mainly intended for use internally by a renderer.
  19287. */
  19288. class Frustum {
  19289. /**
  19290. * Constructs a new frustum.
  19291. *
  19292. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19293. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19294. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19295. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19296. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19297. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19298. */
  19299. constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
  19300. /**
  19301. * This array holds the planes that enclose the frustum.
  19302. *
  19303. * @type {Array<Plane>}
  19304. */
  19305. this.planes = [ p0, p1, p2, p3, p4, p5 ];
  19306. }
  19307. /**
  19308. * Sets the frustum planes by copying the given planes.
  19309. *
  19310. * @param {Plane} [p0] - The first plane that encloses the frustum.
  19311. * @param {Plane} [p1] - The second plane that encloses the frustum.
  19312. * @param {Plane} [p2] - The third plane that encloses the frustum.
  19313. * @param {Plane} [p3] - The fourth plane that encloses the frustum.
  19314. * @param {Plane} [p4] - The fifth plane that encloses the frustum.
  19315. * @param {Plane} [p5] - The sixth plane that encloses the frustum.
  19316. * @return {Frustum} A reference to this frustum.
  19317. */
  19318. set( p0, p1, p2, p3, p4, p5 ) {
  19319. const planes = this.planes;
  19320. planes[ 0 ].copy( p0 );
  19321. planes[ 1 ].copy( p1 );
  19322. planes[ 2 ].copy( p2 );
  19323. planes[ 3 ].copy( p3 );
  19324. planes[ 4 ].copy( p4 );
  19325. planes[ 5 ].copy( p5 );
  19326. return this;
  19327. }
  19328. /**
  19329. * Copies the values of the given frustum to this instance.
  19330. *
  19331. * @param {Frustum} frustum - The frustum to copy.
  19332. * @return {Frustum} A reference to this frustum.
  19333. */
  19334. copy( frustum ) {
  19335. const planes = this.planes;
  19336. for ( let i = 0; i < 6; i ++ ) {
  19337. planes[ i ].copy( frustum.planes[ i ] );
  19338. }
  19339. return this;
  19340. }
  19341. /**
  19342. * Sets the frustum planes from the given projection matrix.
  19343. *
  19344. * @param {Matrix4} m - The projection matrix.
  19345. * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
  19346. * @return {Frustum} A reference to this frustum.
  19347. */
  19348. setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
  19349. const planes = this.planes;
  19350. const me = m.elements;
  19351. const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  19352. const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  19353. const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  19354. const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  19355. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  19356. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  19357. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  19358. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  19359. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  19360. if ( coordinateSystem === WebGLCoordinateSystem ) {
  19361. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  19362. } else if ( coordinateSystem === WebGPUCoordinateSystem ) {
  19363. planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
  19364. } else {
  19365. throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
  19366. }
  19367. return this;
  19368. }
  19369. /**
  19370. * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
  19371. *
  19372. * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
  19373. *
  19374. * @param {Object3D} object - The 3D object to test.
  19375. * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
  19376. */
  19377. intersectsObject( object ) {
  19378. if ( object.boundingSphere !== undefined ) {
  19379. if ( object.boundingSphere === null ) object.computeBoundingSphere();
  19380. _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
  19381. } else {
  19382. const geometry = object.geometry;
  19383. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  19384. _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
  19385. }
  19386. return this.intersectsSphere( _sphere$3 );
  19387. }
  19388. /**
  19389. * Returns `true` if the given sprite is intersecting this frustum.
  19390. *
  19391. * @param {Sprite} sprite - The sprite to test.
  19392. * @return {boolean} Whether the sprite is intersecting this frustum or not.
  19393. */
  19394. intersectsSprite( sprite ) {
  19395. _sphere$3.center.set( 0, 0, 0 );
  19396. _sphere$3.radius = 0.7071067811865476;
  19397. _sphere$3.applyMatrix4( sprite.matrixWorld );
  19398. return this.intersectsSphere( _sphere$3 );
  19399. }
  19400. /**
  19401. * Returns `true` if the given bounding sphere is intersecting this frustum.
  19402. *
  19403. * @param {Sphere} sphere - The bounding sphere to test.
  19404. * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
  19405. */
  19406. intersectsSphere( sphere ) {
  19407. const planes = this.planes;
  19408. const center = sphere.center;
  19409. const negRadius = - sphere.radius;
  19410. for ( let i = 0; i < 6; i ++ ) {
  19411. const distance = planes[ i ].distanceToPoint( center );
  19412. if ( distance < negRadius ) {
  19413. return false;
  19414. }
  19415. }
  19416. return true;
  19417. }
  19418. /**
  19419. * Returns `true` if the given bounding box is intersecting this frustum.
  19420. *
  19421. * @param {Box3} box - The bounding box to test.
  19422. * @return {boolean} Whether the bounding box is intersecting this frustum or not.
  19423. */
  19424. intersectsBox( box ) {
  19425. const planes = this.planes;
  19426. for ( let i = 0; i < 6; i ++ ) {
  19427. const plane = planes[ i ];
  19428. // corner at max distance
  19429. _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  19430. _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  19431. _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  19432. if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
  19433. return false;
  19434. }
  19435. }
  19436. return true;
  19437. }
  19438. /**
  19439. * Returns `true` if the given point lies within the frustum.
  19440. *
  19441. * @param {Vector3} point - The point to test.
  19442. * @return {boolean} Whether the point lies within this frustum or not.
  19443. */
  19444. containsPoint( point ) {
  19445. const planes = this.planes;
  19446. for ( let i = 0; i < 6; i ++ ) {
  19447. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  19448. return false;
  19449. }
  19450. }
  19451. return true;
  19452. }
  19453. /**
  19454. * Returns a new frustum with copied values from this instance.
  19455. *
  19456. * @return {Frustum} A clone of this instance.
  19457. */
  19458. clone() {
  19459. return new this.constructor().copy( this );
  19460. }
  19461. }
  19462. const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();
  19463. const _frustum$1 = /*@__PURE__*/ new Frustum();
  19464. /**
  19465. * FrustumArray is used to determine if an object is visible in at least one camera
  19466. * from an array of cameras. This is particularly useful for multi-view renderers.
  19467. */
  19468. class FrustumArray {
  19469. /**
  19470. * Constructs a new frustum array.
  19471. *
  19472. */
  19473. constructor() {
  19474. /**
  19475. * The coordinate system to use.
  19476. *
  19477. * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
  19478. * @default WebGLCoordinateSystem
  19479. */
  19480. this.coordinateSystem = WebGLCoordinateSystem;
  19481. }
  19482. /**
  19483. * Returns `true` if the 3D object's bounding sphere is intersecting any frustum
  19484. * from the camera array.
  19485. *
  19486. * @param {Object3D} object - The 3D object to test.
  19487. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19488. * @return {boolean} Whether the 3D object is visible in any camera.
  19489. */
  19490. intersectsObject( object, cameraArray ) {
  19491. if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) {
  19492. return false;
  19493. }
  19494. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19495. const camera = cameraArray.cameras[ i ];
  19496. _projScreenMatrix$2.multiplyMatrices(
  19497. camera.projectionMatrix,
  19498. camera.matrixWorldInverse
  19499. );
  19500. _frustum$1.setFromProjectionMatrix(
  19501. _projScreenMatrix$2,
  19502. this.coordinateSystem
  19503. );
  19504. if ( _frustum$1.intersectsObject( object ) ) {
  19505. return true; // Object is visible in at least one camera
  19506. }
  19507. }
  19508. return false; // Not visible in any camera
  19509. }
  19510. /**
  19511. * Returns `true` if the given sprite is intersecting any frustum
  19512. * from the camera array.
  19513. *
  19514. * @param {Sprite} sprite - The sprite to test.
  19515. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19516. * @return {boolean} Whether the sprite is visible in any camera.
  19517. */
  19518. intersectsSprite( sprite, cameraArray ) {
  19519. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19520. return false;
  19521. }
  19522. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19523. const camera = cameraArray.cameras[ i ];
  19524. _projScreenMatrix$2.multiplyMatrices(
  19525. camera.projectionMatrix,
  19526. camera.matrixWorldInverse
  19527. );
  19528. _frustum$1.setFromProjectionMatrix(
  19529. _projScreenMatrix$2,
  19530. this.coordinateSystem
  19531. );
  19532. if ( _frustum$1.intersectsSprite( sprite ) ) {
  19533. return true; // Sprite is visible in at least one camera
  19534. }
  19535. }
  19536. return false; // Not visible in any camera
  19537. }
  19538. /**
  19539. * Returns `true` if the given bounding sphere is intersecting any frustum
  19540. * from the camera array.
  19541. *
  19542. * @param {Sphere} sphere - The bounding sphere to test.
  19543. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19544. * @return {boolean} Whether the sphere is visible in any camera.
  19545. */
  19546. intersectsSphere( sphere, cameraArray ) {
  19547. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19548. return false;
  19549. }
  19550. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19551. const camera = cameraArray.cameras[ i ];
  19552. _projScreenMatrix$2.multiplyMatrices(
  19553. camera.projectionMatrix,
  19554. camera.matrixWorldInverse
  19555. );
  19556. _frustum$1.setFromProjectionMatrix(
  19557. _projScreenMatrix$2,
  19558. this.coordinateSystem
  19559. );
  19560. if ( _frustum$1.intersectsSphere( sphere ) ) {
  19561. return true; // Sphere is visible in at least one camera
  19562. }
  19563. }
  19564. return false; // Not visible in any camera
  19565. }
  19566. /**
  19567. * Returns `true` if the given bounding box is intersecting any frustum
  19568. * from the camera array.
  19569. *
  19570. * @param {Box3} box - The bounding box to test.
  19571. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19572. * @return {boolean} Whether the box is visible in any camera.
  19573. */
  19574. intersectsBox( box, cameraArray ) {
  19575. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19576. return false;
  19577. }
  19578. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19579. const camera = cameraArray.cameras[ i ];
  19580. _projScreenMatrix$2.multiplyMatrices(
  19581. camera.projectionMatrix,
  19582. camera.matrixWorldInverse
  19583. );
  19584. _frustum$1.setFromProjectionMatrix(
  19585. _projScreenMatrix$2,
  19586. this.coordinateSystem
  19587. );
  19588. if ( _frustum$1.intersectsBox( box ) ) {
  19589. return true; // Box is visible in at least one camera
  19590. }
  19591. }
  19592. return false; // Not visible in any camera
  19593. }
  19594. /**
  19595. * Returns `true` if the given point lies within any frustum
  19596. * from the camera array.
  19597. *
  19598. * @param {Vector3} point - The point to test.
  19599. * @param {Object} cameraArray - An object with a cameras property containing an array of cameras.
  19600. * @return {boolean} Whether the point is visible in any camera.
  19601. */
  19602. containsPoint( point, cameraArray ) {
  19603. if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) {
  19604. return false;
  19605. }
  19606. for ( let i = 0; i < cameraArray.cameras.length; i ++ ) {
  19607. const camera = cameraArray.cameras[ i ];
  19608. _projScreenMatrix$2.multiplyMatrices(
  19609. camera.projectionMatrix,
  19610. camera.matrixWorldInverse
  19611. );
  19612. _frustum$1.setFromProjectionMatrix(
  19613. _projScreenMatrix$2,
  19614. this.coordinateSystem
  19615. );
  19616. if ( _frustum$1.containsPoint( point ) ) {
  19617. return true; // Point is visible in at least one camera
  19618. }
  19619. }
  19620. return false; // Not visible in any camera
  19621. }
  19622. /**
  19623. * Returns a new frustum array with copied values from this instance.
  19624. *
  19625. * @return {FrustumArray} A clone of this instance.
  19626. */
  19627. clone() {
  19628. return new FrustumArray();
  19629. }
  19630. }
  19631. function ascIdSort( a, b ) {
  19632. return a - b;
  19633. }
  19634. function sortOpaque( a, b ) {
  19635. return a.z - b.z;
  19636. }
  19637. function sortTransparent( a, b ) {
  19638. return b.z - a.z;
  19639. }
  19640. class MultiDrawRenderList {
  19641. constructor() {
  19642. this.index = 0;
  19643. this.pool = [];
  19644. this.list = [];
  19645. }
  19646. push( start, count, z, index ) {
  19647. const pool = this.pool;
  19648. const list = this.list;
  19649. if ( this.index >= pool.length ) {
  19650. pool.push( {
  19651. start: -1,
  19652. count: -1,
  19653. z: -1,
  19654. index: -1,
  19655. } );
  19656. }
  19657. const item = pool[ this.index ];
  19658. list.push( item );
  19659. this.index ++;
  19660. item.start = start;
  19661. item.count = count;
  19662. item.z = z;
  19663. item.index = index;
  19664. }
  19665. reset() {
  19666. this.list.length = 0;
  19667. this.index = 0;
  19668. }
  19669. }
  19670. const _matrix$1 = /*@__PURE__*/ new Matrix4();
  19671. const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 );
  19672. const _frustum = /*@__PURE__*/ new Frustum();
  19673. const _frustumArray = /*@__PURE__*/ new FrustumArray();
  19674. const _box$1 = /*@__PURE__*/ new Box3();
  19675. const _sphere$2 = /*@__PURE__*/ new Sphere();
  19676. const _vector$5 = /*@__PURE__*/ new Vector3();
  19677. const _forward = /*@__PURE__*/ new Vector3();
  19678. const _temp = /*@__PURE__*/ new Vector3();
  19679. const _renderList = /*@__PURE__*/ new MultiDrawRenderList();
  19680. const _mesh = /*@__PURE__*/ new Mesh();
  19681. const _batchIntersects = [];
  19682. // copies data from attribute "src" into "target" starting at "targetOffset"
  19683. function copyAttributeData( src, target, targetOffset = 0 ) {
  19684. const itemSize = target.itemSize;
  19685. if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {
  19686. // use the component getters and setters if the array data cannot
  19687. // be copied directly
  19688. const vertexCount = src.count;
  19689. for ( let i = 0; i < vertexCount; i ++ ) {
  19690. for ( let c = 0; c < itemSize; c ++ ) {
  19691. target.setComponent( i + targetOffset, c, src.getComponent( i, c ) );
  19692. }
  19693. }
  19694. } else {
  19695. // faster copy approach using typed array set function
  19696. target.array.set( src.array, targetOffset * itemSize );
  19697. }
  19698. target.needsUpdate = true;
  19699. }
  19700. // safely copies array contents to a potentially smaller array
  19701. function copyArrayContents( src, target ) {
  19702. if ( src.constructor !== target.constructor ) {
  19703. // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied
  19704. const len = Math.min( src.length, target.length );
  19705. for ( let i = 0; i < len; i ++ ) {
  19706. target[ i ] = src[ i ];
  19707. }
  19708. } else {
  19709. // if the arrays use the same data layout we can use a fast block copy
  19710. const len = Math.min( src.length, target.length );
  19711. target.set( new src.constructor( src.buffer, 0, len ) );
  19712. }
  19713. }
  19714. /**
  19715. * A special version of a mesh with multi draw batch rendering support. Use
  19716. * this class if you have to render a large number of objects with the same
  19717. * material but with different geometries or world transformations. The usage of
  19718. * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall
  19719. * rendering performance in your application.
  19720. *
  19721. * ```js
  19722. * const box = new THREE.BoxGeometry( 1, 1, 1 );
  19723. * const sphere = new THREE.SphereGeometry( 1, 12, 12 );
  19724. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  19725. *
  19726. * // initialize and add geometries into the batched mesh
  19727. * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material );
  19728. * const boxGeometryId = batchedMesh.addGeometry( box );
  19729. * const sphereGeometryId = batchedMesh.addGeometry( sphere );
  19730. *
  19731. * // create instances of those geometries
  19732. * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId );
  19733. * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId );
  19734. *
  19735. * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId );
  19736. * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId );
  19737. *
  19738. * // position the geometries
  19739. * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 );
  19740. * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 );
  19741. *
  19742. * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 );
  19743. * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 );
  19744. *
  19745. * scene.add( batchedMesh );
  19746. * ```
  19747. *
  19748. * @augments Mesh
  19749. */
  19750. class BatchedMesh extends Mesh {
  19751. /**
  19752. * Constructs a new batched mesh.
  19753. *
  19754. * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.
  19755. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.
  19756. * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries
  19757. * @param {Material|Array<Material>} [material] - The mesh material.
  19758. */
  19759. constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {
  19760. super( new BufferGeometry(), material );
  19761. /**
  19762. * This flag can be used for type testing.
  19763. *
  19764. * @type {boolean}
  19765. * @readonly
  19766. * @default true
  19767. */
  19768. this.isBatchedMesh = true;
  19769. /**
  19770. * When set ot `true`, the individual objects of a batch are frustum culled.
  19771. *
  19772. * @type {boolean}
  19773. * @default true
  19774. */
  19775. this.perObjectFrustumCulled = true;
  19776. /**
  19777. * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.
  19778. * If the material is marked as "transparent" objects are rendered back to front and if not then they are
  19779. * rendered front to back.
  19780. *
  19781. * @type {boolean}
  19782. * @default true
  19783. */
  19784. this.sortObjects = true;
  19785. /**
  19786. * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.
  19787. *
  19788. * @type {?Box3}
  19789. * @default null
  19790. */
  19791. this.boundingBox = null;
  19792. /**
  19793. * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.
  19794. *
  19795. * @type {?Sphere}
  19796. * @default null
  19797. */
  19798. this.boundingSphere = null;
  19799. /**
  19800. * Takes a sort a function that is run before render. The function takes a list of instances to
  19801. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered
  19802. * sort with.
  19803. *
  19804. * @type {?Function}
  19805. * @default null
  19806. */
  19807. this.customSort = null;
  19808. // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries
  19809. this._instanceInfo = [];
  19810. this._geometryInfo = [];
  19811. // instance, geometry ids that have been set as inactive, and are available to be overwritten
  19812. this._availableInstanceIds = [];
  19813. this._availableGeometryIds = [];
  19814. // used to track where the next point is that geometry should be inserted
  19815. this._nextIndexStart = 0;
  19816. this._nextVertexStart = 0;
  19817. this._geometryCount = 0;
  19818. // flags
  19819. this._visibilityChanged = true;
  19820. this._geometryInitialized = false;
  19821. // cached user options
  19822. this._maxInstanceCount = maxInstanceCount;
  19823. this._maxVertexCount = maxVertexCount;
  19824. this._maxIndexCount = maxIndexCount;
  19825. // buffers for multi draw
  19826. this._multiDrawCounts = new Int32Array( maxInstanceCount );
  19827. this._multiDrawStarts = new Int32Array( maxInstanceCount );
  19828. this._multiDrawCount = 0;
  19829. this._multiDrawInstances = null;
  19830. // Local matrix per geometry by using data texture
  19831. this._matricesTexture = null;
  19832. this._indirectTexture = null;
  19833. this._colorsTexture = null;
  19834. this._initMatricesTexture();
  19835. this._initIndirectTexture();
  19836. }
  19837. /**
  19838. * The maximum number of individual instances that can be stored in the batch.
  19839. *
  19840. * @type {number}
  19841. * @readonly
  19842. */
  19843. get maxInstanceCount() {
  19844. return this._maxInstanceCount;
  19845. }
  19846. /**
  19847. * The instance count.
  19848. *
  19849. * @type {number}
  19850. * @readonly
  19851. */
  19852. get instanceCount() {
  19853. return this._instanceInfo.length - this._availableInstanceIds.length;
  19854. }
  19855. /**
  19856. * The number of unused vertices.
  19857. *
  19858. * @type {number}
  19859. * @readonly
  19860. */
  19861. get unusedVertexCount() {
  19862. return this._maxVertexCount - this._nextVertexStart;
  19863. }
  19864. /**
  19865. * The number of unused indices.
  19866. *
  19867. * @type {number}
  19868. * @readonly
  19869. */
  19870. get unusedIndexCount() {
  19871. return this._maxIndexCount - this._nextIndexStart;
  19872. }
  19873. _initMatricesTexture() {
  19874. // layout (1 matrix = 4 pixels)
  19875. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  19876. // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8)
  19877. // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16)
  19878. // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32)
  19879. // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)
  19880. let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix
  19881. size = Math.ceil( size / 4 ) * 4;
  19882. size = Math.max( size, 4 );
  19883. const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
  19884. const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );
  19885. this._matricesTexture = matricesTexture;
  19886. }
  19887. _initIndirectTexture() {
  19888. let size = Math.sqrt( this._maxInstanceCount );
  19889. size = Math.ceil( size );
  19890. const indirectArray = new Uint32Array( size * size );
  19891. const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType );
  19892. this._indirectTexture = indirectTexture;
  19893. }
  19894. _initColorsTexture() {
  19895. let size = Math.sqrt( this._maxInstanceCount );
  19896. size = Math.ceil( size );
  19897. // 4 floats per RGBA pixel initialized to white
  19898. const colorsArray = new Float32Array( size * size * 4 ).fill( 1 );
  19899. const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType );
  19900. colorsTexture.colorSpace = ColorManagement.workingColorSpace;
  19901. this._colorsTexture = colorsTexture;
  19902. }
  19903. _initializeGeometry( reference ) {
  19904. const geometry = this.geometry;
  19905. const maxVertexCount = this._maxVertexCount;
  19906. const maxIndexCount = this._maxIndexCount;
  19907. if ( this._geometryInitialized === false ) {
  19908. for ( const attributeName in reference.attributes ) {
  19909. const srcAttribute = reference.getAttribute( attributeName );
  19910. const { array, itemSize, normalized } = srcAttribute;
  19911. const dstArray = new array.constructor( maxVertexCount * itemSize );
  19912. const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );
  19913. geometry.setAttribute( attributeName, dstAttribute );
  19914. }
  19915. if ( reference.getIndex() !== null ) {
  19916. // Reserve last u16 index for primitive restart.
  19917. const indexArray = maxVertexCount > 65535
  19918. ? new Uint32Array( maxIndexCount )
  19919. : new Uint16Array( maxIndexCount );
  19920. geometry.setIndex( new BufferAttribute( indexArray, 1 ) );
  19921. }
  19922. this._geometryInitialized = true;
  19923. }
  19924. }
  19925. // Make sure the geometry is compatible with the existing combined geometry attributes
  19926. _validateGeometry( geometry ) {
  19927. // check to ensure the geometries are using consistent attributes and indices
  19928. const batchGeometry = this.geometry;
  19929. if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {
  19930. throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' );
  19931. }
  19932. for ( const attributeName in batchGeometry.attributes ) {
  19933. if ( ! geometry.hasAttribute( attributeName ) ) {
  19934. throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` );
  19935. }
  19936. const srcAttribute = geometry.getAttribute( attributeName );
  19937. const dstAttribute = batchGeometry.getAttribute( attributeName );
  19938. if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {
  19939. throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );
  19940. }
  19941. }
  19942. }
  19943. /**
  19944. * Validates the instance defined by the given ID.
  19945. *
  19946. * @param {number} instanceId - The instance to validate.
  19947. */
  19948. validateInstanceId( instanceId ) {
  19949. const instanceInfo = this._instanceInfo;
  19950. if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) {
  19951. throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` );
  19952. }
  19953. }
  19954. /**
  19955. * Validates the geometry defined by the given ID.
  19956. *
  19957. * @param {number} geometryId - The geometry to validate.
  19958. */
  19959. validateGeometryId( geometryId ) {
  19960. const geometryInfoList = this._geometryInfo;
  19961. if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  19962. throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` );
  19963. }
  19964. }
  19965. /**
  19966. * Takes a sort a function that is run before render. The function takes a list of instances to
  19967. * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with.
  19968. *
  19969. * @param {Function} func - The custom sort function.
  19970. * @return {BatchedMesh} A reference to this batched mesh.
  19971. */
  19972. setCustomSort( func ) {
  19973. this.customSort = func;
  19974. return this;
  19975. }
  19976. /**
  19977. * Computes the bounding box, updating {@link BatchedMesh#boundingBox}.
  19978. * Bounding boxes aren't computed by default. They need to be explicitly computed,
  19979. * otherwise they are `null`.
  19980. */
  19981. computeBoundingBox() {
  19982. if ( this.boundingBox === null ) {
  19983. this.boundingBox = new Box3();
  19984. }
  19985. const boundingBox = this.boundingBox;
  19986. const instanceInfo = this._instanceInfo;
  19987. boundingBox.makeEmpty();
  19988. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  19989. if ( instanceInfo[ i ].active === false ) continue;
  19990. const geometryId = instanceInfo[ i ].geometryIndex;
  19991. this.getMatrixAt( i, _matrix$1 );
  19992. this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 );
  19993. boundingBox.union( _box$1 );
  19994. }
  19995. }
  19996. /**
  19997. * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}.
  19998. * Bounding spheres aren't computed by default. They need to be explicitly computed,
  19999. * otherwise they are `null`.
  20000. */
  20001. computeBoundingSphere() {
  20002. if ( this.boundingSphere === null ) {
  20003. this.boundingSphere = new Sphere();
  20004. }
  20005. const boundingSphere = this.boundingSphere;
  20006. const instanceInfo = this._instanceInfo;
  20007. boundingSphere.makeEmpty();
  20008. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20009. if ( instanceInfo[ i ].active === false ) continue;
  20010. const geometryId = instanceInfo[ i ].geometryIndex;
  20011. this.getMatrixAt( i, _matrix$1 );
  20012. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20013. boundingSphere.union( _sphere$2 );
  20014. }
  20015. }
  20016. /**
  20017. * Adds a new instance to the batch using the geometry of the given ID and returns
  20018. * a new id referring to the new instance to be used by other functions.
  20019. *
  20020. * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.
  20021. * @return {number} The instance ID.
  20022. */
  20023. addInstance( geometryId ) {
  20024. const atCapacity = this._instanceInfo.length >= this.maxInstanceCount;
  20025. // ensure we're not over geometry
  20026. if ( atCapacity && this._availableInstanceIds.length === 0 ) {
  20027. throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' );
  20028. }
  20029. const instanceInfo = {
  20030. visible: true,
  20031. active: true,
  20032. geometryIndex: geometryId,
  20033. };
  20034. let drawId = null;
  20035. // Prioritize using previously freed instance ids
  20036. if ( this._availableInstanceIds.length > 0 ) {
  20037. this._availableInstanceIds.sort( ascIdSort );
  20038. drawId = this._availableInstanceIds.shift();
  20039. this._instanceInfo[ drawId ] = instanceInfo;
  20040. } else {
  20041. drawId = this._instanceInfo.length;
  20042. this._instanceInfo.push( instanceInfo );
  20043. }
  20044. const matricesTexture = this._matricesTexture;
  20045. _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 );
  20046. matricesTexture.needsUpdate = true;
  20047. const colorsTexture = this._colorsTexture;
  20048. if ( colorsTexture ) {
  20049. _whiteColor.toArray( colorsTexture.image.data, drawId * 4 );
  20050. colorsTexture.needsUpdate = true;
  20051. }
  20052. this._visibilityChanged = true;
  20053. return drawId;
  20054. }
  20055. /**
  20056. * Adds the given geometry to the batch and returns the associated
  20057. * geometry id referring to it to be used in other functions.
  20058. *
  20059. * @param {BufferGeometry} geometry - The geometry to add.
  20060. * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of
  20061. * vertex buffer space to reserve for the added geometry. This is necessary if it is planned
  20062. * to set a new geometry at this index at a later time that is larger than the original geometry.
  20063. * Defaults to the length of the given geometry vertex buffer.
  20064. * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index
  20065. * buffer space to reserve for the added geometry. This is necessary if it is planned to set a
  20066. * new geometry at this index at a later time that is larger than the original geometry. Defaults to
  20067. * the length of the given geometry index buffer.
  20068. * @return {number} The geometry ID.
  20069. */
  20070. addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) {
  20071. this._initializeGeometry( geometry );
  20072. this._validateGeometry( geometry );
  20073. const geometryInfo = {
  20074. // geometry information
  20075. vertexStart: -1,
  20076. vertexCount: -1,
  20077. reservedVertexCount: -1,
  20078. indexStart: -1,
  20079. indexCount: -1,
  20080. reservedIndexCount: -1,
  20081. // draw range information
  20082. start: -1,
  20083. count: -1,
  20084. // state
  20085. boundingBox: null,
  20086. boundingSphere: null,
  20087. active: true,
  20088. };
  20089. const geometryInfoList = this._geometryInfo;
  20090. geometryInfo.vertexStart = this._nextVertexStart;
  20091. geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount;
  20092. const index = geometry.getIndex();
  20093. const hasIndex = index !== null;
  20094. if ( hasIndex ) {
  20095. geometryInfo.indexStart = this._nextIndexStart;
  20096. geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount;
  20097. }
  20098. if (
  20099. geometryInfo.indexStart !== -1 &&
  20100. geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount ||
  20101. geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount
  20102. ) {
  20103. throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' );
  20104. }
  20105. // update id
  20106. let geometryId;
  20107. if ( this._availableGeometryIds.length > 0 ) {
  20108. this._availableGeometryIds.sort( ascIdSort );
  20109. geometryId = this._availableGeometryIds.shift();
  20110. geometryInfoList[ geometryId ] = geometryInfo;
  20111. } else {
  20112. geometryId = this._geometryCount;
  20113. this._geometryCount ++;
  20114. geometryInfoList.push( geometryInfo );
  20115. }
  20116. // update the geometry
  20117. this.setGeometryAt( geometryId, geometry );
  20118. // increment the next geometry position
  20119. this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount;
  20120. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20121. return geometryId;
  20122. }
  20123. /**
  20124. * Replaces the geometry at the given ID with the provided geometry. Throws an error if there
  20125. * is not enough space reserved for geometry. Calling this will change all instances that are
  20126. * rendering that geometry.
  20127. *
  20128. * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry.
  20129. * @param {BufferGeometry} geometry - The new geometry.
  20130. * @return {number} The geometry ID.
  20131. */
  20132. setGeometryAt( geometryId, geometry ) {
  20133. if ( geometryId >= this._geometryCount ) {
  20134. throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' );
  20135. }
  20136. this._validateGeometry( geometry );
  20137. const batchGeometry = this.geometry;
  20138. const hasIndex = batchGeometry.getIndex() !== null;
  20139. const dstIndex = batchGeometry.getIndex();
  20140. const srcIndex = geometry.getIndex();
  20141. const geometryInfo = this._geometryInfo[ geometryId ];
  20142. if (
  20143. hasIndex &&
  20144. srcIndex.count > geometryInfo.reservedIndexCount ||
  20145. geometry.attributes.position.count > geometryInfo.reservedVertexCount
  20146. ) {
  20147. throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' );
  20148. }
  20149. // copy geometry buffer data over
  20150. const vertexStart = geometryInfo.vertexStart;
  20151. const reservedVertexCount = geometryInfo.reservedVertexCount;
  20152. geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count;
  20153. for ( const attributeName in batchGeometry.attributes ) {
  20154. // copy attribute data
  20155. const srcAttribute = geometry.getAttribute( attributeName );
  20156. const dstAttribute = batchGeometry.getAttribute( attributeName );
  20157. copyAttributeData( srcAttribute, dstAttribute, vertexStart );
  20158. // fill the rest in with zeroes
  20159. const itemSize = srcAttribute.itemSize;
  20160. for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) {
  20161. const index = vertexStart + i;
  20162. for ( let c = 0; c < itemSize; c ++ ) {
  20163. dstAttribute.setComponent( index, c, 0 );
  20164. }
  20165. }
  20166. dstAttribute.needsUpdate = true;
  20167. dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize );
  20168. }
  20169. // copy index
  20170. if ( hasIndex ) {
  20171. const indexStart = geometryInfo.indexStart;
  20172. const reservedIndexCount = geometryInfo.reservedIndexCount;
  20173. geometryInfo.indexCount = geometry.getIndex().count;
  20174. // copy index data over
  20175. for ( let i = 0; i < srcIndex.count; i ++ ) {
  20176. dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );
  20177. }
  20178. // fill the rest in with zeroes
  20179. for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) {
  20180. dstIndex.setX( indexStart + i, vertexStart );
  20181. }
  20182. dstIndex.needsUpdate = true;
  20183. dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount );
  20184. }
  20185. // update the draw range
  20186. geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20187. geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount;
  20188. // store the bounding boxes
  20189. geometryInfo.boundingBox = null;
  20190. if ( geometry.boundingBox !== null ) {
  20191. geometryInfo.boundingBox = geometry.boundingBox.clone();
  20192. }
  20193. geometryInfo.boundingSphere = null;
  20194. if ( geometry.boundingSphere !== null ) {
  20195. geometryInfo.boundingSphere = geometry.boundingSphere.clone();
  20196. }
  20197. this._visibilityChanged = true;
  20198. return geometryId;
  20199. }
  20200. /**
  20201. * Deletes the geometry defined by the given ID from this batch. Any instances referencing
  20202. * this geometry will also be removed as a side effect.
  20203. *
  20204. * @param {number} geometryId - The ID of the geometry to remove from the batch.
  20205. * @return {BatchedMesh} A reference to this batched mesh.
  20206. */
  20207. deleteGeometry( geometryId ) {
  20208. const geometryInfoList = this._geometryInfo;
  20209. if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) {
  20210. return this;
  20211. }
  20212. // delete any instances associated with this geometry
  20213. const instanceInfo = this._instanceInfo;
  20214. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20215. if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) {
  20216. this.deleteInstance( i );
  20217. }
  20218. }
  20219. geometryInfoList[ geometryId ].active = false;
  20220. this._availableGeometryIds.push( geometryId );
  20221. this._visibilityChanged = true;
  20222. return this;
  20223. }
  20224. /**
  20225. * Deletes an existing instance from the batch using the given ID.
  20226. *
  20227. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20228. * @return {BatchedMesh} A reference to this batched mesh.
  20229. */
  20230. deleteInstance( instanceId ) {
  20231. this.validateInstanceId( instanceId );
  20232. this._instanceInfo[ instanceId ].active = false;
  20233. this._availableInstanceIds.push( instanceId );
  20234. this._visibilityChanged = true;
  20235. return this;
  20236. }
  20237. /**
  20238. * Repacks the sub geometries in [name] to remove any unused space remaining from
  20239. * previously deleted geometry, freeing up space to add new geometry.
  20240. *
  20241. * @param {number} instanceId - The ID of the instance to remove from the batch.
  20242. * @return {BatchedMesh} A reference to this batched mesh.
  20243. */
  20244. optimize() {
  20245. // track the next indices to copy data to
  20246. let nextVertexStart = 0;
  20247. let nextIndexStart = 0;
  20248. // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest
  20249. // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order.
  20250. const geometryInfoList = this._geometryInfo;
  20251. const indices = geometryInfoList
  20252. .map( ( e, i ) => i )
  20253. .sort( ( a, b ) => {
  20254. return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart;
  20255. } );
  20256. const geometry = this.geometry;
  20257. for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) {
  20258. // if a geometry range is inactive then don't copy anything
  20259. const index = indices[ i ];
  20260. const geometryInfo = geometryInfoList[ index ];
  20261. if ( geometryInfo.active === false ) {
  20262. continue;
  20263. }
  20264. // if a geometry contains an index buffer then shift it, as well
  20265. if ( geometry.index !== null ) {
  20266. if ( geometryInfo.indexStart !== nextIndexStart ) {
  20267. const { indexStart, vertexStart, reservedIndexCount } = geometryInfo;
  20268. const index = geometry.index;
  20269. const array = index.array;
  20270. // shift the index pointers based on how the vertex data will shift
  20271. // adjusting the index must happen first so the original vertex start value is available
  20272. const elementDelta = nextVertexStart - vertexStart;
  20273. for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) {
  20274. array[ j ] = array[ j ] + elementDelta;
  20275. }
  20276. index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount );
  20277. index.addUpdateRange( nextIndexStart, reservedIndexCount );
  20278. geometryInfo.indexStart = nextIndexStart;
  20279. }
  20280. nextIndexStart += geometryInfo.reservedIndexCount;
  20281. }
  20282. // if a geometry needs to be moved then copy attribute data to overwrite unused space
  20283. if ( geometryInfo.vertexStart !== nextVertexStart ) {
  20284. const { vertexStart, reservedVertexCount } = geometryInfo;
  20285. const attributes = geometry.attributes;
  20286. for ( const key in attributes ) {
  20287. const attribute = attributes[ key ];
  20288. const { array, itemSize } = attribute;
  20289. array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize );
  20290. attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize );
  20291. }
  20292. geometryInfo.vertexStart = nextVertexStart;
  20293. }
  20294. nextVertexStart += geometryInfo.reservedVertexCount;
  20295. geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart;
  20296. // step the next geometry points to the shifted position
  20297. this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0;
  20298. this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount;
  20299. }
  20300. return this;
  20301. }
  20302. /**
  20303. * Returns the bounding box for the given geometry.
  20304. *
  20305. * @param {number} geometryId - The ID of the geometry to return the bounding box for.
  20306. * @param {Box3} target - The target object that is used to store the method's result.
  20307. * @return {Box3|null} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.
  20308. */
  20309. getBoundingBoxAt( geometryId, target ) {
  20310. if ( geometryId >= this._geometryCount ) {
  20311. return null;
  20312. }
  20313. // compute bounding box
  20314. const geometry = this.geometry;
  20315. const geometryInfo = this._geometryInfo[ geometryId ];
  20316. if ( geometryInfo.boundingBox === null ) {
  20317. const box = new Box3();
  20318. const index = geometry.index;
  20319. const position = geometry.attributes.position;
  20320. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20321. let iv = i;
  20322. if ( index ) {
  20323. iv = index.getX( iv );
  20324. }
  20325. box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );
  20326. }
  20327. geometryInfo.boundingBox = box;
  20328. }
  20329. target.copy( geometryInfo.boundingBox );
  20330. return target;
  20331. }
  20332. /**
  20333. * Returns the bounding sphere for the given geometry.
  20334. *
  20335. * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.
  20336. * @param {Sphere} target - The target object that is used to store the method's result.
  20337. * @return {Sphere|null} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.
  20338. */
  20339. getBoundingSphereAt( geometryId, target ) {
  20340. if ( geometryId >= this._geometryCount ) {
  20341. return null;
  20342. }
  20343. // compute bounding sphere
  20344. const geometry = this.geometry;
  20345. const geometryInfo = this._geometryInfo[ geometryId ];
  20346. if ( geometryInfo.boundingSphere === null ) {
  20347. const sphere = new Sphere();
  20348. this.getBoundingBoxAt( geometryId, _box$1 );
  20349. _box$1.getCenter( sphere.center );
  20350. const index = geometry.index;
  20351. const position = geometry.attributes.position;
  20352. let maxRadiusSq = 0;
  20353. for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) {
  20354. let iv = i;
  20355. if ( index ) {
  20356. iv = index.getX( iv );
  20357. }
  20358. _vector$5.fromBufferAttribute( position, iv );
  20359. maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );
  20360. }
  20361. sphere.radius = Math.sqrt( maxRadiusSq );
  20362. geometryInfo.boundingSphere = sphere;
  20363. }
  20364. target.copy( geometryInfo.boundingSphere );
  20365. return target;
  20366. }
  20367. /**
  20368. * Sets the given local transformation matrix to the defined instance.
  20369. * Negatively scaled matrices are not supported.
  20370. *
  20371. * @param {number} instanceId - The ID of an instance to set the matrix of.
  20372. * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.
  20373. * @return {BatchedMesh} A reference to this batched mesh.
  20374. */
  20375. setMatrixAt( instanceId, matrix ) {
  20376. this.validateInstanceId( instanceId );
  20377. const matricesTexture = this._matricesTexture;
  20378. const matricesArray = this._matricesTexture.image.data;
  20379. matrix.toArray( matricesArray, instanceId * 16 );
  20380. matricesTexture.needsUpdate = true;
  20381. return this;
  20382. }
  20383. /**
  20384. * Returns the local transformation matrix of the defined instance.
  20385. *
  20386. * @param {number} instanceId - The ID of an instance to get the matrix of.
  20387. * @param {Matrix4} matrix - The target object that is used to store the method's result.
  20388. * @return {Matrix4} The instance's local transformation matrix.
  20389. */
  20390. getMatrixAt( instanceId, matrix ) {
  20391. this.validateInstanceId( instanceId );
  20392. return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 );
  20393. }
  20394. /**
  20395. * Sets the given color to the defined instance.
  20396. *
  20397. * @param {number} instanceId - The ID of an instance to set the color of.
  20398. * @param {Color} color - The color to set the instance to.
  20399. * @return {BatchedMesh} A reference to this batched mesh.
  20400. */
  20401. setColorAt( instanceId, color ) {
  20402. this.validateInstanceId( instanceId );
  20403. if ( this._colorsTexture === null ) {
  20404. this._initColorsTexture();
  20405. }
  20406. color.toArray( this._colorsTexture.image.data, instanceId * 4 );
  20407. this._colorsTexture.needsUpdate = true;
  20408. return this;
  20409. }
  20410. /**
  20411. * Returns the color of the defined instance.
  20412. *
  20413. * @param {number} instanceId - The ID of an instance to get the color of.
  20414. * @param {Color} color - The target object that is used to store the method's result.
  20415. * @return {Color} The instance's color.
  20416. */
  20417. getColorAt( instanceId, color ) {
  20418. this.validateInstanceId( instanceId );
  20419. return color.fromArray( this._colorsTexture.image.data, instanceId * 4 );
  20420. }
  20421. /**
  20422. * Sets the visibility of the instance.
  20423. *
  20424. * @param {number} instanceId - The id of the instance to set the visibility of.
  20425. * @param {boolean} visible - Whether the instance is visible or not.
  20426. * @return {BatchedMesh} A reference to this batched mesh.
  20427. */
  20428. setVisibleAt( instanceId, visible ) {
  20429. this.validateInstanceId( instanceId );
  20430. if ( this._instanceInfo[ instanceId ].visible === visible ) {
  20431. return this;
  20432. }
  20433. this._instanceInfo[ instanceId ].visible = visible;
  20434. this._visibilityChanged = true;
  20435. return this;
  20436. }
  20437. /**
  20438. * Returns the visibility state of the defined instance.
  20439. *
  20440. * @param {number} instanceId - The ID of an instance to get the visibility state of.
  20441. * @return {boolean} Whether the instance is visible or not.
  20442. */
  20443. getVisibleAt( instanceId ) {
  20444. this.validateInstanceId( instanceId );
  20445. return this._instanceInfo[ instanceId ].visible;
  20446. }
  20447. /**
  20448. * Sets the geometry ID of the instance at the given index.
  20449. *
  20450. * @param {number} instanceId - The ID of the instance to set the geometry ID of.
  20451. * @param {number} geometryId - The geometry ID to be use by the instance.
  20452. * @return {BatchedMesh} A reference to this batched mesh.
  20453. */
  20454. setGeometryIdAt( instanceId, geometryId ) {
  20455. this.validateInstanceId( instanceId );
  20456. this.validateGeometryId( geometryId );
  20457. this._instanceInfo[ instanceId ].geometryIndex = geometryId;
  20458. return this;
  20459. }
  20460. /**
  20461. * Returns the geometry ID of the defined instance.
  20462. *
  20463. * @param {number} instanceId - The ID of an instance to get the geometry ID of.
  20464. * @return {number} The instance's geometry ID.
  20465. */
  20466. getGeometryIdAt( instanceId ) {
  20467. this.validateInstanceId( instanceId );
  20468. return this._instanceInfo[ instanceId ].geometryIndex;
  20469. }
  20470. /**
  20471. * Get the range representing the subset of triangles related to the attached geometry,
  20472. * indicating the starting offset and count, or `null` if invalid.
  20473. *
  20474. * @param {number} geometryId - The id of the geometry to get the range of.
  20475. * @param {Object} [target] - The target object that is used to store the method's result.
  20476. * @return {{
  20477. * vertexStart:number,vertexCount:number,reservedVertexCount:number,
  20478. * indexStart:number,indexCount:number,reservedIndexCount:number,
  20479. * start:number,count:number
  20480. * }} The result object with range data.
  20481. */
  20482. getGeometryRangeAt( geometryId, target = {} ) {
  20483. this.validateGeometryId( geometryId );
  20484. const geometryInfo = this._geometryInfo[ geometryId ];
  20485. target.vertexStart = geometryInfo.vertexStart;
  20486. target.vertexCount = geometryInfo.vertexCount;
  20487. target.reservedVertexCount = geometryInfo.reservedVertexCount;
  20488. target.indexStart = geometryInfo.indexStart;
  20489. target.indexCount = geometryInfo.indexCount;
  20490. target.reservedIndexCount = geometryInfo.reservedIndexCount;
  20491. target.start = geometryInfo.start;
  20492. target.count = geometryInfo.count;
  20493. return target;
  20494. }
  20495. /**
  20496. * Resizes the necessary buffers to support the provided number of instances.
  20497. * If the provided arguments shrink the number of instances but there are not enough
  20498. * unused Ids at the end of the list then an error is thrown.
  20499. *
  20500. * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.
  20501. */
  20502. setInstanceCount( maxInstanceCount ) {
  20503. // shrink the available instances as much as possible
  20504. const availableInstanceIds = this._availableInstanceIds;
  20505. const instanceInfo = this._instanceInfo;
  20506. availableInstanceIds.sort( ascIdSort );
  20507. while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length ) {
  20508. instanceInfo.pop();
  20509. availableInstanceIds.pop();
  20510. }
  20511. // throw an error if it can't be shrunk to the desired size
  20512. if ( maxInstanceCount < instanceInfo.length ) {
  20513. throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` );
  20514. }
  20515. // copy the multi draw counts
  20516. const multiDrawCounts = new Int32Array( maxInstanceCount );
  20517. const multiDrawStarts = new Int32Array( maxInstanceCount );
  20518. copyArrayContents( this._multiDrawCounts, multiDrawCounts );
  20519. copyArrayContents( this._multiDrawStarts, multiDrawStarts );
  20520. this._multiDrawCounts = multiDrawCounts;
  20521. this._multiDrawStarts = multiDrawStarts;
  20522. this._maxInstanceCount = maxInstanceCount;
  20523. // update texture data for instance sampling
  20524. const indirectTexture = this._indirectTexture;
  20525. const matricesTexture = this._matricesTexture;
  20526. const colorsTexture = this._colorsTexture;
  20527. indirectTexture.dispose();
  20528. this._initIndirectTexture();
  20529. copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data );
  20530. matricesTexture.dispose();
  20531. this._initMatricesTexture();
  20532. copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data );
  20533. if ( colorsTexture ) {
  20534. colorsTexture.dispose();
  20535. this._initColorsTexture();
  20536. copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data );
  20537. }
  20538. }
  20539. /**
  20540. * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.
  20541. * If the provided arguments shrink the geometry buffers but there is not enough unused space at the
  20542. * end of the geometry attributes then an error is thrown.
  20543. *
  20544. * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.
  20545. * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.
  20546. */
  20547. setGeometrySize( maxVertexCount, maxIndexCount ) {
  20548. // Check if we can shrink to the requested vertex attribute size
  20549. const validRanges = [ ...this._geometryInfo ].filter( info => info.active );
  20550. const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) );
  20551. if ( requiredVertexLength > maxVertexCount ) {
  20552. throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20553. }
  20554. // Check if we can shrink to the requested index attribute size
  20555. if ( this.geometry.index ) {
  20556. const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) );
  20557. if ( requiredIndexLength > maxIndexCount ) {
  20558. throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` );
  20559. }
  20560. }
  20561. //
  20562. // dispose of the previous geometry
  20563. const oldGeometry = this.geometry;
  20564. oldGeometry.dispose();
  20565. // recreate the geometry needed based on the previous variant
  20566. this._maxVertexCount = maxVertexCount;
  20567. this._maxIndexCount = maxIndexCount;
  20568. if ( this._geometryInitialized ) {
  20569. this._geometryInitialized = false;
  20570. this.geometry = new BufferGeometry();
  20571. this._initializeGeometry( oldGeometry );
  20572. }
  20573. // copy data from the previous geometry
  20574. const geometry = this.geometry;
  20575. if ( oldGeometry.index ) {
  20576. copyArrayContents( oldGeometry.index.array, geometry.index.array );
  20577. }
  20578. for ( const key in oldGeometry.attributes ) {
  20579. copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array );
  20580. }
  20581. }
  20582. raycast( raycaster, intersects ) {
  20583. const instanceInfo = this._instanceInfo;
  20584. const geometryInfoList = this._geometryInfo;
  20585. const matrixWorld = this.matrixWorld;
  20586. const batchGeometry = this.geometry;
  20587. // iterate over each geometry
  20588. _mesh.material = this.material;
  20589. _mesh.geometry.index = batchGeometry.index;
  20590. _mesh.geometry.attributes = batchGeometry.attributes;
  20591. if ( _mesh.geometry.boundingBox === null ) {
  20592. _mesh.geometry.boundingBox = new Box3();
  20593. }
  20594. if ( _mesh.geometry.boundingSphere === null ) {
  20595. _mesh.geometry.boundingSphere = new Sphere();
  20596. }
  20597. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20598. if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) {
  20599. continue;
  20600. }
  20601. const geometryId = instanceInfo[ i ].geometryIndex;
  20602. const geometryInfo = geometryInfoList[ geometryId ];
  20603. _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count );
  20604. // get the intersects
  20605. this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );
  20606. this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox );
  20607. this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere );
  20608. _mesh.raycast( raycaster, _batchIntersects );
  20609. // add batch id to the intersects
  20610. for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {
  20611. const intersect = _batchIntersects[ j ];
  20612. intersect.object = this;
  20613. intersect.batchId = i;
  20614. intersects.push( intersect );
  20615. }
  20616. _batchIntersects.length = 0;
  20617. }
  20618. _mesh.material = null;
  20619. _mesh.geometry.index = null;
  20620. _mesh.geometry.attributes = {};
  20621. _mesh.geometry.setDrawRange( 0, Infinity );
  20622. }
  20623. copy( source ) {
  20624. super.copy( source );
  20625. this.geometry = source.geometry.clone();
  20626. this.perObjectFrustumCulled = source.perObjectFrustumCulled;
  20627. this.sortObjects = source.sortObjects;
  20628. this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;
  20629. this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;
  20630. this._geometryInfo = source._geometryInfo.map( info => ( {
  20631. ...info,
  20632. boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null,
  20633. boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null,
  20634. } ) );
  20635. this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) );
  20636. this._maxInstanceCount = source._maxInstanceCount;
  20637. this._maxVertexCount = source._maxVertexCount;
  20638. this._maxIndexCount = source._maxIndexCount;
  20639. this._geometryInitialized = source._geometryInitialized;
  20640. this._geometryCount = source._geometryCount;
  20641. this._multiDrawCounts = source._multiDrawCounts.slice();
  20642. this._multiDrawStarts = source._multiDrawStarts.slice();
  20643. this._matricesTexture = source._matricesTexture.clone();
  20644. this._matricesTexture.image.data = this._matricesTexture.image.data.slice();
  20645. if ( this._colorsTexture !== null ) {
  20646. this._colorsTexture = source._colorsTexture.clone();
  20647. this._colorsTexture.image.data = this._colorsTexture.image.data.slice();
  20648. }
  20649. return this;
  20650. }
  20651. /**
  20652. * Frees the GPU-related resources allocated by this instance. Call this
  20653. * method whenever this instance is no longer used in your app.
  20654. */
  20655. dispose() {
  20656. // Assuming the geometry is not shared with other meshes
  20657. this.geometry.dispose();
  20658. this._matricesTexture.dispose();
  20659. this._matricesTexture = null;
  20660. this._indirectTexture.dispose();
  20661. this._indirectTexture = null;
  20662. if ( this._colorsTexture !== null ) {
  20663. this._colorsTexture.dispose();
  20664. this._colorsTexture = null;
  20665. }
  20666. }
  20667. onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {
  20668. // if visibility has not changed and frustum culling and object sorting is not required
  20669. // then skip iterating over all items
  20670. if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {
  20671. return;
  20672. }
  20673. // the indexed version of the multi draw function requires specifying the start
  20674. // offset in bytes.
  20675. const index = geometry.getIndex();
  20676. const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
  20677. const instanceInfo = this._instanceInfo;
  20678. const multiDrawStarts = this._multiDrawStarts;
  20679. const multiDrawCounts = this._multiDrawCounts;
  20680. const geometryInfoList = this._geometryInfo;
  20681. const perObjectFrustumCulled = this.perObjectFrustumCulled;
  20682. const indirectTexture = this._indirectTexture;
  20683. const indirectArray = indirectTexture.image.data;
  20684. const frustum = camera.isArrayCamera ? _frustumArray : _frustum;
  20685. // prepare the frustum in the local frame
  20686. if ( perObjectFrustumCulled && ! camera.isArrayCamera ) {
  20687. _matrix$1
  20688. .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )
  20689. .multiply( this.matrixWorld );
  20690. _frustum.setFromProjectionMatrix(
  20691. _matrix$1,
  20692. renderer.coordinateSystem
  20693. );
  20694. }
  20695. let multiDrawCount = 0;
  20696. if ( this.sortObjects ) {
  20697. // get the camera position in the local frame
  20698. _matrix$1.copy( this.matrixWorld ).invert();
  20699. _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 );
  20700. _forward.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 );
  20701. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20702. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20703. const geometryId = instanceInfo[ i ].geometryIndex;
  20704. // get the bounds in world space
  20705. this.getMatrixAt( i, _matrix$1 );
  20706. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20707. // determine whether the batched geometry is within the frustum
  20708. let culled = false;
  20709. if ( perObjectFrustumCulled ) {
  20710. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20711. }
  20712. if ( ! culled ) {
  20713. // get the distance from camera used for sorting
  20714. const geometryInfo = geometryInfoList[ geometryId ];
  20715. const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward );
  20716. _renderList.push( geometryInfo.start, geometryInfo.count, z, i );
  20717. }
  20718. }
  20719. }
  20720. // Sort the draw ranges and prep for rendering
  20721. const list = _renderList.list;
  20722. const customSort = this.customSort;
  20723. if ( customSort === null ) {
  20724. list.sort( material.transparent ? sortTransparent : sortOpaque );
  20725. } else {
  20726. customSort.call( this, list, camera );
  20727. }
  20728. for ( let i = 0, l = list.length; i < l; i ++ ) {
  20729. const item = list[ i ];
  20730. multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement;
  20731. multiDrawCounts[ multiDrawCount ] = item.count;
  20732. indirectArray[ multiDrawCount ] = item.index;
  20733. multiDrawCount ++;
  20734. }
  20735. _renderList.reset();
  20736. } else {
  20737. for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) {
  20738. if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) {
  20739. const geometryId = instanceInfo[ i ].geometryIndex;
  20740. // determine whether the batched geometry is within the frustum
  20741. let culled = false;
  20742. if ( perObjectFrustumCulled ) {
  20743. // get the bounds in world space
  20744. this.getMatrixAt( i, _matrix$1 );
  20745. this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 );
  20746. culled = ! frustum.intersectsSphere( _sphere$2, camera );
  20747. }
  20748. if ( ! culled ) {
  20749. const geometryInfo = geometryInfoList[ geometryId ];
  20750. multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement;
  20751. multiDrawCounts[ multiDrawCount ] = geometryInfo.count;
  20752. indirectArray[ multiDrawCount ] = i;
  20753. multiDrawCount ++;
  20754. }
  20755. }
  20756. }
  20757. }
  20758. indirectTexture.needsUpdate = true;
  20759. this._multiDrawCount = multiDrawCount;
  20760. this._visibilityChanged = false;
  20761. }
  20762. onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {
  20763. this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );
  20764. }
  20765. }
  20766. /**
  20767. * A material for rendering line primitives.
  20768. *
  20769. * Materials define the appearance of renderable 3D objects.
  20770. *
  20771. * ```js
  20772. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  20773. * ```
  20774. *
  20775. * @augments Material
  20776. */
  20777. class LineBasicMaterial extends Material {
  20778. /**
  20779. * Constructs a new line basic material.
  20780. *
  20781. * @param {Object} [parameters] - An object with one or more properties
  20782. * defining the material's appearance. Any property of the material
  20783. * (including any property from inherited materials) can be passed
  20784. * in here. Color values can be passed any type of value accepted
  20785. * by {@link Color#set}.
  20786. */
  20787. constructor( parameters ) {
  20788. super();
  20789. /**
  20790. * This flag can be used for type testing.
  20791. *
  20792. * @type {boolean}
  20793. * @readonly
  20794. * @default true
  20795. */
  20796. this.isLineBasicMaterial = true;
  20797. this.type = 'LineBasicMaterial';
  20798. /**
  20799. * Color of the material.
  20800. *
  20801. * @type {Color}
  20802. * @default (1,1,1)
  20803. */
  20804. this.color = new Color( 0xffffff );
  20805. /**
  20806. * Sets the color of the lines using data from a texture. The texture map
  20807. * color is modulated by the diffuse `color`.
  20808. *
  20809. * @type {?Texture}
  20810. * @default null
  20811. */
  20812. this.map = null;
  20813. /**
  20814. * Controls line thickness or lines.
  20815. *
  20816. * Can only be used with {@link SVGRenderer}. WebGL and WebGPU
  20817. * ignore this setting and always render line primitives with a
  20818. * width of one pixel.
  20819. *
  20820. * @type {number}
  20821. * @default 1
  20822. */
  20823. this.linewidth = 1;
  20824. /**
  20825. * Defines appearance of line ends.
  20826. *
  20827. * Can only be used with {@link SVGRenderer}.
  20828. *
  20829. * @type {('butt'|'round'|'square')}
  20830. * @default 'round'
  20831. */
  20832. this.linecap = 'round';
  20833. /**
  20834. * Defines appearance of line joints.
  20835. *
  20836. * Can only be used with {@link SVGRenderer}.
  20837. *
  20838. * @type {('round'|'bevel'|'miter')}
  20839. * @default 'round'
  20840. */
  20841. this.linejoin = 'round';
  20842. /**
  20843. * Whether the material is affected by fog or not.
  20844. *
  20845. * @type {boolean}
  20846. * @default true
  20847. */
  20848. this.fog = true;
  20849. this.setValues( parameters );
  20850. }
  20851. copy( source ) {
  20852. super.copy( source );
  20853. this.color.copy( source.color );
  20854. this.map = source.map;
  20855. this.linewidth = source.linewidth;
  20856. this.linecap = source.linecap;
  20857. this.linejoin = source.linejoin;
  20858. this.fog = source.fog;
  20859. return this;
  20860. }
  20861. }
  20862. const _vStart = /*@__PURE__*/ new Vector3();
  20863. const _vEnd = /*@__PURE__*/ new Vector3();
  20864. const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  20865. const _ray$1 = /*@__PURE__*/ new Ray();
  20866. const _sphere$1 = /*@__PURE__*/ new Sphere();
  20867. const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
  20868. const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
  20869. /**
  20870. * A continuous line. The line are rendered by connecting consecutive
  20871. * vertices with straight lines.
  20872. *
  20873. * ```js
  20874. * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
  20875. *
  20876. * const points = [];
  20877. * points.push( new THREE.Vector3( - 10, 0, 0 ) );
  20878. * points.push( new THREE.Vector3( 0, 10, 0 ) );
  20879. * points.push( new THREE.Vector3( 10, 0, 0 ) );
  20880. *
  20881. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  20882. *
  20883. * const line = new THREE.Line( geometry, material );
  20884. * scene.add( line );
  20885. * ```
  20886. *
  20887. * @augments Object3D
  20888. */
  20889. class Line extends Object3D {
  20890. /**
  20891. * Constructs a new line.
  20892. *
  20893. * @param {BufferGeometry} [geometry] - The line geometry.
  20894. * @param {Material|Array<Material>} [material] - The line material.
  20895. */
  20896. constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
  20897. super();
  20898. /**
  20899. * This flag can be used for type testing.
  20900. *
  20901. * @type {boolean}
  20902. * @readonly
  20903. * @default true
  20904. */
  20905. this.isLine = true;
  20906. this.type = 'Line';
  20907. /**
  20908. * The line geometry.
  20909. *
  20910. * @type {BufferGeometry}
  20911. */
  20912. this.geometry = geometry;
  20913. /**
  20914. * The line material.
  20915. *
  20916. * @type {Material|Array<Material>}
  20917. * @default LineBasicMaterial
  20918. */
  20919. this.material = material;
  20920. /**
  20921. * A dictionary representing the morph targets in the geometry. The key is the
  20922. * morph targets name, the value its attribute index. This member is `undefined`
  20923. * by default and only set when morph targets are detected in the geometry.
  20924. *
  20925. * @type {Object<String,number>|undefined}
  20926. * @default undefined
  20927. */
  20928. this.morphTargetDictionary = undefined;
  20929. /**
  20930. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  20931. * is applied. This member is `undefined` by default and only set when morph targets are
  20932. * detected in the geometry.
  20933. *
  20934. * @type {Array<number>|undefined}
  20935. * @default undefined
  20936. */
  20937. this.morphTargetInfluences = undefined;
  20938. this.updateMorphTargets();
  20939. }
  20940. copy( source, recursive ) {
  20941. super.copy( source, recursive );
  20942. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  20943. this.geometry = source.geometry;
  20944. return this;
  20945. }
  20946. /**
  20947. * Computes an array of distance values which are necessary for rendering dashed lines.
  20948. * For each vertex in the geometry, the method calculates the cumulative length from the
  20949. * current point to the very beginning of the line.
  20950. *
  20951. * @return {Line} A reference to this line.
  20952. */
  20953. computeLineDistances() {
  20954. const geometry = this.geometry;
  20955. // we assume non-indexed geometry
  20956. if ( geometry.index === null ) {
  20957. const positionAttribute = geometry.attributes.position;
  20958. const lineDistances = [ 0 ];
  20959. for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
  20960. _vStart.fromBufferAttribute( positionAttribute, i - 1 );
  20961. _vEnd.fromBufferAttribute( positionAttribute, i );
  20962. lineDistances[ i ] = lineDistances[ i - 1 ];
  20963. lineDistances[ i ] += _vStart.distanceTo( _vEnd );
  20964. }
  20965. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  20966. } else {
  20967. console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  20968. }
  20969. return this;
  20970. }
  20971. /**
  20972. * Computes intersection points between a casted ray and this line.
  20973. *
  20974. * @param {Raycaster} raycaster - The raycaster.
  20975. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  20976. */
  20977. raycast( raycaster, intersects ) {
  20978. const geometry = this.geometry;
  20979. const matrixWorld = this.matrixWorld;
  20980. const threshold = raycaster.params.Line.threshold;
  20981. const drawRange = geometry.drawRange;
  20982. // Checking boundingSphere distance to ray
  20983. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  20984. _sphere$1.copy( geometry.boundingSphere );
  20985. _sphere$1.applyMatrix4( matrixWorld );
  20986. _sphere$1.radius += threshold;
  20987. if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;
  20988. //
  20989. _inverseMatrix$1.copy( matrixWorld ).invert();
  20990. _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );
  20991. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  20992. const localThresholdSq = localThreshold * localThreshold;
  20993. const step = this.isLineSegments ? 2 : 1;
  20994. const index = geometry.index;
  20995. const attributes = geometry.attributes;
  20996. const positionAttribute = attributes.position;
  20997. if ( index !== null ) {
  20998. const start = Math.max( 0, drawRange.start );
  20999. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21000. for ( let i = start, l = end - 1; i < l; i += step ) {
  21001. const a = index.getX( i );
  21002. const b = index.getX( i + 1 );
  21003. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i );
  21004. if ( intersect ) {
  21005. intersects.push( intersect );
  21006. }
  21007. }
  21008. if ( this.isLineLoop ) {
  21009. const a = index.getX( end - 1 );
  21010. const b = index.getX( start );
  21011. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 );
  21012. if ( intersect ) {
  21013. intersects.push( intersect );
  21014. }
  21015. }
  21016. } else {
  21017. const start = Math.max( 0, drawRange.start );
  21018. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21019. for ( let i = start, l = end - 1; i < l; i += step ) {
  21020. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i );
  21021. if ( intersect ) {
  21022. intersects.push( intersect );
  21023. }
  21024. }
  21025. if ( this.isLineLoop ) {
  21026. const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 );
  21027. if ( intersect ) {
  21028. intersects.push( intersect );
  21029. }
  21030. }
  21031. }
  21032. }
  21033. /**
  21034. * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
  21035. * to make sure existing morph targets can influence this 3D object.
  21036. */
  21037. updateMorphTargets() {
  21038. const geometry = this.geometry;
  21039. const morphAttributes = geometry.morphAttributes;
  21040. const keys = Object.keys( morphAttributes );
  21041. if ( keys.length > 0 ) {
  21042. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21043. if ( morphAttribute !== undefined ) {
  21044. this.morphTargetInfluences = [];
  21045. this.morphTargetDictionary = {};
  21046. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21047. const name = morphAttribute[ m ].name || String( m );
  21048. this.morphTargetInfluences.push( 0 );
  21049. this.morphTargetDictionary[ name ] = m;
  21050. }
  21051. }
  21052. }
  21053. }
  21054. }
  21055. function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
  21056. const positionAttribute = object.geometry.attributes.position;
  21057. _vStart.fromBufferAttribute( positionAttribute, a );
  21058. _vEnd.fromBufferAttribute( positionAttribute, b );
  21059. const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
  21060. if ( distSq > thresholdSq ) return;
  21061. _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
  21062. const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
  21063. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21064. return {
  21065. distance: distance,
  21066. // What do we want? intersection point on the ray or on the segment??
  21067. // point: raycaster.ray.at( distance ),
  21068. point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
  21069. index: i,
  21070. face: null,
  21071. faceIndex: null,
  21072. barycoord: null,
  21073. object: object
  21074. };
  21075. }
  21076. const _start = /*@__PURE__*/ new Vector3();
  21077. const _end = /*@__PURE__*/ new Vector3();
  21078. /**
  21079. * A series of lines drawn between pairs of vertices.
  21080. *
  21081. * @augments Line
  21082. */
  21083. class LineSegments extends Line {
  21084. /**
  21085. * Constructs a new line segments.
  21086. *
  21087. * @param {BufferGeometry} [geometry] - The line geometry.
  21088. * @param {Material|Array<Material>} [material] - The line material.
  21089. */
  21090. constructor( geometry, material ) {
  21091. super( geometry, material );
  21092. /**
  21093. * This flag can be used for type testing.
  21094. *
  21095. * @type {boolean}
  21096. * @readonly
  21097. * @default true
  21098. */
  21099. this.isLineSegments = true;
  21100. this.type = 'LineSegments';
  21101. }
  21102. computeLineDistances() {
  21103. const geometry = this.geometry;
  21104. // we assume non-indexed geometry
  21105. if ( geometry.index === null ) {
  21106. const positionAttribute = geometry.attributes.position;
  21107. const lineDistances = [];
  21108. for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {
  21109. _start.fromBufferAttribute( positionAttribute, i );
  21110. _end.fromBufferAttribute( positionAttribute, i + 1 );
  21111. lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  21112. lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );
  21113. }
  21114. geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
  21115. } else {
  21116. console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
  21117. }
  21118. return this;
  21119. }
  21120. }
  21121. /**
  21122. * A continuous line. This is nearly the same as {@link Line} the only difference
  21123. * is that the last vertex is connected with the first vertex in order to close
  21124. * the line to form a loop.
  21125. *
  21126. * @augments Line
  21127. */
  21128. class LineLoop extends Line {
  21129. /**
  21130. * Constructs a new line loop.
  21131. *
  21132. * @param {BufferGeometry} [geometry] - The line geometry.
  21133. * @param {Material|Array<Material>} [material] - The line material.
  21134. */
  21135. constructor( geometry, material ) {
  21136. super( geometry, material );
  21137. /**
  21138. * This flag can be used for type testing.
  21139. *
  21140. * @type {boolean}
  21141. * @readonly
  21142. * @default true
  21143. */
  21144. this.isLineLoop = true;
  21145. this.type = 'LineLoop';
  21146. }
  21147. }
  21148. /**
  21149. * A material for rendering point primitives.
  21150. *
  21151. * Materials define the appearance of renderable 3D objects.
  21152. *
  21153. * ```js
  21154. * const vertices = [];
  21155. *
  21156. * for ( let i = 0; i < 10000; i ++ ) {
  21157. * const x = THREE.MathUtils.randFloatSpread( 2000 );
  21158. * const y = THREE.MathUtils.randFloatSpread( 2000 );
  21159. * const z = THREE.MathUtils.randFloatSpread( 2000 );
  21160. *
  21161. * vertices.push( x, y, z );
  21162. * }
  21163. *
  21164. * const geometry = new THREE.BufferGeometry();
  21165. * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
  21166. * const material = new THREE.PointsMaterial( { color: 0x888888 } );
  21167. * const points = new THREE.Points( geometry, material );
  21168. * scene.add( points );
  21169. * ```
  21170. *
  21171. * @augments Material
  21172. */
  21173. class PointsMaterial extends Material {
  21174. /**
  21175. * Constructs a new points material.
  21176. *
  21177. * @param {Object} [parameters] - An object with one or more properties
  21178. * defining the material's appearance. Any property of the material
  21179. * (including any property from inherited materials) can be passed
  21180. * in here. Color values can be passed any type of value accepted
  21181. * by {@link Color#set}.
  21182. */
  21183. constructor( parameters ) {
  21184. super();
  21185. /**
  21186. * This flag can be used for type testing.
  21187. *
  21188. * @type {boolean}
  21189. * @readonly
  21190. * @default true
  21191. */
  21192. this.isPointsMaterial = true;
  21193. this.type = 'PointsMaterial';
  21194. /**
  21195. * Color of the material.
  21196. *
  21197. * @type {Color}
  21198. * @default (1,1,1)
  21199. */
  21200. this.color = new Color( 0xffffff );
  21201. /**
  21202. * The color map. May optionally include an alpha channel, typically combined
  21203. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  21204. * color is modulated by the diffuse `color`.
  21205. *
  21206. * @type {?Texture}
  21207. * @default null
  21208. */
  21209. this.map = null;
  21210. /**
  21211. * The alpha map is a grayscale texture that controls the opacity across the
  21212. * surface (black: fully transparent; white: fully opaque).
  21213. *
  21214. * Only the color of the texture is used, ignoring the alpha channel if one
  21215. * exists. For RGB and RGBA textures, the renderer will use the green channel
  21216. * when sampling this texture due to the extra bit of precision provided for
  21217. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  21218. * luminance/alpha textures will also still work as expected.
  21219. *
  21220. * @type {?Texture}
  21221. * @default null
  21222. */
  21223. this.alphaMap = null;
  21224. /**
  21225. * Defines the size of the points in pixels.
  21226. *
  21227. * 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}.
  21228. *
  21229. * @type {number}
  21230. * @default 1
  21231. */
  21232. this.size = 1;
  21233. /**
  21234. * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
  21235. *
  21236. * @type {boolean}
  21237. * @default true
  21238. */
  21239. this.sizeAttenuation = true;
  21240. /**
  21241. * Whether the material is affected by fog or not.
  21242. *
  21243. * @type {boolean}
  21244. * @default true
  21245. */
  21246. this.fog = true;
  21247. this.setValues( parameters );
  21248. }
  21249. copy( source ) {
  21250. super.copy( source );
  21251. this.color.copy( source.color );
  21252. this.map = source.map;
  21253. this.alphaMap = source.alphaMap;
  21254. this.size = source.size;
  21255. this.sizeAttenuation = source.sizeAttenuation;
  21256. this.fog = source.fog;
  21257. return this;
  21258. }
  21259. }
  21260. const _inverseMatrix = /*@__PURE__*/ new Matrix4();
  21261. const _ray = /*@__PURE__*/ new Ray();
  21262. const _sphere = /*@__PURE__*/ new Sphere();
  21263. const _position$2 = /*@__PURE__*/ new Vector3();
  21264. /**
  21265. * A class for displaying points or point clouds.
  21266. *
  21267. * @augments Object3D
  21268. */
  21269. class Points extends Object3D {
  21270. /**
  21271. * Constructs a new point cloud.
  21272. *
  21273. * @param {BufferGeometry} [geometry] - The points geometry.
  21274. * @param {Material|Array<Material>} [material] - The points material.
  21275. */
  21276. constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
  21277. super();
  21278. /**
  21279. * This flag can be used for type testing.
  21280. *
  21281. * @type {boolean}
  21282. * @readonly
  21283. * @default true
  21284. */
  21285. this.isPoints = true;
  21286. this.type = 'Points';
  21287. /**
  21288. * The points geometry.
  21289. *
  21290. * @type {BufferGeometry}
  21291. */
  21292. this.geometry = geometry;
  21293. /**
  21294. * The line material.
  21295. *
  21296. * @type {Material|Array<Material>}
  21297. * @default PointsMaterial
  21298. */
  21299. this.material = material;
  21300. /**
  21301. * A dictionary representing the morph targets in the geometry. The key is the
  21302. * morph targets name, the value its attribute index. This member is `undefined`
  21303. * by default and only set when morph targets are detected in the geometry.
  21304. *
  21305. * @type {Object<String,number>|undefined}
  21306. * @default undefined
  21307. */
  21308. this.morphTargetDictionary = undefined;
  21309. /**
  21310. * An array of weights typically in the range `[0,1]` that specify how much of the morph
  21311. * is applied. This member is `undefined` by default and only set when morph targets are
  21312. * detected in the geometry.
  21313. *
  21314. * @type {Array<number>|undefined}
  21315. * @default undefined
  21316. */
  21317. this.morphTargetInfluences = undefined;
  21318. this.updateMorphTargets();
  21319. }
  21320. copy( source, recursive ) {
  21321. super.copy( source, recursive );
  21322. this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  21323. this.geometry = source.geometry;
  21324. return this;
  21325. }
  21326. /**
  21327. * Computes intersection points between a casted ray and this point cloud.
  21328. *
  21329. * @param {Raycaster} raycaster - The raycaster.
  21330. * @param {Array<Object>} intersects - The target array that holds the intersection points.
  21331. */
  21332. raycast( raycaster, intersects ) {
  21333. const geometry = this.geometry;
  21334. const matrixWorld = this.matrixWorld;
  21335. const threshold = raycaster.params.Points.threshold;
  21336. const drawRange = geometry.drawRange;
  21337. // Checking boundingSphere distance to ray
  21338. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  21339. _sphere.copy( geometry.boundingSphere );
  21340. _sphere.applyMatrix4( matrixWorld );
  21341. _sphere.radius += threshold;
  21342. if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
  21343. //
  21344. _inverseMatrix.copy( matrixWorld ).invert();
  21345. _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
  21346. const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  21347. const localThresholdSq = localThreshold * localThreshold;
  21348. const index = geometry.index;
  21349. const attributes = geometry.attributes;
  21350. const positionAttribute = attributes.position;
  21351. if ( index !== null ) {
  21352. const start = Math.max( 0, drawRange.start );
  21353. const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
  21354. for ( let i = start, il = end; i < il; i ++ ) {
  21355. const a = index.getX( i );
  21356. _position$2.fromBufferAttribute( positionAttribute, a );
  21357. testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21358. }
  21359. } else {
  21360. const start = Math.max( 0, drawRange.start );
  21361. const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
  21362. for ( let i = start, l = end; i < l; i ++ ) {
  21363. _position$2.fromBufferAttribute( positionAttribute, i );
  21364. testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
  21365. }
  21366. }
  21367. }
  21368. /**
  21369. * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
  21370. * to make sure existing morph targets can influence this 3D object.
  21371. */
  21372. updateMorphTargets() {
  21373. const geometry = this.geometry;
  21374. const morphAttributes = geometry.morphAttributes;
  21375. const keys = Object.keys( morphAttributes );
  21376. if ( keys.length > 0 ) {
  21377. const morphAttribute = morphAttributes[ keys[ 0 ] ];
  21378. if ( morphAttribute !== undefined ) {
  21379. this.morphTargetInfluences = [];
  21380. this.morphTargetDictionary = {};
  21381. for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
  21382. const name = morphAttribute[ m ].name || String( m );
  21383. this.morphTargetInfluences.push( 0 );
  21384. this.morphTargetDictionary[ name ] = m;
  21385. }
  21386. }
  21387. }
  21388. }
  21389. }
  21390. function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
  21391. const rayPointDistanceSq = _ray.distanceSqToPoint( point );
  21392. if ( rayPointDistanceSq < localThresholdSq ) {
  21393. const intersectPoint = new Vector3();
  21394. _ray.closestPointToPoint( point, intersectPoint );
  21395. intersectPoint.applyMatrix4( matrixWorld );
  21396. const distance = raycaster.ray.origin.distanceTo( intersectPoint );
  21397. if ( distance < raycaster.near || distance > raycaster.far ) return;
  21398. intersects.push( {
  21399. distance: distance,
  21400. distanceToRay: Math.sqrt( rayPointDistanceSq ),
  21401. point: intersectPoint,
  21402. index: index,
  21403. face: null,
  21404. faceIndex: null,
  21405. barycoord: null,
  21406. object: object
  21407. } );
  21408. }
  21409. }
  21410. /**
  21411. * A texture for use with a video.
  21412. *
  21413. * ```js
  21414. * // assuming you have created a HTML video element with id="video"
  21415. * const video = document.getElementById( 'video' );
  21416. * const texture = new THREE.VideoTexture( video );
  21417. * ```
  21418. *
  21419. * Note: After the initial use of a texture, its dimensions, format, and type
  21420. * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one.
  21421. *
  21422. * @augments Texture
  21423. */
  21424. class VideoTexture extends Texture {
  21425. /**
  21426. * Constructs a new video texture.
  21427. *
  21428. * @param {HTMLVideoElement} video - The video element to use as a data source for the texture.
  21429. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21430. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21431. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21432. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21433. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21434. * @param {number} [format=RGBAFormat] - The texture format.
  21435. * @param {number} [type=UnsignedByteType] - The texture type.
  21436. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21437. */
  21438. constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) {
  21439. super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21440. /**
  21441. * This flag can be used for type testing.
  21442. *
  21443. * @type {boolean}
  21444. * @readonly
  21445. * @default true
  21446. */
  21447. this.isVideoTexture = true;
  21448. /**
  21449. * Whether to generate mipmaps (if possible) for a texture.
  21450. *
  21451. * Overwritten and set to `false` by default.
  21452. *
  21453. * @type {boolean}
  21454. * @default false
  21455. */
  21456. this.generateMipmaps = false;
  21457. const scope = this;
  21458. function updateVideo() {
  21459. scope.needsUpdate = true;
  21460. video.requestVideoFrameCallback( updateVideo );
  21461. }
  21462. if ( 'requestVideoFrameCallback' in video ) {
  21463. video.requestVideoFrameCallback( updateVideo );
  21464. }
  21465. }
  21466. clone() {
  21467. return new this.constructor( this.image ).copy( this );
  21468. }
  21469. /**
  21470. * This method is called automatically by the renderer and sets {@link Texture#needsUpdate}
  21471. * to `true` every time a new frame is available.
  21472. *
  21473. * Only relevant if `requestVideoFrameCallback` is not supported in the browser.
  21474. */
  21475. update() {
  21476. const video = this.image;
  21477. const hasVideoFrameCallback = 'requestVideoFrameCallback' in video;
  21478. if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {
  21479. this.needsUpdate = true;
  21480. }
  21481. }
  21482. }
  21483. /**
  21484. * This class can be used as an alternative way to define video data. Instead of using
  21485. * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is
  21486. * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when
  21487. * video frames are decoded with the WebCodecs API.
  21488. *
  21489. * ```js
  21490. * const texture = new THREE.VideoFrameTexture();
  21491. * texture.setFrame( frame );
  21492. * ```
  21493. *
  21494. * @augments VideoTexture
  21495. */
  21496. class VideoFrameTexture extends VideoTexture {
  21497. /**
  21498. * Constructs a new video frame texture.
  21499. *
  21500. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21501. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21502. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21503. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21504. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21505. * @param {number} [format=RGBAFormat] - The texture format.
  21506. * @param {number} [type=UnsignedByteType] - The texture type.
  21507. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21508. */
  21509. constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21510. super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21511. /**
  21512. * This flag can be used for type testing.
  21513. *
  21514. * @type {boolean}
  21515. * @readonly
  21516. * @default true
  21517. */
  21518. this.isVideoFrameTexture = true;
  21519. }
  21520. /**
  21521. * This method overwritten with an empty implementation since
  21522. * this type of texture is updated via `setFrame()`.
  21523. */
  21524. update() {}
  21525. clone() {
  21526. return new this.constructor().copy( this ); // restoring Texture.clone()
  21527. }
  21528. /**
  21529. * Sets the current frame of the video. This will automatically update the texture
  21530. * so the data can be used for rendering.
  21531. *
  21532. * @param {VideoFrame} frame - The video frame.
  21533. */
  21534. setFrame( frame ) {
  21535. this.image = frame;
  21536. this.needsUpdate = true;
  21537. }
  21538. }
  21539. /**
  21540. * This class can only be used in combination with `copyFramebufferToTexture()` methods
  21541. * of renderers. It extracts the contents of the current bound framebuffer and provides it
  21542. * as a texture for further usage.
  21543. *
  21544. * ```js
  21545. * const pixelRatio = window.devicePixelRatio;
  21546. * const textureSize = 128 * pixelRatio;
  21547. *
  21548. * const frameTexture = new FramebufferTexture( textureSize, textureSize );
  21549. *
  21550. * // calculate start position for copying part of the frame data
  21551. * const vector = new Vector2();
  21552. * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
  21553. * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
  21554. *
  21555. * renderer.render( scene, camera );
  21556. *
  21557. * // copy part of the rendered frame into the framebuffer texture
  21558. * renderer.copyFramebufferToTexture( frameTexture, vector );
  21559. * ```
  21560. *
  21561. * @augments Texture
  21562. */
  21563. class FramebufferTexture extends Texture {
  21564. /**
  21565. * Constructs a new framebuffer texture.
  21566. *
  21567. * @param {number} width - The width of the texture.
  21568. * @param {number} height - The height of the texture.
  21569. */
  21570. constructor( width, height ) {
  21571. super( { width, height } );
  21572. /**
  21573. * This flag can be used for type testing.
  21574. *
  21575. * @type {boolean}
  21576. * @readonly
  21577. * @default true
  21578. */
  21579. this.isFramebufferTexture = true;
  21580. /**
  21581. * How the texture is sampled when a texel covers more than one pixel.
  21582. *
  21583. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21584. *
  21585. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21586. * @default NearestFilter
  21587. */
  21588. this.magFilter = NearestFilter;
  21589. /**
  21590. * How the texture is sampled when a texel covers less than one pixel.
  21591. *
  21592. * Overwritten and set to `NearestFilter` by default to disable filtering.
  21593. *
  21594. * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
  21595. * @default NearestFilter
  21596. */
  21597. this.minFilter = NearestFilter;
  21598. /**
  21599. * Whether to generate mipmaps (if possible) for a texture.
  21600. *
  21601. * Overwritten and set to `false` by default.
  21602. *
  21603. * @type {boolean}
  21604. * @default false
  21605. */
  21606. this.generateMipmaps = false;
  21607. this.needsUpdate = true;
  21608. }
  21609. }
  21610. /**
  21611. * Creates a texture based on data in compressed form.
  21612. *
  21613. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21614. *
  21615. * @augments Texture
  21616. */
  21617. class CompressedTexture extends Texture {
  21618. /**
  21619. * Constructs a new compressed texture.
  21620. *
  21621. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21622. * the data and dimensions.
  21623. * @param {number} width - The width of the texture.
  21624. * @param {number} height - The height of the texture.
  21625. * @param {number} [format=RGBAFormat] - The texture format.
  21626. * @param {number} [type=UnsignedByteType] - The texture type.
  21627. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21628. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21629. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21630. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21631. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21632. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21633. * @param {string} [colorSpace=NoColorSpace] - The color space.
  21634. */
  21635. constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {
  21636. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
  21637. /**
  21638. * This flag can be used for type testing.
  21639. *
  21640. * @type {boolean}
  21641. * @readonly
  21642. * @default true
  21643. */
  21644. this.isCompressedTexture = true;
  21645. /**
  21646. * The image property of a compressed texture just defines its dimensions.
  21647. *
  21648. * @type {{width:number,height:number}}
  21649. */
  21650. this.image = { width: width, height: height };
  21651. /**
  21652. * This array holds for all mipmaps (including the bases mip) the data and dimensions.
  21653. *
  21654. * @type {Array<Object>}
  21655. */
  21656. this.mipmaps = mipmaps;
  21657. /**
  21658. * If set to `true`, the texture is flipped along the vertical axis when
  21659. * uploaded to the GPU.
  21660. *
  21661. * Overwritten and set to `false` by default since it is not possible to
  21662. * flip compressed textures.
  21663. *
  21664. * @type {boolean}
  21665. * @default false
  21666. * @readonly
  21667. */
  21668. this.flipY = false;
  21669. /**
  21670. * Whether to generate mipmaps (if possible) for a texture.
  21671. *
  21672. * Overwritten and set to `false` by default since it is not
  21673. * possible to generate mipmaps for compressed data. Mipmaps
  21674. * must be embedded in the compressed texture file.
  21675. *
  21676. * @type {boolean}
  21677. * @default false
  21678. * @readonly
  21679. */
  21680. this.generateMipmaps = false;
  21681. }
  21682. }
  21683. /**
  21684. * Creates a texture 2D array based on data in compressed form.
  21685. *
  21686. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21687. *
  21688. * @augments CompressedTexture
  21689. */
  21690. class CompressedArrayTexture extends CompressedTexture {
  21691. /**
  21692. * Constructs a new compressed array texture.
  21693. *
  21694. * @param {Array<Object>} mipmaps - This array holds for all mipmaps (including the bases mip)
  21695. * the data and dimensions.
  21696. * @param {number} width - The width of the texture.
  21697. * @param {number} height - The height of the texture.
  21698. * @param {number} depth - The depth of the texture.
  21699. * @param {number} [format=RGBAFormat] - The min filter value.
  21700. * @param {number} [type=UnsignedByteType] - The min filter value.
  21701. */
  21702. constructor( mipmaps, width, height, depth, format, type ) {
  21703. super( mipmaps, width, height, format, type );
  21704. /**
  21705. * This flag can be used for type testing.
  21706. *
  21707. * @type {boolean}
  21708. * @readonly
  21709. * @default true
  21710. */
  21711. this.isCompressedArrayTexture = true;
  21712. /**
  21713. * The image property of a compressed texture just defines its dimensions.
  21714. *
  21715. * @name CompressedArrayTexture#image
  21716. * @type {{width:number,height:number,depth:number}}
  21717. */
  21718. this.image.depth = depth;
  21719. /**
  21720. * This defines how the texture is wrapped in the depth and corresponds to
  21721. * *W* in UVW mapping.
  21722. *
  21723. * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
  21724. * @default ClampToEdgeWrapping
  21725. */
  21726. this.wrapR = ClampToEdgeWrapping;
  21727. /**
  21728. * A set of all layers which need to be updated in the texture.
  21729. *
  21730. * @type {Set<number>}
  21731. */
  21732. this.layerUpdates = new Set();
  21733. }
  21734. /**
  21735. * Describes that a specific layer of the texture needs to be updated.
  21736. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21737. * entire compressed texture array is sent to the GPU. Marking specific
  21738. * layers will only transmit subsets of all mipmaps associated with a
  21739. * specific depth in the array which is often much more performant.
  21740. *
  21741. * @param {number} layerIndex - The layer index that should be updated.
  21742. */
  21743. addLayerUpdate( layerIndex ) {
  21744. this.layerUpdates.add( layerIndex );
  21745. }
  21746. /**
  21747. * Resets the layer updates registry.
  21748. */
  21749. clearLayerUpdates() {
  21750. this.layerUpdates.clear();
  21751. }
  21752. }
  21753. /**
  21754. * Creates a cube texture based on data in compressed form.
  21755. *
  21756. * These texture are usually loaded with {@link CompressedTextureLoader}.
  21757. *
  21758. * @augments CompressedTexture
  21759. */
  21760. class CompressedCubeTexture extends CompressedTexture {
  21761. /**
  21762. * Constructs a new compressed texture.
  21763. *
  21764. * @param {Array<CompressedTexture>} images - An array of compressed textures.
  21765. * @param {number} [format=RGBAFormat] - The texture format.
  21766. * @param {number} [type=UnsignedByteType] - The texture type.
  21767. */
  21768. constructor( images, format, type ) {
  21769. super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );
  21770. /**
  21771. * This flag can be used for type testing.
  21772. *
  21773. * @type {boolean}
  21774. * @readonly
  21775. * @default true
  21776. */
  21777. this.isCompressedCubeTexture = true;
  21778. /**
  21779. * This flag can be used for type testing.
  21780. *
  21781. * @type {boolean}
  21782. * @readonly
  21783. * @default true
  21784. */
  21785. this.isCubeTexture = true;
  21786. this.image = images;
  21787. }
  21788. }
  21789. /**
  21790. * Creates a texture from a canvas element.
  21791. *
  21792. * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate}
  21793. * to `true` immediately since a canvas can directly be used for rendering.
  21794. *
  21795. * @augments Texture
  21796. */
  21797. class CanvasTexture extends Texture {
  21798. /**
  21799. * Constructs a new texture.
  21800. *
  21801. * @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
  21802. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21803. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21804. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21805. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21806. * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
  21807. * @param {number} [format=RGBAFormat] - The texture format.
  21808. * @param {number} [type=UnsignedByteType] - The texture type.
  21809. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21810. */
  21811. constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  21812. super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21813. /**
  21814. * This flag can be used for type testing.
  21815. *
  21816. * @type {boolean}
  21817. * @readonly
  21818. * @default true
  21819. */
  21820. this.isCanvasTexture = true;
  21821. this.needsUpdate = true;
  21822. }
  21823. }
  21824. /**
  21825. * This class can be used to automatically save the depth information of a
  21826. * rendering into a texture.
  21827. *
  21828. * @augments Texture
  21829. */
  21830. class DepthTexture extends Texture {
  21831. /**
  21832. * Constructs a new depth texture.
  21833. *
  21834. * @param {number} width - The width of the texture.
  21835. * @param {number} height - The height of the texture.
  21836. * @param {number} [type=UnsignedIntType] - The texture type.
  21837. * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
  21838. * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
  21839. * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
  21840. * @param {number} [magFilter=LinearFilter] - The mag filter value.
  21841. * @param {number} [minFilter=LinearFilter] - The min filter value.
  21842. * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
  21843. * @param {number} [format=DepthFormat] - The texture format.
  21844. */
  21845. constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) {
  21846. if ( format !== DepthFormat && format !== DepthStencilFormat ) {
  21847. throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
  21848. }
  21849. super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  21850. /**
  21851. * This flag can be used for type testing.
  21852. *
  21853. * @type {boolean}
  21854. * @readonly
  21855. * @default true
  21856. */
  21857. this.isDepthTexture = true;
  21858. /**
  21859. * The image property of a depth texture just defines its dimensions.
  21860. *
  21861. * @type {{width:number,height:number}}
  21862. */
  21863. this.image = { width: width, height: height };
  21864. /**
  21865. * If set to `true`, the texture is flipped along the vertical axis when
  21866. * uploaded to the GPU.
  21867. *
  21868. * Overwritten and set to `false` by default.
  21869. *
  21870. * @type {boolean}
  21871. * @default false
  21872. */
  21873. this.flipY = false;
  21874. /**
  21875. * Whether to generate mipmaps (if possible) for a texture.
  21876. *
  21877. * Overwritten and set to `false` by default.
  21878. *
  21879. * @type {boolean}
  21880. * @default false
  21881. */
  21882. this.generateMipmaps = false;
  21883. /**
  21884. * Code corresponding to the depth compare function.
  21885. *
  21886. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21887. * @default null
  21888. */
  21889. this.compareFunction = null;
  21890. }
  21891. copy( source ) {
  21892. super.copy( source );
  21893. this.source = new Source( Object.assign( {}, source.image ) ); // see #30540
  21894. this.compareFunction = source.compareFunction;
  21895. return this;
  21896. }
  21897. toJSON( meta ) {
  21898. const data = super.toJSON( meta );
  21899. if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
  21900. return data;
  21901. }
  21902. }
  21903. /**
  21904. * Creates an array of depth textures.
  21905. *
  21906. * @augments DepthTexture
  21907. */
  21908. class DepthArrayTexture extends DepthTexture {
  21909. /**
  21910. * Constructs a new depth array texture.
  21911. *
  21912. * @param {number} [width=1] - The width of the texture.
  21913. * @param {number} [height=1] - The height of the texture.
  21914. * @param {number} [depth=1] - The depth of the texture.
  21915. */
  21916. constructor( width = 1, height = 1, depth = 1 ) {
  21917. super( width, height );
  21918. /**
  21919. * This flag can be used for type testing.
  21920. *
  21921. * @type {boolean}
  21922. * @readonly
  21923. * @default true
  21924. */
  21925. this.isDepthArrayTexture = true;
  21926. /**
  21927. * The image definition of a depth texture.
  21928. *
  21929. * @type {{width:number,height:number,depth:number}}
  21930. */
  21931. this.image = { width: width, height: height, depth: depth };
  21932. /**
  21933. * If set to `true`, the texture is flipped along the vertical axis when
  21934. * uploaded to the GPU.
  21935. *
  21936. * Overwritten and set to `false` by default.
  21937. *
  21938. * @type {boolean}
  21939. * @default false
  21940. */
  21941. this.flipY = false;
  21942. /**
  21943. * Whether to generate mipmaps (if possible) for a texture.
  21944. *
  21945. * Overwritten and set to `false` by default.
  21946. *
  21947. * @type {boolean}
  21948. * @default false
  21949. */
  21950. this.generateMipmaps = false;
  21951. /**
  21952. * Code corresponding to the depth compare function.
  21953. *
  21954. * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
  21955. * @default null
  21956. */
  21957. this.compareFunction = null;
  21958. /**
  21959. * A set of all layers which need to be updated in the texture.
  21960. *
  21961. * @type {Set<number>}
  21962. */
  21963. this.layerUpdates = new Set();
  21964. }
  21965. /**
  21966. * Describes that a specific layer of the texture needs to be updated.
  21967. * Normally when {@link Texture#needsUpdate} is set to `true`, the
  21968. * entire slice is sent to the GPU. Marking specific
  21969. * layers will only transmit subsets of all mipmaps associated with a
  21970. * specific depth in the array which is often much more performant.
  21971. *
  21972. * @param {number} layerIndex - The layer index that should be updated.
  21973. */
  21974. addLayerUpdate( layerIndex ) {
  21975. this.layerUpdates.add( layerIndex );
  21976. }
  21977. /**
  21978. * Resets the layer updates registry.
  21979. */
  21980. clearLayerUpdates() {
  21981. this.layerUpdates.clear();
  21982. }
  21983. }
  21984. /**
  21985. * A geometry class for representing a capsule.
  21986. *
  21987. * ```js
  21988. * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 );
  21989. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  21990. * const capsule = new THREE.Mesh( geometry, material );
  21991. * scene.add( capsule );
  21992. * ```
  21993. *
  21994. * @augments BufferGeometry
  21995. */
  21996. class CapsuleGeometry extends BufferGeometry {
  21997. /**
  21998. * Constructs a new capsule geometry.
  21999. *
  22000. * @param {number} [radius=1] - Radius of the capsule.
  22001. * @param {number} [height=1] - Height of the middle section.
  22002. * @param {number} [capSegments=4] - Number of curve segments used to build each cap.
  22003. * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3.
  22004. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1.
  22005. */
  22006. constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) {
  22007. super();
  22008. this.type = 'CapsuleGeometry';
  22009. /**
  22010. * Holds the constructor parameters that have been
  22011. * used to generate the geometry. Any modification
  22012. * after instantiation does not change the geometry.
  22013. *
  22014. * @type {Object}
  22015. */
  22016. this.parameters = {
  22017. radius: radius,
  22018. height: height,
  22019. capSegments: capSegments,
  22020. radialSegments: radialSegments,
  22021. heightSegments: heightSegments,
  22022. };
  22023. height = Math.max( 0, height );
  22024. capSegments = Math.max( 1, Math.floor( capSegments ) );
  22025. radialSegments = Math.max( 3, Math.floor( radialSegments ) );
  22026. heightSegments = Math.max( 1, Math.floor( heightSegments ) );
  22027. // buffers
  22028. const indices = [];
  22029. const vertices = [];
  22030. const normals = [];
  22031. const uvs = [];
  22032. // helper variables
  22033. const halfHeight = height / 2;
  22034. const capArcLength = ( Math.PI / 2 ) * radius;
  22035. const cylinderPartLength = height;
  22036. const totalArcLength = 2 * capArcLength + cylinderPartLength;
  22037. const numVerticalSegments = capSegments * 2 + heightSegments;
  22038. const verticesPerRow = radialSegments + 1;
  22039. const normal = new Vector3();
  22040. const vertex = new Vector3();
  22041. // generate vertices, normals, and uvs
  22042. for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) {
  22043. let currentArcLength = 0;
  22044. let profileY = 0;
  22045. let profileRadius = 0;
  22046. let normalYComponent = 0;
  22047. if ( iy <= capSegments ) {
  22048. // bottom cap
  22049. const segmentProgress = iy / capSegments;
  22050. const angle = ( segmentProgress * Math.PI ) / 2;
  22051. profileY = - halfHeight - radius * Math.cos( angle );
  22052. profileRadius = radius * Math.sin( angle );
  22053. normalYComponent = - radius * Math.cos( angle );
  22054. currentArcLength = segmentProgress * capArcLength;
  22055. } else if ( iy <= capSegments + heightSegments ) {
  22056. // middle section
  22057. const segmentProgress = ( iy - capSegments ) / heightSegments;
  22058. profileY = - halfHeight + segmentProgress * height;
  22059. profileRadius = radius;
  22060. normalYComponent = 0;
  22061. currentArcLength = capArcLength + segmentProgress * cylinderPartLength;
  22062. } else {
  22063. // top cap
  22064. const segmentProgress =
  22065. ( iy - capSegments - heightSegments ) / capSegments;
  22066. const angle = ( segmentProgress * Math.PI ) / 2;
  22067. profileY = halfHeight + radius * Math.sin( angle );
  22068. profileRadius = radius * Math.cos( angle );
  22069. normalYComponent = radius * Math.sin( angle );
  22070. currentArcLength =
  22071. capArcLength + cylinderPartLength + segmentProgress * capArcLength;
  22072. }
  22073. const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) );
  22074. // special case for the poles
  22075. let uOffset = 0;
  22076. if ( iy === 0 ) {
  22077. uOffset = 0.5 / radialSegments;
  22078. } else if ( iy === numVerticalSegments ) {
  22079. uOffset = -0.5 / radialSegments;
  22080. }
  22081. for ( let ix = 0; ix <= radialSegments; ix ++ ) {
  22082. const u = ix / radialSegments;
  22083. const theta = u * Math.PI * 2;
  22084. const sinTheta = Math.sin( theta );
  22085. const cosTheta = Math.cos( theta );
  22086. // vertex
  22087. vertex.x = - profileRadius * cosTheta;
  22088. vertex.y = profileY;
  22089. vertex.z = profileRadius * sinTheta;
  22090. vertices.push( vertex.x, vertex.y, vertex.z );
  22091. // normal
  22092. normal.set(
  22093. - profileRadius * cosTheta,
  22094. normalYComponent,
  22095. profileRadius * sinTheta
  22096. );
  22097. normal.normalize();
  22098. normals.push( normal.x, normal.y, normal.z );
  22099. // uv
  22100. uvs.push( u + uOffset, v );
  22101. }
  22102. if ( iy > 0 ) {
  22103. const prevIndexRow = ( iy - 1 ) * verticesPerRow;
  22104. for ( let ix = 0; ix < radialSegments; ix ++ ) {
  22105. const i1 = prevIndexRow + ix;
  22106. const i2 = prevIndexRow + ix + 1;
  22107. const i3 = iy * verticesPerRow + ix;
  22108. const i4 = iy * verticesPerRow + ix + 1;
  22109. indices.push( i1, i2, i3 );
  22110. indices.push( i2, i4, i3 );
  22111. }
  22112. }
  22113. }
  22114. // build geometry
  22115. this.setIndex( indices );
  22116. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22117. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22118. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22119. }
  22120. copy( source ) {
  22121. super.copy( source );
  22122. this.parameters = Object.assign( {}, source.parameters );
  22123. return this;
  22124. }
  22125. /**
  22126. * Factory method for creating an instance of this class from the given
  22127. * JSON object.
  22128. *
  22129. * @param {Object} data - A JSON object representing the serialized geometry.
  22130. * @return {CapsuleGeometry} A new instance.
  22131. */
  22132. static fromJSON( data ) {
  22133. return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments );
  22134. }
  22135. }
  22136. /**
  22137. * A simple shape of Euclidean geometry. It is constructed from a
  22138. * number of triangular segments that are oriented around a central point and
  22139. * extend as far out as a given radius. It is built counter-clockwise from a
  22140. * start angle and a given central angle. It can also be used to create
  22141. * regular polygons, where the number of segments determines the number of
  22142. * sides.
  22143. *
  22144. * ```js
  22145. * const geometry = new THREE.CircleGeometry( 5, 32 );
  22146. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22147. * const circle = new THREE.Mesh( geometry, material );
  22148. * scene.add( circle )
  22149. * ```
  22150. *
  22151. * @augments BufferGeometry
  22152. */
  22153. class CircleGeometry extends BufferGeometry {
  22154. /**
  22155. * Constructs a new circle geometry.
  22156. *
  22157. * @param {number} [radius=1] - Radius of the circle.
  22158. * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.
  22159. * @param {number} [thetaStart=0] - Start angle for first segment in radians.
  22160. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,
  22161. * of the circular sector in radians. The default value results in a complete circle.
  22162. */
  22163. constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22164. super();
  22165. this.type = 'CircleGeometry';
  22166. /**
  22167. * Holds the constructor parameters that have been
  22168. * used to generate the geometry. Any modification
  22169. * after instantiation does not change the geometry.
  22170. *
  22171. * @type {Object}
  22172. */
  22173. this.parameters = {
  22174. radius: radius,
  22175. segments: segments,
  22176. thetaStart: thetaStart,
  22177. thetaLength: thetaLength
  22178. };
  22179. segments = Math.max( 3, segments );
  22180. // buffers
  22181. const indices = [];
  22182. const vertices = [];
  22183. const normals = [];
  22184. const uvs = [];
  22185. // helper variables
  22186. const vertex = new Vector3();
  22187. const uv = new Vector2();
  22188. // center point
  22189. vertices.push( 0, 0, 0 );
  22190. normals.push( 0, 0, 1 );
  22191. uvs.push( 0.5, 0.5 );
  22192. for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {
  22193. const segment = thetaStart + s / segments * thetaLength;
  22194. // vertex
  22195. vertex.x = radius * Math.cos( segment );
  22196. vertex.y = radius * Math.sin( segment );
  22197. vertices.push( vertex.x, vertex.y, vertex.z );
  22198. // normal
  22199. normals.push( 0, 0, 1 );
  22200. // uvs
  22201. uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  22202. uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
  22203. uvs.push( uv.x, uv.y );
  22204. }
  22205. // indices
  22206. for ( let i = 1; i <= segments; i ++ ) {
  22207. indices.push( i, i + 1, 0 );
  22208. }
  22209. // build geometry
  22210. this.setIndex( indices );
  22211. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22212. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22213. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22214. }
  22215. copy( source ) {
  22216. super.copy( source );
  22217. this.parameters = Object.assign( {}, source.parameters );
  22218. return this;
  22219. }
  22220. /**
  22221. * Factory method for creating an instance of this class from the given
  22222. * JSON object.
  22223. *
  22224. * @param {Object} data - A JSON object representing the serialized geometry.
  22225. * @return {CircleGeometry} A new instance.
  22226. */
  22227. static fromJSON( data ) {
  22228. return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );
  22229. }
  22230. }
  22231. /**
  22232. * A geometry class for representing a cylinder.
  22233. *
  22234. * ```js
  22235. * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
  22236. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22237. * const cylinder = new THREE.Mesh( geometry, material );
  22238. * scene.add( cylinder );
  22239. * ```
  22240. *
  22241. * @augments BufferGeometry
  22242. */
  22243. class CylinderGeometry extends BufferGeometry {
  22244. /**
  22245. * Constructs a new cylinder geometry.
  22246. *
  22247. * @param {number} [radiusTop=1] - Radius of the cylinder at the top.
  22248. * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
  22249. * @param {number} [height=1] - Height of the cylinder.
  22250. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
  22251. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
  22252. * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
  22253. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22254. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22255. * The default value results in a complete cylinder.
  22256. */
  22257. constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22258. super();
  22259. this.type = 'CylinderGeometry';
  22260. /**
  22261. * Holds the constructor parameters that have been
  22262. * used to generate the geometry. Any modification
  22263. * after instantiation does not change the geometry.
  22264. *
  22265. * @type {Object}
  22266. */
  22267. this.parameters = {
  22268. radiusTop: radiusTop,
  22269. radiusBottom: radiusBottom,
  22270. height: height,
  22271. radialSegments: radialSegments,
  22272. heightSegments: heightSegments,
  22273. openEnded: openEnded,
  22274. thetaStart: thetaStart,
  22275. thetaLength: thetaLength
  22276. };
  22277. const scope = this;
  22278. radialSegments = Math.floor( radialSegments );
  22279. heightSegments = Math.floor( heightSegments );
  22280. // buffers
  22281. const indices = [];
  22282. const vertices = [];
  22283. const normals = [];
  22284. const uvs = [];
  22285. // helper variables
  22286. let index = 0;
  22287. const indexArray = [];
  22288. const halfHeight = height / 2;
  22289. let groupStart = 0;
  22290. // generate geometry
  22291. generateTorso();
  22292. if ( openEnded === false ) {
  22293. if ( radiusTop > 0 ) generateCap( true );
  22294. if ( radiusBottom > 0 ) generateCap( false );
  22295. }
  22296. // build geometry
  22297. this.setIndex( indices );
  22298. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22299. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  22300. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  22301. function generateTorso() {
  22302. const normal = new Vector3();
  22303. const vertex = new Vector3();
  22304. let groupCount = 0;
  22305. // this will be used to calculate the normal
  22306. const slope = ( radiusBottom - radiusTop ) / height;
  22307. // generate vertices, normals and uvs
  22308. for ( let y = 0; y <= heightSegments; y ++ ) {
  22309. const indexRow = [];
  22310. const v = y / heightSegments;
  22311. // calculate the radius of the current row
  22312. const radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  22313. for ( let x = 0; x <= radialSegments; x ++ ) {
  22314. const u = x / radialSegments;
  22315. const theta = u * thetaLength + thetaStart;
  22316. const sinTheta = Math.sin( theta );
  22317. const cosTheta = Math.cos( theta );
  22318. // vertex
  22319. vertex.x = radius * sinTheta;
  22320. vertex.y = - v * height + halfHeight;
  22321. vertex.z = radius * cosTheta;
  22322. vertices.push( vertex.x, vertex.y, vertex.z );
  22323. // normal
  22324. normal.set( sinTheta, slope, cosTheta ).normalize();
  22325. normals.push( normal.x, normal.y, normal.z );
  22326. // uv
  22327. uvs.push( u, 1 - v );
  22328. // save index of vertex in respective row
  22329. indexRow.push( index ++ );
  22330. }
  22331. // now save vertices of the row in our index array
  22332. indexArray.push( indexRow );
  22333. }
  22334. // generate indices
  22335. for ( let x = 0; x < radialSegments; x ++ ) {
  22336. for ( let y = 0; y < heightSegments; y ++ ) {
  22337. // we use the index array to access the correct indices
  22338. const a = indexArray[ y ][ x ];
  22339. const b = indexArray[ y + 1 ][ x ];
  22340. const c = indexArray[ y + 1 ][ x + 1 ];
  22341. const d = indexArray[ y ][ x + 1 ];
  22342. // faces
  22343. if ( radiusTop > 0 || y !== 0 ) {
  22344. indices.push( a, b, d );
  22345. groupCount += 3;
  22346. }
  22347. if ( radiusBottom > 0 || y !== heightSegments - 1 ) {
  22348. indices.push( b, c, d );
  22349. groupCount += 3;
  22350. }
  22351. }
  22352. }
  22353. // add a group to the geometry. this will ensure multi material support
  22354. scope.addGroup( groupStart, groupCount, 0 );
  22355. // calculate new start value for groups
  22356. groupStart += groupCount;
  22357. }
  22358. function generateCap( top ) {
  22359. // save the index of the first center vertex
  22360. const centerIndexStart = index;
  22361. const uv = new Vector2();
  22362. const vertex = new Vector3();
  22363. let groupCount = 0;
  22364. const radius = ( top === true ) ? radiusTop : radiusBottom;
  22365. const sign = ( top === true ) ? 1 : -1;
  22366. // first we generate the center vertex data of the cap.
  22367. // because the geometry needs one set of uvs per face,
  22368. // we must generate a center vertex per face/segment
  22369. for ( let x = 1; x <= radialSegments; x ++ ) {
  22370. // vertex
  22371. vertices.push( 0, halfHeight * sign, 0 );
  22372. // normal
  22373. normals.push( 0, sign, 0 );
  22374. // uv
  22375. uvs.push( 0.5, 0.5 );
  22376. // increase index
  22377. index ++;
  22378. }
  22379. // save the index of the last center vertex
  22380. const centerIndexEnd = index;
  22381. // now we generate the surrounding vertices, normals and uvs
  22382. for ( let x = 0; x <= radialSegments; x ++ ) {
  22383. const u = x / radialSegments;
  22384. const theta = u * thetaLength + thetaStart;
  22385. const cosTheta = Math.cos( theta );
  22386. const sinTheta = Math.sin( theta );
  22387. // vertex
  22388. vertex.x = radius * sinTheta;
  22389. vertex.y = halfHeight * sign;
  22390. vertex.z = radius * cosTheta;
  22391. vertices.push( vertex.x, vertex.y, vertex.z );
  22392. // normal
  22393. normals.push( 0, sign, 0 );
  22394. // uv
  22395. uv.x = ( cosTheta * 0.5 ) + 0.5;
  22396. uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  22397. uvs.push( uv.x, uv.y );
  22398. // increase index
  22399. index ++;
  22400. }
  22401. // generate indices
  22402. for ( let x = 0; x < radialSegments; x ++ ) {
  22403. const c = centerIndexStart + x;
  22404. const i = centerIndexEnd + x;
  22405. if ( top === true ) {
  22406. // face top
  22407. indices.push( i, i + 1, c );
  22408. } else {
  22409. // face bottom
  22410. indices.push( i + 1, i, c );
  22411. }
  22412. groupCount += 3;
  22413. }
  22414. // add a group to the geometry. this will ensure multi material support
  22415. scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );
  22416. // calculate new start value for groups
  22417. groupStart += groupCount;
  22418. }
  22419. }
  22420. copy( source ) {
  22421. super.copy( source );
  22422. this.parameters = Object.assign( {}, source.parameters );
  22423. return this;
  22424. }
  22425. /**
  22426. * Factory method for creating an instance of this class from the given
  22427. * JSON object.
  22428. *
  22429. * @param {Object} data - A JSON object representing the serialized geometry.
  22430. * @return {CylinderGeometry} A new instance.
  22431. */
  22432. static fromJSON( data ) {
  22433. return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22434. }
  22435. }
  22436. /**
  22437. * A geometry class for representing a cone.
  22438. *
  22439. * ```js
  22440. * const geometry = new THREE.ConeGeometry( 5, 20, 32 );
  22441. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22442. * const cone = new THREE.Mesh(geometry, material );
  22443. * scene.add( cone );
  22444. * ```
  22445. *
  22446. * @augments CylinderGeometry
  22447. */
  22448. class ConeGeometry extends CylinderGeometry {
  22449. /**
  22450. * Constructs a new cone geometry.
  22451. *
  22452. * @param {number} [radius=1] - Radius of the cone base.
  22453. * @param {number} [height=1] - Height of the cone.
  22454. * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
  22455. * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
  22456. * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
  22457. * @param {number} [thetaStart=0] - Start angle for first segment, in radians.
  22458. * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
  22459. * The default value results in a complete cone.
  22460. */
  22461. constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  22462. super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
  22463. this.type = 'ConeGeometry';
  22464. /**
  22465. * Holds the constructor parameters that have been
  22466. * used to generate the geometry. Any modification
  22467. * after instantiation does not change the geometry.
  22468. *
  22469. * @type {Object}
  22470. */
  22471. this.parameters = {
  22472. radius: radius,
  22473. height: height,
  22474. radialSegments: radialSegments,
  22475. heightSegments: heightSegments,
  22476. openEnded: openEnded,
  22477. thetaStart: thetaStart,
  22478. thetaLength: thetaLength
  22479. };
  22480. }
  22481. /**
  22482. * Factory method for creating an instance of this class from the given
  22483. * JSON object.
  22484. *
  22485. * @param {Object} data - A JSON object representing the serialized geometry.
  22486. * @return {ConeGeometry} A new instance.
  22487. */
  22488. static fromJSON( data ) {
  22489. return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );
  22490. }
  22491. }
  22492. /**
  22493. * A polyhedron is a solid in three dimensions with flat faces. This class
  22494. * will take an array of vertices, project them onto a sphere, and then
  22495. * divide them up to the desired level of detail.
  22496. *
  22497. * @augments BufferGeometry
  22498. */
  22499. class PolyhedronGeometry extends BufferGeometry {
  22500. /**
  22501. * Constructs a new polyhedron geometry.
  22502. *
  22503. * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.
  22504. * @param {Array<number>} [indices] - A flat array of indices describing the base shape.
  22505. * @param {number} [radius=1] - The radius of the shape.
  22506. * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
  22507. */
  22508. constructor( vertices = [], indices = [], radius = 1, detail = 0 ) {
  22509. super();
  22510. this.type = 'PolyhedronGeometry';
  22511. /**
  22512. * Holds the constructor parameters that have been
  22513. * used to generate the geometry. Any modification
  22514. * after instantiation does not change the geometry.
  22515. *
  22516. * @type {Object}
  22517. */
  22518. this.parameters = {
  22519. vertices: vertices,
  22520. indices: indices,
  22521. radius: radius,
  22522. detail: detail
  22523. };
  22524. // default buffer data
  22525. const vertexBuffer = [];
  22526. const uvBuffer = [];
  22527. // the subdivision creates the vertex buffer data
  22528. subdivide( detail );
  22529. // all vertices should lie on a conceptual sphere with a given radius
  22530. applyRadius( radius );
  22531. // finally, create the uv data
  22532. generateUVs();
  22533. // build non-indexed geometry
  22534. this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
  22535. this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
  22536. this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
  22537. if ( detail === 0 ) {
  22538. this.computeVertexNormals(); // flat normals
  22539. } else {
  22540. this.normalizeNormals(); // smooth normals
  22541. }
  22542. // helper functions
  22543. function subdivide( detail ) {
  22544. const a = new Vector3();
  22545. const b = new Vector3();
  22546. const c = new Vector3();
  22547. // iterate over all faces and apply a subdivision with the given detail value
  22548. for ( let i = 0; i < indices.length; i += 3 ) {
  22549. // get the vertices of the face
  22550. getVertexByIndex( indices[ i + 0 ], a );
  22551. getVertexByIndex( indices[ i + 1 ], b );
  22552. getVertexByIndex( indices[ i + 2 ], c );
  22553. // perform subdivision
  22554. subdivideFace( a, b, c, detail );
  22555. }
  22556. }
  22557. function subdivideFace( a, b, c, detail ) {
  22558. const cols = detail + 1;
  22559. // we use this multidimensional array as a data structure for creating the subdivision
  22560. const v = [];
  22561. // construct all of the vertices for this subdivision
  22562. for ( let i = 0; i <= cols; i ++ ) {
  22563. v[ i ] = [];
  22564. const aj = a.clone().lerp( c, i / cols );
  22565. const bj = b.clone().lerp( c, i / cols );
  22566. const rows = cols - i;
  22567. for ( let j = 0; j <= rows; j ++ ) {
  22568. if ( j === 0 && i === cols ) {
  22569. v[ i ][ j ] = aj;
  22570. } else {
  22571. v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
  22572. }
  22573. }
  22574. }
  22575. // construct all of the faces
  22576. for ( let i = 0; i < cols; i ++ ) {
  22577. for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
  22578. const k = Math.floor( j / 2 );
  22579. if ( j % 2 === 0 ) {
  22580. pushVertex( v[ i ][ k + 1 ] );
  22581. pushVertex( v[ i + 1 ][ k ] );
  22582. pushVertex( v[ i ][ k ] );
  22583. } else {
  22584. pushVertex( v[ i ][ k + 1 ] );
  22585. pushVertex( v[ i + 1 ][ k + 1 ] );
  22586. pushVertex( v[ i + 1 ][ k ] );
  22587. }
  22588. }
  22589. }
  22590. }
  22591. function applyRadius( radius ) {
  22592. const vertex = new Vector3();
  22593. // iterate over the entire buffer and apply the radius to each vertex
  22594. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22595. vertex.x = vertexBuffer[ i + 0 ];
  22596. vertex.y = vertexBuffer[ i + 1 ];
  22597. vertex.z = vertexBuffer[ i + 2 ];
  22598. vertex.normalize().multiplyScalar( radius );
  22599. vertexBuffer[ i + 0 ] = vertex.x;
  22600. vertexBuffer[ i + 1 ] = vertex.y;
  22601. vertexBuffer[ i + 2 ] = vertex.z;
  22602. }
  22603. }
  22604. function generateUVs() {
  22605. const vertex = new Vector3();
  22606. for ( let i = 0; i < vertexBuffer.length; i += 3 ) {
  22607. vertex.x = vertexBuffer[ i + 0 ];
  22608. vertex.y = vertexBuffer[ i + 1 ];
  22609. vertex.z = vertexBuffer[ i + 2 ];
  22610. const u = azimuth( vertex ) / 2 / Math.PI + 0.5;
  22611. const v = inclination( vertex ) / Math.PI + 0.5;
  22612. uvBuffer.push( u, 1 - v );
  22613. }
  22614. correctUVs();
  22615. correctSeam();
  22616. }
  22617. function correctSeam() {
  22618. // handle case when face straddles the seam, see #3269
  22619. for ( let i = 0; i < uvBuffer.length; i += 6 ) {
  22620. // uv data of a single face
  22621. const x0 = uvBuffer[ i + 0 ];
  22622. const x1 = uvBuffer[ i + 2 ];
  22623. const x2 = uvBuffer[ i + 4 ];
  22624. const max = Math.max( x0, x1, x2 );
  22625. const min = Math.min( x0, x1, x2 );
  22626. // 0.9 is somewhat arbitrary
  22627. if ( max > 0.9 && min < 0.1 ) {
  22628. if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
  22629. if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
  22630. if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;
  22631. }
  22632. }
  22633. }
  22634. function pushVertex( vertex ) {
  22635. vertexBuffer.push( vertex.x, vertex.y, vertex.z );
  22636. }
  22637. function getVertexByIndex( index, vertex ) {
  22638. const stride = index * 3;
  22639. vertex.x = vertices[ stride + 0 ];
  22640. vertex.y = vertices[ stride + 1 ];
  22641. vertex.z = vertices[ stride + 2 ];
  22642. }
  22643. function correctUVs() {
  22644. const a = new Vector3();
  22645. const b = new Vector3();
  22646. const c = new Vector3();
  22647. const centroid = new Vector3();
  22648. const uvA = new Vector2();
  22649. const uvB = new Vector2();
  22650. const uvC = new Vector2();
  22651. for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {
  22652. a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
  22653. b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
  22654. c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );
  22655. uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
  22656. uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
  22657. uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );
  22658. centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );
  22659. const azi = azimuth( centroid );
  22660. correctUV( uvA, j + 0, a, azi );
  22661. correctUV( uvB, j + 2, b, azi );
  22662. correctUV( uvC, j + 4, c, azi );
  22663. }
  22664. }
  22665. function correctUV( uv, stride, vector, azimuth ) {
  22666. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {
  22667. uvBuffer[ stride ] = uv.x - 1;
  22668. }
  22669. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {
  22670. uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;
  22671. }
  22672. }
  22673. // Angle around the Y axis, counter-clockwise when looking from above.
  22674. function azimuth( vector ) {
  22675. return Math.atan2( vector.z, - vector.x );
  22676. }
  22677. // Angle above the XZ plane.
  22678. function inclination( vector ) {
  22679. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  22680. }
  22681. }
  22682. copy( source ) {
  22683. super.copy( source );
  22684. this.parameters = Object.assign( {}, source.parameters );
  22685. return this;
  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 {PolyhedronGeometry} A new instance.
  22693. */
  22694. static fromJSON( data ) {
  22695. return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );
  22696. }
  22697. }
  22698. /**
  22699. * A geometry class for representing a dodecahedron.
  22700. *
  22701. * ```js
  22702. * const geometry = new THREE.DodecahedronGeometry();
  22703. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  22704. * const dodecahedron = new THREE.Mesh( geometry, material );
  22705. * scene.add( dodecahedron );
  22706. * ```
  22707. *
  22708. * @augments PolyhedronGeometry
  22709. */
  22710. class DodecahedronGeometry extends PolyhedronGeometry {
  22711. /**
  22712. * Constructs a new dodecahedron geometry.
  22713. *
  22714. * @param {number} [radius=1] - Radius of the dodecahedron.
  22715. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.
  22716. */
  22717. constructor( radius = 1, detail = 0 ) {
  22718. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  22719. const r = 1 / t;
  22720. const vertices = [
  22721. // (±1, ±1, ±1)
  22722. -1, -1, -1, -1, -1, 1,
  22723. -1, 1, -1, -1, 1, 1,
  22724. 1, -1, -1, 1, -1, 1,
  22725. 1, 1, -1, 1, 1, 1,
  22726. // (0, ±1/φ, ±φ)
  22727. 0, - r, - t, 0, - r, t,
  22728. 0, r, - t, 0, r, t,
  22729. // (±1/φ, ±φ, 0)
  22730. - r, - t, 0, - r, t, 0,
  22731. r, - t, 0, r, t, 0,
  22732. // (±φ, 0, ±1/φ)
  22733. - t, 0, - r, t, 0, - r,
  22734. - t, 0, r, t, 0, r
  22735. ];
  22736. const indices = [
  22737. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  22738. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  22739. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  22740. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  22741. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  22742. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  22743. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  22744. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  22745. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  22746. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  22747. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  22748. 1, 12, 14, 1, 14, 5, 1, 5, 9
  22749. ];
  22750. super( vertices, indices, radius, detail );
  22751. this.type = 'DodecahedronGeometry';
  22752. /**
  22753. * Holds the constructor parameters that have been
  22754. * used to generate the geometry. Any modification
  22755. * after instantiation does not change the geometry.
  22756. *
  22757. * @type {Object}
  22758. */
  22759. this.parameters = {
  22760. radius: radius,
  22761. detail: detail
  22762. };
  22763. }
  22764. /**
  22765. * Factory method for creating an instance of this class from the given
  22766. * JSON object.
  22767. *
  22768. * @param {Object} data - A JSON object representing the serialized geometry.
  22769. * @return {DodecahedronGeometry} A new instance.
  22770. */
  22771. static fromJSON( data ) {
  22772. return new DodecahedronGeometry( data.radius, data.detail );
  22773. }
  22774. }
  22775. const _v0 = /*@__PURE__*/ new Vector3();
  22776. const _v1$1 = /*@__PURE__*/ new Vector3();
  22777. const _normal = /*@__PURE__*/ new Vector3();
  22778. const _triangle = /*@__PURE__*/ new Triangle();
  22779. /**
  22780. * Can be used as a helper object to view the edges of a geometry.
  22781. *
  22782. * ```js
  22783. * const geometry = new THREE.BoxGeometry();
  22784. * const edges = new THREE.EdgesGeometry( geometry );
  22785. * const line = new THREE.LineSegments( edges );
  22786. * scene.add( line );
  22787. * ```
  22788. *
  22789. * Note: It is not yet possible to serialize/deserialize instances of this class.
  22790. *
  22791. * @augments BufferGeometry
  22792. */
  22793. class EdgesGeometry extends BufferGeometry {
  22794. /**
  22795. * Constructs a new edges geometry.
  22796. *
  22797. * @param {?BufferGeometry} [geometry=null] - The geometry.
  22798. * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
  22799. * between the face normals of the adjoining faces exceeds this value.
  22800. */
  22801. constructor( geometry = null, thresholdAngle = 1 ) {
  22802. super();
  22803. this.type = 'EdgesGeometry';
  22804. /**
  22805. * Holds the constructor parameters that have been
  22806. * used to generate the geometry. Any modification
  22807. * after instantiation does not change the geometry.
  22808. *
  22809. * @type {Object}
  22810. */
  22811. this.parameters = {
  22812. geometry: geometry,
  22813. thresholdAngle: thresholdAngle
  22814. };
  22815. if ( geometry !== null ) {
  22816. const precisionPoints = 4;
  22817. const precision = Math.pow( 10, precisionPoints );
  22818. const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
  22819. const indexAttr = geometry.getIndex();
  22820. const positionAttr = geometry.getAttribute( 'position' );
  22821. const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
  22822. const indexArr = [ 0, 0, 0 ];
  22823. const vertKeys = [ 'a', 'b', 'c' ];
  22824. const hashes = new Array( 3 );
  22825. const edgeData = {};
  22826. const vertices = [];
  22827. for ( let i = 0; i < indexCount; i += 3 ) {
  22828. if ( indexAttr ) {
  22829. indexArr[ 0 ] = indexAttr.getX( i );
  22830. indexArr[ 1 ] = indexAttr.getX( i + 1 );
  22831. indexArr[ 2 ] = indexAttr.getX( i + 2 );
  22832. } else {
  22833. indexArr[ 0 ] = i;
  22834. indexArr[ 1 ] = i + 1;
  22835. indexArr[ 2 ] = i + 2;
  22836. }
  22837. const { a, b, c } = _triangle;
  22838. a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
  22839. b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
  22840. c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
  22841. _triangle.getNormal( _normal );
  22842. // create hashes for the edge from the vertices
  22843. hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
  22844. hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
  22845. hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
  22846. // skip degenerate triangles
  22847. if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
  22848. continue;
  22849. }
  22850. // iterate over every edge
  22851. for ( let j = 0; j < 3; j ++ ) {
  22852. // get the first and next vertex making up the edge
  22853. const jNext = ( j + 1 ) % 3;
  22854. const vecHash0 = hashes[ j ];
  22855. const vecHash1 = hashes[ jNext ];
  22856. const v0 = _triangle[ vertKeys[ j ] ];
  22857. const v1 = _triangle[ vertKeys[ jNext ] ];
  22858. const hash = `${ vecHash0 }_${ vecHash1 }`;
  22859. const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
  22860. if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
  22861. // if we found a sibling edge add it into the vertex array if
  22862. // it meets the angle threshold and delete the edge from the map.
  22863. if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
  22864. vertices.push( v0.x, v0.y, v0.z );
  22865. vertices.push( v1.x, v1.y, v1.z );
  22866. }
  22867. edgeData[ reverseHash ] = null;
  22868. } else if ( ! ( hash in edgeData ) ) {
  22869. // if we've already got an edge here then skip adding a new one
  22870. edgeData[ hash ] = {
  22871. index0: indexArr[ j ],
  22872. index1: indexArr[ jNext ],
  22873. normal: _normal.clone(),
  22874. };
  22875. }
  22876. }
  22877. }
  22878. // iterate over all remaining, unmatched edges and add them to the vertex array
  22879. for ( const key in edgeData ) {
  22880. if ( edgeData[ key ] ) {
  22881. const { index0, index1 } = edgeData[ key ];
  22882. _v0.fromBufferAttribute( positionAttr, index0 );
  22883. _v1$1.fromBufferAttribute( positionAttr, index1 );
  22884. vertices.push( _v0.x, _v0.y, _v0.z );
  22885. vertices.push( _v1$1.x, _v1$1.y, _v1$1.z );
  22886. }
  22887. }
  22888. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  22889. }
  22890. }
  22891. copy( source ) {
  22892. super.copy( source );
  22893. this.parameters = Object.assign( {}, source.parameters );
  22894. return this;
  22895. }
  22896. }
  22897. /**
  22898. * An abstract base class for creating an analytic curve object that contains methods
  22899. * for interpolation.
  22900. *
  22901. * @abstract
  22902. */
  22903. class Curve {
  22904. /**
  22905. * Constructs a new curve.
  22906. */
  22907. constructor() {
  22908. /**
  22909. * The type property is used for detecting the object type
  22910. * in context of serialization/deserialization.
  22911. *
  22912. * @type {string}
  22913. * @readonly
  22914. */
  22915. this.type = 'Curve';
  22916. /**
  22917. * This value determines the amount of divisions when calculating the
  22918. * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure
  22919. * precision when using methods like {@link Curve#getSpacedPoints}, it is
  22920. * recommended to increase the value of this property if the curve is very large.
  22921. *
  22922. * @type {number}
  22923. * @default 200
  22924. */
  22925. this.arcLengthDivisions = 200;
  22926. /**
  22927. * Must be set to `true` if the curve parameters have changed.
  22928. *
  22929. * @type {boolean}
  22930. * @default false
  22931. */
  22932. this.needsUpdate = false;
  22933. /**
  22934. * An internal cache that holds precomputed curve length values.
  22935. *
  22936. * @private
  22937. * @type {?Array<number>}
  22938. * @default null
  22939. */
  22940. this.cacheArcLengths = null;
  22941. }
  22942. /**
  22943. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22944. * for the given interpolation factor.
  22945. *
  22946. * @abstract
  22947. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22948. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22949. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22950. */
  22951. getPoint( /* t, optionalTarget */ ) {
  22952. console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  22953. }
  22954. /**
  22955. * This method returns a vector in 2D or 3D space (depending on the curve definition)
  22956. * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length
  22957. * of the curve which equidistant samples.
  22958. *
  22959. * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  22960. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  22961. * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  22962. */
  22963. getPointAt( u, optionalTarget ) {
  22964. const t = this.getUtoTmapping( u );
  22965. return this.getPoint( t, optionalTarget );
  22966. }
  22967. /**
  22968. * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing
  22969. * the curve shape.
  22970. *
  22971. * @param {number} [divisions=5] - The number of divisions.
  22972. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22973. */
  22974. getPoints( divisions = 5 ) {
  22975. const points = [];
  22976. for ( let d = 0; d <= divisions; d ++ ) {
  22977. points.push( this.getPoint( d / divisions ) );
  22978. }
  22979. return points;
  22980. }
  22981. // Get sequence of points using getPointAt( u )
  22982. /**
  22983. * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing
  22984. * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire
  22985. * curve.
  22986. *
  22987. * @param {number} [divisions=5] - The number of divisions.
  22988. * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.
  22989. */
  22990. getSpacedPoints( divisions = 5 ) {
  22991. const points = [];
  22992. for ( let d = 0; d <= divisions; d ++ ) {
  22993. points.push( this.getPointAt( d / divisions ) );
  22994. }
  22995. return points;
  22996. }
  22997. /**
  22998. * Returns the total arc length of the curve.
  22999. *
  23000. * @return {number} The length of the curve.
  23001. */
  23002. getLength() {
  23003. const lengths = this.getLengths();
  23004. return lengths[ lengths.length - 1 ];
  23005. }
  23006. /**
  23007. * Returns an array of cumulative segment lengths of the curve.
  23008. *
  23009. * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.
  23010. * @return {Array<number>} An array holding the cumulative segment lengths.
  23011. */
  23012. getLengths( divisions = this.arcLengthDivisions ) {
  23013. if ( this.cacheArcLengths &&
  23014. ( this.cacheArcLengths.length === divisions + 1 ) &&
  23015. ! this.needsUpdate ) {
  23016. return this.cacheArcLengths;
  23017. }
  23018. this.needsUpdate = false;
  23019. const cache = [];
  23020. let current, last = this.getPoint( 0 );
  23021. let sum = 0;
  23022. cache.push( 0 );
  23023. for ( let p = 1; p <= divisions; p ++ ) {
  23024. current = this.getPoint( p / divisions );
  23025. sum += current.distanceTo( last );
  23026. cache.push( sum );
  23027. last = current;
  23028. }
  23029. this.cacheArcLengths = cache;
  23030. return cache; // { sums: cache, sum: sum }; Sum is in the last element.
  23031. }
  23032. /**
  23033. * Update the cumulative segment distance cache. The method must be called
  23034. * every time curve parameters are changed. If an updated curve is part of a
  23035. * composed curve like {@link CurvePath}, this method must be called on the
  23036. * composed curve, too.
  23037. */
  23038. updateArcLengths() {
  23039. this.needsUpdate = true;
  23040. this.getLengths();
  23041. }
  23042. /**
  23043. * Given an interpolation factor in the range `[0,1]`, this method returns an updated
  23044. * interpolation factor in the same range that can be ued to sample equidistant points
  23045. * from a curve.
  23046. *
  23047. * @param {number} u - The interpolation factor.
  23048. * @param {?number} distance - An optional distance on the curve.
  23049. * @return {number} The updated interpolation factor.
  23050. */
  23051. getUtoTmapping( u, distance = null ) {
  23052. const arcLengths = this.getLengths();
  23053. let i = 0;
  23054. const il = arcLengths.length;
  23055. let targetArcLength; // The targeted u distance value to get
  23056. if ( distance ) {
  23057. targetArcLength = distance;
  23058. } else {
  23059. targetArcLength = u * arcLengths[ il - 1 ];
  23060. }
  23061. // binary search for the index with largest value smaller than target u distance
  23062. let low = 0, high = il - 1, comparison;
  23063. while ( low <= high ) {
  23064. 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
  23065. comparison = arcLengths[ i ] - targetArcLength;
  23066. if ( comparison < 0 ) {
  23067. low = i + 1;
  23068. } else if ( comparison > 0 ) {
  23069. high = i - 1;
  23070. } else {
  23071. high = i;
  23072. break;
  23073. // DONE
  23074. }
  23075. }
  23076. i = high;
  23077. if ( arcLengths[ i ] === targetArcLength ) {
  23078. return i / ( il - 1 );
  23079. }
  23080. // we could get finer grain at lengths, or use simple interpolation between two points
  23081. const lengthBefore = arcLengths[ i ];
  23082. const lengthAfter = arcLengths[ i + 1 ];
  23083. const segmentLength = lengthAfter - lengthBefore;
  23084. // determine where we are between the 'before' and 'after' points
  23085. const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  23086. // add that fractional amount to t
  23087. const t = ( i + segmentFraction ) / ( il - 1 );
  23088. return t;
  23089. }
  23090. /**
  23091. * Returns a unit vector tangent for the given interpolation factor.
  23092. * If the derived curve does not implement its tangent derivation,
  23093. * two points a small delta apart will be used to find its gradient
  23094. * which seems to give a reasonable approximation.
  23095. *
  23096. * @param {number} t - The interpolation factor.
  23097. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23098. * @return {(Vector2|Vector3)} The tangent vector.
  23099. */
  23100. getTangent( t, optionalTarget ) {
  23101. const delta = 0.0001;
  23102. let t1 = t - delta;
  23103. let t2 = t + delta;
  23104. // Capping in case of danger
  23105. if ( t1 < 0 ) t1 = 0;
  23106. if ( t2 > 1 ) t2 = 1;
  23107. const pt1 = this.getPoint( t1 );
  23108. const pt2 = this.getPoint( t2 );
  23109. const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );
  23110. tangent.copy( pt2 ).sub( pt1 ).normalize();
  23111. return tangent;
  23112. }
  23113. /**
  23114. * Same as {@link Curve#getTangent} but with equidistant samples.
  23115. *
  23116. * @param {number} u - The interpolation factor.
  23117. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  23118. * @return {(Vector2|Vector3)} The tangent vector.
  23119. * @see {@link Curve#getPointAt}
  23120. */
  23121. getTangentAt( u, optionalTarget ) {
  23122. const t = this.getUtoTmapping( u );
  23123. return this.getTangent( t, optionalTarget );
  23124. }
  23125. /**
  23126. * Generates the Frenet Frames. Requires a curve definition in 3D space. Used
  23127. * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.
  23128. *
  23129. * @param {number} segments - The number of segments.
  23130. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23131. * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.
  23132. */
  23133. computeFrenetFrames( segments, closed = false ) {
  23134. // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  23135. const normal = new Vector3();
  23136. const tangents = [];
  23137. const normals = [];
  23138. const binormals = [];
  23139. const vec = new Vector3();
  23140. const mat = new Matrix4();
  23141. // compute the tangent vectors for each segment on the curve
  23142. for ( let i = 0; i <= segments; i ++ ) {
  23143. const u = i / segments;
  23144. tangents[ i ] = this.getTangentAt( u, new Vector3() );
  23145. }
  23146. // select an initial normal vector perpendicular to the first tangent vector,
  23147. // and in the direction of the minimum tangent xyz component
  23148. normals[ 0 ] = new Vector3();
  23149. binormals[ 0 ] = new Vector3();
  23150. let min = Number.MAX_VALUE;
  23151. const tx = Math.abs( tangents[ 0 ].x );
  23152. const ty = Math.abs( tangents[ 0 ].y );
  23153. const tz = Math.abs( tangents[ 0 ].z );
  23154. if ( tx <= min ) {
  23155. min = tx;
  23156. normal.set( 1, 0, 0 );
  23157. }
  23158. if ( ty <= min ) {
  23159. min = ty;
  23160. normal.set( 0, 1, 0 );
  23161. }
  23162. if ( tz <= min ) {
  23163. normal.set( 0, 0, 1 );
  23164. }
  23165. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  23166. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  23167. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  23168. // compute the slowly-varying normal and binormal vectors for each segment on the curve
  23169. for ( let i = 1; i <= segments; i ++ ) {
  23170. normals[ i ] = normals[ i - 1 ].clone();
  23171. binormals[ i ] = binormals[ i - 1 ].clone();
  23172. vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
  23173. if ( vec.length() > Number.EPSILON ) {
  23174. vec.normalize();
  23175. const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  23176. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  23177. }
  23178. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23179. }
  23180. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  23181. if ( closed === true ) {
  23182. let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), -1, 1 ) );
  23183. theta /= segments;
  23184. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
  23185. theta = - theta;
  23186. }
  23187. for ( let i = 1; i <= segments; i ++ ) {
  23188. // twist a little...
  23189. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  23190. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  23191. }
  23192. }
  23193. return {
  23194. tangents: tangents,
  23195. normals: normals,
  23196. binormals: binormals
  23197. };
  23198. }
  23199. /**
  23200. * Returns a new curve with copied values from this instance.
  23201. *
  23202. * @return {Curve} A clone of this instance.
  23203. */
  23204. clone() {
  23205. return new this.constructor().copy( this );
  23206. }
  23207. /**
  23208. * Copies the values of the given curve to this instance.
  23209. *
  23210. * @param {Curve} source - The curve to copy.
  23211. * @return {Curve} A reference to this curve.
  23212. */
  23213. copy( source ) {
  23214. this.arcLengthDivisions = source.arcLengthDivisions;
  23215. return this;
  23216. }
  23217. /**
  23218. * Serializes the curve into JSON.
  23219. *
  23220. * @return {Object} A JSON object representing the serialized curve.
  23221. * @see {@link ObjectLoader#parse}
  23222. */
  23223. toJSON() {
  23224. const data = {
  23225. metadata: {
  23226. version: 4.6,
  23227. type: 'Curve',
  23228. generator: 'Curve.toJSON'
  23229. }
  23230. };
  23231. data.arcLengthDivisions = this.arcLengthDivisions;
  23232. data.type = this.type;
  23233. return data;
  23234. }
  23235. /**
  23236. * Deserializes the curve from the given JSON.
  23237. *
  23238. * @param {Object} json - The JSON holding the serialized curve.
  23239. * @return {Curve} A reference to this curve.
  23240. */
  23241. fromJSON( json ) {
  23242. this.arcLengthDivisions = json.arcLengthDivisions;
  23243. return this;
  23244. }
  23245. }
  23246. /**
  23247. * A curve representing an ellipse.
  23248. *
  23249. * ```js
  23250. * const curve = new THREE.EllipseCurve(
  23251. * 0, 0,
  23252. * 10, 10,
  23253. * 0, 2 * Math.PI,
  23254. * false,
  23255. * 0
  23256. * );
  23257. *
  23258. * const points = curve.getPoints( 50 );
  23259. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23260. *
  23261. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23262. *
  23263. * // Create the final object to add to the scene
  23264. * const ellipse = new THREE.Line( geometry, material );
  23265. * ```
  23266. *
  23267. * @augments Curve
  23268. */
  23269. class EllipseCurve extends Curve {
  23270. /**
  23271. * Constructs a new ellipse curve.
  23272. *
  23273. * @param {number} [aX=0] - The X center of the ellipse.
  23274. * @param {number} [aY=0] - The Y center of the ellipse.
  23275. * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.
  23276. * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.
  23277. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23278. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23279. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23280. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23281. */
  23282. constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {
  23283. super();
  23284. /**
  23285. * This flag can be used for type testing.
  23286. *
  23287. * @type {boolean}
  23288. * @readonly
  23289. * @default true
  23290. */
  23291. this.isEllipseCurve = true;
  23292. this.type = 'EllipseCurve';
  23293. /**
  23294. * The X center of the ellipse.
  23295. *
  23296. * @type {number}
  23297. * @default 0
  23298. */
  23299. this.aX = aX;
  23300. /**
  23301. * The Y center of the ellipse.
  23302. *
  23303. * @type {number}
  23304. * @default 0
  23305. */
  23306. this.aY = aY;
  23307. /**
  23308. * The radius of the ellipse in the x direction.
  23309. * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.
  23310. *
  23311. * @type {number}
  23312. * @default 1
  23313. */
  23314. this.xRadius = xRadius;
  23315. /**
  23316. * The radius of the ellipse in the y direction.
  23317. * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.
  23318. *
  23319. * @type {number}
  23320. * @default 1
  23321. */
  23322. this.yRadius = yRadius;
  23323. /**
  23324. * The start angle of the curve in radians starting from the positive X axis.
  23325. *
  23326. * @type {number}
  23327. * @default 0
  23328. */
  23329. this.aStartAngle = aStartAngle;
  23330. /**
  23331. * The end angle of the curve in radians starting from the positive X axis.
  23332. *
  23333. * @type {number}
  23334. * @default Math.PI*2
  23335. */
  23336. this.aEndAngle = aEndAngle;
  23337. /**
  23338. * Whether the ellipse is drawn clockwise or not.
  23339. *
  23340. * @type {boolean}
  23341. * @default false
  23342. */
  23343. this.aClockwise = aClockwise;
  23344. /**
  23345. * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  23346. *
  23347. * @type {number}
  23348. * @default 0
  23349. */
  23350. this.aRotation = aRotation;
  23351. }
  23352. /**
  23353. * Returns a point on the curve.
  23354. *
  23355. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23356. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23357. * @return {Vector2} The position on the curve.
  23358. */
  23359. getPoint( t, optionalTarget = new Vector2() ) {
  23360. const point = optionalTarget;
  23361. const twoPi = Math.PI * 2;
  23362. let deltaAngle = this.aEndAngle - this.aStartAngle;
  23363. const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
  23364. // ensures that deltaAngle is 0 .. 2 PI
  23365. while ( deltaAngle < 0 ) deltaAngle += twoPi;
  23366. while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
  23367. if ( deltaAngle < Number.EPSILON ) {
  23368. if ( samePoints ) {
  23369. deltaAngle = 0;
  23370. } else {
  23371. deltaAngle = twoPi;
  23372. }
  23373. }
  23374. if ( this.aClockwise === true && ! samePoints ) {
  23375. if ( deltaAngle === twoPi ) {
  23376. deltaAngle = - twoPi;
  23377. } else {
  23378. deltaAngle = deltaAngle - twoPi;
  23379. }
  23380. }
  23381. const angle = this.aStartAngle + t * deltaAngle;
  23382. let x = this.aX + this.xRadius * Math.cos( angle );
  23383. let y = this.aY + this.yRadius * Math.sin( angle );
  23384. if ( this.aRotation !== 0 ) {
  23385. const cos = Math.cos( this.aRotation );
  23386. const sin = Math.sin( this.aRotation );
  23387. const tx = x - this.aX;
  23388. const ty = y - this.aY;
  23389. // Rotate the point about the center of the ellipse.
  23390. x = tx * cos - ty * sin + this.aX;
  23391. y = tx * sin + ty * cos + this.aY;
  23392. }
  23393. return point.set( x, y );
  23394. }
  23395. copy( source ) {
  23396. super.copy( source );
  23397. this.aX = source.aX;
  23398. this.aY = source.aY;
  23399. this.xRadius = source.xRadius;
  23400. this.yRadius = source.yRadius;
  23401. this.aStartAngle = source.aStartAngle;
  23402. this.aEndAngle = source.aEndAngle;
  23403. this.aClockwise = source.aClockwise;
  23404. this.aRotation = source.aRotation;
  23405. return this;
  23406. }
  23407. toJSON() {
  23408. const data = super.toJSON();
  23409. data.aX = this.aX;
  23410. data.aY = this.aY;
  23411. data.xRadius = this.xRadius;
  23412. data.yRadius = this.yRadius;
  23413. data.aStartAngle = this.aStartAngle;
  23414. data.aEndAngle = this.aEndAngle;
  23415. data.aClockwise = this.aClockwise;
  23416. data.aRotation = this.aRotation;
  23417. return data;
  23418. }
  23419. fromJSON( json ) {
  23420. super.fromJSON( json );
  23421. this.aX = json.aX;
  23422. this.aY = json.aY;
  23423. this.xRadius = json.xRadius;
  23424. this.yRadius = json.yRadius;
  23425. this.aStartAngle = json.aStartAngle;
  23426. this.aEndAngle = json.aEndAngle;
  23427. this.aClockwise = json.aClockwise;
  23428. this.aRotation = json.aRotation;
  23429. return this;
  23430. }
  23431. }
  23432. /**
  23433. * A curve representing an arc.
  23434. *
  23435. * @augments EllipseCurve
  23436. */
  23437. class ArcCurve extends EllipseCurve {
  23438. /**
  23439. * Constructs a new arc curve.
  23440. *
  23441. * @param {number} [aX=0] - The X center of the ellipse.
  23442. * @param {number} [aY=0] - The Y center of the ellipse.
  23443. * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.
  23444. * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.
  23445. * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.
  23446. * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.
  23447. */
  23448. constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  23449. super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  23450. /**
  23451. * This flag can be used for type testing.
  23452. *
  23453. * @type {boolean}
  23454. * @readonly
  23455. * @default true
  23456. */
  23457. this.isArcCurve = true;
  23458. this.type = 'ArcCurve';
  23459. }
  23460. }
  23461. function CubicPoly() {
  23462. /**
  23463. * Centripetal CatmullRom Curve - which is useful for avoiding
  23464. * cusps and self-intersections in non-uniform catmull rom curves.
  23465. * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
  23466. *
  23467. * curve.type accepts centripetal(default), chordal and catmullrom
  23468. * curve.tension is used for catmullrom which defaults to 0.5
  23469. */
  23470. /*
  23471. Based on an optimized c++ solution in
  23472. - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
  23473. - http://ideone.com/NoEbVM
  23474. This CubicPoly class could be used for reusing some variables and calculations,
  23475. but for three.js curve use, it could be possible inlined and flatten into a single function call
  23476. which can be placed in CurveUtils.
  23477. */
  23478. let c0 = 0, c1 = 0, c2 = 0, c3 = 0;
  23479. /*
  23480. * Compute coefficients for a cubic polynomial
  23481. * p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  23482. * such that
  23483. * p(0) = x0, p(1) = x1
  23484. * and
  23485. * p'(0) = t0, p'(1) = t1.
  23486. */
  23487. function init( x0, x1, t0, t1 ) {
  23488. c0 = x0;
  23489. c1 = t0;
  23490. c2 = -3 * x0 + 3 * x1 - 2 * t0 - t1;
  23491. c3 = 2 * x0 - 2 * x1 + t0 + t1;
  23492. }
  23493. return {
  23494. initCatmullRom: function ( x0, x1, x2, x3, tension ) {
  23495. init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
  23496. },
  23497. initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
  23498. // compute tangents when parameterized in [t1,t2]
  23499. let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  23500. let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
  23501. // rescale tangents for parametrization in [0,1]
  23502. t1 *= dt1;
  23503. t2 *= dt1;
  23504. init( x1, x2, t1, t2 );
  23505. },
  23506. calc: function ( t ) {
  23507. const t2 = t * t;
  23508. const t3 = t2 * t;
  23509. return c0 + c1 * t + c2 * t2 + c3 * t3;
  23510. }
  23511. };
  23512. }
  23513. //
  23514. const tmp = /*@__PURE__*/ new Vector3();
  23515. const px = /*@__PURE__*/ new CubicPoly();
  23516. const py = /*@__PURE__*/ new CubicPoly();
  23517. const pz = /*@__PURE__*/ new CubicPoly();
  23518. /**
  23519. * A curve representing a Catmull-Rom spline.
  23520. *
  23521. * ```js
  23522. * //Create a closed wavey loop
  23523. * const curve = new THREE.CatmullRomCurve3( [
  23524. * new THREE.Vector3( -10, 0, 10 ),
  23525. * new THREE.Vector3( -5, 5, 5 ),
  23526. * new THREE.Vector3( 0, 0, 0 ),
  23527. * new THREE.Vector3( 5, -5, 5 ),
  23528. * new THREE.Vector3( 10, 0, 10 )
  23529. * ] );
  23530. *
  23531. * const points = curve.getPoints( 50 );
  23532. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23533. *
  23534. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23535. *
  23536. * // Create the final object to add to the scene
  23537. * const curveObject = new THREE.Line( geometry, material );
  23538. * ```
  23539. *
  23540. * @augments Curve
  23541. */
  23542. class CatmullRomCurve3 extends Curve {
  23543. /**
  23544. * Constructs a new Catmull-Rom curve.
  23545. *
  23546. * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.
  23547. * @param {boolean} [closed=false] - Whether the curve is closed or not.
  23548. * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.
  23549. * @param {number} [tension=0.5] - Tension of the curve.
  23550. */
  23551. constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {
  23552. super();
  23553. /**
  23554. * This flag can be used for type testing.
  23555. *
  23556. * @type {boolean}
  23557. * @readonly
  23558. * @default true
  23559. */
  23560. this.isCatmullRomCurve3 = true;
  23561. this.type = 'CatmullRomCurve3';
  23562. /**
  23563. * An array of 3D points defining the curve.
  23564. *
  23565. * @type {Array<Vector3>}
  23566. */
  23567. this.points = points;
  23568. /**
  23569. * Whether the curve is closed or not.
  23570. *
  23571. * @type {boolean}
  23572. * @default false
  23573. */
  23574. this.closed = closed;
  23575. /**
  23576. * The curve type.
  23577. *
  23578. * @type {('centripetal'|'chordal'|'catmullrom')}
  23579. * @default 'centripetal'
  23580. */
  23581. this.curveType = curveType;
  23582. /**
  23583. * Tension of the curve.
  23584. *
  23585. * @type {number}
  23586. * @default 0.5
  23587. */
  23588. this.tension = tension;
  23589. }
  23590. /**
  23591. * Returns a point on the curve.
  23592. *
  23593. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23594. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23595. * @return {Vector3} The position on the curve.
  23596. */
  23597. getPoint( t, optionalTarget = new Vector3() ) {
  23598. const point = optionalTarget;
  23599. const points = this.points;
  23600. const l = points.length;
  23601. const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  23602. let intPoint = Math.floor( p );
  23603. let weight = p - intPoint;
  23604. if ( this.closed ) {
  23605. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
  23606. } else if ( weight === 0 && intPoint === l - 1 ) {
  23607. intPoint = l - 2;
  23608. weight = 1;
  23609. }
  23610. let p0, p3; // 4 points (p1 & p2 defined below)
  23611. if ( this.closed || intPoint > 0 ) {
  23612. p0 = points[ ( intPoint - 1 ) % l ];
  23613. } else {
  23614. // extrapolate first point
  23615. tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  23616. p0 = tmp;
  23617. }
  23618. const p1 = points[ intPoint % l ];
  23619. const p2 = points[ ( intPoint + 1 ) % l ];
  23620. if ( this.closed || intPoint + 2 < l ) {
  23621. p3 = points[ ( intPoint + 2 ) % l ];
  23622. } else {
  23623. // extrapolate last point
  23624. tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  23625. p3 = tmp;
  23626. }
  23627. if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
  23628. // init Centripetal / Chordal Catmull-Rom
  23629. const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  23630. let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  23631. let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  23632. let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
  23633. // safety check for repeated points
  23634. if ( dt1 < 1e-4 ) dt1 = 1.0;
  23635. if ( dt0 < 1e-4 ) dt0 = dt1;
  23636. if ( dt2 < 1e-4 ) dt2 = dt1;
  23637. px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  23638. py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  23639. pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
  23640. } else if ( this.curveType === 'catmullrom' ) {
  23641. px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  23642. py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  23643. pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
  23644. }
  23645. point.set(
  23646. px.calc( weight ),
  23647. py.calc( weight ),
  23648. pz.calc( weight )
  23649. );
  23650. return point;
  23651. }
  23652. copy( source ) {
  23653. super.copy( source );
  23654. this.points = [];
  23655. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  23656. const point = source.points[ i ];
  23657. this.points.push( point.clone() );
  23658. }
  23659. this.closed = source.closed;
  23660. this.curveType = source.curveType;
  23661. this.tension = source.tension;
  23662. return this;
  23663. }
  23664. toJSON() {
  23665. const data = super.toJSON();
  23666. data.points = [];
  23667. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  23668. const point = this.points[ i ];
  23669. data.points.push( point.toArray() );
  23670. }
  23671. data.closed = this.closed;
  23672. data.curveType = this.curveType;
  23673. data.tension = this.tension;
  23674. return data;
  23675. }
  23676. fromJSON( json ) {
  23677. super.fromJSON( json );
  23678. this.points = [];
  23679. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  23680. const point = json.points[ i ];
  23681. this.points.push( new Vector3().fromArray( point ) );
  23682. }
  23683. this.closed = json.closed;
  23684. this.curveType = json.curveType;
  23685. this.tension = json.tension;
  23686. return this;
  23687. }
  23688. }
  23689. // Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve
  23690. /**
  23691. * Computes a point on a Catmull-Rom spline.
  23692. *
  23693. * @param {number} t - The interpolation factor.
  23694. * @param {number} p0 - The first control point.
  23695. * @param {number} p1 - The second control point.
  23696. * @param {number} p2 - The third control point.
  23697. * @param {number} p3 - The fourth control point.
  23698. * @return {number} The calculated point on a Catmull-Rom spline.
  23699. */
  23700. function CatmullRom( t, p0, p1, p2, p3 ) {
  23701. const v0 = ( p2 - p0 ) * 0.5;
  23702. const v1 = ( p3 - p1 ) * 0.5;
  23703. const t2 = t * t;
  23704. const t3 = t * t2;
  23705. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( -3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  23706. }
  23707. //
  23708. function QuadraticBezierP0( t, p ) {
  23709. const k = 1 - t;
  23710. return k * k * p;
  23711. }
  23712. function QuadraticBezierP1( t, p ) {
  23713. return 2 * ( 1 - t ) * t * p;
  23714. }
  23715. function QuadraticBezierP2( t, p ) {
  23716. return t * t * p;
  23717. }
  23718. /**
  23719. * Computes a point on a Quadratic Bezier curve.
  23720. *
  23721. * @param {number} t - The interpolation factor.
  23722. * @param {number} p0 - The first control point.
  23723. * @param {number} p1 - The second control point.
  23724. * @param {number} p2 - The third control point.
  23725. * @return {number} The calculated point on a Quadratic Bezier curve.
  23726. */
  23727. function QuadraticBezier( t, p0, p1, p2 ) {
  23728. return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
  23729. QuadraticBezierP2( t, p2 );
  23730. }
  23731. //
  23732. function CubicBezierP0( t, p ) {
  23733. const k = 1 - t;
  23734. return k * k * k * p;
  23735. }
  23736. function CubicBezierP1( t, p ) {
  23737. const k = 1 - t;
  23738. return 3 * k * k * t * p;
  23739. }
  23740. function CubicBezierP2( t, p ) {
  23741. return 3 * ( 1 - t ) * t * t * p;
  23742. }
  23743. function CubicBezierP3( t, p ) {
  23744. return t * t * t * p;
  23745. }
  23746. /**
  23747. * Computes a point on a Cubic Bezier curve.
  23748. *
  23749. * @param {number} t - The interpolation factor.
  23750. * @param {number} p0 - The first control point.
  23751. * @param {number} p1 - The second control point.
  23752. * @param {number} p2 - The third control point.
  23753. * @param {number} p3 - The fourth control point.
  23754. * @return {number} The calculated point on a Cubic Bezier curve.
  23755. */
  23756. function CubicBezier( t, p0, p1, p2, p3 ) {
  23757. return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
  23758. CubicBezierP3( t, p3 );
  23759. }
  23760. /**
  23761. * A curve representing a 2D Cubic Bezier curve.
  23762. *
  23763. * ```js
  23764. * const curve = new THREE.CubicBezierCurve(
  23765. * new THREE.Vector2( - 0, 0 ),
  23766. * new THREE.Vector2( - 5, 15 ),
  23767. * new THREE.Vector2( 20, 15 ),
  23768. * new THREE.Vector2( 10, 0 )
  23769. * );
  23770. *
  23771. * const points = curve.getPoints( 50 );
  23772. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  23773. *
  23774. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  23775. *
  23776. * // Create the final object to add to the scene
  23777. * const curveObject = new THREE.Line( geometry, material );
  23778. * ```
  23779. *
  23780. * @augments Curve
  23781. */
  23782. class CubicBezierCurve extends Curve {
  23783. /**
  23784. * Constructs a new Cubic Bezier curve.
  23785. *
  23786. * @param {Vector2} [v0] - The start point.
  23787. * @param {Vector2} [v1] - The first control point.
  23788. * @param {Vector2} [v2] - The second control point.
  23789. * @param {Vector2} [v3] - The end point.
  23790. */
  23791. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {
  23792. super();
  23793. /**
  23794. * This flag can be used for type testing.
  23795. *
  23796. * @type {boolean}
  23797. * @readonly
  23798. * @default true
  23799. */
  23800. this.isCubicBezierCurve = true;
  23801. this.type = 'CubicBezierCurve';
  23802. /**
  23803. * The start point.
  23804. *
  23805. * @type {Vector2}
  23806. */
  23807. this.v0 = v0;
  23808. /**
  23809. * The first control point.
  23810. *
  23811. * @type {Vector2}
  23812. */
  23813. this.v1 = v1;
  23814. /**
  23815. * The second control point.
  23816. *
  23817. * @type {Vector2}
  23818. */
  23819. this.v2 = v2;
  23820. /**
  23821. * The end point.
  23822. *
  23823. * @type {Vector2}
  23824. */
  23825. this.v3 = v3;
  23826. }
  23827. /**
  23828. * Returns a point on the curve.
  23829. *
  23830. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23831. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  23832. * @return {Vector2} The position on the curve.
  23833. */
  23834. getPoint( t, optionalTarget = new Vector2() ) {
  23835. const point = optionalTarget;
  23836. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23837. point.set(
  23838. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23839. CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
  23840. );
  23841. return point;
  23842. }
  23843. copy( source ) {
  23844. super.copy( source );
  23845. this.v0.copy( source.v0 );
  23846. this.v1.copy( source.v1 );
  23847. this.v2.copy( source.v2 );
  23848. this.v3.copy( source.v3 );
  23849. return this;
  23850. }
  23851. toJSON() {
  23852. const data = super.toJSON();
  23853. data.v0 = this.v0.toArray();
  23854. data.v1 = this.v1.toArray();
  23855. data.v2 = this.v2.toArray();
  23856. data.v3 = this.v3.toArray();
  23857. return data;
  23858. }
  23859. fromJSON( json ) {
  23860. super.fromJSON( json );
  23861. this.v0.fromArray( json.v0 );
  23862. this.v1.fromArray( json.v1 );
  23863. this.v2.fromArray( json.v2 );
  23864. this.v3.fromArray( json.v3 );
  23865. return this;
  23866. }
  23867. }
  23868. /**
  23869. * A curve representing a 3D Cubic Bezier curve.
  23870. *
  23871. * @augments Curve
  23872. */
  23873. class CubicBezierCurve3 extends Curve {
  23874. /**
  23875. * Constructs a new Cubic Bezier curve.
  23876. *
  23877. * @param {Vector3} [v0] - The start point.
  23878. * @param {Vector3} [v1] - The first control point.
  23879. * @param {Vector3} [v2] - The second control point.
  23880. * @param {Vector3} [v3] - The end point.
  23881. */
  23882. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {
  23883. super();
  23884. /**
  23885. * This flag can be used for type testing.
  23886. *
  23887. * @type {boolean}
  23888. * @readonly
  23889. * @default true
  23890. */
  23891. this.isCubicBezierCurve3 = true;
  23892. this.type = 'CubicBezierCurve3';
  23893. /**
  23894. * The start point.
  23895. *
  23896. * @type {Vector3}
  23897. */
  23898. this.v0 = v0;
  23899. /**
  23900. * The first control point.
  23901. *
  23902. * @type {Vector3}
  23903. */
  23904. this.v1 = v1;
  23905. /**
  23906. * The second control point.
  23907. *
  23908. * @type {Vector3}
  23909. */
  23910. this.v2 = v2;
  23911. /**
  23912. * The end point.
  23913. *
  23914. * @type {Vector3}
  23915. */
  23916. this.v3 = v3;
  23917. }
  23918. /**
  23919. * Returns a point on the curve.
  23920. *
  23921. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  23922. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  23923. * @return {Vector3} The position on the curve.
  23924. */
  23925. getPoint( t, optionalTarget = new Vector3() ) {
  23926. const point = optionalTarget;
  23927. const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
  23928. point.set(
  23929. CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
  23930. CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
  23931. CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
  23932. );
  23933. return point;
  23934. }
  23935. copy( source ) {
  23936. super.copy( source );
  23937. this.v0.copy( source.v0 );
  23938. this.v1.copy( source.v1 );
  23939. this.v2.copy( source.v2 );
  23940. this.v3.copy( source.v3 );
  23941. return this;
  23942. }
  23943. toJSON() {
  23944. const data = super.toJSON();
  23945. data.v0 = this.v0.toArray();
  23946. data.v1 = this.v1.toArray();
  23947. data.v2 = this.v2.toArray();
  23948. data.v3 = this.v3.toArray();
  23949. return data;
  23950. }
  23951. fromJSON( json ) {
  23952. super.fromJSON( json );
  23953. this.v0.fromArray( json.v0 );
  23954. this.v1.fromArray( json.v1 );
  23955. this.v2.fromArray( json.v2 );
  23956. this.v3.fromArray( json.v3 );
  23957. return this;
  23958. }
  23959. }
  23960. /**
  23961. * A curve representing a 2D line segment.
  23962. *
  23963. * @augments Curve
  23964. */
  23965. class LineCurve extends Curve {
  23966. /**
  23967. * Constructs a new line curve.
  23968. *
  23969. * @param {Vector2} [v1] - The start point.
  23970. * @param {Vector2} [v2] - The end point.
  23971. */
  23972. constructor( v1 = new Vector2(), v2 = new Vector2() ) {
  23973. super();
  23974. /**
  23975. * This flag can be used for type testing.
  23976. *
  23977. * @type {boolean}
  23978. * @readonly
  23979. * @default true
  23980. */
  23981. this.isLineCurve = true;
  23982. this.type = 'LineCurve';
  23983. /**
  23984. * The start point.
  23985. *
  23986. * @type {Vector2}
  23987. */
  23988. this.v1 = v1;
  23989. /**
  23990. * The end point.
  23991. *
  23992. * @type {Vector2}
  23993. */
  23994. this.v2 = v2;
  23995. }
  23996. /**
  23997. * Returns a point on the line.
  23998. *
  23999. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24000. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24001. * @return {Vector2} The position on the line.
  24002. */
  24003. getPoint( t, optionalTarget = new Vector2() ) {
  24004. const point = optionalTarget;
  24005. if ( t === 1 ) {
  24006. point.copy( this.v2 );
  24007. } else {
  24008. point.copy( this.v2 ).sub( this.v1 );
  24009. point.multiplyScalar( t ).add( this.v1 );
  24010. }
  24011. return point;
  24012. }
  24013. // Line curve is linear, so we can overwrite default getPointAt
  24014. getPointAt( u, optionalTarget ) {
  24015. return this.getPoint( u, optionalTarget );
  24016. }
  24017. getTangent( t, optionalTarget = new Vector2() ) {
  24018. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24019. }
  24020. getTangentAt( u, optionalTarget ) {
  24021. return this.getTangent( u, optionalTarget );
  24022. }
  24023. copy( source ) {
  24024. super.copy( source );
  24025. this.v1.copy( source.v1 );
  24026. this.v2.copy( source.v2 );
  24027. return this;
  24028. }
  24029. toJSON() {
  24030. const data = super.toJSON();
  24031. data.v1 = this.v1.toArray();
  24032. data.v2 = this.v2.toArray();
  24033. return data;
  24034. }
  24035. fromJSON( json ) {
  24036. super.fromJSON( json );
  24037. this.v1.fromArray( json.v1 );
  24038. this.v2.fromArray( json.v2 );
  24039. return this;
  24040. }
  24041. }
  24042. /**
  24043. * A curve representing a 3D line segment.
  24044. *
  24045. * @augments Curve
  24046. */
  24047. class LineCurve3 extends Curve {
  24048. /**
  24049. * Constructs a new line curve.
  24050. *
  24051. * @param {Vector3} [v1] - The start point.
  24052. * @param {Vector3} [v2] - The end point.
  24053. */
  24054. constructor( v1 = new Vector3(), v2 = new Vector3() ) {
  24055. super();
  24056. /**
  24057. * This flag can be used for type testing.
  24058. *
  24059. * @type {boolean}
  24060. * @readonly
  24061. * @default true
  24062. */
  24063. this.isLineCurve3 = true;
  24064. this.type = 'LineCurve3';
  24065. /**
  24066. * The start point.
  24067. *
  24068. * @type {Vector3}
  24069. */
  24070. this.v1 = v1;
  24071. /**
  24072. * The end point.
  24073. *
  24074. * @type {Vector2}
  24075. */
  24076. this.v2 = v2;
  24077. }
  24078. /**
  24079. * Returns a point on the line.
  24080. *
  24081. * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.
  24082. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24083. * @return {Vector3} The position on the line.
  24084. */
  24085. getPoint( t, optionalTarget = new Vector3() ) {
  24086. const point = optionalTarget;
  24087. if ( t === 1 ) {
  24088. point.copy( this.v2 );
  24089. } else {
  24090. point.copy( this.v2 ).sub( this.v1 );
  24091. point.multiplyScalar( t ).add( this.v1 );
  24092. }
  24093. return point;
  24094. }
  24095. // Line curve is linear, so we can overwrite default getPointAt
  24096. getPointAt( u, optionalTarget ) {
  24097. return this.getPoint( u, optionalTarget );
  24098. }
  24099. getTangent( t, optionalTarget = new Vector3() ) {
  24100. return optionalTarget.subVectors( this.v2, this.v1 ).normalize();
  24101. }
  24102. getTangentAt( u, optionalTarget ) {
  24103. return this.getTangent( u, optionalTarget );
  24104. }
  24105. copy( source ) {
  24106. super.copy( source );
  24107. this.v1.copy( source.v1 );
  24108. this.v2.copy( source.v2 );
  24109. return this;
  24110. }
  24111. toJSON() {
  24112. const data = super.toJSON();
  24113. data.v1 = this.v1.toArray();
  24114. data.v2 = this.v2.toArray();
  24115. return data;
  24116. }
  24117. fromJSON( json ) {
  24118. super.fromJSON( json );
  24119. this.v1.fromArray( json.v1 );
  24120. this.v2.fromArray( json.v2 );
  24121. return this;
  24122. }
  24123. }
  24124. /**
  24125. * A curve representing a 2D Quadratic Bezier curve.
  24126. *
  24127. * ```js
  24128. * const curve = new THREE.QuadraticBezierCurve(
  24129. * new THREE.Vector2( - 10, 0 ),
  24130. * new THREE.Vector2( 20, 15 ),
  24131. * new THREE.Vector2( 10, 0 )
  24132. * )
  24133. *
  24134. * const points = curve.getPoints( 50 );
  24135. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24136. *
  24137. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24138. *
  24139. * // Create the final object to add to the scene
  24140. * const curveObject = new THREE.Line( geometry, material );
  24141. * ```
  24142. *
  24143. * @augments Curve
  24144. */
  24145. class QuadraticBezierCurve extends Curve {
  24146. /**
  24147. * Constructs a new Quadratic Bezier curve.
  24148. *
  24149. * @param {Vector2} [v0] - The start point.
  24150. * @param {Vector2} [v1] - The control point.
  24151. * @param {Vector2} [v2] - The end point.
  24152. */
  24153. constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {
  24154. super();
  24155. /**
  24156. * This flag can be used for type testing.
  24157. *
  24158. * @type {boolean}
  24159. * @readonly
  24160. * @default true
  24161. */
  24162. this.isQuadraticBezierCurve = true;
  24163. this.type = 'QuadraticBezierCurve';
  24164. /**
  24165. * The start point.
  24166. *
  24167. * @type {Vector2}
  24168. */
  24169. this.v0 = v0;
  24170. /**
  24171. * The control point.
  24172. *
  24173. * @type {Vector2}
  24174. */
  24175. this.v1 = v1;
  24176. /**
  24177. * The end point.
  24178. *
  24179. * @type {Vector2}
  24180. */
  24181. this.v2 = v2;
  24182. }
  24183. /**
  24184. * Returns a point on the curve.
  24185. *
  24186. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24187. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24188. * @return {Vector2} The position on the curve.
  24189. */
  24190. getPoint( t, optionalTarget = new Vector2() ) {
  24191. const point = optionalTarget;
  24192. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24193. point.set(
  24194. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24195. QuadraticBezier( t, v0.y, v1.y, v2.y )
  24196. );
  24197. return point;
  24198. }
  24199. copy( source ) {
  24200. super.copy( source );
  24201. this.v0.copy( source.v0 );
  24202. this.v1.copy( source.v1 );
  24203. this.v2.copy( source.v2 );
  24204. return this;
  24205. }
  24206. toJSON() {
  24207. const data = super.toJSON();
  24208. data.v0 = this.v0.toArray();
  24209. data.v1 = this.v1.toArray();
  24210. data.v2 = this.v2.toArray();
  24211. return data;
  24212. }
  24213. fromJSON( json ) {
  24214. super.fromJSON( json );
  24215. this.v0.fromArray( json.v0 );
  24216. this.v1.fromArray( json.v1 );
  24217. this.v2.fromArray( json.v2 );
  24218. return this;
  24219. }
  24220. }
  24221. /**
  24222. * A curve representing a 3D Quadratic Bezier curve.
  24223. *
  24224. * @augments Curve
  24225. */
  24226. class QuadraticBezierCurve3 extends Curve {
  24227. /**
  24228. * Constructs a new Quadratic Bezier curve.
  24229. *
  24230. * @param {Vector3} [v0] - The start point.
  24231. * @param {Vector3} [v1] - The control point.
  24232. * @param {Vector3} [v2] - The end point.
  24233. */
  24234. constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {
  24235. super();
  24236. /**
  24237. * This flag can be used for type testing.
  24238. *
  24239. * @type {boolean}
  24240. * @readonly
  24241. * @default true
  24242. */
  24243. this.isQuadraticBezierCurve3 = true;
  24244. this.type = 'QuadraticBezierCurve3';
  24245. /**
  24246. * The start point.
  24247. *
  24248. * @type {Vector3}
  24249. */
  24250. this.v0 = v0;
  24251. /**
  24252. * The control point.
  24253. *
  24254. * @type {Vector3}
  24255. */
  24256. this.v1 = v1;
  24257. /**
  24258. * The end point.
  24259. *
  24260. * @type {Vector3}
  24261. */
  24262. this.v2 = v2;
  24263. }
  24264. /**
  24265. * Returns a point on the curve.
  24266. *
  24267. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24268. * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.
  24269. * @return {Vector3} The position on the curve.
  24270. */
  24271. getPoint( t, optionalTarget = new Vector3() ) {
  24272. const point = optionalTarget;
  24273. const v0 = this.v0, v1 = this.v1, v2 = this.v2;
  24274. point.set(
  24275. QuadraticBezier( t, v0.x, v1.x, v2.x ),
  24276. QuadraticBezier( t, v0.y, v1.y, v2.y ),
  24277. QuadraticBezier( t, v0.z, v1.z, v2.z )
  24278. );
  24279. return point;
  24280. }
  24281. copy( source ) {
  24282. super.copy( source );
  24283. this.v0.copy( source.v0 );
  24284. this.v1.copy( source.v1 );
  24285. this.v2.copy( source.v2 );
  24286. return this;
  24287. }
  24288. toJSON() {
  24289. const data = super.toJSON();
  24290. data.v0 = this.v0.toArray();
  24291. data.v1 = this.v1.toArray();
  24292. data.v2 = this.v2.toArray();
  24293. return data;
  24294. }
  24295. fromJSON( json ) {
  24296. super.fromJSON( json );
  24297. this.v0.fromArray( json.v0 );
  24298. this.v1.fromArray( json.v1 );
  24299. this.v2.fromArray( json.v2 );
  24300. return this;
  24301. }
  24302. }
  24303. /**
  24304. * A curve representing a 2D spline curve.
  24305. *
  24306. * ```js
  24307. * // Create a sine-like wave
  24308. * const curve = new THREE.SplineCurve( [
  24309. * new THREE.Vector2( -10, 0 ),
  24310. * new THREE.Vector2( -5, 5 ),
  24311. * new THREE.Vector2( 0, 0 ),
  24312. * new THREE.Vector2( 5, -5 ),
  24313. * new THREE.Vector2( 10, 0 )
  24314. * ] );
  24315. *
  24316. * const points = curve.getPoints( 50 );
  24317. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24318. *
  24319. * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
  24320. *
  24321. * // Create the final object to add to the scene
  24322. * const splineObject = new THREE.Line( geometry, material );
  24323. * ```
  24324. *
  24325. * @augments Curve
  24326. */
  24327. class SplineCurve extends Curve {
  24328. /**
  24329. * Constructs a new 2D spline curve.
  24330. *
  24331. * @param {Array<Vector2>} [points] - An array of 2D points defining the curve.
  24332. */
  24333. constructor( points = [] ) {
  24334. super();
  24335. /**
  24336. * This flag can be used for type testing.
  24337. *
  24338. * @type {boolean}
  24339. * @readonly
  24340. * @default true
  24341. */
  24342. this.isSplineCurve = true;
  24343. this.type = 'SplineCurve';
  24344. /**
  24345. * An array of 2D points defining the curve.
  24346. *
  24347. * @type {Array<Vector2>}
  24348. */
  24349. this.points = points;
  24350. }
  24351. /**
  24352. * Returns a point on the curve.
  24353. *
  24354. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24355. * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.
  24356. * @return {Vector2} The position on the curve.
  24357. */
  24358. getPoint( t, optionalTarget = new Vector2() ) {
  24359. const point = optionalTarget;
  24360. const points = this.points;
  24361. const p = ( points.length - 1 ) * t;
  24362. const intPoint = Math.floor( p );
  24363. const weight = p - intPoint;
  24364. const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  24365. const p1 = points[ intPoint ];
  24366. const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  24367. const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
  24368. point.set(
  24369. CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  24370. CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  24371. );
  24372. return point;
  24373. }
  24374. copy( source ) {
  24375. super.copy( source );
  24376. this.points = [];
  24377. for ( let i = 0, l = source.points.length; i < l; i ++ ) {
  24378. const point = source.points[ i ];
  24379. this.points.push( point.clone() );
  24380. }
  24381. return this;
  24382. }
  24383. toJSON() {
  24384. const data = super.toJSON();
  24385. data.points = [];
  24386. for ( let i = 0, l = this.points.length; i < l; i ++ ) {
  24387. const point = this.points[ i ];
  24388. data.points.push( point.toArray() );
  24389. }
  24390. return data;
  24391. }
  24392. fromJSON( json ) {
  24393. super.fromJSON( json );
  24394. this.points = [];
  24395. for ( let i = 0, l = json.points.length; i < l; i ++ ) {
  24396. const point = json.points[ i ];
  24397. this.points.push( new Vector2().fromArray( point ) );
  24398. }
  24399. return this;
  24400. }
  24401. }
  24402. var Curves = /*#__PURE__*/Object.freeze({
  24403. __proto__: null,
  24404. ArcCurve: ArcCurve,
  24405. CatmullRomCurve3: CatmullRomCurve3,
  24406. CubicBezierCurve: CubicBezierCurve,
  24407. CubicBezierCurve3: CubicBezierCurve3,
  24408. EllipseCurve: EllipseCurve,
  24409. LineCurve: LineCurve,
  24410. LineCurve3: LineCurve3,
  24411. QuadraticBezierCurve: QuadraticBezierCurve,
  24412. QuadraticBezierCurve3: QuadraticBezierCurve3,
  24413. SplineCurve: SplineCurve
  24414. });
  24415. /**
  24416. * A base class extending {@link Curve}. `CurvePath` is simply an
  24417. * array of connected curves, but retains the API of a curve.
  24418. *
  24419. * @augments Curve
  24420. */
  24421. class CurvePath extends Curve {
  24422. /**
  24423. * Constructs a new curve path.
  24424. */
  24425. constructor() {
  24426. super();
  24427. this.type = 'CurvePath';
  24428. /**
  24429. * An array of curves defining the
  24430. * path.
  24431. *
  24432. * @type {Array<Curve>}
  24433. */
  24434. this.curves = [];
  24435. /**
  24436. * Whether the path should automatically be closed
  24437. * by a line curve.
  24438. *
  24439. * @type {boolean}
  24440. * @default false
  24441. */
  24442. this.autoClose = false;
  24443. }
  24444. /**
  24445. * Adds a curve to this curve path.
  24446. *
  24447. * @param {Curve} curve - The curve to add.
  24448. */
  24449. add( curve ) {
  24450. this.curves.push( curve );
  24451. }
  24452. /**
  24453. * Adds a line curve to close the path.
  24454. *
  24455. * @return {CurvePath} A reference to this curve path.
  24456. */
  24457. closePath() {
  24458. // Add a line curve if start and end of lines are not connected
  24459. const startPoint = this.curves[ 0 ].getPoint( 0 );
  24460. const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
  24461. if ( ! startPoint.equals( endPoint ) ) {
  24462. const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  24463. this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );
  24464. }
  24465. return this;
  24466. }
  24467. /**
  24468. * This method returns a vector in 2D or 3D space (depending on the curve definitions)
  24469. * for the given interpolation factor.
  24470. *
  24471. * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.
  24472. * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.
  24473. * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.
  24474. */
  24475. getPoint( t, optionalTarget ) {
  24476. // To get accurate point with reference to
  24477. // entire path distance at time t,
  24478. // following has to be done:
  24479. // 1. Length of each sub path have to be known
  24480. // 2. Locate and identify type of curve
  24481. // 3. Get t for the curve
  24482. // 4. Return curve.getPointAt(t')
  24483. const d = t * this.getLength();
  24484. const curveLengths = this.getCurveLengths();
  24485. let i = 0;
  24486. // To think about boundaries points.
  24487. while ( i < curveLengths.length ) {
  24488. if ( curveLengths[ i ] >= d ) {
  24489. const diff = curveLengths[ i ] - d;
  24490. const curve = this.curves[ i ];
  24491. const segmentLength = curve.getLength();
  24492. const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
  24493. return curve.getPointAt( u, optionalTarget );
  24494. }
  24495. i ++;
  24496. }
  24497. return null;
  24498. // loop where sum != 0, sum > d , sum+1 <d
  24499. }
  24500. getLength() {
  24501. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  24502. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  24503. // getPoint() depends on getLength
  24504. const lens = this.getCurveLengths();
  24505. return lens[ lens.length - 1 ];
  24506. }
  24507. updateArcLengths() {
  24508. // cacheLengths must be recalculated.
  24509. this.needsUpdate = true;
  24510. this.cacheLengths = null;
  24511. this.getCurveLengths();
  24512. }
  24513. /**
  24514. * Returns list of cumulative curve lengths of the defined curves.
  24515. *
  24516. * @return {Array<number>} The curve lengths.
  24517. */
  24518. getCurveLengths() {
  24519. // Compute lengths and cache them
  24520. // We cannot overwrite getLengths() because UtoT mapping uses it.
  24521. // We use cache values if curves and cache array are same length
  24522. if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
  24523. return this.cacheLengths;
  24524. }
  24525. // Get length of sub-curve
  24526. // Push sums into cached array
  24527. const lengths = [];
  24528. let sums = 0;
  24529. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24530. sums += this.curves[ i ].getLength();
  24531. lengths.push( sums );
  24532. }
  24533. this.cacheLengths = lengths;
  24534. return lengths;
  24535. }
  24536. getSpacedPoints( divisions = 40 ) {
  24537. const points = [];
  24538. for ( let i = 0; i <= divisions; i ++ ) {
  24539. points.push( this.getPoint( i / divisions ) );
  24540. }
  24541. if ( this.autoClose ) {
  24542. points.push( points[ 0 ] );
  24543. }
  24544. return points;
  24545. }
  24546. getPoints( divisions = 12 ) {
  24547. const points = [];
  24548. let last;
  24549. for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {
  24550. const curve = curves[ i ];
  24551. const resolution = curve.isEllipseCurve ? divisions * 2
  24552. : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  24553. : curve.isSplineCurve ? divisions * curve.points.length
  24554. : divisions;
  24555. const pts = curve.getPoints( resolution );
  24556. for ( let j = 0; j < pts.length; j ++ ) {
  24557. const point = pts[ j ];
  24558. if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
  24559. points.push( point );
  24560. last = point;
  24561. }
  24562. }
  24563. if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
  24564. points.push( points[ 0 ] );
  24565. }
  24566. return points;
  24567. }
  24568. copy( source ) {
  24569. super.copy( source );
  24570. this.curves = [];
  24571. for ( let i = 0, l = source.curves.length; i < l; i ++ ) {
  24572. const curve = source.curves[ i ];
  24573. this.curves.push( curve.clone() );
  24574. }
  24575. this.autoClose = source.autoClose;
  24576. return this;
  24577. }
  24578. toJSON() {
  24579. const data = super.toJSON();
  24580. data.autoClose = this.autoClose;
  24581. data.curves = [];
  24582. for ( let i = 0, l = this.curves.length; i < l; i ++ ) {
  24583. const curve = this.curves[ i ];
  24584. data.curves.push( curve.toJSON() );
  24585. }
  24586. return data;
  24587. }
  24588. fromJSON( json ) {
  24589. super.fromJSON( json );
  24590. this.autoClose = json.autoClose;
  24591. this.curves = [];
  24592. for ( let i = 0, l = json.curves.length; i < l; i ++ ) {
  24593. const curve = json.curves[ i ];
  24594. this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
  24595. }
  24596. return this;
  24597. }
  24598. }
  24599. /**
  24600. * A 2D path representation. The class provides methods for creating paths
  24601. * and contours of 2D shapes similar to the 2D Canvas API.
  24602. *
  24603. * ```js
  24604. * const path = new THREE.Path();
  24605. *
  24606. * path.lineTo( 0, 0.8 );
  24607. * path.quadraticCurveTo( 0, 1, 0.2, 1 );
  24608. * path.lineTo( 1, 1 );
  24609. *
  24610. * const points = path.getPoints();
  24611. *
  24612. * const geometry = new THREE.BufferGeometry().setFromPoints( points );
  24613. * const material = new THREE.LineBasicMaterial( { color: 0xffffff } );
  24614. *
  24615. * const line = new THREE.Line( geometry, material );
  24616. * scene.add( line );
  24617. * ```
  24618. *
  24619. * @augments CurvePath
  24620. */
  24621. class Path extends CurvePath {
  24622. /**
  24623. * Constructs a new path.
  24624. *
  24625. * @param {Array<Vector2>} [points] - An array of 2D points defining the path.
  24626. */
  24627. constructor( points ) {
  24628. super();
  24629. this.type = 'Path';
  24630. /**
  24631. * The current offset of the path. Any new curve added will start here.
  24632. *
  24633. * @type {Vector2}
  24634. */
  24635. this.currentPoint = new Vector2();
  24636. if ( points ) {
  24637. this.setFromPoints( points );
  24638. }
  24639. }
  24640. /**
  24641. * Creates a path from the given list of points. The points are added
  24642. * to the path as instances of {@link LineCurve}.
  24643. *
  24644. * @param {Array<Vector2>} points - An array of 2D points.
  24645. * @return {Path} A reference to this path.
  24646. */
  24647. setFromPoints( points ) {
  24648. this.moveTo( points[ 0 ].x, points[ 0 ].y );
  24649. for ( let i = 1, l = points.length; i < l; i ++ ) {
  24650. this.lineTo( points[ i ].x, points[ i ].y );
  24651. }
  24652. return this;
  24653. }
  24654. /**
  24655. * Moves {@link Path#currentPoint} to the given point.
  24656. *
  24657. * @param {number} x - The x coordinate.
  24658. * @param {number} y - The y coordinate.
  24659. * @return {Path} A reference to this path.
  24660. */
  24661. moveTo( x, y ) {
  24662. this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?
  24663. return this;
  24664. }
  24665. /**
  24666. * Adds an instance of {@link LineCurve} to the path by connecting
  24667. * the current point with the given one.
  24668. *
  24669. * @param {number} x - The x coordinate of the end point.
  24670. * @param {number} y - The y coordinate of the end point.
  24671. * @return {Path} A reference to this path.
  24672. */
  24673. lineTo( x, y ) {
  24674. const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  24675. this.curves.push( curve );
  24676. this.currentPoint.set( x, y );
  24677. return this;
  24678. }
  24679. /**
  24680. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  24681. * the current point with the given one.
  24682. *
  24683. * @param {number} aCPx - The x coordinate of the control point.
  24684. * @param {number} aCPy - The y coordinate of the control point.
  24685. * @param {number} aX - The x coordinate of the end point.
  24686. * @param {number} aY - The y coordinate of the end point.
  24687. * @return {Path} A reference to this path.
  24688. */
  24689. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  24690. const curve = new QuadraticBezierCurve(
  24691. this.currentPoint.clone(),
  24692. new Vector2( aCPx, aCPy ),
  24693. new Vector2( aX, aY )
  24694. );
  24695. this.curves.push( curve );
  24696. this.currentPoint.set( aX, aY );
  24697. return this;
  24698. }
  24699. /**
  24700. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  24701. * the current point with the given one.
  24702. *
  24703. * @param {number} aCP1x - The x coordinate of the first control point.
  24704. * @param {number} aCP1y - The y coordinate of the first control point.
  24705. * @param {number} aCP2x - The x coordinate of the second control point.
  24706. * @param {number} aCP2y - The y coordinate of the second control point.
  24707. * @param {number} aX - The x coordinate of the end point.
  24708. * @param {number} aY - The y coordinate of the end point.
  24709. * @return {Path} A reference to this path.
  24710. */
  24711. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  24712. const curve = new CubicBezierCurve(
  24713. this.currentPoint.clone(),
  24714. new Vector2( aCP1x, aCP1y ),
  24715. new Vector2( aCP2x, aCP2y ),
  24716. new Vector2( aX, aY )
  24717. );
  24718. this.curves.push( curve );
  24719. this.currentPoint.set( aX, aY );
  24720. return this;
  24721. }
  24722. /**
  24723. * Adds an instance of {@link SplineCurve} to the path by connecting
  24724. * the current point with the given list of points.
  24725. *
  24726. * @param {Array<Vector2>} pts - An array of points in 2D space.
  24727. * @return {Path} A reference to this path.
  24728. */
  24729. splineThru( pts ) {
  24730. const npts = [ this.currentPoint.clone() ].concat( pts );
  24731. const curve = new SplineCurve( npts );
  24732. this.curves.push( curve );
  24733. this.currentPoint.copy( pts[ pts.length - 1 ] );
  24734. return this;
  24735. }
  24736. /**
  24737. * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative
  24738. * to the current point.
  24739. *
  24740. * @param {number} aX - The x coordinate of the center of the arc offsetted from the previous curve.
  24741. * @param {number} aY - The y coordinate of the center of the arc offsetted from the previous curve.
  24742. * @param {number} aRadius - The radius of the arc.
  24743. * @param {number} aStartAngle - The start angle in radians.
  24744. * @param {number} aEndAngle - The end angle in radians.
  24745. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24746. * @return {Path} A reference to this path.
  24747. */
  24748. arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24749. const x0 = this.currentPoint.x;
  24750. const y0 = this.currentPoint.y;
  24751. this.absarc( aX + x0, aY + y0, aRadius,
  24752. aStartAngle, aEndAngle, aClockwise );
  24753. return this;
  24754. }
  24755. /**
  24756. * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.
  24757. *
  24758. * @param {number} aX - The x coordinate of the center of the arc.
  24759. * @param {number} aY - The y coordinate of the center of the arc.
  24760. * @param {number} aRadius - The radius of the arc.
  24761. * @param {number} aStartAngle - The start angle in radians.
  24762. * @param {number} aEndAngle - The end angle in radians.
  24763. * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.
  24764. * @return {Path} A reference to this path.
  24765. */
  24766. absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  24767. this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  24768. return this;
  24769. }
  24770. /**
  24771. * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative
  24772. * to the current point
  24773. *
  24774. * @param {number} aX - The x coordinate of the center of the ellipse offsetted from the previous curve.
  24775. * @param {number} aY - The y coordinate of the center of the ellipse offsetted from the previous curve.
  24776. * @param {number} xRadius - The radius of the ellipse in the x axis.
  24777. * @param {number} yRadius - The radius of the ellipse in the y axis.
  24778. * @param {number} aStartAngle - The start angle in radians.
  24779. * @param {number} aEndAngle - The end angle in radians.
  24780. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24781. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24782. * @return {Path} A reference to this path.
  24783. */
  24784. ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24785. const x0 = this.currentPoint.x;
  24786. const y0 = this.currentPoint.y;
  24787. this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24788. return this;
  24789. }
  24790. /**
  24791. * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.
  24792. *
  24793. * @param {number} aX - The x coordinate of the absolute center of the ellipse.
  24794. * @param {number} aY - The y coordinate of the absolute center of the ellipse.
  24795. * @param {number} xRadius - The radius of the ellipse in the x axis.
  24796. * @param {number} yRadius - The radius of the ellipse in the y axis.
  24797. * @param {number} aStartAngle - The start angle in radians.
  24798. * @param {number} aEndAngle - The end angle in radians.
  24799. * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.
  24800. * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.
  24801. * @return {Path} A reference to this path.
  24802. */
  24803. absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
  24804. const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );
  24805. if ( this.curves.length > 0 ) {
  24806. // if a previous curve is present, attempt to join
  24807. const firstPoint = curve.getPoint( 0 );
  24808. if ( ! firstPoint.equals( this.currentPoint ) ) {
  24809. this.lineTo( firstPoint.x, firstPoint.y );
  24810. }
  24811. }
  24812. this.curves.push( curve );
  24813. const lastPoint = curve.getPoint( 1 );
  24814. this.currentPoint.copy( lastPoint );
  24815. return this;
  24816. }
  24817. copy( source ) {
  24818. super.copy( source );
  24819. this.currentPoint.copy( source.currentPoint );
  24820. return this;
  24821. }
  24822. toJSON() {
  24823. const data = super.toJSON();
  24824. data.currentPoint = this.currentPoint.toArray();
  24825. return data;
  24826. }
  24827. fromJSON( json ) {
  24828. super.fromJSON( json );
  24829. this.currentPoint.fromArray( json.currentPoint );
  24830. return this;
  24831. }
  24832. }
  24833. /**
  24834. * Defines an arbitrary 2d shape plane using paths with optional holes. It
  24835. * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get
  24836. * points, or to get triangulated faces.
  24837. *
  24838. * ```js
  24839. * const heartShape = new THREE.Shape();
  24840. *
  24841. * heartShape.moveTo( 25, 25 );
  24842. * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 );
  24843. * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 );
  24844. * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 );
  24845. * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 );
  24846. * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 );
  24847. * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 );
  24848. *
  24849. * const extrudeSettings = {
  24850. * depth: 8,
  24851. * bevelEnabled: true,
  24852. * bevelSegments: 2,
  24853. * steps: 2,
  24854. * bevelSize: 1,
  24855. * bevelThickness: 1
  24856. * };
  24857. *
  24858. * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings );
  24859. * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() );
  24860. * ```
  24861. *
  24862. * @augments Path
  24863. */
  24864. class Shape extends Path {
  24865. /**
  24866. * Constructs a new shape.
  24867. *
  24868. * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.
  24869. */
  24870. constructor( points ) {
  24871. super( points );
  24872. /**
  24873. * The UUID of the shape.
  24874. *
  24875. * @type {string}
  24876. * @readonly
  24877. */
  24878. this.uuid = generateUUID();
  24879. this.type = 'Shape';
  24880. /**
  24881. * Defines the holes in the shape. Hole definitions must use the
  24882. * opposite winding order (CW/CCW) than the outer shape.
  24883. *
  24884. * @type {Array<Path>}
  24885. * @readonly
  24886. */
  24887. this.holes = [];
  24888. }
  24889. /**
  24890. * Returns an array representing each contour of the holes
  24891. * as a list of 2D points.
  24892. *
  24893. * @param {number} divisions - The fineness of the result.
  24894. * @return {Array<Array<Vector2>>} The holes as a series of 2D points.
  24895. */
  24896. getPointsHoles( divisions ) {
  24897. const holesPts = [];
  24898. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24899. holesPts[ i ] = this.holes[ i ].getPoints( divisions );
  24900. }
  24901. return holesPts;
  24902. }
  24903. // get points of shape and holes (keypoints based on segments parameter)
  24904. /**
  24905. * Returns an object that holds contour data for the shape and its holes as
  24906. * arrays of 2D points.
  24907. *
  24908. * @param {number} divisions - The fineness of the result.
  24909. * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.
  24910. */
  24911. extractPoints( divisions ) {
  24912. return {
  24913. shape: this.getPoints( divisions ),
  24914. holes: this.getPointsHoles( divisions )
  24915. };
  24916. }
  24917. copy( source ) {
  24918. super.copy( source );
  24919. this.holes = [];
  24920. for ( let i = 0, l = source.holes.length; i < l; i ++ ) {
  24921. const hole = source.holes[ i ];
  24922. this.holes.push( hole.clone() );
  24923. }
  24924. return this;
  24925. }
  24926. toJSON() {
  24927. const data = super.toJSON();
  24928. data.uuid = this.uuid;
  24929. data.holes = [];
  24930. for ( let i = 0, l = this.holes.length; i < l; i ++ ) {
  24931. const hole = this.holes[ i ];
  24932. data.holes.push( hole.toJSON() );
  24933. }
  24934. return data;
  24935. }
  24936. fromJSON( json ) {
  24937. super.fromJSON( json );
  24938. this.uuid = json.uuid;
  24939. this.holes = [];
  24940. for ( let i = 0, l = json.holes.length; i < l; i ++ ) {
  24941. const hole = json.holes[ i ];
  24942. this.holes.push( new Path().fromJSON( hole ) );
  24943. }
  24944. return this;
  24945. }
  24946. }
  24947. /* eslint-disable */
  24948. // copy of mapbox/earcut version 3.0.1
  24949. // https://github.com/mapbox/earcut/tree/v3.0.1
  24950. function earcut(data, holeIndices, dim = 2) {
  24951. const hasHoles = holeIndices && holeIndices.length;
  24952. const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
  24953. let outerNode = linkedList(data, 0, outerLen, dim, true);
  24954. const triangles = [];
  24955. if (!outerNode || outerNode.next === outerNode.prev) return triangles;
  24956. let minX, minY, invSize;
  24957. if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
  24958. // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  24959. if (data.length > 80 * dim) {
  24960. minX = Infinity;
  24961. minY = Infinity;
  24962. let maxX = -Infinity;
  24963. let maxY = -Infinity;
  24964. for (let i = dim; i < outerLen; i += dim) {
  24965. const x = data[i];
  24966. const y = data[i + 1];
  24967. if (x < minX) minX = x;
  24968. if (y < minY) minY = y;
  24969. if (x > maxX) maxX = x;
  24970. if (y > maxY) maxY = y;
  24971. }
  24972. // minX, minY and invSize are later used to transform coords into integers for z-order calculation
  24973. invSize = Math.max(maxX - minX, maxY - minY);
  24974. invSize = invSize !== 0 ? 32767 / invSize : 0;
  24975. }
  24976. earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
  24977. return triangles;
  24978. }
  24979. // create a circular doubly linked list from polygon points in the specified winding order
  24980. function linkedList(data, start, end, dim, clockwise) {
  24981. let last;
  24982. if (clockwise === (signedArea(data, start, end, dim) > 0)) {
  24983. for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24984. } else {
  24985. for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
  24986. }
  24987. if (last && equals(last, last.next)) {
  24988. removeNode(last);
  24989. last = last.next;
  24990. }
  24991. return last;
  24992. }
  24993. // eliminate colinear or duplicate points
  24994. function filterPoints(start, end) {
  24995. if (!start) return start;
  24996. if (!end) end = start;
  24997. let p = start,
  24998. again;
  24999. do {
  25000. again = false;
  25001. if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
  25002. removeNode(p);
  25003. p = end = p.prev;
  25004. if (p === p.next) break;
  25005. again = true;
  25006. } else {
  25007. p = p.next;
  25008. }
  25009. } while (again || p !== end);
  25010. return end;
  25011. }
  25012. // main ear slicing loop which triangulates a polygon (given as a linked list)
  25013. function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
  25014. if (!ear) return;
  25015. // interlink polygon nodes in z-order
  25016. if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
  25017. let stop = ear;
  25018. // iterate through ears, slicing them one by one
  25019. while (ear.prev !== ear.next) {
  25020. const prev = ear.prev;
  25021. const next = ear.next;
  25022. if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
  25023. triangles.push(prev.i, ear.i, next.i); // cut off the triangle
  25024. removeNode(ear);
  25025. // skipping the next vertex leads to less sliver triangles
  25026. ear = next.next;
  25027. stop = next.next;
  25028. continue;
  25029. }
  25030. ear = next;
  25031. // if we looped through the whole remaining polygon and can't find any more ears
  25032. if (ear === stop) {
  25033. // try filtering points and slicing again
  25034. if (!pass) {
  25035. earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
  25036. // if this didn't work, try curing all small self-intersections locally
  25037. } else if (pass === 1) {
  25038. ear = cureLocalIntersections(filterPoints(ear), triangles);
  25039. earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
  25040. // as a last resort, try splitting the remaining polygon into two
  25041. } else if (pass === 2) {
  25042. splitEarcut(ear, triangles, dim, minX, minY, invSize);
  25043. }
  25044. break;
  25045. }
  25046. }
  25047. }
  25048. // check whether a polygon node forms a valid ear with adjacent nodes
  25049. function isEar(ear) {
  25050. const a = ear.prev,
  25051. b = ear,
  25052. c = ear.next;
  25053. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25054. // now make sure we don't have other points inside the potential ear
  25055. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25056. // triangle bbox
  25057. const x0 = Math.min(ax, bx, cx),
  25058. y0 = Math.min(ay, by, cy),
  25059. x1 = Math.max(ax, bx, cx),
  25060. y1 = Math.max(ay, by, cy);
  25061. let p = c.next;
  25062. while (p !== a) {
  25063. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  25064. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
  25065. area(p.prev, p, p.next) >= 0) return false;
  25066. p = p.next;
  25067. }
  25068. return true;
  25069. }
  25070. function isEarHashed(ear, minX, minY, invSize) {
  25071. const a = ear.prev,
  25072. b = ear,
  25073. c = ear.next;
  25074. if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
  25075. const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
  25076. // triangle bbox
  25077. const x0 = Math.min(ax, bx, cx),
  25078. y0 = Math.min(ay, by, cy),
  25079. x1 = Math.max(ax, bx, cx),
  25080. y1 = Math.max(ay, by, cy);
  25081. // z-order range for the current triangle bbox;
  25082. const minZ = zOrder(x0, y0, minX, minY, invSize),
  25083. maxZ = zOrder(x1, y1, minX, minY, invSize);
  25084. let p = ear.prevZ,
  25085. n = ear.nextZ;
  25086. // look for points inside the triangle in both directions
  25087. while (p && p.z >= minZ && n && n.z <= maxZ) {
  25088. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25089. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25090. p = p.prevZ;
  25091. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25092. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25093. n = n.nextZ;
  25094. }
  25095. // look for remaining points in decreasing z-order
  25096. while (p && p.z >= minZ) {
  25097. if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  25098. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
  25099. p = p.prevZ;
  25100. }
  25101. // look for remaining points in increasing z-order
  25102. while (n && n.z <= maxZ) {
  25103. if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  25104. pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
  25105. n = n.nextZ;
  25106. }
  25107. return true;
  25108. }
  25109. // go through all polygon nodes and cure small local self-intersections
  25110. function cureLocalIntersections(start, triangles) {
  25111. let p = start;
  25112. do {
  25113. const a = p.prev,
  25114. b = p.next.next;
  25115. if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
  25116. triangles.push(a.i, p.i, b.i);
  25117. // remove two nodes involved
  25118. removeNode(p);
  25119. removeNode(p.next);
  25120. p = start = b;
  25121. }
  25122. p = p.next;
  25123. } while (p !== start);
  25124. return filterPoints(p);
  25125. }
  25126. // try splitting polygon into two and triangulate them independently
  25127. function splitEarcut(start, triangles, dim, minX, minY, invSize) {
  25128. // look for a valid diagonal that divides the polygon into two
  25129. let a = start;
  25130. do {
  25131. let b = a.next.next;
  25132. while (b !== a.prev) {
  25133. if (a.i !== b.i && isValidDiagonal(a, b)) {
  25134. // split the polygon in two by the diagonal
  25135. let c = splitPolygon(a, b);
  25136. // filter colinear points around the cuts
  25137. a = filterPoints(a, a.next);
  25138. c = filterPoints(c, c.next);
  25139. // run earcut on each half
  25140. earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
  25141. earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
  25142. return;
  25143. }
  25144. b = b.next;
  25145. }
  25146. a = a.next;
  25147. } while (a !== start);
  25148. }
  25149. // link every hole into the outer loop, producing a single-ring polygon without holes
  25150. function eliminateHoles(data, holeIndices, outerNode, dim) {
  25151. const queue = [];
  25152. for (let i = 0, len = holeIndices.length; i < len; i++) {
  25153. const start = holeIndices[i] * dim;
  25154. const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
  25155. const list = linkedList(data, start, end, dim, false);
  25156. if (list === list.next) list.steiner = true;
  25157. queue.push(getLeftmost(list));
  25158. }
  25159. queue.sort(compareXYSlope);
  25160. // process holes from left to right
  25161. for (let i = 0; i < queue.length; i++) {
  25162. outerNode = eliminateHole(queue[i], outerNode);
  25163. }
  25164. return outerNode;
  25165. }
  25166. function compareXYSlope(a, b) {
  25167. let result = a.x - b.x;
  25168. // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
  25169. // the bridge to the outer shell is always the point that they meet at.
  25170. if (result === 0) {
  25171. result = a.y - b.y;
  25172. if (result === 0) {
  25173. const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
  25174. const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
  25175. result = aSlope - bSlope;
  25176. }
  25177. }
  25178. return result;
  25179. }
  25180. // find a bridge between vertices that connects hole with an outer ring and and link it
  25181. function eliminateHole(hole, outerNode) {
  25182. const bridge = findHoleBridge(hole, outerNode);
  25183. if (!bridge) {
  25184. return outerNode;
  25185. }
  25186. const bridgeReverse = splitPolygon(bridge, hole);
  25187. // filter collinear points around the cuts
  25188. filterPoints(bridgeReverse, bridgeReverse.next);
  25189. return filterPoints(bridge, bridge.next);
  25190. }
  25191. // David Eberly's algorithm for finding a bridge between hole and outer polygon
  25192. function findHoleBridge(hole, outerNode) {
  25193. let p = outerNode;
  25194. const hx = hole.x;
  25195. const hy = hole.y;
  25196. let qx = -Infinity;
  25197. let m;
  25198. // find a segment intersected by a ray from the hole's leftmost point to the left;
  25199. // segment's endpoint with lesser x will be potential connection point
  25200. // unless they intersect at a vertex, then choose the vertex
  25201. if (equals(hole, p)) return p;
  25202. do {
  25203. if (equals(hole, p.next)) return p.next;
  25204. else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
  25205. const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
  25206. if (x <= hx && x > qx) {
  25207. qx = x;
  25208. m = p.x < p.next.x ? p : p.next;
  25209. if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
  25210. }
  25211. }
  25212. p = p.next;
  25213. } while (p !== outerNode);
  25214. if (!m) return null;
  25215. // look for points inside the triangle of hole point, segment intersection and endpoint;
  25216. // if there are no points found, we have a valid connection;
  25217. // otherwise choose the point of the minimum angle with the ray as connection point
  25218. const stop = m;
  25219. const mx = m.x;
  25220. const my = m.y;
  25221. let tanMin = Infinity;
  25222. p = m;
  25223. do {
  25224. if (hx >= p.x && p.x >= mx && hx !== p.x &&
  25225. pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
  25226. const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
  25227. if (locallyInside(p, hole) &&
  25228. (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
  25229. m = p;
  25230. tanMin = tan;
  25231. }
  25232. }
  25233. p = p.next;
  25234. } while (p !== stop);
  25235. return m;
  25236. }
  25237. // whether sector in vertex m contains sector in vertex p in the same coordinates
  25238. function sectorContainsSector(m, p) {
  25239. return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  25240. }
  25241. // interlink polygon nodes in z-order
  25242. function indexCurve(start, minX, minY, invSize) {
  25243. let p = start;
  25244. do {
  25245. if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
  25246. p.prevZ = p.prev;
  25247. p.nextZ = p.next;
  25248. p = p.next;
  25249. } while (p !== start);
  25250. p.prevZ.nextZ = null;
  25251. p.prevZ = null;
  25252. sortLinked(p);
  25253. }
  25254. // Simon Tatham's linked list merge sort algorithm
  25255. // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  25256. function sortLinked(list) {
  25257. let numMerges;
  25258. let inSize = 1;
  25259. do {
  25260. let p = list;
  25261. let e;
  25262. list = null;
  25263. let tail = null;
  25264. numMerges = 0;
  25265. while (p) {
  25266. numMerges++;
  25267. let q = p;
  25268. let pSize = 0;
  25269. for (let i = 0; i < inSize; i++) {
  25270. pSize++;
  25271. q = q.nextZ;
  25272. if (!q) break;
  25273. }
  25274. let qSize = inSize;
  25275. while (pSize > 0 || (qSize > 0 && q)) {
  25276. if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
  25277. e = p;
  25278. p = p.nextZ;
  25279. pSize--;
  25280. } else {
  25281. e = q;
  25282. q = q.nextZ;
  25283. qSize--;
  25284. }
  25285. if (tail) tail.nextZ = e;
  25286. else list = e;
  25287. e.prevZ = tail;
  25288. tail = e;
  25289. }
  25290. p = q;
  25291. }
  25292. tail.nextZ = null;
  25293. inSize *= 2;
  25294. } while (numMerges > 1);
  25295. return list;
  25296. }
  25297. // z-order of a point given coords and inverse of the longer side of data bbox
  25298. function zOrder(x, y, minX, minY, invSize) {
  25299. // coords are transformed into non-negative 15-bit integer range
  25300. x = (x - minX) * invSize | 0;
  25301. y = (y - minY) * invSize | 0;
  25302. x = (x | (x << 8)) & 0x00FF00FF;
  25303. x = (x | (x << 4)) & 0x0F0F0F0F;
  25304. x = (x | (x << 2)) & 0x33333333;
  25305. x = (x | (x << 1)) & 0x55555555;
  25306. y = (y | (y << 8)) & 0x00FF00FF;
  25307. y = (y | (y << 4)) & 0x0F0F0F0F;
  25308. y = (y | (y << 2)) & 0x33333333;
  25309. y = (y | (y << 1)) & 0x55555555;
  25310. return x | (y << 1);
  25311. }
  25312. // find the leftmost node of a polygon ring
  25313. function getLeftmost(start) {
  25314. let p = start,
  25315. leftmost = start;
  25316. do {
  25317. if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
  25318. p = p.next;
  25319. } while (p !== start);
  25320. return leftmost;
  25321. }
  25322. // check if a point lies within a convex triangle
  25323. function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
  25324. return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
  25325. (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
  25326. (bx - px) * (cy - py) >= (cx - px) * (by - py);
  25327. }
  25328. // check if a point lies within a convex triangle but false if its equal to the first point of the triangle
  25329. function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
  25330. return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
  25331. }
  25332. // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  25333. function isValidDiagonal(a, b) {
  25334. return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges
  25335. (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
  25336. (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
  25337. equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  25338. }
  25339. // signed area of a triangle
  25340. function area(p, q, r) {
  25341. return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  25342. }
  25343. // check if two points are equal
  25344. function equals(p1, p2) {
  25345. return p1.x === p2.x && p1.y === p2.y;
  25346. }
  25347. // check if two segments intersect
  25348. function intersects(p1, q1, p2, q2) {
  25349. const o1 = sign(area(p1, q1, p2));
  25350. const o2 = sign(area(p1, q1, q2));
  25351. const o3 = sign(area(p2, q2, p1));
  25352. const o4 = sign(area(p2, q2, q1));
  25353. if (o1 !== o2 && o3 !== o4) return true; // general case
  25354. if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  25355. if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  25356. if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  25357. if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
  25358. return false;
  25359. }
  25360. // for collinear points p, q, r, check if point q lies on segment pr
  25361. function onSegment(p, q, r) {
  25362. 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);
  25363. }
  25364. function sign(num) {
  25365. return num > 0 ? 1 : num < 0 ? -1 : 0;
  25366. }
  25367. // check if a polygon diagonal intersects any polygon segments
  25368. function intersectsPolygon(a, b) {
  25369. let p = a;
  25370. do {
  25371. if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  25372. intersects(p, p.next, a, b)) return true;
  25373. p = p.next;
  25374. } while (p !== a);
  25375. return false;
  25376. }
  25377. // check if a polygon diagonal is locally inside the polygon
  25378. function locallyInside(a, b) {
  25379. return area(a.prev, a, a.next) < 0 ?
  25380. area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
  25381. area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  25382. }
  25383. // check if the middle point of a polygon diagonal is inside the polygon
  25384. function middleInside(a, b) {
  25385. let p = a;
  25386. let inside = false;
  25387. const px = (a.x + b.x) / 2;
  25388. const py = (a.y + b.y) / 2;
  25389. do {
  25390. if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
  25391. (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
  25392. inside = !inside;
  25393. p = p.next;
  25394. } while (p !== a);
  25395. return inside;
  25396. }
  25397. // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  25398. // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  25399. function splitPolygon(a, b) {
  25400. const a2 = createNode(a.i, a.x, a.y),
  25401. b2 = createNode(b.i, b.x, b.y),
  25402. an = a.next,
  25403. bp = b.prev;
  25404. a.next = b;
  25405. b.prev = a;
  25406. a2.next = an;
  25407. an.prev = a2;
  25408. b2.next = a2;
  25409. a2.prev = b2;
  25410. bp.next = b2;
  25411. b2.prev = bp;
  25412. return b2;
  25413. }
  25414. // create a node and optionally link it with previous one (in a circular doubly linked list)
  25415. function insertNode(i, x, y, last) {
  25416. const p = createNode(i, x, y);
  25417. if (!last) {
  25418. p.prev = p;
  25419. p.next = p;
  25420. } else {
  25421. p.next = last.next;
  25422. p.prev = last;
  25423. last.next.prev = p;
  25424. last.next = p;
  25425. }
  25426. return p;
  25427. }
  25428. function removeNode(p) {
  25429. p.next.prev = p.prev;
  25430. p.prev.next = p.next;
  25431. if (p.prevZ) p.prevZ.nextZ = p.nextZ;
  25432. if (p.nextZ) p.nextZ.prevZ = p.prevZ;
  25433. }
  25434. function createNode(i, x, y) {
  25435. return {
  25436. i, // vertex index in coordinates array
  25437. x, y, // vertex coordinates
  25438. prev: null, // previous and next vertex nodes in a polygon ring
  25439. next: null,
  25440. z: 0, // z-order curve value
  25441. prevZ: null, // previous and next nodes in z-order
  25442. nextZ: null,
  25443. steiner: false // indicates whether this is a steiner point
  25444. };
  25445. }
  25446. function signedArea(data, start, end, dim) {
  25447. let sum = 0;
  25448. for (let i = start, j = end - dim; i < end; i += dim) {
  25449. sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
  25450. j = i;
  25451. }
  25452. return sum;
  25453. }
  25454. class Earcut {
  25455. /**
  25456. * Triangulates the given shape definition by returning an array of triangles.
  25457. *
  25458. * @param {Array<number>} data - An array with 2D points.
  25459. * @param {Array<number>} holeIndices - An array with indices defining holes.
  25460. * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
  25461. * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
  25462. * representing vertex indices.
  25463. */
  25464. static triangulate( data, holeIndices, dim = 2 ) {
  25465. return earcut( data, holeIndices, dim );
  25466. }
  25467. }
  25468. /**
  25469. * A class containing utility functions for shapes.
  25470. *
  25471. * @hideconstructor
  25472. */
  25473. class ShapeUtils {
  25474. /**
  25475. * Calculate area of a ( 2D ) contour polygon.
  25476. *
  25477. * @param {Array<Vector2>} contour - An array of 2D points.
  25478. * @return {number} The area.
  25479. */
  25480. static area( contour ) {
  25481. const n = contour.length;
  25482. let a = 0.0;
  25483. for ( let p = n - 1, q = 0; q < n; p = q ++ ) {
  25484. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  25485. }
  25486. return a * 0.5;
  25487. }
  25488. /**
  25489. * Returns `true` if the given contour uses a clockwise winding order.
  25490. *
  25491. * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.
  25492. * @return {boolean} Whether the given contour uses a clockwise winding order or not.
  25493. */
  25494. static isClockWise( pts ) {
  25495. return ShapeUtils.area( pts ) < 0;
  25496. }
  25497. /**
  25498. * Triangulates the given shape definition.
  25499. *
  25500. * @param {Array<Vector2>} contour - An array of 2D points defining the contour.
  25501. * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.
  25502. * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.
  25503. */
  25504. static triangulateShape( contour, holes ) {
  25505. const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
  25506. const holeIndices = []; // array of hole indices
  25507. const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
  25508. removeDupEndPts( contour );
  25509. addContour( vertices, contour );
  25510. //
  25511. let holeIndex = contour.length;
  25512. holes.forEach( removeDupEndPts );
  25513. for ( let i = 0; i < holes.length; i ++ ) {
  25514. holeIndices.push( holeIndex );
  25515. holeIndex += holes[ i ].length;
  25516. addContour( vertices, holes[ i ] );
  25517. }
  25518. //
  25519. const triangles = Earcut.triangulate( vertices, holeIndices );
  25520. //
  25521. for ( let i = 0; i < triangles.length; i += 3 ) {
  25522. faces.push( triangles.slice( i, i + 3 ) );
  25523. }
  25524. return faces;
  25525. }
  25526. }
  25527. function removeDupEndPts( points ) {
  25528. const l = points.length;
  25529. if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
  25530. points.pop();
  25531. }
  25532. }
  25533. function addContour( vertices, contour ) {
  25534. for ( let i = 0; i < contour.length; i ++ ) {
  25535. vertices.push( contour[ i ].x );
  25536. vertices.push( contour[ i ].y );
  25537. }
  25538. }
  25539. /**
  25540. * Creates extruded geometry from a path shape.
  25541. *
  25542. * ```js
  25543. * const length = 12, width = 8;
  25544. *
  25545. * const shape = new THREE.Shape();
  25546. * shape.moveTo( 0,0 );
  25547. * shape.lineTo( 0, width );
  25548. * shape.lineTo( length, width );
  25549. * shape.lineTo( length, 0 );
  25550. * shape.lineTo( 0, 0 );
  25551. *
  25552. * const geometry = new THREE.ExtrudeGeometry( shape );
  25553. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  25554. * const mesh = new THREE.Mesh( geometry, material ) ;
  25555. * scene.add( mesh );
  25556. * ```
  25557. *
  25558. * @augments BufferGeometry
  25559. */
  25560. class ExtrudeGeometry extends BufferGeometry {
  25561. /**
  25562. * Constructs a new extrude geometry.
  25563. *
  25564. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  25565. * @param {ExtrudeGeometry~Options} [options] - The extrude settings.
  25566. */
  25567. 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 = {} ) {
  25568. super();
  25569. this.type = 'ExtrudeGeometry';
  25570. /**
  25571. * Holds the constructor parameters that have been
  25572. * used to generate the geometry. Any modification
  25573. * after instantiation does not change the geometry.
  25574. *
  25575. * @type {Object}
  25576. */
  25577. this.parameters = {
  25578. shapes: shapes,
  25579. options: options
  25580. };
  25581. shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
  25582. const scope = this;
  25583. const verticesArray = [];
  25584. const uvArray = [];
  25585. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  25586. const shape = shapes[ i ];
  25587. addShape( shape );
  25588. }
  25589. // build geometry
  25590. this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  25591. this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
  25592. this.computeVertexNormals();
  25593. // functions
  25594. function addShape( shape ) {
  25595. const placeholder = [];
  25596. // options
  25597. const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  25598. const steps = options.steps !== undefined ? options.steps : 1;
  25599. const depth = options.depth !== undefined ? options.depth : 1;
  25600. let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  25601. let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  25602. let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  25603. let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  25604. let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  25605. const extrudePath = options.extrudePath;
  25606. const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
  25607. //
  25608. let extrudePts, extrudeByPath = false;
  25609. let splineTube, binormal, normal, position2;
  25610. if ( extrudePath ) {
  25611. extrudePts = extrudePath.getSpacedPoints( steps );
  25612. extrudeByPath = true;
  25613. bevelEnabled = false; // bevels not supported for path extrusion
  25614. // SETUP TNB variables
  25615. // TODO1 - have a .isClosed in spline?
  25616. splineTube = extrudePath.computeFrenetFrames( steps, false );
  25617. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  25618. binormal = new Vector3();
  25619. normal = new Vector3();
  25620. position2 = new Vector3();
  25621. }
  25622. // Safeguards if bevels are not enabled
  25623. if ( ! bevelEnabled ) {
  25624. bevelSegments = 0;
  25625. bevelThickness = 0;
  25626. bevelSize = 0;
  25627. bevelOffset = 0;
  25628. }
  25629. // Variables initialization
  25630. const shapePoints = shape.extractPoints( curveSegments );
  25631. let vertices = shapePoints.shape;
  25632. const holes = shapePoints.holes;
  25633. const reverse = ! ShapeUtils.isClockWise( vertices );
  25634. if ( reverse ) {
  25635. vertices = vertices.reverse();
  25636. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  25637. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25638. const ahole = holes[ h ];
  25639. if ( ShapeUtils.isClockWise( ahole ) ) {
  25640. holes[ h ] = ahole.reverse();
  25641. }
  25642. }
  25643. }
  25644. /**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.
  25645. * @param {Array<Vector2>} points
  25646. */
  25647. function mergeOverlappingPoints( points ) {
  25648. const THRESHOLD = 1e-10;
  25649. const THRESHOLD_SQ = THRESHOLD * THRESHOLD;
  25650. let prevPos = points[ 0 ];
  25651. for ( let i = 1; i <= points.length; i ++ ) {
  25652. const currentIndex = i % points.length;
  25653. const currentPos = points[ currentIndex ];
  25654. const dx = currentPos.x - prevPos.x;
  25655. const dy = currentPos.y - prevPos.y;
  25656. const distSq = dx * dx + dy * dy;
  25657. const scalingFactorSqrt = Math.max(
  25658. Math.abs( currentPos.x ),
  25659. Math.abs( currentPos.y ),
  25660. Math.abs( prevPos.x ),
  25661. Math.abs( prevPos.y )
  25662. );
  25663. const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt;
  25664. if ( distSq <= thresholdSqScaled ) {
  25665. points.splice( currentIndex, 1 );
  25666. i --;
  25667. continue;
  25668. }
  25669. prevPos = currentPos;
  25670. }
  25671. }
  25672. mergeOverlappingPoints( vertices );
  25673. holes.forEach( mergeOverlappingPoints );
  25674. const numHoles = holes.length;
  25675. /* Vertices */
  25676. const contour = vertices; // vertices has all points but contour has only points of circumference
  25677. for ( let h = 0; h < numHoles; h ++ ) {
  25678. const ahole = holes[ h ];
  25679. vertices = vertices.concat( ahole );
  25680. }
  25681. function scalePt2( pt, vec, size ) {
  25682. if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );
  25683. return pt.clone().addScaledVector( vec, size );
  25684. }
  25685. const vlen = vertices.length;
  25686. // Find directions for point movement
  25687. function getBevelVec( inPt, inPrev, inNext ) {
  25688. // computes for inPt the corresponding point inPt' on a new contour
  25689. // shifted by 1 unit (length of normalized vector) to the left
  25690. // if we walk along contour clockwise, this new contour is outside the old one
  25691. //
  25692. // inPt' is the intersection of the two lines parallel to the two
  25693. // adjacent edges of inPt at a distance of 1 unit on the left side.
  25694. let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
  25695. // good reading for geometry algorithms (here: line-line intersection)
  25696. // http://geomalgorithms.com/a05-_intersect-1.html
  25697. const v_prev_x = inPt.x - inPrev.x,
  25698. v_prev_y = inPt.y - inPrev.y;
  25699. const v_next_x = inNext.x - inPt.x,
  25700. v_next_y = inNext.y - inPt.y;
  25701. const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  25702. // check for collinear edges
  25703. const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25704. if ( Math.abs( collinear0 ) > Number.EPSILON ) {
  25705. // not collinear
  25706. // length of vectors for normalizing
  25707. const v_prev_len = Math.sqrt( v_prev_lensq );
  25708. const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  25709. // shift adjacent points by unit vectors to the left
  25710. const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  25711. const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  25712. const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  25713. const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  25714. // scaling factor for v_prev to intersection point
  25715. const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  25716. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  25717. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  25718. // vector from inPt to intersection point
  25719. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  25720. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  25721. // Don't normalize!, otherwise sharp corners become ugly
  25722. // but prevent crazy spikes
  25723. const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  25724. if ( v_trans_lensq <= 2 ) {
  25725. return new Vector2( v_trans_x, v_trans_y );
  25726. } else {
  25727. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  25728. }
  25729. } else {
  25730. // handle special case of collinear edges
  25731. let direction_eq = false; // assumes: opposite
  25732. if ( v_prev_x > Number.EPSILON ) {
  25733. if ( v_next_x > Number.EPSILON ) {
  25734. direction_eq = true;
  25735. }
  25736. } else {
  25737. if ( v_prev_x < - Number.EPSILON ) {
  25738. if ( v_next_x < - Number.EPSILON ) {
  25739. direction_eq = true;
  25740. }
  25741. } else {
  25742. if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
  25743. direction_eq = true;
  25744. }
  25745. }
  25746. }
  25747. if ( direction_eq ) {
  25748. // console.log("Warning: lines are a straight sequence");
  25749. v_trans_x = - v_prev_y;
  25750. v_trans_y = v_prev_x;
  25751. shrink_by = Math.sqrt( v_prev_lensq );
  25752. } else {
  25753. // console.log("Warning: lines are a straight spike");
  25754. v_trans_x = v_prev_x;
  25755. v_trans_y = v_prev_y;
  25756. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  25757. }
  25758. }
  25759. return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  25760. }
  25761. const contourMovements = [];
  25762. for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25763. if ( j === il ) j = 0;
  25764. if ( k === il ) k = 0;
  25765. // (j)---(i)---(k)
  25766. // console.log('i,j,k', i, j , k)
  25767. contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  25768. }
  25769. const holesMovements = [];
  25770. let oneHoleMovements, verticesMovements = contourMovements.concat();
  25771. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25772. const ahole = holes[ h ];
  25773. oneHoleMovements = [];
  25774. for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  25775. if ( j === il ) j = 0;
  25776. if ( k === il ) k = 0;
  25777. // (j)---(i)---(k)
  25778. oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  25779. }
  25780. holesMovements.push( oneHoleMovements );
  25781. verticesMovements = verticesMovements.concat( oneHoleMovements );
  25782. }
  25783. let faces;
  25784. if ( bevelSegments === 0 ) {
  25785. faces = ShapeUtils.triangulateShape( contour, holes );
  25786. } else {
  25787. const contractedContourVertices = [];
  25788. const expandedHoleVertices = [];
  25789. // Loop bevelSegments, 1 for the front, 1 for the back
  25790. for ( let b = 0; b < bevelSegments; b ++ ) {
  25791. //for ( b = bevelSegments; b > 0; b -- ) {
  25792. const t = b / bevelSegments;
  25793. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25794. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25795. // contract shape
  25796. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25797. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25798. v( vert.x, vert.y, - z );
  25799. if ( t === 0 ) contractedContourVertices.push( vert );
  25800. }
  25801. // expand holes
  25802. for ( let h = 0, hl = numHoles; h < hl; h ++ ) {
  25803. const ahole = holes[ h ];
  25804. oneHoleMovements = holesMovements[ h ];
  25805. const oneHoleVertices = [];
  25806. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25807. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25808. v( vert.x, vert.y, - z );
  25809. if ( t === 0 ) oneHoleVertices.push( vert );
  25810. }
  25811. if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices );
  25812. }
  25813. }
  25814. faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices );
  25815. }
  25816. const flen = faces.length;
  25817. const bs = bevelSize + bevelOffset;
  25818. // Back facing vertices
  25819. for ( let i = 0; i < vlen; i ++ ) {
  25820. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25821. if ( ! extrudeByPath ) {
  25822. v( vert.x, vert.y, 0 );
  25823. } else {
  25824. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  25825. normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  25826. binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );
  25827. position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );
  25828. v( position2.x, position2.y, position2.z );
  25829. }
  25830. }
  25831. // Add stepped vertices...
  25832. // Including front facing vertices
  25833. for ( let s = 1; s <= steps; s ++ ) {
  25834. for ( let i = 0; i < vlen; i ++ ) {
  25835. const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  25836. if ( ! extrudeByPath ) {
  25837. v( vert.x, vert.y, depth / steps * s );
  25838. } else {
  25839. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  25840. normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  25841. binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
  25842. position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
  25843. v( position2.x, position2.y, position2.z );
  25844. }
  25845. }
  25846. }
  25847. // Add bevel segments planes
  25848. //for ( b = 1; b <= bevelSegments; b ++ ) {
  25849. for ( let b = bevelSegments - 1; b >= 0; b -- ) {
  25850. const t = b / bevelSegments;
  25851. const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  25852. const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;
  25853. // contract shape
  25854. for ( let i = 0, il = contour.length; i < il; i ++ ) {
  25855. const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  25856. v( vert.x, vert.y, depth + z );
  25857. }
  25858. // expand holes
  25859. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25860. const ahole = holes[ h ];
  25861. oneHoleMovements = holesMovements[ h ];
  25862. for ( let i = 0, il = ahole.length; i < il; i ++ ) {
  25863. const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  25864. if ( ! extrudeByPath ) {
  25865. v( vert.x, vert.y, depth + z );
  25866. } else {
  25867. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  25868. }
  25869. }
  25870. }
  25871. }
  25872. /* Faces */
  25873. // Top and bottom faces
  25874. buildLidFaces();
  25875. // Sides faces
  25876. buildSideFaces();
  25877. ///// Internal functions
  25878. function buildLidFaces() {
  25879. const start = verticesArray.length / 3;
  25880. if ( bevelEnabled ) {
  25881. let layer = 0; // steps + 1
  25882. let offset = vlen * layer;
  25883. // Bottom faces
  25884. for ( let i = 0; i < flen; i ++ ) {
  25885. const face = faces[ i ];
  25886. f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
  25887. }
  25888. layer = steps + bevelSegments * 2;
  25889. offset = vlen * layer;
  25890. // Top faces
  25891. for ( let i = 0; i < flen; i ++ ) {
  25892. const face = faces[ i ];
  25893. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
  25894. }
  25895. } else {
  25896. // Bottom faces
  25897. for ( let i = 0; i < flen; i ++ ) {
  25898. const face = faces[ i ];
  25899. f3( face[ 2 ], face[ 1 ], face[ 0 ] );
  25900. }
  25901. // Top faces
  25902. for ( let i = 0; i < flen; i ++ ) {
  25903. const face = faces[ i ];
  25904. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
  25905. }
  25906. }
  25907. scope.addGroup( start, verticesArray.length / 3 - start, 0 );
  25908. }
  25909. // Create faces for the z-sides of the shape
  25910. function buildSideFaces() {
  25911. const start = verticesArray.length / 3;
  25912. let layeroffset = 0;
  25913. sidewalls( contour, layeroffset );
  25914. layeroffset += contour.length;
  25915. for ( let h = 0, hl = holes.length; h < hl; h ++ ) {
  25916. const ahole = holes[ h ];
  25917. sidewalls( ahole, layeroffset );
  25918. //, true
  25919. layeroffset += ahole.length;
  25920. }
  25921. scope.addGroup( start, verticesArray.length / 3 - start, 1 );
  25922. }
  25923. function sidewalls( contour, layeroffset ) {
  25924. let i = contour.length;
  25925. while ( -- i >= 0 ) {
  25926. const j = i;
  25927. let k = i - 1;
  25928. if ( k < 0 ) k = contour.length - 1;
  25929. //console.log('b', i,j, i-1, k,vertices.length);
  25930. for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {
  25931. const slen1 = vlen * s;
  25932. const slen2 = vlen * ( s + 1 );
  25933. const a = layeroffset + j + slen1,
  25934. b = layeroffset + k + slen1,
  25935. c = layeroffset + k + slen2,
  25936. d = layeroffset + j + slen2;
  25937. f4( a, b, c, d );
  25938. }
  25939. }
  25940. }
  25941. function v( x, y, z ) {
  25942. placeholder.push( x );
  25943. placeholder.push( y );
  25944. placeholder.push( z );
  25945. }
  25946. function f3( a, b, c ) {
  25947. addVertex( a );
  25948. addVertex( b );
  25949. addVertex( c );
  25950. const nextIndex = verticesArray.length / 3;
  25951. const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25952. addUV( uvs[ 0 ] );
  25953. addUV( uvs[ 1 ] );
  25954. addUV( uvs[ 2 ] );
  25955. }
  25956. function f4( a, b, c, d ) {
  25957. addVertex( a );
  25958. addVertex( b );
  25959. addVertex( d );
  25960. addVertex( b );
  25961. addVertex( c );
  25962. addVertex( d );
  25963. const nextIndex = verticesArray.length / 3;
  25964. const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
  25965. addUV( uvs[ 0 ] );
  25966. addUV( uvs[ 1 ] );
  25967. addUV( uvs[ 3 ] );
  25968. addUV( uvs[ 1 ] );
  25969. addUV( uvs[ 2 ] );
  25970. addUV( uvs[ 3 ] );
  25971. }
  25972. function addVertex( index ) {
  25973. verticesArray.push( placeholder[ index * 3 + 0 ] );
  25974. verticesArray.push( placeholder[ index * 3 + 1 ] );
  25975. verticesArray.push( placeholder[ index * 3 + 2 ] );
  25976. }
  25977. function addUV( vector2 ) {
  25978. uvArray.push( vector2.x );
  25979. uvArray.push( vector2.y );
  25980. }
  25981. }
  25982. }
  25983. copy( source ) {
  25984. super.copy( source );
  25985. this.parameters = Object.assign( {}, source.parameters );
  25986. return this;
  25987. }
  25988. toJSON() {
  25989. const data = super.toJSON();
  25990. const shapes = this.parameters.shapes;
  25991. const options = this.parameters.options;
  25992. return toJSON$1( shapes, options, data );
  25993. }
  25994. /**
  25995. * Factory method for creating an instance of this class from the given
  25996. * JSON object.
  25997. *
  25998. * @param {Object} data - A JSON object representing the serialized geometry.
  25999. * @param {Array<Shape>} shapes - An array of shapes.
  26000. * @return {ExtrudeGeometry} A new instance.
  26001. */
  26002. static fromJSON( data, shapes ) {
  26003. const geometryShapes = [];
  26004. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26005. const shape = shapes[ data.shapes[ j ] ];
  26006. geometryShapes.push( shape );
  26007. }
  26008. const extrudePath = data.options.extrudePath;
  26009. if ( extrudePath !== undefined ) {
  26010. data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
  26011. }
  26012. return new ExtrudeGeometry( geometryShapes, data.options );
  26013. }
  26014. }
  26015. const WorldUVGenerator = {
  26016. generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
  26017. const a_x = vertices[ indexA * 3 ];
  26018. const a_y = vertices[ indexA * 3 + 1 ];
  26019. const b_x = vertices[ indexB * 3 ];
  26020. const b_y = vertices[ indexB * 3 + 1 ];
  26021. const c_x = vertices[ indexC * 3 ];
  26022. const c_y = vertices[ indexC * 3 + 1 ];
  26023. return [
  26024. new Vector2( a_x, a_y ),
  26025. new Vector2( b_x, b_y ),
  26026. new Vector2( c_x, c_y )
  26027. ];
  26028. },
  26029. generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
  26030. const a_x = vertices[ indexA * 3 ];
  26031. const a_y = vertices[ indexA * 3 + 1 ];
  26032. const a_z = vertices[ indexA * 3 + 2 ];
  26033. const b_x = vertices[ indexB * 3 ];
  26034. const b_y = vertices[ indexB * 3 + 1 ];
  26035. const b_z = vertices[ indexB * 3 + 2 ];
  26036. const c_x = vertices[ indexC * 3 ];
  26037. const c_y = vertices[ indexC * 3 + 1 ];
  26038. const c_z = vertices[ indexC * 3 + 2 ];
  26039. const d_x = vertices[ indexD * 3 ];
  26040. const d_y = vertices[ indexD * 3 + 1 ];
  26041. const d_z = vertices[ indexD * 3 + 2 ];
  26042. if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {
  26043. return [
  26044. new Vector2( a_x, 1 - a_z ),
  26045. new Vector2( b_x, 1 - b_z ),
  26046. new Vector2( c_x, 1 - c_z ),
  26047. new Vector2( d_x, 1 - d_z )
  26048. ];
  26049. } else {
  26050. return [
  26051. new Vector2( a_y, 1 - a_z ),
  26052. new Vector2( b_y, 1 - b_z ),
  26053. new Vector2( c_y, 1 - c_z ),
  26054. new Vector2( d_y, 1 - d_z )
  26055. ];
  26056. }
  26057. }
  26058. };
  26059. function toJSON$1( shapes, options, data ) {
  26060. data.shapes = [];
  26061. if ( Array.isArray( shapes ) ) {
  26062. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26063. const shape = shapes[ i ];
  26064. data.shapes.push( shape.uuid );
  26065. }
  26066. } else {
  26067. data.shapes.push( shapes.uuid );
  26068. }
  26069. data.options = Object.assign( {}, options );
  26070. if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
  26071. return data;
  26072. }
  26073. /**
  26074. * A geometry class for representing an icosahedron.
  26075. *
  26076. * ```js
  26077. * const geometry = new THREE.IcosahedronGeometry();
  26078. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26079. * const icosahedron = new THREE.Mesh( geometry, material );
  26080. * scene.add( icosahedron );
  26081. * ```
  26082. *
  26083. * @augments PolyhedronGeometry
  26084. */
  26085. class IcosahedronGeometry extends PolyhedronGeometry {
  26086. /**
  26087. * Constructs a new icosahedron geometry.
  26088. *
  26089. * @param {number} [radius=1] - Radius of the icosahedron.
  26090. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.
  26091. */
  26092. constructor( radius = 1, detail = 0 ) {
  26093. const t = ( 1 + Math.sqrt( 5 ) ) / 2;
  26094. const vertices = [
  26095. -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t, 0,
  26096. 0, -1, t, 0, 1, t, 0, -1, - t, 0, 1, - t,
  26097. t, 0, -1, t, 0, 1, - t, 0, -1, - t, 0, 1
  26098. ];
  26099. const indices = [
  26100. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  26101. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  26102. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  26103. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  26104. ];
  26105. super( vertices, indices, radius, detail );
  26106. this.type = 'IcosahedronGeometry';
  26107. /**
  26108. * Holds the constructor parameters that have been
  26109. * used to generate the geometry. Any modification
  26110. * after instantiation does not change the geometry.
  26111. *
  26112. * @type {Object}
  26113. */
  26114. this.parameters = {
  26115. radius: radius,
  26116. detail: detail
  26117. };
  26118. }
  26119. /**
  26120. * Factory method for creating an instance of this class from the given
  26121. * JSON object.
  26122. *
  26123. * @param {Object} data - A JSON object representing the serialized geometry.
  26124. * @return {IcosahedronGeometry} A new instance.
  26125. */
  26126. static fromJSON( data ) {
  26127. return new IcosahedronGeometry( data.radius, data.detail );
  26128. }
  26129. }
  26130. /**
  26131. * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.
  26132. *
  26133. * ```js
  26134. * const points = [];
  26135. * for ( let i = 0; i < 10; i ++ ) {
  26136. * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) );
  26137. * }
  26138. * const geometry = new THREE.LatheGeometry( points );
  26139. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26140. * const lathe = new THREE.Mesh( geometry, material );
  26141. * scene.add( lathe );
  26142. * ```
  26143. *
  26144. * @augments BufferGeometry
  26145. */
  26146. class LatheGeometry extends BufferGeometry {
  26147. /**
  26148. * Constructs a new lathe geometry.
  26149. *
  26150. * @param {Array<Vector2|Vector3>} [points] - An array of points in 2D space. The x-coordinate of each point
  26151. * must be greater than zero.
  26152. * @param {number} [segments=12] - The number of circumference segments to generate.
  26153. * @param {number} [phiStart=0] - The starting angle in radians.
  26154. * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a
  26155. * closed lathe, less than 2PI is a portion.
  26156. */
  26157. 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 ) {
  26158. super();
  26159. this.type = 'LatheGeometry';
  26160. /**
  26161. * Holds the constructor parameters that have been
  26162. * used to generate the geometry. Any modification
  26163. * after instantiation does not change the geometry.
  26164. *
  26165. * @type {Object}
  26166. */
  26167. this.parameters = {
  26168. points: points,
  26169. segments: segments,
  26170. phiStart: phiStart,
  26171. phiLength: phiLength
  26172. };
  26173. segments = Math.floor( segments );
  26174. // clamp phiLength so it's in range of [ 0, 2PI ]
  26175. phiLength = clamp( phiLength, 0, Math.PI * 2 );
  26176. // buffers
  26177. const indices = [];
  26178. const vertices = [];
  26179. const uvs = [];
  26180. const initNormals = [];
  26181. const normals = [];
  26182. // helper variables
  26183. const inverseSegments = 1.0 / segments;
  26184. const vertex = new Vector3();
  26185. const uv = new Vector2();
  26186. const normal = new Vector3();
  26187. const curNormal = new Vector3();
  26188. const prevNormal = new Vector3();
  26189. let dx = 0;
  26190. let dy = 0;
  26191. // pre-compute normals for initial "meridian"
  26192. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26193. switch ( j ) {
  26194. case 0: // special handling for 1st vertex on path
  26195. dx = points[ j + 1 ].x - points[ j ].x;
  26196. dy = points[ j + 1 ].y - points[ j ].y;
  26197. normal.x = dy * 1.0;
  26198. normal.y = - dx;
  26199. normal.z = dy * 0.0;
  26200. prevNormal.copy( normal );
  26201. normal.normalize();
  26202. initNormals.push( normal.x, normal.y, normal.z );
  26203. break;
  26204. case ( points.length - 1 ): // special handling for last Vertex on path
  26205. initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );
  26206. break;
  26207. default: // default handling for all vertices in between
  26208. dx = points[ j + 1 ].x - points[ j ].x;
  26209. dy = points[ j + 1 ].y - points[ j ].y;
  26210. normal.x = dy * 1.0;
  26211. normal.y = - dx;
  26212. normal.z = dy * 0.0;
  26213. curNormal.copy( normal );
  26214. normal.x += prevNormal.x;
  26215. normal.y += prevNormal.y;
  26216. normal.z += prevNormal.z;
  26217. normal.normalize();
  26218. initNormals.push( normal.x, normal.y, normal.z );
  26219. prevNormal.copy( curNormal );
  26220. }
  26221. }
  26222. // generate vertices, uvs and normals
  26223. for ( let i = 0; i <= segments; i ++ ) {
  26224. const phi = phiStart + i * inverseSegments * phiLength;
  26225. const sin = Math.sin( phi );
  26226. const cos = Math.cos( phi );
  26227. for ( let j = 0; j <= ( points.length - 1 ); j ++ ) {
  26228. // vertex
  26229. vertex.x = points[ j ].x * sin;
  26230. vertex.y = points[ j ].y;
  26231. vertex.z = points[ j ].x * cos;
  26232. vertices.push( vertex.x, vertex.y, vertex.z );
  26233. // uv
  26234. uv.x = i / segments;
  26235. uv.y = j / ( points.length - 1 );
  26236. uvs.push( uv.x, uv.y );
  26237. // normal
  26238. const x = initNormals[ 3 * j + 0 ] * sin;
  26239. const y = initNormals[ 3 * j + 1 ];
  26240. const z = initNormals[ 3 * j + 0 ] * cos;
  26241. normals.push( x, y, z );
  26242. }
  26243. }
  26244. // indices
  26245. for ( let i = 0; i < segments; i ++ ) {
  26246. for ( let j = 0; j < ( points.length - 1 ); j ++ ) {
  26247. const base = j + i * points.length;
  26248. const a = base;
  26249. const b = base + points.length;
  26250. const c = base + points.length + 1;
  26251. const d = base + 1;
  26252. // faces
  26253. indices.push( a, b, d );
  26254. indices.push( c, d, b );
  26255. }
  26256. }
  26257. // build geometry
  26258. this.setIndex( indices );
  26259. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26260. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26261. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26262. }
  26263. copy( source ) {
  26264. super.copy( source );
  26265. this.parameters = Object.assign( {}, source.parameters );
  26266. return this;
  26267. }
  26268. /**
  26269. * Factory method for creating an instance of this class from the given
  26270. * JSON object.
  26271. *
  26272. * @param {Object} data - A JSON object representing the serialized geometry.
  26273. * @return {LatheGeometry} A new instance.
  26274. */
  26275. static fromJSON( data ) {
  26276. return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );
  26277. }
  26278. }
  26279. /**
  26280. * A geometry class for representing an octahedron.
  26281. *
  26282. * ```js
  26283. * const geometry = new THREE.OctahedronGeometry();
  26284. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26285. * const octahedron = new THREE.Mesh( geometry, material );
  26286. * scene.add( octahedron );
  26287. * ```
  26288. *
  26289. * @augments PolyhedronGeometry
  26290. */
  26291. class OctahedronGeometry extends PolyhedronGeometry {
  26292. /**
  26293. * Constructs a new octahedron geometry.
  26294. *
  26295. * @param {number} [radius=1] - Radius of the octahedron.
  26296. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.
  26297. */
  26298. constructor( radius = 1, detail = 0 ) {
  26299. const vertices = [
  26300. 1, 0, 0, -1, 0, 0, 0, 1, 0,
  26301. 0, -1, 0, 0, 0, 1, 0, 0, -1
  26302. ];
  26303. const indices = [
  26304. 0, 2, 4, 0, 4, 3, 0, 3, 5,
  26305. 0, 5, 2, 1, 2, 5, 1, 5, 3,
  26306. 1, 3, 4, 1, 4, 2
  26307. ];
  26308. super( vertices, indices, radius, detail );
  26309. this.type = 'OctahedronGeometry';
  26310. /**
  26311. * Holds the constructor parameters that have been
  26312. * used to generate the geometry. Any modification
  26313. * after instantiation does not change the geometry.
  26314. *
  26315. * @type {Object}
  26316. */
  26317. this.parameters = {
  26318. radius: radius,
  26319. detail: detail
  26320. };
  26321. }
  26322. /**
  26323. * Factory method for creating an instance of this class from the given
  26324. * JSON object.
  26325. *
  26326. * @param {Object} data - A JSON object representing the serialized geometry.
  26327. * @return {OctahedronGeometry} A new instance.
  26328. */
  26329. static fromJSON( data ) {
  26330. return new OctahedronGeometry( data.radius, data.detail );
  26331. }
  26332. }
  26333. /**
  26334. * A geometry class for representing a plane.
  26335. *
  26336. * ```js
  26337. * const geometry = new THREE.PlaneGeometry( 1, 1 );
  26338. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26339. * const plane = new THREE.Mesh( geometry, material );
  26340. * scene.add( plane );
  26341. * ```
  26342. *
  26343. * @augments BufferGeometry
  26344. */
  26345. class PlaneGeometry extends BufferGeometry {
  26346. /**
  26347. * Constructs a new plane geometry.
  26348. *
  26349. * @param {number} [width=1] - The width along the X axis.
  26350. * @param {number} [height=1] - The height along the Y axis
  26351. * @param {number} [widthSegments=1] - The number of segments along the X axis.
  26352. * @param {number} [heightSegments=1] - The number of segments along the Y axis.
  26353. */
  26354. constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
  26355. super();
  26356. this.type = 'PlaneGeometry';
  26357. /**
  26358. * Holds the constructor parameters that have been
  26359. * used to generate the geometry. Any modification
  26360. * after instantiation does not change the geometry.
  26361. *
  26362. * @type {Object}
  26363. */
  26364. this.parameters = {
  26365. width: width,
  26366. height: height,
  26367. widthSegments: widthSegments,
  26368. heightSegments: heightSegments
  26369. };
  26370. const width_half = width / 2;
  26371. const height_half = height / 2;
  26372. const gridX = Math.floor( widthSegments );
  26373. const gridY = Math.floor( heightSegments );
  26374. const gridX1 = gridX + 1;
  26375. const gridY1 = gridY + 1;
  26376. const segment_width = width / gridX;
  26377. const segment_height = height / gridY;
  26378. //
  26379. const indices = [];
  26380. const vertices = [];
  26381. const normals = [];
  26382. const uvs = [];
  26383. for ( let iy = 0; iy < gridY1; iy ++ ) {
  26384. const y = iy * segment_height - height_half;
  26385. for ( let ix = 0; ix < gridX1; ix ++ ) {
  26386. const x = ix * segment_width - width_half;
  26387. vertices.push( x, - y, 0 );
  26388. normals.push( 0, 0, 1 );
  26389. uvs.push( ix / gridX );
  26390. uvs.push( 1 - ( iy / gridY ) );
  26391. }
  26392. }
  26393. for ( let iy = 0; iy < gridY; iy ++ ) {
  26394. for ( let ix = 0; ix < gridX; ix ++ ) {
  26395. const a = ix + gridX1 * iy;
  26396. const b = ix + gridX1 * ( iy + 1 );
  26397. const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  26398. const d = ( ix + 1 ) + gridX1 * iy;
  26399. indices.push( a, b, d );
  26400. indices.push( b, c, d );
  26401. }
  26402. }
  26403. this.setIndex( indices );
  26404. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26405. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26406. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26407. }
  26408. copy( source ) {
  26409. super.copy( source );
  26410. this.parameters = Object.assign( {}, source.parameters );
  26411. return this;
  26412. }
  26413. /**
  26414. * Factory method for creating an instance of this class from the given
  26415. * JSON object.
  26416. *
  26417. * @param {Object} data - A JSON object representing the serialized geometry.
  26418. * @return {PlaneGeometry} A new instance.
  26419. */
  26420. static fromJSON( data ) {
  26421. return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
  26422. }
  26423. }
  26424. /**
  26425. * A class for generating a two-dimensional ring geometry.
  26426. *
  26427. * ```js
  26428. * const geometry = new THREE.RingGeometry( 1, 5, 32 );
  26429. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
  26430. * const mesh = new THREE.Mesh( geometry, material );
  26431. * scene.add( mesh );
  26432. * ```
  26433. *
  26434. * @augments BufferGeometry
  26435. */
  26436. class RingGeometry extends BufferGeometry {
  26437. /**
  26438. * Constructs a new ring geometry.
  26439. *
  26440. * @param {number} [innerRadius=0.5] - The inner radius of the ring.
  26441. * @param {number} [outerRadius=1] - The outer radius of the ring.
  26442. * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.
  26443. * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.
  26444. * @param {number} [thetaStart=0] - Starting angle in radians.
  26445. * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.
  26446. */
  26447. constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {
  26448. super();
  26449. this.type = 'RingGeometry';
  26450. /**
  26451. * Holds the constructor parameters that have been
  26452. * used to generate the geometry. Any modification
  26453. * after instantiation does not change the geometry.
  26454. *
  26455. * @type {Object}
  26456. */
  26457. this.parameters = {
  26458. innerRadius: innerRadius,
  26459. outerRadius: outerRadius,
  26460. thetaSegments: thetaSegments,
  26461. phiSegments: phiSegments,
  26462. thetaStart: thetaStart,
  26463. thetaLength: thetaLength
  26464. };
  26465. thetaSegments = Math.max( 3, thetaSegments );
  26466. phiSegments = Math.max( 1, phiSegments );
  26467. // buffers
  26468. const indices = [];
  26469. const vertices = [];
  26470. const normals = [];
  26471. const uvs = [];
  26472. // some helper variables
  26473. let radius = innerRadius;
  26474. const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  26475. const vertex = new Vector3();
  26476. const uv = new Vector2();
  26477. // generate vertices, normals and uvs
  26478. for ( let j = 0; j <= phiSegments; j ++ ) {
  26479. for ( let i = 0; i <= thetaSegments; i ++ ) {
  26480. // values are generate from the inside of the ring to the outside
  26481. const segment = thetaStart + i / thetaSegments * thetaLength;
  26482. // vertex
  26483. vertex.x = radius * Math.cos( segment );
  26484. vertex.y = radius * Math.sin( segment );
  26485. vertices.push( vertex.x, vertex.y, vertex.z );
  26486. // normal
  26487. normals.push( 0, 0, 1 );
  26488. // uv
  26489. uv.x = ( vertex.x / outerRadius + 1 ) / 2;
  26490. uv.y = ( vertex.y / outerRadius + 1 ) / 2;
  26491. uvs.push( uv.x, uv.y );
  26492. }
  26493. // increase the radius for next row of vertices
  26494. radius += radiusStep;
  26495. }
  26496. // indices
  26497. for ( let j = 0; j < phiSegments; j ++ ) {
  26498. const thetaSegmentLevel = j * ( thetaSegments + 1 );
  26499. for ( let i = 0; i < thetaSegments; i ++ ) {
  26500. const segment = i + thetaSegmentLevel;
  26501. const a = segment;
  26502. const b = segment + thetaSegments + 1;
  26503. const c = segment + thetaSegments + 2;
  26504. const d = segment + 1;
  26505. // faces
  26506. indices.push( a, b, d );
  26507. indices.push( b, c, d );
  26508. }
  26509. }
  26510. // build geometry
  26511. this.setIndex( indices );
  26512. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26513. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26514. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26515. }
  26516. copy( source ) {
  26517. super.copy( source );
  26518. this.parameters = Object.assign( {}, source.parameters );
  26519. return this;
  26520. }
  26521. /**
  26522. * Factory method for creating an instance of this class from the given
  26523. * JSON object.
  26524. *
  26525. * @param {Object} data - A JSON object representing the serialized geometry.
  26526. * @return {RingGeometry} A new instance.
  26527. */
  26528. static fromJSON( data ) {
  26529. return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );
  26530. }
  26531. }
  26532. /**
  26533. * Creates an one-sided polygonal geometry from one or more path shapes.
  26534. *
  26535. * ```js
  26536. * const arcShape = new THREE.Shape()
  26537. * .moveTo( 5, 1 )
  26538. * .absarc( 1, 1, 4, 0, Math.PI * 2, false );
  26539. *
  26540. * const geometry = new THREE.ShapeGeometry( arcShape );
  26541. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } );
  26542. * const mesh = new THREE.Mesh( geometry, material ) ;
  26543. * scene.add( mesh );
  26544. * ```
  26545. *
  26546. * @augments BufferGeometry
  26547. */
  26548. class ShapeGeometry extends BufferGeometry {
  26549. /**
  26550. * Constructs a new shape geometry.
  26551. *
  26552. * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.
  26553. * @param {number} [curveSegments=12] - Number of segments per shape.
  26554. */
  26555. constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( -0.5, -0.5 ), new Vector2( 0.5, -0.5 ) ] ), curveSegments = 12 ) {
  26556. super();
  26557. this.type = 'ShapeGeometry';
  26558. /**
  26559. * Holds the constructor parameters that have been
  26560. * used to generate the geometry. Any modification
  26561. * after instantiation does not change the geometry.
  26562. *
  26563. * @type {Object}
  26564. */
  26565. this.parameters = {
  26566. shapes: shapes,
  26567. curveSegments: curveSegments
  26568. };
  26569. // buffers
  26570. const indices = [];
  26571. const vertices = [];
  26572. const normals = [];
  26573. const uvs = [];
  26574. // helper variables
  26575. let groupStart = 0;
  26576. let groupCount = 0;
  26577. // allow single and array values for "shapes" parameter
  26578. if ( Array.isArray( shapes ) === false ) {
  26579. addShape( shapes );
  26580. } else {
  26581. for ( let i = 0; i < shapes.length; i ++ ) {
  26582. addShape( shapes[ i ] );
  26583. this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
  26584. groupStart += groupCount;
  26585. groupCount = 0;
  26586. }
  26587. }
  26588. // build geometry
  26589. this.setIndex( indices );
  26590. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26591. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26592. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26593. // helper functions
  26594. function addShape( shape ) {
  26595. const indexOffset = vertices.length / 3;
  26596. const points = shape.extractPoints( curveSegments );
  26597. let shapeVertices = points.shape;
  26598. const shapeHoles = points.holes;
  26599. // check direction of vertices
  26600. if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {
  26601. shapeVertices = shapeVertices.reverse();
  26602. }
  26603. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26604. const shapeHole = shapeHoles[ i ];
  26605. if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
  26606. shapeHoles[ i ] = shapeHole.reverse();
  26607. }
  26608. }
  26609. const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
  26610. // join vertices of inner and outer paths to a single array
  26611. for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {
  26612. const shapeHole = shapeHoles[ i ];
  26613. shapeVertices = shapeVertices.concat( shapeHole );
  26614. }
  26615. // vertices, normals, uvs
  26616. for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {
  26617. const vertex = shapeVertices[ i ];
  26618. vertices.push( vertex.x, vertex.y, 0 );
  26619. normals.push( 0, 0, 1 );
  26620. uvs.push( vertex.x, vertex.y ); // world uvs
  26621. }
  26622. // indices
  26623. for ( let i = 0, l = faces.length; i < l; i ++ ) {
  26624. const face = faces[ i ];
  26625. const a = face[ 0 ] + indexOffset;
  26626. const b = face[ 1 ] + indexOffset;
  26627. const c = face[ 2 ] + indexOffset;
  26628. indices.push( a, b, c );
  26629. groupCount += 3;
  26630. }
  26631. }
  26632. }
  26633. copy( source ) {
  26634. super.copy( source );
  26635. this.parameters = Object.assign( {}, source.parameters );
  26636. return this;
  26637. }
  26638. toJSON() {
  26639. const data = super.toJSON();
  26640. const shapes = this.parameters.shapes;
  26641. return toJSON( shapes, data );
  26642. }
  26643. /**
  26644. * Factory method for creating an instance of this class from the given
  26645. * JSON object.
  26646. *
  26647. * @param {Object} data - A JSON object representing the serialized geometry.
  26648. * @param {Array<Shape>} shapes - An array of shapes.
  26649. * @return {ShapeGeometry} A new instance.
  26650. */
  26651. static fromJSON( data, shapes ) {
  26652. const geometryShapes = [];
  26653. for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {
  26654. const shape = shapes[ data.shapes[ j ] ];
  26655. geometryShapes.push( shape );
  26656. }
  26657. return new ShapeGeometry( geometryShapes, data.curveSegments );
  26658. }
  26659. }
  26660. function toJSON( shapes, data ) {
  26661. data.shapes = [];
  26662. if ( Array.isArray( shapes ) ) {
  26663. for ( let i = 0, l = shapes.length; i < l; i ++ ) {
  26664. const shape = shapes[ i ];
  26665. data.shapes.push( shape.uuid );
  26666. }
  26667. } else {
  26668. data.shapes.push( shapes.uuid );
  26669. }
  26670. return data;
  26671. }
  26672. /**
  26673. * A class for generating a sphere geometry.
  26674. *
  26675. * ```js
  26676. * const geometry = new THREE.SphereGeometry( 15, 32, 16 );
  26677. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26678. * const sphere = new THREE.Mesh( geometry, material );
  26679. * scene.add( sphere );
  26680. * ```
  26681. *
  26682. * @augments BufferGeometry
  26683. */
  26684. class SphereGeometry extends BufferGeometry {
  26685. /**
  26686. * Constructs a new sphere geometry.
  26687. *
  26688. * @param {number} [radius=1] - The sphere radius.
  26689. * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.
  26690. * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.
  26691. * @param {number} [phiStart=0] - The horizontal starting angle in radians.
  26692. * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.
  26693. * @param {number} [thetaStart=0] - The vertical starting angle in radians.
  26694. * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.
  26695. */
  26696. constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {
  26697. super();
  26698. this.type = 'SphereGeometry';
  26699. /**
  26700. * Holds the constructor parameters that have been
  26701. * used to generate the geometry. Any modification
  26702. * after instantiation does not change the geometry.
  26703. *
  26704. * @type {Object}
  26705. */
  26706. this.parameters = {
  26707. radius: radius,
  26708. widthSegments: widthSegments,
  26709. heightSegments: heightSegments,
  26710. phiStart: phiStart,
  26711. phiLength: phiLength,
  26712. thetaStart: thetaStart,
  26713. thetaLength: thetaLength
  26714. };
  26715. widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  26716. heightSegments = Math.max( 2, Math.floor( heightSegments ) );
  26717. const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );
  26718. let index = 0;
  26719. const grid = [];
  26720. const vertex = new Vector3();
  26721. const normal = new Vector3();
  26722. // buffers
  26723. const indices = [];
  26724. const vertices = [];
  26725. const normals = [];
  26726. const uvs = [];
  26727. // generate vertices, normals and uvs
  26728. for ( let iy = 0; iy <= heightSegments; iy ++ ) {
  26729. const verticesRow = [];
  26730. const v = iy / heightSegments;
  26731. // special case for the poles
  26732. let uOffset = 0;
  26733. if ( iy === 0 && thetaStart === 0 ) {
  26734. uOffset = 0.5 / widthSegments;
  26735. } else if ( iy === heightSegments && thetaEnd === Math.PI ) {
  26736. uOffset = -0.5 / widthSegments;
  26737. }
  26738. for ( let ix = 0; ix <= widthSegments; ix ++ ) {
  26739. const u = ix / widthSegments;
  26740. // vertex
  26741. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26742. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  26743. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  26744. vertices.push( vertex.x, vertex.y, vertex.z );
  26745. // normal
  26746. normal.copy( vertex ).normalize();
  26747. normals.push( normal.x, normal.y, normal.z );
  26748. // uv
  26749. uvs.push( u + uOffset, 1 - v );
  26750. verticesRow.push( index ++ );
  26751. }
  26752. grid.push( verticesRow );
  26753. }
  26754. // indices
  26755. for ( let iy = 0; iy < heightSegments; iy ++ ) {
  26756. for ( let ix = 0; ix < widthSegments; ix ++ ) {
  26757. const a = grid[ iy ][ ix + 1 ];
  26758. const b = grid[ iy ][ ix ];
  26759. const c = grid[ iy + 1 ][ ix ];
  26760. const d = grid[ iy + 1 ][ ix + 1 ];
  26761. if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  26762. if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
  26763. }
  26764. }
  26765. // build geometry
  26766. this.setIndex( indices );
  26767. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26768. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26769. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26770. }
  26771. copy( source ) {
  26772. super.copy( source );
  26773. this.parameters = Object.assign( {}, source.parameters );
  26774. return this;
  26775. }
  26776. /**
  26777. * Factory method for creating an instance of this class from the given
  26778. * JSON object.
  26779. *
  26780. * @param {Object} data - A JSON object representing the serialized geometry.
  26781. * @return {SphereGeometry} A new instance.
  26782. */
  26783. static fromJSON( data ) {
  26784. return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );
  26785. }
  26786. }
  26787. /**
  26788. * A geometry class for representing an tetrahedron.
  26789. *
  26790. * ```js
  26791. * const geometry = new THREE.TetrahedronGeometry();
  26792. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26793. * const tetrahedron = new THREE.Mesh( geometry, material );
  26794. * scene.add( tetrahedron );
  26795. * ```
  26796. *
  26797. * @augments PolyhedronGeometry
  26798. */
  26799. class TetrahedronGeometry extends PolyhedronGeometry {
  26800. /**
  26801. * Constructs a new tetrahedron geometry.
  26802. *
  26803. * @param {number} [radius=1] - Radius of the tetrahedron.
  26804. * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.
  26805. */
  26806. constructor( radius = 1, detail = 0 ) {
  26807. const vertices = [
  26808. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  26809. ];
  26810. const indices = [
  26811. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  26812. ];
  26813. super( vertices, indices, radius, detail );
  26814. this.type = 'TetrahedronGeometry';
  26815. /**
  26816. * Holds the constructor parameters that have been
  26817. * used to generate the geometry. Any modification
  26818. * after instantiation does not change the geometry.
  26819. *
  26820. * @type {Object}
  26821. */
  26822. this.parameters = {
  26823. radius: radius,
  26824. detail: detail
  26825. };
  26826. }
  26827. /**
  26828. * Factory method for creating an instance of this class from the given
  26829. * JSON object.
  26830. *
  26831. * @param {Object} data - A JSON object representing the serialized geometry.
  26832. * @return {TetrahedronGeometry} A new instance.
  26833. */
  26834. static fromJSON( data ) {
  26835. return new TetrahedronGeometry( data.radius, data.detail );
  26836. }
  26837. }
  26838. /**
  26839. * A geometry class for representing an torus.
  26840. *
  26841. * ```js
  26842. * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
  26843. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26844. * const torus = new THREE.Mesh( geometry, material );
  26845. * scene.add( torus );
  26846. * ```
  26847. *
  26848. * @augments BufferGeometry
  26849. */
  26850. class TorusGeometry extends BufferGeometry {
  26851. /**
  26852. * Constructs a new torus geometry.
  26853. *
  26854. * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.
  26855. * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.
  26856. * @param {number} [radialSegments=12] - The number of radial segments.
  26857. * @param {number} [tubularSegments=48] - The number of tubular segments.
  26858. * @param {number} [arc=Math.PI*2] - Central angle in radians.
  26859. */
  26860. constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {
  26861. super();
  26862. this.type = 'TorusGeometry';
  26863. /**
  26864. * Holds the constructor parameters that have been
  26865. * used to generate the geometry. Any modification
  26866. * after instantiation does not change the geometry.
  26867. *
  26868. * @type {Object}
  26869. */
  26870. this.parameters = {
  26871. radius: radius,
  26872. tube: tube,
  26873. radialSegments: radialSegments,
  26874. tubularSegments: tubularSegments,
  26875. arc: arc
  26876. };
  26877. radialSegments = Math.floor( radialSegments );
  26878. tubularSegments = Math.floor( tubularSegments );
  26879. // buffers
  26880. const indices = [];
  26881. const vertices = [];
  26882. const normals = [];
  26883. const uvs = [];
  26884. // helper variables
  26885. const center = new Vector3();
  26886. const vertex = new Vector3();
  26887. const normal = new Vector3();
  26888. // generate vertices, normals and uvs
  26889. for ( let j = 0; j <= radialSegments; j ++ ) {
  26890. for ( let i = 0; i <= tubularSegments; i ++ ) {
  26891. const u = i / tubularSegments * arc;
  26892. const v = j / radialSegments * Math.PI * 2;
  26893. // vertex
  26894. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  26895. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  26896. vertex.z = tube * Math.sin( v );
  26897. vertices.push( vertex.x, vertex.y, vertex.z );
  26898. // normal
  26899. center.x = radius * Math.cos( u );
  26900. center.y = radius * Math.sin( u );
  26901. normal.subVectors( vertex, center ).normalize();
  26902. normals.push( normal.x, normal.y, normal.z );
  26903. // uv
  26904. uvs.push( i / tubularSegments );
  26905. uvs.push( j / radialSegments );
  26906. }
  26907. }
  26908. // generate indices
  26909. for ( let j = 1; j <= radialSegments; j ++ ) {
  26910. for ( let i = 1; i <= tubularSegments; i ++ ) {
  26911. // indices
  26912. const a = ( tubularSegments + 1 ) * j + i - 1;
  26913. const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  26914. const c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  26915. const d = ( tubularSegments + 1 ) * j + i;
  26916. // faces
  26917. indices.push( a, b, d );
  26918. indices.push( b, c, d );
  26919. }
  26920. }
  26921. // build geometry
  26922. this.setIndex( indices );
  26923. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  26924. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  26925. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  26926. }
  26927. copy( source ) {
  26928. super.copy( source );
  26929. this.parameters = Object.assign( {}, source.parameters );
  26930. return this;
  26931. }
  26932. /**
  26933. * Factory method for creating an instance of this class from the given
  26934. * JSON object.
  26935. *
  26936. * @param {Object} data - A JSON object representing the serialized geometry.
  26937. * @return {TorusGeometry} A new instance.
  26938. */
  26939. static fromJSON( data ) {
  26940. return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );
  26941. }
  26942. }
  26943. /**
  26944. * Creates a torus knot, the particular shape of which is defined by a pair
  26945. * of coprime integers, p and q. If p and q are not coprime, the result will
  26946. * be a torus link.
  26947. *
  26948. * ```js
  26949. * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
  26950. * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
  26951. * const torusKnot = new THREE.Mesh( geometry, material );
  26952. * scene.add( torusKnot );
  26953. * ```
  26954. *
  26955. * @augments BufferGeometry
  26956. */
  26957. class TorusKnotGeometry extends BufferGeometry {
  26958. /**
  26959. * Constructs a new torus knot geometry.
  26960. *
  26961. * @param {number} [radius=1] - Radius of the torus knot.
  26962. * @param {number} [tube=0.4] - Radius of the tube.
  26963. * @param {number} [tubularSegments=64] - The number of tubular segments.
  26964. * @param {number} [radialSegments=8] - The number of radial segments.
  26965. * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.
  26966. * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.
  26967. */
  26968. constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {
  26969. super();
  26970. this.type = 'TorusKnotGeometry';
  26971. /**
  26972. * Holds the constructor parameters that have been
  26973. * used to generate the geometry. Any modification
  26974. * after instantiation does not change the geometry.
  26975. *
  26976. * @type {Object}
  26977. */
  26978. this.parameters = {
  26979. radius: radius,
  26980. tube: tube,
  26981. tubularSegments: tubularSegments,
  26982. radialSegments: radialSegments,
  26983. p: p,
  26984. q: q
  26985. };
  26986. tubularSegments = Math.floor( tubularSegments );
  26987. radialSegments = Math.floor( radialSegments );
  26988. // buffers
  26989. const indices = [];
  26990. const vertices = [];
  26991. const normals = [];
  26992. const uvs = [];
  26993. // helper variables
  26994. const vertex = new Vector3();
  26995. const normal = new Vector3();
  26996. const P1 = new Vector3();
  26997. const P2 = new Vector3();
  26998. const B = new Vector3();
  26999. const T = new Vector3();
  27000. const N = new Vector3();
  27001. // generate vertices, normals and uvs
  27002. for ( let i = 0; i <= tubularSegments; ++ i ) {
  27003. // the radian "u" is used to calculate the position on the torus curve of the current tubular segment
  27004. const u = i / tubularSegments * p * Math.PI * 2;
  27005. // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
  27006. // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
  27007. calculatePositionOnCurve( u, p, q, radius, P1 );
  27008. calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
  27009. // calculate orthonormal basis
  27010. T.subVectors( P2, P1 );
  27011. N.addVectors( P2, P1 );
  27012. B.crossVectors( T, N );
  27013. N.crossVectors( B, T );
  27014. // normalize B, N. T can be ignored, we don't use it
  27015. B.normalize();
  27016. N.normalize();
  27017. for ( let j = 0; j <= radialSegments; ++ j ) {
  27018. // now calculate the vertices. they are nothing more than an extrusion of the torus curve.
  27019. // because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
  27020. const v = j / radialSegments * Math.PI * 2;
  27021. const cx = - tube * Math.cos( v );
  27022. const cy = tube * Math.sin( v );
  27023. // now calculate the final vertex position.
  27024. // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve
  27025. vertex.x = P1.x + ( cx * N.x + cy * B.x );
  27026. vertex.y = P1.y + ( cx * N.y + cy * B.y );
  27027. vertex.z = P1.z + ( cx * N.z + cy * B.z );
  27028. vertices.push( vertex.x, vertex.y, vertex.z );
  27029. // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
  27030. normal.subVectors( vertex, P1 ).normalize();
  27031. normals.push( normal.x, normal.y, normal.z );
  27032. // uv
  27033. uvs.push( i / tubularSegments );
  27034. uvs.push( j / radialSegments );
  27035. }
  27036. }
  27037. // generate indices
  27038. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27039. for ( let i = 1; i <= radialSegments; i ++ ) {
  27040. // indices
  27041. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27042. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27043. const c = ( radialSegments + 1 ) * j + i;
  27044. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27045. // faces
  27046. indices.push( a, b, d );
  27047. indices.push( b, c, d );
  27048. }
  27049. }
  27050. // build geometry
  27051. this.setIndex( indices );
  27052. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27053. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27054. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27055. // this function calculates the current position on the torus curve
  27056. function calculatePositionOnCurve( u, p, q, radius, position ) {
  27057. const cu = Math.cos( u );
  27058. const su = Math.sin( u );
  27059. const quOverP = q / p * u;
  27060. const cs = Math.cos( quOverP );
  27061. position.x = radius * ( 2 + cs ) * 0.5 * cu;
  27062. position.y = radius * ( 2 + cs ) * su * 0.5;
  27063. position.z = radius * Math.sin( quOverP ) * 0.5;
  27064. }
  27065. }
  27066. copy( source ) {
  27067. super.copy( source );
  27068. this.parameters = Object.assign( {}, source.parameters );
  27069. return this;
  27070. }
  27071. /**
  27072. * Factory method for creating an instance of this class from the given
  27073. * JSON object.
  27074. *
  27075. * @param {Object} data - A JSON object representing the serialized geometry.
  27076. * @return {TorusKnotGeometry} A new instance.
  27077. */
  27078. static fromJSON( data ) {
  27079. return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );
  27080. }
  27081. }
  27082. /**
  27083. * Creates a tube that extrudes along a 3D curve.
  27084. *
  27085. * ```js
  27086. * class CustomSinCurve extends THREE.Curve {
  27087. *
  27088. * getPoint( t, optionalTarget = new THREE.Vector3() ) {
  27089. *
  27090. * const tx = t * 3 - 1.5;
  27091. * const ty = Math.sin( 2 * Math.PI * t );
  27092. * const tz = 0;
  27093. *
  27094. * return optionalTarget.set( tx, ty, tz );
  27095. * }
  27096. *
  27097. * }
  27098. *
  27099. * const path = new CustomSinCurve( 10 );
  27100. * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false );
  27101. * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
  27102. * const mesh = new THREE.Mesh( geometry, material );
  27103. * scene.add( mesh );
  27104. * ```
  27105. *
  27106. * @augments BufferGeometry
  27107. */
  27108. class TubeGeometry extends BufferGeometry {
  27109. /**
  27110. * Constructs a new tube geometry.
  27111. *
  27112. * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.
  27113. * @param {number} [tubularSegments=64] - The number of segments that make up the tube.
  27114. * @param {number} [radius=1] -The radius of the tube.
  27115. * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.
  27116. * @param {boolean} [closed=false] - Whether the tube is closed or not.
  27117. */
  27118. 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 ) {
  27119. super();
  27120. this.type = 'TubeGeometry';
  27121. /**
  27122. * Holds the constructor parameters that have been
  27123. * used to generate the geometry. Any modification
  27124. * after instantiation does not change the geometry.
  27125. *
  27126. * @type {Object}
  27127. */
  27128. this.parameters = {
  27129. path: path,
  27130. tubularSegments: tubularSegments,
  27131. radius: radius,
  27132. radialSegments: radialSegments,
  27133. closed: closed
  27134. };
  27135. const frames = path.computeFrenetFrames( tubularSegments, closed );
  27136. // expose internals
  27137. this.tangents = frames.tangents;
  27138. this.normals = frames.normals;
  27139. this.binormals = frames.binormals;
  27140. // helper variables
  27141. const vertex = new Vector3();
  27142. const normal = new Vector3();
  27143. const uv = new Vector2();
  27144. let P = new Vector3();
  27145. // buffer
  27146. const vertices = [];
  27147. const normals = [];
  27148. const uvs = [];
  27149. const indices = [];
  27150. // create buffer data
  27151. generateBufferData();
  27152. // build geometry
  27153. this.setIndex( indices );
  27154. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27155. this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
  27156. this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
  27157. // functions
  27158. function generateBufferData() {
  27159. for ( let i = 0; i < tubularSegments; i ++ ) {
  27160. generateSegment( i );
  27161. }
  27162. // if the geometry is not closed, generate the last row of vertices and normals
  27163. // at the regular position on the given path
  27164. //
  27165. // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)
  27166. generateSegment( ( closed === false ) ? tubularSegments : 0 );
  27167. // uvs are generated in a separate function.
  27168. // this makes it easy compute correct values for closed geometries
  27169. generateUVs();
  27170. // finally create faces
  27171. generateIndices();
  27172. }
  27173. function generateSegment( i ) {
  27174. // we use getPointAt to sample evenly distributed points from the given path
  27175. P = path.getPointAt( i / tubularSegments, P );
  27176. // retrieve corresponding normal and binormal
  27177. const N = frames.normals[ i ];
  27178. const B = frames.binormals[ i ];
  27179. // generate normals and vertices for the current segment
  27180. for ( let j = 0; j <= radialSegments; j ++ ) {
  27181. const v = j / radialSegments * Math.PI * 2;
  27182. const sin = Math.sin( v );
  27183. const cos = - Math.cos( v );
  27184. // normal
  27185. normal.x = ( cos * N.x + sin * B.x );
  27186. normal.y = ( cos * N.y + sin * B.y );
  27187. normal.z = ( cos * N.z + sin * B.z );
  27188. normal.normalize();
  27189. normals.push( normal.x, normal.y, normal.z );
  27190. // vertex
  27191. vertex.x = P.x + radius * normal.x;
  27192. vertex.y = P.y + radius * normal.y;
  27193. vertex.z = P.z + radius * normal.z;
  27194. vertices.push( vertex.x, vertex.y, vertex.z );
  27195. }
  27196. }
  27197. function generateIndices() {
  27198. for ( let j = 1; j <= tubularSegments; j ++ ) {
  27199. for ( let i = 1; i <= radialSegments; i ++ ) {
  27200. const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
  27201. const b = ( radialSegments + 1 ) * j + ( i - 1 );
  27202. const c = ( radialSegments + 1 ) * j + i;
  27203. const d = ( radialSegments + 1 ) * ( j - 1 ) + i;
  27204. // faces
  27205. indices.push( a, b, d );
  27206. indices.push( b, c, d );
  27207. }
  27208. }
  27209. }
  27210. function generateUVs() {
  27211. for ( let i = 0; i <= tubularSegments; i ++ ) {
  27212. for ( let j = 0; j <= radialSegments; j ++ ) {
  27213. uv.x = i / tubularSegments;
  27214. uv.y = j / radialSegments;
  27215. uvs.push( uv.x, uv.y );
  27216. }
  27217. }
  27218. }
  27219. }
  27220. copy( source ) {
  27221. super.copy( source );
  27222. this.parameters = Object.assign( {}, source.parameters );
  27223. return this;
  27224. }
  27225. toJSON() {
  27226. const data = super.toJSON();
  27227. data.path = this.parameters.path.toJSON();
  27228. return data;
  27229. }
  27230. /**
  27231. * Factory method for creating an instance of this class from the given
  27232. * JSON object.
  27233. *
  27234. * @param {Object} data - A JSON object representing the serialized geometry.
  27235. * @return {TubeGeometry} A new instance.
  27236. */
  27237. static fromJSON( data ) {
  27238. // This only works for built-in curves (e.g. CatmullRomCurve3).
  27239. // User defined curves or instances of CurvePath will not be deserialized.
  27240. return new TubeGeometry(
  27241. new Curves[ data.path.type ]().fromJSON( data.path ),
  27242. data.tubularSegments,
  27243. data.radius,
  27244. data.radialSegments,
  27245. data.closed
  27246. );
  27247. }
  27248. }
  27249. /**
  27250. * Can be used as a helper object to visualize a geometry as a wireframe.
  27251. *
  27252. * ```js
  27253. * const geometry = new THREE.SphereGeometry();
  27254. *
  27255. * const wireframe = new THREE.WireframeGeometry( geometry );
  27256. *
  27257. * const line = new THREE.LineSegments( wireframe );
  27258. * line.material.depthWrite = false;
  27259. * line.material.opacity = 0.25;
  27260. * line.material.transparent = true;
  27261. *
  27262. * scene.add( line );
  27263. * ```
  27264. *
  27265. * Note: It is not yet possible to serialize/deserialize instances of this class.
  27266. *
  27267. * @augments BufferGeometry
  27268. */
  27269. class WireframeGeometry extends BufferGeometry {
  27270. /**
  27271. * Constructs a new wireframe geometry.
  27272. *
  27273. * @param {?BufferGeometry} [geometry=null] - The geometry.
  27274. */
  27275. constructor( geometry = null ) {
  27276. super();
  27277. this.type = 'WireframeGeometry';
  27278. /**
  27279. * Holds the constructor parameters that have been
  27280. * used to generate the geometry. Any modification
  27281. * after instantiation does not change the geometry.
  27282. *
  27283. * @type {Object}
  27284. */
  27285. this.parameters = {
  27286. geometry: geometry
  27287. };
  27288. if ( geometry !== null ) {
  27289. // buffer
  27290. const vertices = [];
  27291. const edges = new Set();
  27292. // helper variables
  27293. const start = new Vector3();
  27294. const end = new Vector3();
  27295. if ( geometry.index !== null ) {
  27296. // indexed BufferGeometry
  27297. const position = geometry.attributes.position;
  27298. const indices = geometry.index;
  27299. let groups = geometry.groups;
  27300. if ( groups.length === 0 ) {
  27301. groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
  27302. }
  27303. // create a data structure that contains all edges without duplicates
  27304. for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
  27305. const group = groups[ o ];
  27306. const groupStart = group.start;
  27307. const groupCount = group.count;
  27308. for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {
  27309. for ( let j = 0; j < 3; j ++ ) {
  27310. const index1 = indices.getX( i + j );
  27311. const index2 = indices.getX( i + ( j + 1 ) % 3 );
  27312. start.fromBufferAttribute( position, index1 );
  27313. end.fromBufferAttribute( position, index2 );
  27314. if ( isUniqueEdge( start, end, edges ) === true ) {
  27315. vertices.push( start.x, start.y, start.z );
  27316. vertices.push( end.x, end.y, end.z );
  27317. }
  27318. }
  27319. }
  27320. }
  27321. } else {
  27322. // non-indexed BufferGeometry
  27323. const position = geometry.attributes.position;
  27324. for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
  27325. for ( let j = 0; j < 3; j ++ ) {
  27326. // three edges per triangle, an edge is represented as (index1, index2)
  27327. // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
  27328. const index1 = 3 * i + j;
  27329. const index2 = 3 * i + ( ( j + 1 ) % 3 );
  27330. start.fromBufferAttribute( position, index1 );
  27331. end.fromBufferAttribute( position, index2 );
  27332. if ( isUniqueEdge( start, end, edges ) === true ) {
  27333. vertices.push( start.x, start.y, start.z );
  27334. vertices.push( end.x, end.y, end.z );
  27335. }
  27336. }
  27337. }
  27338. }
  27339. // build geometry
  27340. this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  27341. }
  27342. }
  27343. copy( source ) {
  27344. super.copy( source );
  27345. this.parameters = Object.assign( {}, source.parameters );
  27346. return this;
  27347. }
  27348. }
  27349. function isUniqueEdge( start, end, edges ) {
  27350. const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  27351. const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge
  27352. if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {
  27353. return false;
  27354. } else {
  27355. edges.add( hash1 );
  27356. edges.add( hash2 );
  27357. return true;
  27358. }
  27359. }
  27360. var Geometries = /*#__PURE__*/Object.freeze({
  27361. __proto__: null,
  27362. BoxGeometry: BoxGeometry,
  27363. CapsuleGeometry: CapsuleGeometry,
  27364. CircleGeometry: CircleGeometry,
  27365. ConeGeometry: ConeGeometry,
  27366. CylinderGeometry: CylinderGeometry,
  27367. DodecahedronGeometry: DodecahedronGeometry,
  27368. EdgesGeometry: EdgesGeometry,
  27369. ExtrudeGeometry: ExtrudeGeometry,
  27370. IcosahedronGeometry: IcosahedronGeometry,
  27371. LatheGeometry: LatheGeometry,
  27372. OctahedronGeometry: OctahedronGeometry,
  27373. PlaneGeometry: PlaneGeometry,
  27374. PolyhedronGeometry: PolyhedronGeometry,
  27375. RingGeometry: RingGeometry,
  27376. ShapeGeometry: ShapeGeometry,
  27377. SphereGeometry: SphereGeometry,
  27378. TetrahedronGeometry: TetrahedronGeometry,
  27379. TorusGeometry: TorusGeometry,
  27380. TorusKnotGeometry: TorusKnotGeometry,
  27381. TubeGeometry: TubeGeometry,
  27382. WireframeGeometry: WireframeGeometry
  27383. });
  27384. /**
  27385. * This material can receive shadows, but otherwise is completely transparent.
  27386. *
  27387. * ```js
  27388. * const geometry = new THREE.PlaneGeometry( 2000, 2000 );
  27389. * geometry.rotateX( - Math.PI / 2 );
  27390. *
  27391. * const material = new THREE.ShadowMaterial();
  27392. * material.opacity = 0.2;
  27393. *
  27394. * const plane = new THREE.Mesh( geometry, material );
  27395. * plane.position.y = -200;
  27396. * plane.receiveShadow = true;
  27397. * scene.add( plane );
  27398. * ```
  27399. *
  27400. * @augments Material
  27401. */
  27402. class ShadowMaterial extends Material {
  27403. /**
  27404. * Constructs a new shadow material.
  27405. *
  27406. * @param {Object} [parameters] - An object with one or more properties
  27407. * defining the material's appearance. Any property of the material
  27408. * (including any property from inherited materials) can be passed
  27409. * in here. Color values can be passed any type of value accepted
  27410. * by {@link Color#set}.
  27411. */
  27412. constructor( parameters ) {
  27413. super();
  27414. /**
  27415. * This flag can be used for type testing.
  27416. *
  27417. * @type {boolean}
  27418. * @readonly
  27419. * @default true
  27420. */
  27421. this.isShadowMaterial = true;
  27422. this.type = 'ShadowMaterial';
  27423. /**
  27424. * Color of the material.
  27425. *
  27426. * @type {Color}
  27427. * @default (0,0,0)
  27428. */
  27429. this.color = new Color( 0x000000 );
  27430. /**
  27431. * Overwritten since shadow materials are transparent
  27432. * by default.
  27433. *
  27434. * @type {boolean}
  27435. * @default true
  27436. */
  27437. this.transparent = true;
  27438. /**
  27439. * Whether the material is affected by fog or not.
  27440. *
  27441. * @type {boolean}
  27442. * @default true
  27443. */
  27444. this.fog = true;
  27445. this.setValues( parameters );
  27446. }
  27447. copy( source ) {
  27448. super.copy( source );
  27449. this.color.copy( source.color );
  27450. this.fog = source.fog;
  27451. return this;
  27452. }
  27453. }
  27454. /**
  27455. * This class works just like {@link ShaderMaterial}, except that definitions
  27456. * of built-in uniforms and attributes are not automatically prepended to the
  27457. * GLSL shader code.
  27458. *
  27459. * `RawShaderMaterial` can only be used with {@link WebGLRenderer}.
  27460. *
  27461. * @augments ShaderMaterial
  27462. */
  27463. class RawShaderMaterial extends ShaderMaterial {
  27464. /**
  27465. * Constructs a new raw shader material.
  27466. *
  27467. * @param {Object} [parameters] - An object with one or more properties
  27468. * defining the material's appearance. Any property of the material
  27469. * (including any property from inherited materials) can be passed
  27470. * in here. Color values can be passed any type of value accepted
  27471. * by {@link Color#set}.
  27472. */
  27473. constructor( parameters ) {
  27474. super( parameters );
  27475. /**
  27476. * This flag can be used for type testing.
  27477. *
  27478. * @type {boolean}
  27479. * @readonly
  27480. * @default true
  27481. */
  27482. this.isRawShaderMaterial = true;
  27483. this.type = 'RawShaderMaterial';
  27484. }
  27485. }
  27486. /**
  27487. * A standard physically based material, using Metallic-Roughness workflow.
  27488. *
  27489. * Physically based rendering (PBR) has recently become the standard in many
  27490. * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/},
  27491. * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and
  27492. * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}.
  27493. *
  27494. * This approach differs from older approaches in that instead of using
  27495. * approximations for the way in which light interacts with a surface, a
  27496. * physically correct model is used. The idea is that, instead of tweaking
  27497. * materials to look good under specific lighting, a material can be created
  27498. * that will react 'correctly' under all lighting scenarios.
  27499. *
  27500. * In practice this gives a more accurate and realistic looking result than
  27501. * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of
  27502. * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment
  27503. * shading.
  27504. *
  27505. * Note that for best results you should always specify an environment map when using this material.
  27506. *
  27507. * For a non-technical introduction to the concept of PBR and how to set up a
  27508. * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}:
  27509. *
  27510. * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/}
  27511. * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/}
  27512. *
  27513. * Technical details of the approach used in three.js (and most other PBR systems) can be found is this
  27514. * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf}
  27515. * (pdf), by Brent Burley.
  27516. *
  27517. * @augments Material
  27518. */
  27519. class MeshStandardMaterial extends Material {
  27520. /**
  27521. * Constructs a new mesh standard material.
  27522. *
  27523. * @param {Object} [parameters] - An object with one or more properties
  27524. * defining the material's appearance. Any property of the material
  27525. * (including any property from inherited materials) can be passed
  27526. * in here. Color values can be passed any type of value accepted
  27527. * by {@link Color#set}.
  27528. */
  27529. constructor( parameters ) {
  27530. super();
  27531. /**
  27532. * This flag can be used for type testing.
  27533. *
  27534. * @type {boolean}
  27535. * @readonly
  27536. * @default true
  27537. */
  27538. this.isMeshStandardMaterial = true;
  27539. this.type = 'MeshStandardMaterial';
  27540. this.defines = { 'STANDARD': '' };
  27541. /**
  27542. * Color of the material.
  27543. *
  27544. * @type {Color}
  27545. * @default (1,1,1)
  27546. */
  27547. this.color = new Color( 0xffffff ); // diffuse
  27548. /**
  27549. * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0`
  27550. * means fully diffuse. If `roughnessMap` is also provided,
  27551. * both values are multiplied.
  27552. *
  27553. * @type {number}
  27554. * @default 1
  27555. */
  27556. this.roughness = 1.0;
  27557. /**
  27558. * How much the material is like a metal. Non-metallic materials such as wood
  27559. * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between.
  27560. * A value between `0.0` and `1.0` could be used for a rusty metal look.
  27561. * If `metalnessMap` is also provided, both values are multiplied.
  27562. *
  27563. * @type {number}
  27564. * @default 0
  27565. */
  27566. this.metalness = 0.0;
  27567. /**
  27568. * The color map. May optionally include an alpha channel, typically combined
  27569. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  27570. * color is modulated by the diffuse `color`.
  27571. *
  27572. * @type {?Texture}
  27573. * @default null
  27574. */
  27575. this.map = null;
  27576. /**
  27577. * The light map. Requires a second set of UVs.
  27578. *
  27579. * @type {?Texture}
  27580. * @default null
  27581. */
  27582. this.lightMap = null;
  27583. /**
  27584. * Intensity of the baked light.
  27585. *
  27586. * @type {number}
  27587. * @default 1
  27588. */
  27589. this.lightMapIntensity = 1.0;
  27590. /**
  27591. * The red channel of this texture is used as the ambient occlusion map.
  27592. * Requires a second set of UVs.
  27593. *
  27594. * @type {?Texture}
  27595. * @default null
  27596. */
  27597. this.aoMap = null;
  27598. /**
  27599. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  27600. * disables ambient occlusion. Where intensity is `1` and the AO map's
  27601. * red channel is also `1`, ambient light is fully occluded on a surface.
  27602. *
  27603. * @type {number}
  27604. * @default 1
  27605. */
  27606. this.aoMapIntensity = 1.0;
  27607. /**
  27608. * Emissive (light) color of the material, essentially a solid color
  27609. * unaffected by other lighting.
  27610. *
  27611. * @type {Color}
  27612. * @default (0,0,0)
  27613. */
  27614. this.emissive = new Color( 0x000000 );
  27615. /**
  27616. * Intensity of the emissive light. Modulates the emissive color.
  27617. *
  27618. * @type {number}
  27619. * @default 1
  27620. */
  27621. this.emissiveIntensity = 1.0;
  27622. /**
  27623. * Set emissive (glow) map. The emissive map color is modulated by the
  27624. * emissive color and the emissive intensity. If you have an emissive map,
  27625. * be sure to set the emissive color to something other than black.
  27626. *
  27627. * @type {?Texture}
  27628. * @default null
  27629. */
  27630. this.emissiveMap = null;
  27631. /**
  27632. * The texture to create a bump map. The black and white values map to the
  27633. * perceived depth in relation to the lights. Bump doesn't actually affect
  27634. * the geometry of the object, only the lighting. If a normal map is defined
  27635. * this will be ignored.
  27636. *
  27637. * @type {?Texture}
  27638. * @default null
  27639. */
  27640. this.bumpMap = null;
  27641. /**
  27642. * How much the bump map affects the material. Typical range is `[0,1]`.
  27643. *
  27644. * @type {number}
  27645. * @default 1
  27646. */
  27647. this.bumpScale = 1;
  27648. /**
  27649. * The texture to create a normal map. The RGB values affect the surface
  27650. * normal for each pixel fragment and change the way the color is lit. Normal
  27651. * maps do not change the actual shape of the surface, only the lighting. In
  27652. * case the material has a normal map authored using the left handed
  27653. * convention, the `y` component of `normalScale` should be negated to compensate
  27654. * for the different handedness.
  27655. *
  27656. * @type {?Texture}
  27657. * @default null
  27658. */
  27659. this.normalMap = null;
  27660. /**
  27661. * The type of normal map.
  27662. *
  27663. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  27664. * @default TangentSpaceNormalMap
  27665. */
  27666. this.normalMapType = TangentSpaceNormalMap;
  27667. /**
  27668. * How much the normal map affects the material. Typical value range is `[0,1]`.
  27669. *
  27670. * @type {Vector2}
  27671. * @default (1,1)
  27672. */
  27673. this.normalScale = new Vector2( 1, 1 );
  27674. /**
  27675. * The displacement map affects the position of the mesh's vertices. Unlike
  27676. * other maps which only affect the light and shade of the material the
  27677. * displaced vertices can cast shadows, block other objects, and otherwise
  27678. * act as real geometry. The displacement texture is an image where the value
  27679. * of each pixel (white being the highest) is mapped against, and
  27680. * repositions, the vertices of the mesh.
  27681. *
  27682. * @type {?Texture}
  27683. * @default null
  27684. */
  27685. this.displacementMap = null;
  27686. /**
  27687. * How much the displacement map affects the mesh (where black is no
  27688. * displacement, and white is maximum displacement). Without a displacement
  27689. * map set, this value is not applied.
  27690. *
  27691. * @type {number}
  27692. * @default 0
  27693. */
  27694. this.displacementScale = 1;
  27695. /**
  27696. * The offset of the displacement map's values on the mesh's vertices.
  27697. * The bias is added to the scaled sample of the displacement map.
  27698. * Without a displacement map set, this value is not applied.
  27699. *
  27700. * @type {number}
  27701. * @default 0
  27702. */
  27703. this.displacementBias = 0;
  27704. /**
  27705. * The green channel of this texture is used to alter the roughness of the
  27706. * material.
  27707. *
  27708. * @type {?Texture}
  27709. * @default null
  27710. */
  27711. this.roughnessMap = null;
  27712. /**
  27713. * The blue channel of this texture is used to alter the metalness of the
  27714. * material.
  27715. *
  27716. * @type {?Texture}
  27717. * @default null
  27718. */
  27719. this.metalnessMap = null;
  27720. /**
  27721. * The alpha map is a grayscale texture that controls the opacity across the
  27722. * surface (black: fully transparent; white: fully opaque).
  27723. *
  27724. * Only the color of the texture is used, ignoring the alpha channel if one
  27725. * exists. For RGB and RGBA textures, the renderer will use the green channel
  27726. * when sampling this texture due to the extra bit of precision provided for
  27727. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  27728. * luminance/alpha textures will also still work as expected.
  27729. *
  27730. * @type {?Texture}
  27731. * @default null
  27732. */
  27733. this.alphaMap = null;
  27734. /**
  27735. * The environment map. To ensure a physically correct rendering, environment maps
  27736. * are internally pre-processed with {@link PMREMGenerator}.
  27737. *
  27738. * @type {?Texture}
  27739. * @default null
  27740. */
  27741. this.envMap = null;
  27742. /**
  27743. * The rotation of the environment map in radians.
  27744. *
  27745. * @type {Euler}
  27746. * @default (0,0,0)
  27747. */
  27748. this.envMapRotation = new Euler();
  27749. /**
  27750. * Scales the effect of the environment map by multiplying its color.
  27751. *
  27752. * @type {number}
  27753. * @default 1
  27754. */
  27755. this.envMapIntensity = 1.0;
  27756. /**
  27757. * Renders the geometry as a wireframe.
  27758. *
  27759. * @type {boolean}
  27760. * @default false
  27761. */
  27762. this.wireframe = false;
  27763. /**
  27764. * Controls the thickness of the wireframe.
  27765. *
  27766. * Can only be used with {@link SVGRenderer}.
  27767. *
  27768. * @type {number}
  27769. * @default 1
  27770. */
  27771. this.wireframeLinewidth = 1;
  27772. /**
  27773. * Defines appearance of wireframe ends.
  27774. *
  27775. * Can only be used with {@link SVGRenderer}.
  27776. *
  27777. * @type {('round'|'bevel'|'miter')}
  27778. * @default 'round'
  27779. */
  27780. this.wireframeLinecap = 'round';
  27781. /**
  27782. * Defines appearance of wireframe joints.
  27783. *
  27784. * Can only be used with {@link SVGRenderer}.
  27785. *
  27786. * @type {('round'|'bevel'|'miter')}
  27787. * @default 'round'
  27788. */
  27789. this.wireframeLinejoin = 'round';
  27790. /**
  27791. * Whether the material is rendered with flat shading or not.
  27792. *
  27793. * @type {boolean}
  27794. * @default false
  27795. */
  27796. this.flatShading = false;
  27797. /**
  27798. * Whether the material is affected by fog or not.
  27799. *
  27800. * @type {boolean}
  27801. * @default true
  27802. */
  27803. this.fog = true;
  27804. this.setValues( parameters );
  27805. }
  27806. copy( source ) {
  27807. super.copy( source );
  27808. this.defines = { 'STANDARD': '' };
  27809. this.color.copy( source.color );
  27810. this.roughness = source.roughness;
  27811. this.metalness = source.metalness;
  27812. this.map = source.map;
  27813. this.lightMap = source.lightMap;
  27814. this.lightMapIntensity = source.lightMapIntensity;
  27815. this.aoMap = source.aoMap;
  27816. this.aoMapIntensity = source.aoMapIntensity;
  27817. this.emissive.copy( source.emissive );
  27818. this.emissiveMap = source.emissiveMap;
  27819. this.emissiveIntensity = source.emissiveIntensity;
  27820. this.bumpMap = source.bumpMap;
  27821. this.bumpScale = source.bumpScale;
  27822. this.normalMap = source.normalMap;
  27823. this.normalMapType = source.normalMapType;
  27824. this.normalScale.copy( source.normalScale );
  27825. this.displacementMap = source.displacementMap;
  27826. this.displacementScale = source.displacementScale;
  27827. this.displacementBias = source.displacementBias;
  27828. this.roughnessMap = source.roughnessMap;
  27829. this.metalnessMap = source.metalnessMap;
  27830. this.alphaMap = source.alphaMap;
  27831. this.envMap = source.envMap;
  27832. this.envMapRotation.copy( source.envMapRotation );
  27833. this.envMapIntensity = source.envMapIntensity;
  27834. this.wireframe = source.wireframe;
  27835. this.wireframeLinewidth = source.wireframeLinewidth;
  27836. this.wireframeLinecap = source.wireframeLinecap;
  27837. this.wireframeLinejoin = source.wireframeLinejoin;
  27838. this.flatShading = source.flatShading;
  27839. this.fog = source.fog;
  27840. return this;
  27841. }
  27842. }
  27843. /**
  27844. * An extension of the {@link MeshStandardMaterial}, providing more advanced
  27845. * physically-based rendering properties:
  27846. *
  27847. * - Anisotropy: Ability to represent the anisotropic property of materials
  27848. * as observable with brushed metals.
  27849. * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require
  27850. * a clear, reflective layer on top of another layer that may be irregular or rough.
  27851. * Clearcoat approximates this effect, without the need for a separate transparent surface.
  27852. * - Iridescence: Allows to render the effect where hue varies depending on the viewing
  27853. * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the
  27854. * wings of many insects.
  27855. * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly
  27856. * transparent materials are less reflective. Physically-based transmission provides a more
  27857. * realistic option for thin, transparent surfaces like glass.
  27858. * - Advanced reflectivity: More flexible reflectivity for non-metallic materials.
  27859. * - Sheen: Can be used for representing cloth and fabric materials.
  27860. *
  27861. * As a result of these complex shading features, `MeshPhysicalMaterial` has a
  27862. * higher performance cost, per pixel, than other three.js materials. Most
  27863. * effects are disabled by default, and add cost as they are enabled. For
  27864. * best results, always specify an environment map when using this material.
  27865. *
  27866. * @augments MeshStandardMaterial
  27867. */
  27868. class MeshPhysicalMaterial extends MeshStandardMaterial {
  27869. /**
  27870. * Constructs a new mesh physical material.
  27871. *
  27872. * @param {Object} [parameters] - An object with one or more properties
  27873. * defining the material's appearance. Any property of the material
  27874. * (including any property from inherited materials) can be passed
  27875. * in here. Color values can be passed any type of value accepted
  27876. * by {@link Color#set}.
  27877. */
  27878. constructor( parameters ) {
  27879. super();
  27880. /**
  27881. * This flag can be used for type testing.
  27882. *
  27883. * @type {boolean}
  27884. * @readonly
  27885. * @default true
  27886. */
  27887. this.isMeshPhysicalMaterial = true;
  27888. this.defines = {
  27889. 'STANDARD': '',
  27890. 'PHYSICAL': ''
  27891. };
  27892. this.type = 'MeshPhysicalMaterial';
  27893. /**
  27894. * The rotation of the anisotropy in tangent, bitangent space, measured in radians
  27895. * counter-clockwise from the tangent. When `anisotropyMap` is present, this
  27896. * property provides additional rotation to the vectors in the texture.
  27897. *
  27898. * @type {number}
  27899. * @default 1
  27900. */
  27901. this.anisotropyRotation = 0;
  27902. /**
  27903. * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
  27904. * bitangent space, to be rotated by `anisotropyRotation`. The blue channel
  27905. * contains strength as `[0, 1]` to be multiplied by `anisotropy`.
  27906. *
  27907. * @type {?Texture}
  27908. * @default null
  27909. */
  27910. this.anisotropyMap = null;
  27911. /**
  27912. * The red channel of this texture is multiplied against `clearcoat`,
  27913. * for per-pixel control over a coating's intensity.
  27914. *
  27915. * @type {?Texture}
  27916. * @default null
  27917. */
  27918. this.clearcoatMap = null;
  27919. /**
  27920. * Roughness of the clear coat layer, from `0.0` to `1.0`.
  27921. *
  27922. * @type {number}
  27923. * @default 0
  27924. */
  27925. this.clearcoatRoughness = 0.0;
  27926. /**
  27927. * The green channel of this texture is multiplied against
  27928. * `clearcoatRoughness`, for per-pixel control over a coating's roughness.
  27929. *
  27930. * @type {?Texture}
  27931. * @default null
  27932. */
  27933. this.clearcoatRoughnessMap = null;
  27934. /**
  27935. * How much `clearcoatNormalMap` affects the clear coat layer, from
  27936. * `(0,0)` to `(1,1)`.
  27937. *
  27938. * @type {Vector2}
  27939. * @default (1,1)
  27940. */
  27941. this.clearcoatNormalScale = new Vector2( 1, 1 );
  27942. /**
  27943. * Can be used to enable independent normals for the clear coat layer.
  27944. *
  27945. * @type {?Texture}
  27946. * @default null
  27947. */
  27948. this.clearcoatNormalMap = null;
  27949. /**
  27950. * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
  27951. *
  27952. * @type {number}
  27953. * @default 1.5
  27954. */
  27955. this.ior = 1.5;
  27956. /**
  27957. * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which
  27958. * corresponds to an index-of-refraction of `1.5`.
  27959. *
  27960. * This models the reflectivity of non-metallic materials. It has no effect
  27961. * when `metalness` is `1.0`
  27962. *
  27963. * @name MeshPhysicalMaterial#reflectivity
  27964. * @type {number}
  27965. * @default 0.5
  27966. */
  27967. Object.defineProperty( this, 'reflectivity', {
  27968. get: function () {
  27969. return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );
  27970. },
  27971. set: function ( reflectivity ) {
  27972. this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );
  27973. }
  27974. } );
  27975. /**
  27976. * The red channel of this texture is multiplied against `iridescence`, for per-pixel
  27977. * control over iridescence.
  27978. *
  27979. * @type {?Texture}
  27980. * @default null
  27981. */
  27982. this.iridescenceMap = null;
  27983. /**
  27984. * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction.
  27985. * Between `1.0` to `2.333`.
  27986. *
  27987. * @type {number}
  27988. * @default 1.3
  27989. */
  27990. this.iridescenceIOR = 1.3;
  27991. /**
  27992. *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
  27993. Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`.
  27994. *
  27995. * @type {Array<number,number>}
  27996. * @default [100,400]
  27997. */
  27998. this.iridescenceThicknessRange = [ 100, 400 ];
  27999. /**
  28000. * A texture that defines the thickness of the iridescence layer, stored in the green channel.
  28001. * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
  28002. * - `0.0` in the green channel will result in thickness equal to first element of the array.
  28003. * - `1.0` in the green channel will result in thickness equal to second element of the array.
  28004. * - Values in-between will linearly interpolate between the elements of the array.
  28005. *
  28006. * @type {?Texture}
  28007. * @default null
  28008. */
  28009. this.iridescenceThicknessMap = null;
  28010. /**
  28011. * The sheen tint.
  28012. *
  28013. * @type {Color}
  28014. * @default (0,0,0)
  28015. */
  28016. this.sheenColor = new Color( 0x000000 );
  28017. /**
  28018. * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control
  28019. * over sheen tint.
  28020. *
  28021. * @type {?Texture}
  28022. * @default null
  28023. */
  28024. this.sheenColorMap = null;
  28025. /**
  28026. * Roughness of the sheen layer, from `0.0` to `1.0`.
  28027. *
  28028. * @type {number}
  28029. * @default 1
  28030. */
  28031. this.sheenRoughness = 1.0;
  28032. /**
  28033. * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
  28034. * over sheen roughness.
  28035. *
  28036. * @type {?Texture}
  28037. * @default null
  28038. */
  28039. this.sheenRoughnessMap = null;
  28040. /**
  28041. * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
  28042. * optical transparency.
  28043. *
  28044. * @type {?Texture}
  28045. * @default null
  28046. */
  28047. this.transmissionMap = null;
  28048. /**
  28049. * The thickness of the volume beneath the surface. The value is given in the
  28050. * coordinate space of the mesh. If the value is `0` the material is
  28051. * thin-walled. Otherwise the material is a volume boundary.
  28052. *
  28053. * @type {number}
  28054. * @default 0
  28055. */
  28056. this.thickness = 0;
  28057. /**
  28058. * A texture that defines the thickness, stored in the green channel. This will
  28059. * be multiplied by `thickness`.
  28060. *
  28061. * @type {?Texture}
  28062. * @default null
  28063. */
  28064. this.thicknessMap = null;
  28065. /**
  28066. * Density of the medium given as the average distance that light travels in
  28067. * the medium before interacting with a particle. The value is given in world
  28068. * space units, and must be greater than zero.
  28069. *
  28070. * @type {number}
  28071. * @default Infinity
  28072. */
  28073. this.attenuationDistance = Infinity;
  28074. /**
  28075. * The color that white light turns into due to absorption when reaching the
  28076. * attenuation distance.
  28077. *
  28078. * @type {Color}
  28079. * @default (1,1,1)
  28080. */
  28081. this.attenuationColor = new Color( 1, 1, 1 );
  28082. /**
  28083. * A float that scales the amount of specular reflection for non-metals only.
  28084. * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
  28085. *
  28086. * @type {number}
  28087. * @default 1
  28088. */
  28089. this.specularIntensity = 1.0;
  28090. /**
  28091. * The alpha channel of this texture is multiplied against `specularIntensity`,
  28092. * for per-pixel control over specular intensity.
  28093. *
  28094. * @type {?Texture}
  28095. * @default null
  28096. */
  28097. this.specularIntensityMap = null;
  28098. /**
  28099. * Tints the specular reflection at normal incidence for non-metals only.
  28100. *
  28101. * @type {Color}
  28102. * @default (1,1,1)
  28103. */
  28104. this.specularColor = new Color( 1, 1, 1 );
  28105. /**
  28106. * The RGB channels of this texture are multiplied against `specularColor`,
  28107. * for per-pixel control over specular color.
  28108. *
  28109. * @type {?Texture}
  28110. * @default null
  28111. */
  28112. this.specularColorMap = null;
  28113. this._anisotropy = 0;
  28114. this._clearcoat = 0;
  28115. this._dispersion = 0;
  28116. this._iridescence = 0;
  28117. this._sheen = 0.0;
  28118. this._transmission = 0;
  28119. this.setValues( parameters );
  28120. }
  28121. /**
  28122. * The anisotropy strength.
  28123. *
  28124. * @type {number}
  28125. * @default 0
  28126. */
  28127. get anisotropy() {
  28128. return this._anisotropy;
  28129. }
  28130. set anisotropy( value ) {
  28131. if ( this._anisotropy > 0 !== value > 0 ) {
  28132. this.version ++;
  28133. }
  28134. this._anisotropy = value;
  28135. }
  28136. /**
  28137. * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use
  28138. * clear coat related properties to enable multilayer materials that have a
  28139. * thin translucent layer over the base layer.
  28140. *
  28141. * @type {number}
  28142. * @default 0
  28143. */
  28144. get clearcoat() {
  28145. return this._clearcoat;
  28146. }
  28147. set clearcoat( value ) {
  28148. if ( this._clearcoat > 0 !== value > 0 ) {
  28149. this.version ++;
  28150. }
  28151. this._clearcoat = value;
  28152. }
  28153. /**
  28154. * The intensity of the iridescence layer, simulating RGB color shift based on the angle between
  28155. * the surface and the viewer, from `0.0` to `1.0`.
  28156. *
  28157. * @type {number}
  28158. * @default 0
  28159. */
  28160. get iridescence() {
  28161. return this._iridescence;
  28162. }
  28163. set iridescence( value ) {
  28164. if ( this._iridescence > 0 !== value > 0 ) {
  28165. this.version ++;
  28166. }
  28167. this._iridescence = value;
  28168. }
  28169. /**
  28170. * Defines the strength of the angular separation of colors (chromatic aberration) transmitting
  28171. * through a relatively clear volume. Any value zero or larger is valid, the typical range of
  28172. * realistic values is `[0, 1]`. This property can be only be used with transmissive objects.
  28173. *
  28174. * @type {number}
  28175. * @default 0
  28176. */
  28177. get dispersion() {
  28178. return this._dispersion;
  28179. }
  28180. set dispersion( value ) {
  28181. if ( this._dispersion > 0 !== value > 0 ) {
  28182. this.version ++;
  28183. }
  28184. this._dispersion = value;
  28185. }
  28186. /**
  28187. * The intensity of the sheen layer, from `0.0` to `1.0`.
  28188. *
  28189. * @type {number}
  28190. * @default 0
  28191. */
  28192. get sheen() {
  28193. return this._sheen;
  28194. }
  28195. set sheen( value ) {
  28196. if ( this._sheen > 0 !== value > 0 ) {
  28197. this.version ++;
  28198. }
  28199. this._sheen = value;
  28200. }
  28201. /**
  28202. * Degree of transmission (or optical transparency), from `0.0` to `1.0`.
  28203. *
  28204. * Thin, transparent or semitransparent, plastic or glass materials remain
  28205. * largely reflective even if they are fully transmissive. The transmission
  28206. * property can be used to model these materials.
  28207. *
  28208. * When transmission is non-zero, `opacity` should be set to `1`.
  28209. *
  28210. * @type {number}
  28211. * @default 0
  28212. */
  28213. get transmission() {
  28214. return this._transmission;
  28215. }
  28216. set transmission( value ) {
  28217. if ( this._transmission > 0 !== value > 0 ) {
  28218. this.version ++;
  28219. }
  28220. this._transmission = value;
  28221. }
  28222. copy( source ) {
  28223. super.copy( source );
  28224. this.defines = {
  28225. 'STANDARD': '',
  28226. 'PHYSICAL': ''
  28227. };
  28228. this.anisotropy = source.anisotropy;
  28229. this.anisotropyRotation = source.anisotropyRotation;
  28230. this.anisotropyMap = source.anisotropyMap;
  28231. this.clearcoat = source.clearcoat;
  28232. this.clearcoatMap = source.clearcoatMap;
  28233. this.clearcoatRoughness = source.clearcoatRoughness;
  28234. this.clearcoatRoughnessMap = source.clearcoatRoughnessMap;
  28235. this.clearcoatNormalMap = source.clearcoatNormalMap;
  28236. this.clearcoatNormalScale.copy( source.clearcoatNormalScale );
  28237. this.dispersion = source.dispersion;
  28238. this.ior = source.ior;
  28239. this.iridescence = source.iridescence;
  28240. this.iridescenceMap = source.iridescenceMap;
  28241. this.iridescenceIOR = source.iridescenceIOR;
  28242. this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];
  28243. this.iridescenceThicknessMap = source.iridescenceThicknessMap;
  28244. this.sheen = source.sheen;
  28245. this.sheenColor.copy( source.sheenColor );
  28246. this.sheenColorMap = source.sheenColorMap;
  28247. this.sheenRoughness = source.sheenRoughness;
  28248. this.sheenRoughnessMap = source.sheenRoughnessMap;
  28249. this.transmission = source.transmission;
  28250. this.transmissionMap = source.transmissionMap;
  28251. this.thickness = source.thickness;
  28252. this.thicknessMap = source.thicknessMap;
  28253. this.attenuationDistance = source.attenuationDistance;
  28254. this.attenuationColor.copy( source.attenuationColor );
  28255. this.specularIntensity = source.specularIntensity;
  28256. this.specularIntensityMap = source.specularIntensityMap;
  28257. this.specularColor.copy( source.specularColor );
  28258. this.specularColorMap = source.specularColorMap;
  28259. return this;
  28260. }
  28261. }
  28262. /**
  28263. * A material for shiny surfaces with specular highlights.
  28264. *
  28265. * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model}
  28266. * model for calculating reflectance. Unlike the Lambertian model used in the
  28267. * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular
  28268. * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading.
  28269. *
  28270. * Performance will generally be greater when using this material over the
  28271. * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of
  28272. * some graphical accuracy.
  28273. *
  28274. * @augments Material
  28275. */
  28276. class MeshPhongMaterial extends Material {
  28277. /**
  28278. * Constructs a new mesh phong material.
  28279. *
  28280. * @param {Object} [parameters] - An object with one or more properties
  28281. * defining the material's appearance. Any property of the material
  28282. * (including any property from inherited materials) can be passed
  28283. * in here. Color values can be passed any type of value accepted
  28284. * by {@link Color#set}.
  28285. */
  28286. constructor( parameters ) {
  28287. super();
  28288. /**
  28289. * This flag can be used for type testing.
  28290. *
  28291. * @type {boolean}
  28292. * @readonly
  28293. * @default true
  28294. */
  28295. this.isMeshPhongMaterial = true;
  28296. this.type = 'MeshPhongMaterial';
  28297. /**
  28298. * Color of the material.
  28299. *
  28300. * @type {Color}
  28301. * @default (1,1,1)
  28302. */
  28303. this.color = new Color( 0xffffff ); // diffuse
  28304. /**
  28305. * Specular color of the material. The default color is set to `0x111111` (very dark grey)
  28306. *
  28307. * This defines how shiny the material is and the color of its shine.
  28308. *
  28309. * @type {Color}
  28310. */
  28311. this.specular = new Color( 0x111111 );
  28312. /**
  28313. * How shiny the specular highlight is; a higher value gives a sharper highlight.
  28314. *
  28315. * @type {number}
  28316. * @default 30
  28317. */
  28318. this.shininess = 30;
  28319. /**
  28320. * The color map. May optionally include an alpha channel, typically combined
  28321. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28322. * color is modulated by the diffuse `color`.
  28323. *
  28324. * @type {?Texture}
  28325. * @default null
  28326. */
  28327. this.map = null;
  28328. /**
  28329. * The light map. Requires a second set of UVs.
  28330. *
  28331. * @type {?Texture}
  28332. * @default null
  28333. */
  28334. this.lightMap = null;
  28335. /**
  28336. * Intensity of the baked light.
  28337. *
  28338. * @type {number}
  28339. * @default 1
  28340. */
  28341. this.lightMapIntensity = 1.0;
  28342. /**
  28343. * The red channel of this texture is used as the ambient occlusion map.
  28344. * Requires a second set of UVs.
  28345. *
  28346. * @type {?Texture}
  28347. * @default null
  28348. */
  28349. this.aoMap = null;
  28350. /**
  28351. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28352. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28353. * red channel is also `1`, ambient light is fully occluded on a surface.
  28354. *
  28355. * @type {number}
  28356. * @default 1
  28357. */
  28358. this.aoMapIntensity = 1.0;
  28359. /**
  28360. * Emissive (light) color of the material, essentially a solid color
  28361. * unaffected by other lighting.
  28362. *
  28363. * @type {Color}
  28364. * @default (0,0,0)
  28365. */
  28366. this.emissive = new Color( 0x000000 );
  28367. /**
  28368. * Intensity of the emissive light. Modulates the emissive color.
  28369. *
  28370. * @type {number}
  28371. * @default 1
  28372. */
  28373. this.emissiveIntensity = 1.0;
  28374. /**
  28375. * Set emissive (glow) map. The emissive map color is modulated by the
  28376. * emissive color and the emissive intensity. If you have an emissive map,
  28377. * be sure to set the emissive color to something other than black.
  28378. *
  28379. * @type {?Texture}
  28380. * @default null
  28381. */
  28382. this.emissiveMap = null;
  28383. /**
  28384. * The texture to create a bump map. The black and white values map to the
  28385. * perceived depth in relation to the lights. Bump doesn't actually affect
  28386. * the geometry of the object, only the lighting. If a normal map is defined
  28387. * this will be ignored.
  28388. *
  28389. * @type {?Texture}
  28390. * @default null
  28391. */
  28392. this.bumpMap = null;
  28393. /**
  28394. * How much the bump map affects the material. Typical range is `[0,1]`.
  28395. *
  28396. * @type {number}
  28397. * @default 1
  28398. */
  28399. this.bumpScale = 1;
  28400. /**
  28401. * The texture to create a normal map. The RGB values affect the surface
  28402. * normal for each pixel fragment and change the way the color is lit. Normal
  28403. * maps do not change the actual shape of the surface, only the lighting. In
  28404. * case the material has a normal map authored using the left handed
  28405. * convention, the `y` component of `normalScale` should be negated to compensate
  28406. * for the different handedness.
  28407. *
  28408. * @type {?Texture}
  28409. * @default null
  28410. */
  28411. this.normalMap = null;
  28412. /**
  28413. * The type of normal map.
  28414. *
  28415. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28416. * @default TangentSpaceNormalMap
  28417. */
  28418. this.normalMapType = TangentSpaceNormalMap;
  28419. /**
  28420. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28421. *
  28422. * @type {Vector2}
  28423. * @default (1,1)
  28424. */
  28425. this.normalScale = new Vector2( 1, 1 );
  28426. /**
  28427. * The displacement map affects the position of the mesh's vertices. Unlike
  28428. * other maps which only affect the light and shade of the material the
  28429. * displaced vertices can cast shadows, block other objects, and otherwise
  28430. * act as real geometry. The displacement texture is an image where the value
  28431. * of each pixel (white being the highest) is mapped against, and
  28432. * repositions, the vertices of the mesh.
  28433. *
  28434. * @type {?Texture}
  28435. * @default null
  28436. */
  28437. this.displacementMap = null;
  28438. /**
  28439. * How much the displacement map affects the mesh (where black is no
  28440. * displacement, and white is maximum displacement). Without a displacement
  28441. * map set, this value is not applied.
  28442. *
  28443. * @type {number}
  28444. * @default 0
  28445. */
  28446. this.displacementScale = 1;
  28447. /**
  28448. * The offset of the displacement map's values on the mesh's vertices.
  28449. * The bias is added to the scaled sample of the displacement map.
  28450. * Without a displacement map set, this value is not applied.
  28451. *
  28452. * @type {number}
  28453. * @default 0
  28454. */
  28455. this.displacementBias = 0;
  28456. /**
  28457. * The specular map value affects both how much the specular surface
  28458. * highlight contributes and how much of the environment map affects the
  28459. * surface.
  28460. *
  28461. * @type {?Texture}
  28462. * @default null
  28463. */
  28464. this.specularMap = null;
  28465. /**
  28466. * The alpha map is a grayscale texture that controls the opacity across the
  28467. * surface (black: fully transparent; white: fully opaque).
  28468. *
  28469. * Only the color of the texture is used, ignoring the alpha channel if one
  28470. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28471. * when sampling this texture due to the extra bit of precision provided for
  28472. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28473. * luminance/alpha textures will also still work as expected.
  28474. *
  28475. * @type {?Texture}
  28476. * @default null
  28477. */
  28478. this.alphaMap = null;
  28479. /**
  28480. * The environment map.
  28481. *
  28482. * @type {?Texture}
  28483. * @default null
  28484. */
  28485. this.envMap = null;
  28486. /**
  28487. * The rotation of the environment map in radians.
  28488. *
  28489. * @type {Euler}
  28490. * @default (0,0,0)
  28491. */
  28492. this.envMapRotation = new Euler();
  28493. /**
  28494. * How to combine the result of the surface's color with the environment map, if any.
  28495. *
  28496. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  28497. * blend between the two colors.
  28498. *
  28499. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  28500. * @default MultiplyOperation
  28501. */
  28502. this.combine = MultiplyOperation;
  28503. /**
  28504. * How much the environment map affects the surface.
  28505. * The valid range is between `0` (no reflections) and `1` (full reflections).
  28506. *
  28507. * @type {number}
  28508. * @default 1
  28509. */
  28510. this.reflectivity = 1;
  28511. /**
  28512. * The index of refraction (IOR) of air (approximately 1) divided by the
  28513. * index of refraction of the material. It is used with environment mapping
  28514. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  28515. * The refraction ratio should not exceed `1`.
  28516. *
  28517. * @type {number}
  28518. * @default 0.98
  28519. */
  28520. this.refractionRatio = 0.98;
  28521. /**
  28522. * Renders the geometry as a wireframe.
  28523. *
  28524. * @type {boolean}
  28525. * @default false
  28526. */
  28527. this.wireframe = false;
  28528. /**
  28529. * Controls the thickness of the wireframe.
  28530. *
  28531. * Can only be used with {@link SVGRenderer}.
  28532. *
  28533. * @type {number}
  28534. * @default 1
  28535. */
  28536. this.wireframeLinewidth = 1;
  28537. /**
  28538. * Defines appearance of wireframe ends.
  28539. *
  28540. * Can only be used with {@link SVGRenderer}.
  28541. *
  28542. * @type {('round'|'bevel'|'miter')}
  28543. * @default 'round'
  28544. */
  28545. this.wireframeLinecap = 'round';
  28546. /**
  28547. * Defines appearance of wireframe joints.
  28548. *
  28549. * Can only be used with {@link SVGRenderer}.
  28550. *
  28551. * @type {('round'|'bevel'|'miter')}
  28552. * @default 'round'
  28553. */
  28554. this.wireframeLinejoin = 'round';
  28555. /**
  28556. * Whether the material is rendered with flat shading or not.
  28557. *
  28558. * @type {boolean}
  28559. * @default false
  28560. */
  28561. this.flatShading = false;
  28562. /**
  28563. * Whether the material is affected by fog or not.
  28564. *
  28565. * @type {boolean}
  28566. * @default true
  28567. */
  28568. this.fog = true;
  28569. this.setValues( parameters );
  28570. }
  28571. copy( source ) {
  28572. super.copy( source );
  28573. this.color.copy( source.color );
  28574. this.specular.copy( source.specular );
  28575. this.shininess = source.shininess;
  28576. this.map = source.map;
  28577. this.lightMap = source.lightMap;
  28578. this.lightMapIntensity = source.lightMapIntensity;
  28579. this.aoMap = source.aoMap;
  28580. this.aoMapIntensity = source.aoMapIntensity;
  28581. this.emissive.copy( source.emissive );
  28582. this.emissiveMap = source.emissiveMap;
  28583. this.emissiveIntensity = source.emissiveIntensity;
  28584. this.bumpMap = source.bumpMap;
  28585. this.bumpScale = source.bumpScale;
  28586. this.normalMap = source.normalMap;
  28587. this.normalMapType = source.normalMapType;
  28588. this.normalScale.copy( source.normalScale );
  28589. this.displacementMap = source.displacementMap;
  28590. this.displacementScale = source.displacementScale;
  28591. this.displacementBias = source.displacementBias;
  28592. this.specularMap = source.specularMap;
  28593. this.alphaMap = source.alphaMap;
  28594. this.envMap = source.envMap;
  28595. this.envMapRotation.copy( source.envMapRotation );
  28596. this.combine = source.combine;
  28597. this.reflectivity = source.reflectivity;
  28598. this.refractionRatio = source.refractionRatio;
  28599. this.wireframe = source.wireframe;
  28600. this.wireframeLinewidth = source.wireframeLinewidth;
  28601. this.wireframeLinecap = source.wireframeLinecap;
  28602. this.wireframeLinejoin = source.wireframeLinejoin;
  28603. this.flatShading = source.flatShading;
  28604. this.fog = source.fog;
  28605. return this;
  28606. }
  28607. }
  28608. /**
  28609. * A material implementing toon shading.
  28610. *
  28611. * @augments Material
  28612. */
  28613. class MeshToonMaterial extends Material {
  28614. /**
  28615. * Constructs a new mesh toon material.
  28616. *
  28617. * @param {Object} [parameters] - An object with one or more properties
  28618. * defining the material's appearance. Any property of the material
  28619. * (including any property from inherited materials) can be passed
  28620. * in here. Color values can be passed any type of value accepted
  28621. * by {@link Color#set}.
  28622. */
  28623. constructor( parameters ) {
  28624. super();
  28625. /**
  28626. * This flag can be used for type testing.
  28627. *
  28628. * @type {boolean}
  28629. * @readonly
  28630. * @default true
  28631. */
  28632. this.isMeshToonMaterial = true;
  28633. this.defines = { 'TOON': '' };
  28634. this.type = 'MeshToonMaterial';
  28635. /**
  28636. * Color of the material.
  28637. *
  28638. * @type {Color}
  28639. * @default (1,1,1)
  28640. */
  28641. this.color = new Color( 0xffffff );
  28642. /**
  28643. * The color map. May optionally include an alpha channel, typically combined
  28644. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  28645. * color is modulated by the diffuse `color`.
  28646. *
  28647. * @type {?Texture}
  28648. * @default null
  28649. */
  28650. this.map = null;
  28651. /**
  28652. * Gradient map for toon shading. It's required to set
  28653. * {@link Texture#minFilter} and {@link Texture#magFilter} to {@linkNearestFilter}
  28654. * when using this type of texture.
  28655. *
  28656. * @type {?Texture}
  28657. * @default null
  28658. */
  28659. this.gradientMap = null;
  28660. /**
  28661. * The light map. Requires a second set of UVs.
  28662. *
  28663. * @type {?Texture}
  28664. * @default null
  28665. */
  28666. this.lightMap = null;
  28667. /**
  28668. * Intensity of the baked light.
  28669. *
  28670. * @type {number}
  28671. * @default 1
  28672. */
  28673. this.lightMapIntensity = 1.0;
  28674. /**
  28675. * The red channel of this texture is used as the ambient occlusion map.
  28676. * Requires a second set of UVs.
  28677. *
  28678. * @type {?Texture}
  28679. * @default null
  28680. */
  28681. this.aoMap = null;
  28682. /**
  28683. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  28684. * disables ambient occlusion. Where intensity is `1` and the AO map's
  28685. * red channel is also `1`, ambient light is fully occluded on a surface.
  28686. *
  28687. * @type {number}
  28688. * @default 1
  28689. */
  28690. this.aoMapIntensity = 1.0;
  28691. /**
  28692. * Emissive (light) color of the material, essentially a solid color
  28693. * unaffected by other lighting.
  28694. *
  28695. * @type {Color}
  28696. * @default (0,0,0)
  28697. */
  28698. this.emissive = new Color( 0x000000 );
  28699. /**
  28700. * Intensity of the emissive light. Modulates the emissive color.
  28701. *
  28702. * @type {number}
  28703. * @default 1
  28704. */
  28705. this.emissiveIntensity = 1.0;
  28706. /**
  28707. * Set emissive (glow) map. The emissive map color is modulated by the
  28708. * emissive color and the emissive intensity. If you have an emissive map,
  28709. * be sure to set the emissive color to something other than black.
  28710. *
  28711. * @type {?Texture}
  28712. * @default null
  28713. */
  28714. this.emissiveMap = null;
  28715. /**
  28716. * The texture to create a bump map. The black and white values map to the
  28717. * perceived depth in relation to the lights. Bump doesn't actually affect
  28718. * the geometry of the object, only the lighting. If a normal map is defined
  28719. * this will be ignored.
  28720. *
  28721. * @type {?Texture}
  28722. * @default null
  28723. */
  28724. this.bumpMap = null;
  28725. /**
  28726. * How much the bump map affects the material. Typical range is `[0,1]`.
  28727. *
  28728. * @type {number}
  28729. * @default 1
  28730. */
  28731. this.bumpScale = 1;
  28732. /**
  28733. * The texture to create a normal map. The RGB values affect the surface
  28734. * normal for each pixel fragment and change the way the color is lit. Normal
  28735. * maps do not change the actual shape of the surface, only the lighting. In
  28736. * case the material has a normal map authored using the left handed
  28737. * convention, the `y` component of `normalScale` should be negated to compensate
  28738. * for the different handedness.
  28739. *
  28740. * @type {?Texture}
  28741. * @default null
  28742. */
  28743. this.normalMap = null;
  28744. /**
  28745. * The type of normal map.
  28746. *
  28747. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28748. * @default TangentSpaceNormalMap
  28749. */
  28750. this.normalMapType = TangentSpaceNormalMap;
  28751. /**
  28752. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28753. *
  28754. * @type {Vector2}
  28755. * @default (1,1)
  28756. */
  28757. this.normalScale = new Vector2( 1, 1 );
  28758. /**
  28759. * The displacement map affects the position of the mesh's vertices. Unlike
  28760. * other maps which only affect the light and shade of the material the
  28761. * displaced vertices can cast shadows, block other objects, and otherwise
  28762. * act as real geometry. The displacement texture is an image where the value
  28763. * of each pixel (white being the highest) is mapped against, and
  28764. * repositions, the vertices of the mesh.
  28765. *
  28766. * @type {?Texture}
  28767. * @default null
  28768. */
  28769. this.displacementMap = null;
  28770. /**
  28771. * How much the displacement map affects the mesh (where black is no
  28772. * displacement, and white is maximum displacement). Without a displacement
  28773. * map set, this value is not applied.
  28774. *
  28775. * @type {number}
  28776. * @default 0
  28777. */
  28778. this.displacementScale = 1;
  28779. /**
  28780. * The offset of the displacement map's values on the mesh's vertices.
  28781. * The bias is added to the scaled sample of the displacement map.
  28782. * Without a displacement map set, this value is not applied.
  28783. *
  28784. * @type {number}
  28785. * @default 0
  28786. */
  28787. this.displacementBias = 0;
  28788. /**
  28789. * The alpha map is a grayscale texture that controls the opacity across the
  28790. * surface (black: fully transparent; white: fully opaque).
  28791. *
  28792. * Only the color of the texture is used, ignoring the alpha channel if one
  28793. * exists. For RGB and RGBA textures, the renderer will use the green channel
  28794. * when sampling this texture due to the extra bit of precision provided for
  28795. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  28796. * luminance/alpha textures will also still work as expected.
  28797. *
  28798. * @type {?Texture}
  28799. * @default null
  28800. */
  28801. this.alphaMap = null;
  28802. /**
  28803. * Renders the geometry as a wireframe.
  28804. *
  28805. * @type {boolean}
  28806. * @default false
  28807. */
  28808. this.wireframe = false;
  28809. /**
  28810. * Controls the thickness of the wireframe.
  28811. *
  28812. * Can only be used with {@link SVGRenderer}.
  28813. *
  28814. * @type {number}
  28815. * @default 1
  28816. */
  28817. this.wireframeLinewidth = 1;
  28818. /**
  28819. * Defines appearance of wireframe ends.
  28820. *
  28821. * Can only be used with {@link SVGRenderer}.
  28822. *
  28823. * @type {('round'|'bevel'|'miter')}
  28824. * @default 'round'
  28825. */
  28826. this.wireframeLinecap = 'round';
  28827. /**
  28828. * Defines appearance of wireframe joints.
  28829. *
  28830. * Can only be used with {@link SVGRenderer}.
  28831. *
  28832. * @type {('round'|'bevel'|'miter')}
  28833. * @default 'round'
  28834. */
  28835. this.wireframeLinejoin = 'round';
  28836. /**
  28837. * Whether the material is affected by fog or not.
  28838. *
  28839. * @type {boolean}
  28840. * @default true
  28841. */
  28842. this.fog = true;
  28843. this.setValues( parameters );
  28844. }
  28845. copy( source ) {
  28846. super.copy( source );
  28847. this.color.copy( source.color );
  28848. this.map = source.map;
  28849. this.gradientMap = source.gradientMap;
  28850. this.lightMap = source.lightMap;
  28851. this.lightMapIntensity = source.lightMapIntensity;
  28852. this.aoMap = source.aoMap;
  28853. this.aoMapIntensity = source.aoMapIntensity;
  28854. this.emissive.copy( source.emissive );
  28855. this.emissiveMap = source.emissiveMap;
  28856. this.emissiveIntensity = source.emissiveIntensity;
  28857. this.bumpMap = source.bumpMap;
  28858. this.bumpScale = source.bumpScale;
  28859. this.normalMap = source.normalMap;
  28860. this.normalMapType = source.normalMapType;
  28861. this.normalScale.copy( source.normalScale );
  28862. this.displacementMap = source.displacementMap;
  28863. this.displacementScale = source.displacementScale;
  28864. this.displacementBias = source.displacementBias;
  28865. this.alphaMap = source.alphaMap;
  28866. this.wireframe = source.wireframe;
  28867. this.wireframeLinewidth = source.wireframeLinewidth;
  28868. this.wireframeLinecap = source.wireframeLinecap;
  28869. this.wireframeLinejoin = source.wireframeLinejoin;
  28870. this.fog = source.fog;
  28871. return this;
  28872. }
  28873. }
  28874. /**
  28875. * A material that maps the normal vectors to RGB colors.
  28876. *
  28877. * @augments Material
  28878. */
  28879. class MeshNormalMaterial extends Material {
  28880. /**
  28881. * Constructs a new mesh normal material.
  28882. *
  28883. * @param {Object} [parameters] - An object with one or more properties
  28884. * defining the material's appearance. Any property of the material
  28885. * (including any property from inherited materials) can be passed
  28886. * in here. Color values can be passed any type of value accepted
  28887. * by {@link Color#set}.
  28888. */
  28889. constructor( parameters ) {
  28890. super();
  28891. /**
  28892. * This flag can be used for type testing.
  28893. *
  28894. * @type {boolean}
  28895. * @readonly
  28896. * @default true
  28897. */
  28898. this.isMeshNormalMaterial = true;
  28899. this.type = 'MeshNormalMaterial';
  28900. /**
  28901. * The texture to create a bump map. The black and white values map to the
  28902. * perceived depth in relation to the lights. Bump doesn't actually affect
  28903. * the geometry of the object, only the lighting. If a normal map is defined
  28904. * this will be ignored.
  28905. *
  28906. * @type {?Texture}
  28907. * @default null
  28908. */
  28909. this.bumpMap = null;
  28910. /**
  28911. * How much the bump map affects the material. Typical range is `[0,1]`.
  28912. *
  28913. * @type {number}
  28914. * @default 1
  28915. */
  28916. this.bumpScale = 1;
  28917. /**
  28918. * The texture to create a normal map. The RGB values affect the surface
  28919. * normal for each pixel fragment and change the way the color is lit. Normal
  28920. * maps do not change the actual shape of the surface, only the lighting. In
  28921. * case the material has a normal map authored using the left handed
  28922. * convention, the `y` component of `normalScale` should be negated to compensate
  28923. * for the different handedness.
  28924. *
  28925. * @type {?Texture}
  28926. * @default null
  28927. */
  28928. this.normalMap = null;
  28929. /**
  28930. * The type of normal map.
  28931. *
  28932. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  28933. * @default TangentSpaceNormalMap
  28934. */
  28935. this.normalMapType = TangentSpaceNormalMap;
  28936. /**
  28937. * How much the normal map affects the material. Typical value range is `[0,1]`.
  28938. *
  28939. * @type {Vector2}
  28940. * @default (1,1)
  28941. */
  28942. this.normalScale = new Vector2( 1, 1 );
  28943. /**
  28944. * The displacement map affects the position of the mesh's vertices. Unlike
  28945. * other maps which only affect the light and shade of the material the
  28946. * displaced vertices can cast shadows, block other objects, and otherwise
  28947. * act as real geometry. The displacement texture is an image where the value
  28948. * of each pixel (white being the highest) is mapped against, and
  28949. * repositions, the vertices of the mesh.
  28950. *
  28951. * @type {?Texture}
  28952. * @default null
  28953. */
  28954. this.displacementMap = null;
  28955. /**
  28956. * How much the displacement map affects the mesh (where black is no
  28957. * displacement, and white is maximum displacement). Without a displacement
  28958. * map set, this value is not applied.
  28959. *
  28960. * @type {number}
  28961. * @default 0
  28962. */
  28963. this.displacementScale = 1;
  28964. /**
  28965. * The offset of the displacement map's values on the mesh's vertices.
  28966. * The bias is added to the scaled sample of the displacement map.
  28967. * Without a displacement map set, this value is not applied.
  28968. *
  28969. * @type {number}
  28970. * @default 0
  28971. */
  28972. this.displacementBias = 0;
  28973. /**
  28974. * Renders the geometry as a wireframe.
  28975. *
  28976. * @type {boolean}
  28977. * @default false
  28978. */
  28979. this.wireframe = false;
  28980. /**
  28981. * Controls the thickness of the wireframe.
  28982. *
  28983. * WebGL and WebGPU ignore this property and always render
  28984. * 1 pixel wide lines.
  28985. *
  28986. * @type {number}
  28987. * @default 1
  28988. */
  28989. this.wireframeLinewidth = 1;
  28990. /**
  28991. * Whether the material is rendered with flat shading or not.
  28992. *
  28993. * @type {boolean}
  28994. * @default false
  28995. */
  28996. this.flatShading = false;
  28997. this.setValues( parameters );
  28998. }
  28999. copy( source ) {
  29000. super.copy( source );
  29001. this.bumpMap = source.bumpMap;
  29002. this.bumpScale = source.bumpScale;
  29003. this.normalMap = source.normalMap;
  29004. this.normalMapType = source.normalMapType;
  29005. this.normalScale.copy( source.normalScale );
  29006. this.displacementMap = source.displacementMap;
  29007. this.displacementScale = source.displacementScale;
  29008. this.displacementBias = source.displacementBias;
  29009. this.wireframe = source.wireframe;
  29010. this.wireframeLinewidth = source.wireframeLinewidth;
  29011. this.flatShading = source.flatShading;
  29012. return this;
  29013. }
  29014. }
  29015. /**
  29016. * A material for non-shiny surfaces, without specular highlights.
  29017. *
  29018. * The material uses a non-physically based [Lambertian]{@link https://en.wikipedia.org/wiki/Lambertian_reflectance}
  29019. * model for calculating reflectance. This can simulate some surfaces (such
  29020. * as untreated wood or stone) well, but cannot simulate shiny surfaces with
  29021. * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment
  29022. * shading.
  29023. *
  29024. * Due to the simplicity of the reflectance and illumination models,
  29025. * performance will be greater when using this material over the
  29026. * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or
  29027. * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy.
  29028. *
  29029. * @augments Material
  29030. */
  29031. class MeshLambertMaterial extends Material {
  29032. /**
  29033. * Constructs a new mesh lambert material.
  29034. *
  29035. * @param {Object} [parameters] - An object with one or more properties
  29036. * defining the material's appearance. Any property of the material
  29037. * (including any property from inherited materials) can be passed
  29038. * in here. Color values can be passed any type of value accepted
  29039. * by {@link Color#set}.
  29040. */
  29041. constructor( parameters ) {
  29042. super();
  29043. /**
  29044. * This flag can be used for type testing.
  29045. *
  29046. * @type {boolean}
  29047. * @readonly
  29048. * @default true
  29049. */
  29050. this.isMeshLambertMaterial = true;
  29051. this.type = 'MeshLambertMaterial';
  29052. /**
  29053. * Color of the material.
  29054. *
  29055. * @type {Color}
  29056. * @default (1,1,1)
  29057. */
  29058. this.color = new Color( 0xffffff ); // diffuse
  29059. /**
  29060. * The color map. May optionally include an alpha channel, typically combined
  29061. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29062. * color is modulated by the diffuse `color`.
  29063. *
  29064. * @type {?Texture}
  29065. * @default null
  29066. */
  29067. this.map = null;
  29068. /**
  29069. * The light map. Requires a second set of UVs.
  29070. *
  29071. * @type {?Texture}
  29072. * @default null
  29073. */
  29074. this.lightMap = null;
  29075. /**
  29076. * Intensity of the baked light.
  29077. *
  29078. * @type {number}
  29079. * @default 1
  29080. */
  29081. this.lightMapIntensity = 1.0;
  29082. /**
  29083. * The red channel of this texture is used as the ambient occlusion map.
  29084. * Requires a second set of UVs.
  29085. *
  29086. * @type {?Texture}
  29087. * @default null
  29088. */
  29089. this.aoMap = null;
  29090. /**
  29091. * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
  29092. * disables ambient occlusion. Where intensity is `1` and the AO map's
  29093. * red channel is also `1`, ambient light is fully occluded on a surface.
  29094. *
  29095. * @type {number}
  29096. * @default 1
  29097. */
  29098. this.aoMapIntensity = 1.0;
  29099. /**
  29100. * Emissive (light) color of the material, essentially a solid color
  29101. * unaffected by other lighting.
  29102. *
  29103. * @type {Color}
  29104. * @default (0,0,0)
  29105. */
  29106. this.emissive = new Color( 0x000000 );
  29107. /**
  29108. * Intensity of the emissive light. Modulates the emissive color.
  29109. *
  29110. * @type {number}
  29111. * @default 1
  29112. */
  29113. this.emissiveIntensity = 1.0;
  29114. /**
  29115. * Set emissive (glow) map. The emissive map color is modulated by the
  29116. * emissive color and the emissive intensity. If you have an emissive map,
  29117. * be sure to set the emissive color to something other than black.
  29118. *
  29119. * @type {?Texture}
  29120. * @default null
  29121. */
  29122. this.emissiveMap = null;
  29123. /**
  29124. * The texture to create a bump map. The black and white values map to the
  29125. * perceived depth in relation to the lights. Bump doesn't actually affect
  29126. * the geometry of the object, only the lighting. If a normal map is defined
  29127. * this will be ignored.
  29128. *
  29129. * @type {?Texture}
  29130. * @default null
  29131. */
  29132. this.bumpMap = null;
  29133. /**
  29134. * How much the bump map affects the material. Typical range is `[0,1]`.
  29135. *
  29136. * @type {number}
  29137. * @default 1
  29138. */
  29139. this.bumpScale = 1;
  29140. /**
  29141. * The texture to create a normal map. The RGB values affect the surface
  29142. * normal for each pixel fragment and change the way the color is lit. Normal
  29143. * maps do not change the actual shape of the surface, only the lighting. In
  29144. * case the material has a normal map authored using the left handed
  29145. * convention, the `y` component of `normalScale` should be negated to compensate
  29146. * for the different handedness.
  29147. *
  29148. * @type {?Texture}
  29149. * @default null
  29150. */
  29151. this.normalMap = null;
  29152. /**
  29153. * The type of normal map.
  29154. *
  29155. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29156. * @default TangentSpaceNormalMap
  29157. */
  29158. this.normalMapType = TangentSpaceNormalMap;
  29159. /**
  29160. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29161. *
  29162. * @type {Vector2}
  29163. * @default (1,1)
  29164. */
  29165. this.normalScale = new Vector2( 1, 1 );
  29166. /**
  29167. * The displacement map affects the position of the mesh's vertices. Unlike
  29168. * other maps which only affect the light and shade of the material the
  29169. * displaced vertices can cast shadows, block other objects, and otherwise
  29170. * act as real geometry. The displacement texture is an image where the value
  29171. * of each pixel (white being the highest) is mapped against, and
  29172. * repositions, the vertices of the mesh.
  29173. *
  29174. * @type {?Texture}
  29175. * @default null
  29176. */
  29177. this.displacementMap = null;
  29178. /**
  29179. * How much the displacement map affects the mesh (where black is no
  29180. * displacement, and white is maximum displacement). Without a displacement
  29181. * map set, this value is not applied.
  29182. *
  29183. * @type {number}
  29184. * @default 0
  29185. */
  29186. this.displacementScale = 1;
  29187. /**
  29188. * The offset of the displacement map's values on the mesh's vertices.
  29189. * The bias is added to the scaled sample of the displacement map.
  29190. * Without a displacement map set, this value is not applied.
  29191. *
  29192. * @type {number}
  29193. * @default 0
  29194. */
  29195. this.displacementBias = 0;
  29196. /**
  29197. * Specular map used by the material.
  29198. *
  29199. * @type {?Texture}
  29200. * @default null
  29201. */
  29202. this.specularMap = null;
  29203. /**
  29204. * The alpha map is a grayscale texture that controls the opacity across the
  29205. * surface (black: fully transparent; white: fully opaque).
  29206. *
  29207. * Only the color of the texture is used, ignoring the alpha channel if one
  29208. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29209. * when sampling this texture due to the extra bit of precision provided for
  29210. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29211. * luminance/alpha textures will also still work as expected.
  29212. *
  29213. * @type {?Texture}
  29214. * @default null
  29215. */
  29216. this.alphaMap = null;
  29217. /**
  29218. * The environment map.
  29219. *
  29220. * @type {?Texture}
  29221. * @default null
  29222. */
  29223. this.envMap = null;
  29224. /**
  29225. * The rotation of the environment map in radians.
  29226. *
  29227. * @type {Euler}
  29228. * @default (0,0,0)
  29229. */
  29230. this.envMapRotation = new Euler();
  29231. /**
  29232. * How to combine the result of the surface's color with the environment map, if any.
  29233. *
  29234. * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
  29235. * blend between the two colors.
  29236. *
  29237. * @type {(MultiplyOperation|MixOperation|AddOperation)}
  29238. * @default MultiplyOperation
  29239. */
  29240. this.combine = MultiplyOperation;
  29241. /**
  29242. * How much the environment map affects the surface.
  29243. * The valid range is between `0` (no reflections) and `1` (full reflections).
  29244. *
  29245. * @type {number}
  29246. * @default 1
  29247. */
  29248. this.reflectivity = 1;
  29249. /**
  29250. * The index of refraction (IOR) of air (approximately 1) divided by the
  29251. * index of refraction of the material. It is used with environment mapping
  29252. * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
  29253. * The refraction ratio should not exceed `1`.
  29254. *
  29255. * @type {number}
  29256. * @default 0.98
  29257. */
  29258. this.refractionRatio = 0.98;
  29259. /**
  29260. * Renders the geometry as a wireframe.
  29261. *
  29262. * @type {boolean}
  29263. * @default false
  29264. */
  29265. this.wireframe = false;
  29266. /**
  29267. * Controls the thickness of the wireframe.
  29268. *
  29269. * Can only be used with {@link SVGRenderer}.
  29270. *
  29271. * @type {number}
  29272. * @default 1
  29273. */
  29274. this.wireframeLinewidth = 1;
  29275. /**
  29276. * Defines appearance of wireframe ends.
  29277. *
  29278. * Can only be used with {@link SVGRenderer}.
  29279. *
  29280. * @type {('round'|'bevel'|'miter')}
  29281. * @default 'round'
  29282. */
  29283. this.wireframeLinecap = 'round';
  29284. /**
  29285. * Defines appearance of wireframe joints.
  29286. *
  29287. * Can only be used with {@link SVGRenderer}.
  29288. *
  29289. * @type {('round'|'bevel'|'miter')}
  29290. * @default 'round'
  29291. */
  29292. this.wireframeLinejoin = 'round';
  29293. /**
  29294. * Whether the material is rendered with flat shading or not.
  29295. *
  29296. * @type {boolean}
  29297. * @default false
  29298. */
  29299. this.flatShading = false;
  29300. /**
  29301. * Whether the material is affected by fog or not.
  29302. *
  29303. * @type {boolean}
  29304. * @default true
  29305. */
  29306. this.fog = true;
  29307. this.setValues( parameters );
  29308. }
  29309. copy( source ) {
  29310. super.copy( source );
  29311. this.color.copy( source.color );
  29312. this.map = source.map;
  29313. this.lightMap = source.lightMap;
  29314. this.lightMapIntensity = source.lightMapIntensity;
  29315. this.aoMap = source.aoMap;
  29316. this.aoMapIntensity = source.aoMapIntensity;
  29317. this.emissive.copy( source.emissive );
  29318. this.emissiveMap = source.emissiveMap;
  29319. this.emissiveIntensity = source.emissiveIntensity;
  29320. this.bumpMap = source.bumpMap;
  29321. this.bumpScale = source.bumpScale;
  29322. this.normalMap = source.normalMap;
  29323. this.normalMapType = source.normalMapType;
  29324. this.normalScale.copy( source.normalScale );
  29325. this.displacementMap = source.displacementMap;
  29326. this.displacementScale = source.displacementScale;
  29327. this.displacementBias = source.displacementBias;
  29328. this.specularMap = source.specularMap;
  29329. this.alphaMap = source.alphaMap;
  29330. this.envMap = source.envMap;
  29331. this.envMapRotation.copy( source.envMapRotation );
  29332. this.combine = source.combine;
  29333. this.reflectivity = source.reflectivity;
  29334. this.refractionRatio = source.refractionRatio;
  29335. this.wireframe = source.wireframe;
  29336. this.wireframeLinewidth = source.wireframeLinewidth;
  29337. this.wireframeLinecap = source.wireframeLinecap;
  29338. this.wireframeLinejoin = source.wireframeLinejoin;
  29339. this.flatShading = source.flatShading;
  29340. this.fog = source.fog;
  29341. return this;
  29342. }
  29343. }
  29344. /**
  29345. * A material for drawing geometry by depth. Depth is based off of the camera
  29346. * near and far plane. White is nearest, black is farthest.
  29347. *
  29348. * @augments Material
  29349. */
  29350. class MeshDepthMaterial extends Material {
  29351. /**
  29352. * Constructs a new mesh depth material.
  29353. *
  29354. * @param {Object} [parameters] - An object with one or more properties
  29355. * defining the material's appearance. Any property of the material
  29356. * (including any property from inherited materials) can be passed
  29357. * in here. Color values can be passed any type of value accepted
  29358. * by {@link Color#set}.
  29359. */
  29360. constructor( parameters ) {
  29361. super();
  29362. /**
  29363. * This flag can be used for type testing.
  29364. *
  29365. * @type {boolean}
  29366. * @readonly
  29367. * @default true
  29368. */
  29369. this.isMeshDepthMaterial = true;
  29370. this.type = 'MeshDepthMaterial';
  29371. /**
  29372. * Type for depth packing.
  29373. *
  29374. * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
  29375. * @default BasicDepthPacking
  29376. */
  29377. this.depthPacking = BasicDepthPacking;
  29378. /**
  29379. * The color map. May optionally include an alpha channel, typically combined
  29380. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29381. *
  29382. * @type {?Texture}
  29383. * @default null
  29384. */
  29385. this.map = null;
  29386. /**
  29387. * The alpha map is a grayscale texture that controls the opacity across the
  29388. * surface (black: fully transparent; white: fully opaque).
  29389. *
  29390. * Only the color of the texture is used, ignoring the alpha channel if one
  29391. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29392. * when sampling this texture due to the extra bit of precision provided for
  29393. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29394. * luminance/alpha textures will also still work as expected.
  29395. *
  29396. * @type {?Texture}
  29397. * @default null
  29398. */
  29399. this.alphaMap = null;
  29400. /**
  29401. * The displacement map affects the position of the mesh's vertices. Unlike
  29402. * other maps which only affect the light and shade of the material the
  29403. * displaced vertices can cast shadows, block other objects, and otherwise
  29404. * act as real geometry. The displacement texture is an image where the value
  29405. * of each pixel (white being the highest) is mapped against, and
  29406. * repositions, the vertices of the mesh.
  29407. *
  29408. * @type {?Texture}
  29409. * @default null
  29410. */
  29411. this.displacementMap = null;
  29412. /**
  29413. * How much the displacement map affects the mesh (where black is no
  29414. * displacement, and white is maximum displacement). Without a displacement
  29415. * map set, this value is not applied.
  29416. *
  29417. * @type {number}
  29418. * @default 0
  29419. */
  29420. this.displacementScale = 1;
  29421. /**
  29422. * The offset of the displacement map's values on the mesh's vertices.
  29423. * The bias is added to the scaled sample of the displacement map.
  29424. * Without a displacement map set, this value is not applied.
  29425. *
  29426. * @type {number}
  29427. * @default 0
  29428. */
  29429. this.displacementBias = 0;
  29430. /**
  29431. * Renders the geometry as a wireframe.
  29432. *
  29433. * @type {boolean}
  29434. * @default false
  29435. */
  29436. this.wireframe = false;
  29437. /**
  29438. * Controls the thickness of the wireframe.
  29439. *
  29440. * WebGL and WebGPU ignore this property and always render
  29441. * 1 pixel wide lines.
  29442. *
  29443. * @type {number}
  29444. * @default 1
  29445. */
  29446. this.wireframeLinewidth = 1;
  29447. this.setValues( parameters );
  29448. }
  29449. copy( source ) {
  29450. super.copy( source );
  29451. this.depthPacking = source.depthPacking;
  29452. this.map = source.map;
  29453. this.alphaMap = source.alphaMap;
  29454. this.displacementMap = source.displacementMap;
  29455. this.displacementScale = source.displacementScale;
  29456. this.displacementBias = source.displacementBias;
  29457. this.wireframe = source.wireframe;
  29458. this.wireframeLinewidth = source.wireframeLinewidth;
  29459. return this;
  29460. }
  29461. }
  29462. /**
  29463. * A material used internally for implementing shadow mapping with
  29464. * point lights.
  29465. *
  29466. * Can also be used to customize the shadow casting of an object by assigning
  29467. * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}.
  29468. * The following examples demonstrates this approach in order to ensure
  29469. * transparent parts of objects do no cast shadows.
  29470. *
  29471. * @augments Material
  29472. */
  29473. class MeshDistanceMaterial extends Material {
  29474. /**
  29475. * Constructs a new mesh distance material.
  29476. *
  29477. * @param {Object} [parameters] - An object with one or more properties
  29478. * defining the material's appearance. Any property of the material
  29479. * (including any property from inherited materials) can be passed
  29480. * in here. Color values can be passed any type of value accepted
  29481. * by {@link Color#set}.
  29482. */
  29483. constructor( parameters ) {
  29484. super();
  29485. /**
  29486. * This flag can be used for type testing.
  29487. *
  29488. * @type {boolean}
  29489. * @readonly
  29490. * @default true
  29491. */
  29492. this.isMeshDistanceMaterial = true;
  29493. this.type = 'MeshDistanceMaterial';
  29494. /**
  29495. * The color map. May optionally include an alpha channel, typically combined
  29496. * with {@link Material#transparent} or {@link Material#alphaTest}.
  29497. *
  29498. * @type {?Texture}
  29499. * @default null
  29500. */
  29501. this.map = null;
  29502. /**
  29503. * The alpha map is a grayscale texture that controls the opacity across the
  29504. * surface (black: fully transparent; white: fully opaque).
  29505. *
  29506. * Only the color of the texture is used, ignoring the alpha channel if one
  29507. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29508. * when sampling this texture due to the extra bit of precision provided for
  29509. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29510. * luminance/alpha textures will also still work as expected.
  29511. *
  29512. * @type {?Texture}
  29513. * @default null
  29514. */
  29515. this.alphaMap = null;
  29516. /**
  29517. * The displacement map affects the position of the mesh's vertices. Unlike
  29518. * other maps which only affect the light and shade of the material the
  29519. * displaced vertices can cast shadows, block other objects, and otherwise
  29520. * act as real geometry. The displacement texture is an image where the value
  29521. * of each pixel (white being the highest) is mapped against, and
  29522. * repositions, the vertices of the mesh.
  29523. *
  29524. * @type {?Texture}
  29525. * @default null
  29526. */
  29527. this.displacementMap = null;
  29528. /**
  29529. * How much the displacement map affects the mesh (where black is no
  29530. * displacement, and white is maximum displacement). Without a displacement
  29531. * map set, this value is not applied.
  29532. *
  29533. * @type {number}
  29534. * @default 0
  29535. */
  29536. this.displacementScale = 1;
  29537. /**
  29538. * The offset of the displacement map's values on the mesh's vertices.
  29539. * The bias is added to the scaled sample of the displacement map.
  29540. * Without a displacement map set, this value is not applied.
  29541. *
  29542. * @type {number}
  29543. * @default 0
  29544. */
  29545. this.displacementBias = 0;
  29546. this.setValues( parameters );
  29547. }
  29548. copy( source ) {
  29549. super.copy( source );
  29550. this.map = source.map;
  29551. this.alphaMap = source.alphaMap;
  29552. this.displacementMap = source.displacementMap;
  29553. this.displacementScale = source.displacementScale;
  29554. this.displacementBias = source.displacementBias;
  29555. return this;
  29556. }
  29557. }
  29558. /**
  29559. * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
  29560. * material color and shading.
  29561. *
  29562. * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
  29563. * baked lighting. It will cast a shadow onto an object that receives shadows
  29564. * (and shadow clipping works), but it will not self-shadow or receive
  29565. * shadows.
  29566. *
  29567. * @augments Material
  29568. */
  29569. class MeshMatcapMaterial extends Material {
  29570. /**
  29571. * Constructs a new mesh matcap material.
  29572. *
  29573. * @param {Object} [parameters] - An object with one or more properties
  29574. * defining the material's appearance. Any property of the material
  29575. * (including any property from inherited materials) can be passed
  29576. * in here. Color values can be passed any type of value accepted
  29577. * by {@link Color#set}.
  29578. */
  29579. constructor( parameters ) {
  29580. super();
  29581. /**
  29582. * This flag can be used for type testing.
  29583. *
  29584. * @type {boolean}
  29585. * @readonly
  29586. * @default true
  29587. */
  29588. this.isMeshMatcapMaterial = true;
  29589. this.defines = { 'MATCAP': '' };
  29590. this.type = 'MeshMatcapMaterial';
  29591. /**
  29592. * Color of the material.
  29593. *
  29594. * @type {Color}
  29595. * @default (1,1,1)
  29596. */
  29597. this.color = new Color( 0xffffff ); // diffuse
  29598. /**
  29599. * The matcap map.
  29600. *
  29601. * @type {?Texture}
  29602. * @default null
  29603. */
  29604. this.matcap = null;
  29605. /**
  29606. * The color map. May optionally include an alpha channel, typically combined
  29607. * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
  29608. * color is modulated by the diffuse `color`.
  29609. *
  29610. * @type {?Texture}
  29611. * @default null
  29612. */
  29613. this.map = null;
  29614. /**
  29615. * The texture to create a bump map. The black and white values map to the
  29616. * perceived depth in relation to the lights. Bump doesn't actually affect
  29617. * the geometry of the object, only the lighting. If a normal map is defined
  29618. * this will be ignored.
  29619. *
  29620. * @type {?Texture}
  29621. * @default null
  29622. */
  29623. this.bumpMap = null;
  29624. /**
  29625. * How much the bump map affects the material. Typical range is `[0,1]`.
  29626. *
  29627. * @type {number}
  29628. * @default 1
  29629. */
  29630. this.bumpScale = 1;
  29631. /**
  29632. * The texture to create a normal map. The RGB values affect the surface
  29633. * normal for each pixel fragment and change the way the color is lit. Normal
  29634. * maps do not change the actual shape of the surface, only the lighting. In
  29635. * case the material has a normal map authored using the left handed
  29636. * convention, the `y` component of `normalScale` should be negated to compensate
  29637. * for the different handedness.
  29638. *
  29639. * @type {?Texture}
  29640. * @default null
  29641. */
  29642. this.normalMap = null;
  29643. /**
  29644. * The type of normal map.
  29645. *
  29646. * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
  29647. * @default TangentSpaceNormalMap
  29648. */
  29649. this.normalMapType = TangentSpaceNormalMap;
  29650. /**
  29651. * How much the normal map affects the material. Typical value range is `[0,1]`.
  29652. *
  29653. * @type {Vector2}
  29654. * @default (1,1)
  29655. */
  29656. this.normalScale = new Vector2( 1, 1 );
  29657. /**
  29658. * The displacement map affects the position of the mesh's vertices. Unlike
  29659. * other maps which only affect the light and shade of the material the
  29660. * displaced vertices can cast shadows, block other objects, and otherwise
  29661. * act as real geometry. The displacement texture is an image where the value
  29662. * of each pixel (white being the highest) is mapped against, and
  29663. * repositions, the vertices of the mesh.
  29664. *
  29665. * @type {?Texture}
  29666. * @default null
  29667. */
  29668. this.displacementMap = null;
  29669. /**
  29670. * How much the displacement map affects the mesh (where black is no
  29671. * displacement, and white is maximum displacement). Without a displacement
  29672. * map set, this value is not applied.
  29673. *
  29674. * @type {number}
  29675. * @default 0
  29676. */
  29677. this.displacementScale = 1;
  29678. /**
  29679. * The offset of the displacement map's values on the mesh's vertices.
  29680. * The bias is added to the scaled sample of the displacement map.
  29681. * Without a displacement map set, this value is not applied.
  29682. *
  29683. * @type {number}
  29684. * @default 0
  29685. */
  29686. this.displacementBias = 0;
  29687. /**
  29688. * The alpha map is a grayscale texture that controls the opacity across the
  29689. * surface (black: fully transparent; white: fully opaque).
  29690. *
  29691. * Only the color of the texture is used, ignoring the alpha channel if one
  29692. * exists. For RGB and RGBA textures, the renderer will use the green channel
  29693. * when sampling this texture due to the extra bit of precision provided for
  29694. * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
  29695. * luminance/alpha textures will also still work as expected.
  29696. *
  29697. * @type {?Texture}
  29698. * @default null
  29699. */
  29700. this.alphaMap = null;
  29701. /**
  29702. * Whether the material is rendered with flat shading or not.
  29703. *
  29704. * @type {boolean}
  29705. * @default false
  29706. */
  29707. this.flatShading = false;
  29708. /**
  29709. * Whether the material is affected by fog or not.
  29710. *
  29711. * @type {boolean}
  29712. * @default true
  29713. */
  29714. this.fog = true;
  29715. this.setValues( parameters );
  29716. }
  29717. copy( source ) {
  29718. super.copy( source );
  29719. this.defines = { 'MATCAP': '' };
  29720. this.color.copy( source.color );
  29721. this.matcap = source.matcap;
  29722. this.map = source.map;
  29723. this.bumpMap = source.bumpMap;
  29724. this.bumpScale = source.bumpScale;
  29725. this.normalMap = source.normalMap;
  29726. this.normalMapType = source.normalMapType;
  29727. this.normalScale.copy( source.normalScale );
  29728. this.displacementMap = source.displacementMap;
  29729. this.displacementScale = source.displacementScale;
  29730. this.displacementBias = source.displacementBias;
  29731. this.alphaMap = source.alphaMap;
  29732. this.flatShading = source.flatShading;
  29733. this.fog = source.fog;
  29734. return this;
  29735. }
  29736. }
  29737. /**
  29738. * A material for rendering line primitives.
  29739. *
  29740. * Materials define the appearance of renderable 3D objects.
  29741. *
  29742. * ```js
  29743. * const material = new THREE.LineDashedMaterial( {
  29744. * color: 0xffffff,
  29745. * scale: 1,
  29746. * dashSize: 3,
  29747. * gapSize: 1,
  29748. * } );
  29749. * ```
  29750. *
  29751. * @augments LineBasicMaterial
  29752. */
  29753. class LineDashedMaterial extends LineBasicMaterial {
  29754. /**
  29755. * Constructs a new line dashed material.
  29756. *
  29757. * @param {Object} [parameters] - An object with one or more properties
  29758. * defining the material's appearance. Any property of the material
  29759. * (including any property from inherited materials) can be passed
  29760. * in here. Color values can be passed any type of value accepted
  29761. * by {@link Color#set}.
  29762. */
  29763. constructor( parameters ) {
  29764. super();
  29765. /**
  29766. * This flag can be used for type testing.
  29767. *
  29768. * @type {boolean}
  29769. * @readonly
  29770. * @default true
  29771. */
  29772. this.isLineDashedMaterial = true;
  29773. this.type = 'LineDashedMaterial';
  29774. /**
  29775. * The scale of the dashed part of a line.
  29776. *
  29777. * @type {number}
  29778. * @default 1
  29779. */
  29780. this.scale = 1;
  29781. /**
  29782. * The size of the dash. This is both the gap with the stroke.
  29783. *
  29784. * @type {number}
  29785. * @default 3
  29786. */
  29787. this.dashSize = 3;
  29788. /**
  29789. * The size of the gap.
  29790. *
  29791. * @type {number}
  29792. * @default 1
  29793. */
  29794. this.gapSize = 1;
  29795. this.setValues( parameters );
  29796. }
  29797. copy( source ) {
  29798. super.copy( source );
  29799. this.scale = source.scale;
  29800. this.dashSize = source.dashSize;
  29801. this.gapSize = source.gapSize;
  29802. return this;
  29803. }
  29804. }
  29805. /**
  29806. * Converts an array to a specific type.
  29807. *
  29808. * @param {TypedArray|Array} array - The array to convert.
  29809. * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
  29810. * @return {TypedArray} The converted array.
  29811. */
  29812. function convertArray( array, type ) {
  29813. if ( ! array || array.constructor === type ) return array;
  29814. if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
  29815. return new type( array ); // create typed array
  29816. }
  29817. return Array.prototype.slice.call( array ); // create Array
  29818. }
  29819. /**
  29820. * Returns `true` if the given object is a typed array.
  29821. *
  29822. * @param {any} object - The object to check.
  29823. * @return {boolean} Whether the given object is a typed array.
  29824. */
  29825. function isTypedArray( object ) {
  29826. return ArrayBuffer.isView( object ) && ! ( object instanceof DataView );
  29827. }
  29828. /**
  29829. * Returns an array by which times and values can be sorted.
  29830. *
  29831. * @param {Array<number>} times - The keyframe time values.
  29832. * @return {Array<number>} The array.
  29833. */
  29834. function getKeyframeOrder( times ) {
  29835. function compareTime( i, j ) {
  29836. return times[ i ] - times[ j ];
  29837. }
  29838. const n = times.length;
  29839. const result = new Array( n );
  29840. for ( let i = 0; i !== n; ++ i ) result[ i ] = i;
  29841. result.sort( compareTime );
  29842. return result;
  29843. }
  29844. /**
  29845. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  29846. *
  29847. * @param {Array<number>} values - The values to sort.
  29848. * @param {number} stride - The stride.
  29849. * @param {Array<number>} order - The sort order.
  29850. * @return {Array<number>} The sorted values.
  29851. */
  29852. function sortedArray( values, stride, order ) {
  29853. const nValues = values.length;
  29854. const result = new values.constructor( nValues );
  29855. for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
  29856. const srcOffset = order[ i ] * stride;
  29857. for ( let j = 0; j !== stride; ++ j ) {
  29858. result[ dstOffset ++ ] = values[ srcOffset + j ];
  29859. }
  29860. }
  29861. return result;
  29862. }
  29863. /**
  29864. * Used for parsing AOS keyframe formats.
  29865. *
  29866. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  29867. * @param {Array<number>} times - This array will be filled with keyframe times by this function.
  29868. * @param {Array<number>} values - This array will be filled with keyframe values by this function.
  29869. * @param {string} valuePropertyName - The name of the property to use.
  29870. */
  29871. function flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  29872. let i = 1, key = jsonKeys[ 0 ];
  29873. while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
  29874. key = jsonKeys[ i ++ ];
  29875. }
  29876. if ( key === undefined ) return; // no data
  29877. let value = key[ valuePropertyName ];
  29878. if ( value === undefined ) return; // no data
  29879. if ( Array.isArray( value ) ) {
  29880. do {
  29881. value = key[ valuePropertyName ];
  29882. if ( value !== undefined ) {
  29883. times.push( key.time );
  29884. values.push( ...value ); // push all elements
  29885. }
  29886. key = jsonKeys[ i ++ ];
  29887. } while ( key !== undefined );
  29888. } else if ( value.toArray !== undefined ) {
  29889. // ...assume THREE.Math-ish
  29890. do {
  29891. value = key[ valuePropertyName ];
  29892. if ( value !== undefined ) {
  29893. times.push( key.time );
  29894. value.toArray( values, values.length );
  29895. }
  29896. key = jsonKeys[ i ++ ];
  29897. } while ( key !== undefined );
  29898. } else {
  29899. // otherwise push as-is
  29900. do {
  29901. value = key[ valuePropertyName ];
  29902. if ( value !== undefined ) {
  29903. times.push( key.time );
  29904. values.push( value );
  29905. }
  29906. key = jsonKeys[ i ++ ];
  29907. } while ( key !== undefined );
  29908. }
  29909. }
  29910. /**
  29911. * Creates a new clip, containing only the segment of the original clip between the given frames.
  29912. *
  29913. * @param {AnimationClip} sourceClip - The values to sort.
  29914. * @param {string} name - The name of the clip.
  29915. * @param {number} startFrame - The start frame.
  29916. * @param {number} endFrame - The end frame.
  29917. * @param {number} [fps=30] - The FPS.
  29918. * @return {AnimationClip} The new sub clip.
  29919. */
  29920. function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  29921. const clip = sourceClip.clone();
  29922. clip.name = name;
  29923. const tracks = [];
  29924. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29925. const track = clip.tracks[ i ];
  29926. const valueSize = track.getValueSize();
  29927. const times = [];
  29928. const values = [];
  29929. for ( let j = 0; j < track.times.length; ++ j ) {
  29930. const frame = track.times[ j ] * fps;
  29931. if ( frame < startFrame || frame >= endFrame ) continue;
  29932. times.push( track.times[ j ] );
  29933. for ( let k = 0; k < valueSize; ++ k ) {
  29934. values.push( track.values[ j * valueSize + k ] );
  29935. }
  29936. }
  29937. if ( times.length === 0 ) continue;
  29938. track.times = convertArray( times, track.times.constructor );
  29939. track.values = convertArray( values, track.values.constructor );
  29940. tracks.push( track );
  29941. }
  29942. clip.tracks = tracks;
  29943. // find minimum .times value across all tracks in the trimmed clip
  29944. let minStartTime = Infinity;
  29945. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29946. if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {
  29947. minStartTime = clip.tracks[ i ].times[ 0 ];
  29948. }
  29949. }
  29950. // shift all tracks such that clip begins at t=0
  29951. for ( let i = 0; i < clip.tracks.length; ++ i ) {
  29952. clip.tracks[ i ].shift( -1 * minStartTime );
  29953. }
  29954. clip.resetDuration();
  29955. return clip;
  29956. }
  29957. /**
  29958. * Converts the keyframes of the given animation clip to an additive format.
  29959. *
  29960. * @param {AnimationClip} targetClip - The clip to make additive.
  29961. * @param {number} [referenceFrame=0] - The reference frame.
  29962. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  29963. * @param {number} [fps=30] - The FPS.
  29964. * @return {AnimationClip} The updated clip which is now additive.
  29965. */
  29966. function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  29967. if ( fps <= 0 ) fps = 30;
  29968. const numTracks = referenceClip.tracks.length;
  29969. const referenceTime = referenceFrame / fps;
  29970. // Make each track's values relative to the values at the reference frame
  29971. for ( let i = 0; i < numTracks; ++ i ) {
  29972. const referenceTrack = referenceClip.tracks[ i ];
  29973. const referenceTrackType = referenceTrack.ValueTypeName;
  29974. // Skip this track if it's non-numeric
  29975. if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;
  29976. // Find the track in the target clip whose name and type matches the reference track
  29977. const targetTrack = targetClip.tracks.find( function ( track ) {
  29978. return track.name === referenceTrack.name
  29979. && track.ValueTypeName === referenceTrackType;
  29980. } );
  29981. if ( targetTrack === undefined ) continue;
  29982. let referenceOffset = 0;
  29983. const referenceValueSize = referenceTrack.getValueSize();
  29984. if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  29985. referenceOffset = referenceValueSize / 3;
  29986. }
  29987. let targetOffset = 0;
  29988. const targetValueSize = targetTrack.getValueSize();
  29989. if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {
  29990. targetOffset = targetValueSize / 3;
  29991. }
  29992. const lastIndex = referenceTrack.times.length - 1;
  29993. let referenceValue;
  29994. // Find the value to subtract out of the track
  29995. if ( referenceTime <= referenceTrack.times[ 0 ] ) {
  29996. // Reference frame is earlier than the first keyframe, so just use the first keyframe
  29997. const startIndex = referenceOffset;
  29998. const endIndex = referenceValueSize - referenceOffset;
  29999. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30000. } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {
  30001. // Reference frame is after the last keyframe, so just use the last keyframe
  30002. const startIndex = lastIndex * referenceValueSize + referenceOffset;
  30003. const endIndex = startIndex + referenceValueSize - referenceOffset;
  30004. referenceValue = referenceTrack.values.slice( startIndex, endIndex );
  30005. } else {
  30006. // Interpolate to the reference value
  30007. const interpolant = referenceTrack.createInterpolant();
  30008. const startIndex = referenceOffset;
  30009. const endIndex = referenceValueSize - referenceOffset;
  30010. interpolant.evaluate( referenceTime );
  30011. referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );
  30012. }
  30013. // Conjugate the quaternion
  30014. if ( referenceTrackType === 'quaternion' ) {
  30015. const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();
  30016. referenceQuat.toArray( referenceValue );
  30017. }
  30018. // Subtract the reference value from all of the track values
  30019. const numTimes = targetTrack.times.length;
  30020. for ( let j = 0; j < numTimes; ++ j ) {
  30021. const valueStart = j * targetValueSize + targetOffset;
  30022. if ( referenceTrackType === 'quaternion' ) {
  30023. // Multiply the conjugate for quaternion track types
  30024. Quaternion.multiplyQuaternionsFlat(
  30025. targetTrack.values,
  30026. valueStart,
  30027. referenceValue,
  30028. 0,
  30029. targetTrack.values,
  30030. valueStart
  30031. );
  30032. } else {
  30033. const valueEnd = targetValueSize - targetOffset * 2;
  30034. // Subtract each value for all other numeric track types
  30035. for ( let k = 0; k < valueEnd; ++ k ) {
  30036. targetTrack.values[ valueStart + k ] -= referenceValue[ k ];
  30037. }
  30038. }
  30039. }
  30040. }
  30041. targetClip.blendMode = AdditiveAnimationBlendMode;
  30042. return targetClip;
  30043. }
  30044. /**
  30045. * A class with various methods to assist with animations.
  30046. *
  30047. * @hideconstructor
  30048. */
  30049. class AnimationUtils {
  30050. /**
  30051. * Converts an array to a specific type
  30052. *
  30053. * @static
  30054. * @param {TypedArray|Array} array - The array to convert.
  30055. * @param {TypedArray.constructor} type - The constructor of a type array.
  30056. * @return {TypedArray} The converted array
  30057. */
  30058. static convertArray( array, type ) {
  30059. return convertArray( array, type );
  30060. }
  30061. /**
  30062. * Returns `true` if the given object is a typed array.
  30063. *
  30064. * @static
  30065. * @param {any} object - The object to check.
  30066. * @return {boolean} Whether the given object is a typed array.
  30067. */
  30068. static isTypedArray( object ) {
  30069. return isTypedArray( object );
  30070. }
  30071. /**
  30072. * Returns an array by which times and values can be sorted.
  30073. *
  30074. * @static
  30075. * @param {Array<number>} times - The keyframe time values.
  30076. * @return {Array<number>} The array.
  30077. */
  30078. static getKeyframeOrder( times ) {
  30079. return getKeyframeOrder( times );
  30080. }
  30081. /**
  30082. * Sorts the given array by the previously computed order via `getKeyframeOrder()`.
  30083. *
  30084. * @static
  30085. * @param {Array<number>} values - The values to sort.
  30086. * @param {number} stride - The stride.
  30087. * @param {Array<number>} order - The sort order.
  30088. * @return {Array<number>} The sorted values.
  30089. */
  30090. static sortedArray( values, stride, order ) {
  30091. return sortedArray( values, stride, order );
  30092. }
  30093. /**
  30094. * Used for parsing AOS keyframe formats.
  30095. *
  30096. * @static
  30097. * @param {Array<number>} jsonKeys - A list of JSON keyframes.
  30098. * @param {Array<number>} times - This array will be filled with keyframe times by this method.
  30099. * @param {Array<number>} values - This array will be filled with keyframe values by this method.
  30100. * @param {string} valuePropertyName - The name of the property to use.
  30101. */
  30102. static flattenJSON( jsonKeys, times, values, valuePropertyName ) {
  30103. flattenJSON( jsonKeys, times, values, valuePropertyName );
  30104. }
  30105. /**
  30106. * Creates a new clip, containing only the segment of the original clip between the given frames.
  30107. *
  30108. * @static
  30109. * @param {AnimationClip} sourceClip - The values to sort.
  30110. * @param {string} name - The name of the clip.
  30111. * @param {number} startFrame - The start frame.
  30112. * @param {number} endFrame - The end frame.
  30113. * @param {number} [fps=30] - The FPS.
  30114. * @return {AnimationClip} The new sub clip.
  30115. */
  30116. static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {
  30117. return subclip( sourceClip, name, startFrame, endFrame, fps );
  30118. }
  30119. /**
  30120. * Converts the keyframes of the given animation clip to an additive format.
  30121. *
  30122. * @static
  30123. * @param {AnimationClip} targetClip - The clip to make additive.
  30124. * @param {number} [referenceFrame=0] - The reference frame.
  30125. * @param {AnimationClip} [referenceClip=targetClip] - The reference clip.
  30126. * @param {number} [fps=30] - The FPS.
  30127. * @return {AnimationClip} The updated clip which is now additive.
  30128. */
  30129. static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {
  30130. return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps );
  30131. }
  30132. }
  30133. /**
  30134. * Abstract base class of interpolants over parametric samples.
  30135. *
  30136. * The parameter domain is one dimensional, typically the time or a path
  30137. * along a curve defined by the data.
  30138. *
  30139. * The sample values can have any dimensionality and derived classes may
  30140. * apply special interpretations to the data.
  30141. *
  30142. * This class provides the interval seek in a Template Method, deferring
  30143. * the actual interpolation to derived classes.
  30144. *
  30145. * Time complexity is O(1) for linear access crossing at most two points
  30146. * and O(log N) for random access, where N is the number of positions.
  30147. *
  30148. * References: {@link http://www.oodesign.com/template-method-pattern.html}
  30149. *
  30150. * @abstract
  30151. */
  30152. class Interpolant {
  30153. /**
  30154. * Constructs a new interpolant.
  30155. *
  30156. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30157. * @param {TypedArray} sampleValues - The sample values.
  30158. * @param {number} sampleSize - The sample size
  30159. * @param {TypedArray} [resultBuffer] - The result buffer.
  30160. */
  30161. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30162. /**
  30163. * The parameter positions.
  30164. *
  30165. * @type {TypedArray}
  30166. */
  30167. this.parameterPositions = parameterPositions;
  30168. /**
  30169. * A cache index.
  30170. *
  30171. * @private
  30172. * @type {number}
  30173. * @default 0
  30174. */
  30175. this._cachedIndex = 0;
  30176. /**
  30177. * The result buffer.
  30178. *
  30179. * @type {TypedArray}
  30180. */
  30181. this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize );
  30182. /**
  30183. * The sample values.
  30184. *
  30185. * @type {TypedArray}
  30186. */
  30187. this.sampleValues = sampleValues;
  30188. /**
  30189. * The value size.
  30190. *
  30191. * @type {TypedArray}
  30192. */
  30193. this.valueSize = sampleSize;
  30194. /**
  30195. * The interpolation settings.
  30196. *
  30197. * @type {?Object}
  30198. * @default null
  30199. */
  30200. this.settings = null;
  30201. /**
  30202. * The default settings object.
  30203. *
  30204. * @type {Object}
  30205. */
  30206. this.DefaultSettings_ = {};
  30207. }
  30208. /**
  30209. * Evaluate the interpolant at position `t`.
  30210. *
  30211. * @param {number} t - The interpolation factor.
  30212. * @return {TypedArray} The result buffer.
  30213. */
  30214. evaluate( t ) {
  30215. const pp = this.parameterPositions;
  30216. let i1 = this._cachedIndex,
  30217. t1 = pp[ i1 ],
  30218. t0 = pp[ i1 - 1 ];
  30219. validate_interval: {
  30220. seek: {
  30221. let right;
  30222. linear_scan: {
  30223. //- See http://jsperf.com/comparison-to-undefined/3
  30224. //- slower code:
  30225. //-
  30226. //- if ( t >= t1 || t1 === undefined ) {
  30227. forward_scan: if ( ! ( t < t1 ) ) {
  30228. for ( let giveUpAt = i1 + 2; ; ) {
  30229. if ( t1 === undefined ) {
  30230. if ( t < t0 ) break forward_scan;
  30231. // after end
  30232. i1 = pp.length;
  30233. this._cachedIndex = i1;
  30234. return this.copySampleValue_( i1 - 1 );
  30235. }
  30236. if ( i1 === giveUpAt ) break; // this loop
  30237. t0 = t1;
  30238. t1 = pp[ ++ i1 ];
  30239. if ( t < t1 ) {
  30240. // we have arrived at the sought interval
  30241. break seek;
  30242. }
  30243. }
  30244. // prepare binary search on the right side of the index
  30245. right = pp.length;
  30246. break linear_scan;
  30247. }
  30248. //- slower code:
  30249. //- if ( t < t0 || t0 === undefined ) {
  30250. if ( ! ( t >= t0 ) ) {
  30251. // looping?
  30252. const t1global = pp[ 1 ];
  30253. if ( t < t1global ) {
  30254. i1 = 2; // + 1, using the scan for the details
  30255. t0 = t1global;
  30256. }
  30257. // linear reverse scan
  30258. for ( let giveUpAt = i1 - 2; ; ) {
  30259. if ( t0 === undefined ) {
  30260. // before start
  30261. this._cachedIndex = 0;
  30262. return this.copySampleValue_( 0 );
  30263. }
  30264. if ( i1 === giveUpAt ) break; // this loop
  30265. t1 = t0;
  30266. t0 = pp[ -- i1 - 1 ];
  30267. if ( t >= t0 ) {
  30268. // we have arrived at the sought interval
  30269. break seek;
  30270. }
  30271. }
  30272. // prepare binary search on the left side of the index
  30273. right = i1;
  30274. i1 = 0;
  30275. break linear_scan;
  30276. }
  30277. // the interval is valid
  30278. break validate_interval;
  30279. } // linear scan
  30280. // binary search
  30281. while ( i1 < right ) {
  30282. const mid = ( i1 + right ) >>> 1;
  30283. if ( t < pp[ mid ] ) {
  30284. right = mid;
  30285. } else {
  30286. i1 = mid + 1;
  30287. }
  30288. }
  30289. t1 = pp[ i1 ];
  30290. t0 = pp[ i1 - 1 ];
  30291. // check boundary cases, again
  30292. if ( t0 === undefined ) {
  30293. this._cachedIndex = 0;
  30294. return this.copySampleValue_( 0 );
  30295. }
  30296. if ( t1 === undefined ) {
  30297. i1 = pp.length;
  30298. this._cachedIndex = i1;
  30299. return this.copySampleValue_( i1 - 1 );
  30300. }
  30301. } // seek
  30302. this._cachedIndex = i1;
  30303. this.intervalChanged_( i1, t0, t1 );
  30304. } // validate_interval
  30305. return this.interpolate_( i1, t0, t, t1 );
  30306. }
  30307. /**
  30308. * Returns the interpolation settings.
  30309. *
  30310. * @return {Object} The interpolation settings.
  30311. */
  30312. getSettings_() {
  30313. return this.settings || this.DefaultSettings_;
  30314. }
  30315. /**
  30316. * Copies a sample value to the result buffer.
  30317. *
  30318. * @param {number} index - An index into the sample value buffer.
  30319. * @return {TypedArray} The result buffer.
  30320. */
  30321. copySampleValue_( index ) {
  30322. // copies a sample value to the result buffer
  30323. const result = this.resultBuffer,
  30324. values = this.sampleValues,
  30325. stride = this.valueSize,
  30326. offset = index * stride;
  30327. for ( let i = 0; i !== stride; ++ i ) {
  30328. result[ i ] = values[ offset + i ];
  30329. }
  30330. return result;
  30331. }
  30332. /**
  30333. * Copies a sample value to the result buffer.
  30334. *
  30335. * @abstract
  30336. * @param {number} i1 - An index into the sample value buffer.
  30337. * @param {number} t0 - The previous interpolation factor.
  30338. * @param {number} t - The current interpolation factor.
  30339. * @param {number} t1 - The next interpolation factor.
  30340. * @return {TypedArray} The result buffer.
  30341. */
  30342. interpolate_( /* i1, t0, t, t1 */ ) {
  30343. throw new Error( 'call to abstract method' );
  30344. // implementations shall return this.resultBuffer
  30345. }
  30346. /**
  30347. * Optional method that is executed when the interval has changed.
  30348. *
  30349. * @param {number} i1 - An index into the sample value buffer.
  30350. * @param {number} t0 - The previous interpolation factor.
  30351. * @param {number} t - The current interpolation factor.
  30352. */
  30353. intervalChanged_( /* i1, t0, t1 */ ) {
  30354. // empty
  30355. }
  30356. }
  30357. /**
  30358. * Fast and simple cubic spline interpolant.
  30359. *
  30360. * It was derived from a Hermitian construction setting the first derivative
  30361. * at each sample position to the linear slope between neighboring positions
  30362. * over their parameter interval.
  30363. *
  30364. * @augments Interpolant
  30365. */
  30366. class CubicInterpolant extends Interpolant {
  30367. /**
  30368. * Constructs a new cubic interpolant.
  30369. *
  30370. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30371. * @param {TypedArray} sampleValues - The sample values.
  30372. * @param {number} sampleSize - The sample size
  30373. * @param {TypedArray} [resultBuffer] - The result buffer.
  30374. */
  30375. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30376. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30377. this._weightPrev = -0;
  30378. this._offsetPrev = -0;
  30379. this._weightNext = -0;
  30380. this._offsetNext = -0;
  30381. this.DefaultSettings_ = {
  30382. endingStart: ZeroCurvatureEnding,
  30383. endingEnd: ZeroCurvatureEnding
  30384. };
  30385. }
  30386. intervalChanged_( i1, t0, t1 ) {
  30387. const pp = this.parameterPositions;
  30388. let iPrev = i1 - 2,
  30389. iNext = i1 + 1,
  30390. tPrev = pp[ iPrev ],
  30391. tNext = pp[ iNext ];
  30392. if ( tPrev === undefined ) {
  30393. switch ( this.getSettings_().endingStart ) {
  30394. case ZeroSlopeEnding:
  30395. // f'(t0) = 0
  30396. iPrev = i1;
  30397. tPrev = 2 * t0 - t1;
  30398. break;
  30399. case WrapAroundEnding:
  30400. // use the other end of the curve
  30401. iPrev = pp.length - 2;
  30402. tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
  30403. break;
  30404. default: // ZeroCurvatureEnding
  30405. // f''(t0) = 0 a.k.a. Natural Spline
  30406. iPrev = i1;
  30407. tPrev = t1;
  30408. }
  30409. }
  30410. if ( tNext === undefined ) {
  30411. switch ( this.getSettings_().endingEnd ) {
  30412. case ZeroSlopeEnding:
  30413. // f'(tN) = 0
  30414. iNext = i1;
  30415. tNext = 2 * t1 - t0;
  30416. break;
  30417. case WrapAroundEnding:
  30418. // use the other end of the curve
  30419. iNext = 1;
  30420. tNext = t1 + pp[ 1 ] - pp[ 0 ];
  30421. break;
  30422. default: // ZeroCurvatureEnding
  30423. // f''(tN) = 0, a.k.a. Natural Spline
  30424. iNext = i1 - 1;
  30425. tNext = t0;
  30426. }
  30427. }
  30428. const halfDt = ( t1 - t0 ) * 0.5,
  30429. stride = this.valueSize;
  30430. this._weightPrev = halfDt / ( t0 - tPrev );
  30431. this._weightNext = halfDt / ( tNext - t1 );
  30432. this._offsetPrev = iPrev * stride;
  30433. this._offsetNext = iNext * stride;
  30434. }
  30435. interpolate_( i1, t0, t, t1 ) {
  30436. const result = this.resultBuffer,
  30437. values = this.sampleValues,
  30438. stride = this.valueSize,
  30439. o1 = i1 * stride, o0 = o1 - stride,
  30440. oP = this._offsetPrev, oN = this._offsetNext,
  30441. wP = this._weightPrev, wN = this._weightNext,
  30442. p = ( t - t0 ) / ( t1 - t0 ),
  30443. pp = p * p,
  30444. ppp = pp * p;
  30445. // evaluate polynomials
  30446. const sP = - wP * ppp + 2 * wP * pp - wP * p;
  30447. const s0 = ( 1 + wP ) * ppp + ( -1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1;
  30448. const s1 = ( -1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
  30449. const sN = wN * ppp - wN * pp;
  30450. // combine data linearly
  30451. for ( let i = 0; i !== stride; ++ i ) {
  30452. result[ i ] =
  30453. sP * values[ oP + i ] +
  30454. s0 * values[ o0 + i ] +
  30455. s1 * values[ o1 + i ] +
  30456. sN * values[ oN + i ];
  30457. }
  30458. return result;
  30459. }
  30460. }
  30461. /**
  30462. * A basic linear interpolant.
  30463. *
  30464. * @augments Interpolant
  30465. */
  30466. class LinearInterpolant extends Interpolant {
  30467. /**
  30468. * Constructs a new linear interpolant.
  30469. *
  30470. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30471. * @param {TypedArray} sampleValues - The sample values.
  30472. * @param {number} sampleSize - The sample size
  30473. * @param {TypedArray} [resultBuffer] - The result buffer.
  30474. */
  30475. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30476. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30477. }
  30478. interpolate_( i1, t0, t, t1 ) {
  30479. const result = this.resultBuffer,
  30480. values = this.sampleValues,
  30481. stride = this.valueSize,
  30482. offset1 = i1 * stride,
  30483. offset0 = offset1 - stride,
  30484. weight1 = ( t - t0 ) / ( t1 - t0 ),
  30485. weight0 = 1 - weight1;
  30486. for ( let i = 0; i !== stride; ++ i ) {
  30487. result[ i ] =
  30488. values[ offset0 + i ] * weight0 +
  30489. values[ offset1 + i ] * weight1;
  30490. }
  30491. return result;
  30492. }
  30493. }
  30494. /**
  30495. * Interpolant that evaluates to the sample value at the position preceding
  30496. * the parameter.
  30497. *
  30498. * @augments Interpolant
  30499. */
  30500. class DiscreteInterpolant extends Interpolant {
  30501. /**
  30502. * Constructs a new discrete interpolant.
  30503. *
  30504. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30505. * @param {TypedArray} sampleValues - The sample values.
  30506. * @param {number} sampleSize - The sample size
  30507. * @param {TypedArray} [resultBuffer] - The result buffer.
  30508. */
  30509. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  30510. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  30511. }
  30512. interpolate_( i1 /*, t0, t, t1 */ ) {
  30513. return this.copySampleValue_( i1 - 1 );
  30514. }
  30515. }
  30516. /**
  30517. * Represents s a timed sequence of keyframes, which are composed of lists of
  30518. * times and related values, and which are used to animate a specific property
  30519. * of an object.
  30520. */
  30521. class KeyframeTrack {
  30522. /**
  30523. * Constructs a new keyframe track.
  30524. *
  30525. * @param {string} name - The keyframe track's name.
  30526. * @param {Array<number>} times - A list of keyframe times.
  30527. * @param {Array<number>} values - A list of keyframe values.
  30528. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30529. */
  30530. constructor( name, times, values, interpolation ) {
  30531. if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
  30532. if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
  30533. /**
  30534. * The track's name can refer to morph targets or bones or
  30535. * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
  30536. * for the forms of strings that can be parsed for property binding.
  30537. *
  30538. * @type {string}
  30539. */
  30540. this.name = name;
  30541. /**
  30542. * The keyframe times.
  30543. *
  30544. * @type {Float32Array}
  30545. */
  30546. this.times = convertArray( times, this.TimeBufferType );
  30547. /**
  30548. * The keyframe values.
  30549. *
  30550. * @type {Float32Array}
  30551. */
  30552. this.values = convertArray( values, this.ValueBufferType );
  30553. this.setInterpolation( interpolation || this.DefaultInterpolation );
  30554. }
  30555. /**
  30556. * Converts the keyframe track to JSON.
  30557. *
  30558. * @static
  30559. * @param {KeyframeTrack} track - The keyframe track to serialize.
  30560. * @return {Object} The serialized keyframe track as JSON.
  30561. */
  30562. static toJSON( track ) {
  30563. const trackType = track.constructor;
  30564. let json;
  30565. // derived classes can define a static toJSON method
  30566. if ( trackType.toJSON !== this.toJSON ) {
  30567. json = trackType.toJSON( track );
  30568. } else {
  30569. // by default, we assume the data can be serialized as-is
  30570. json = {
  30571. 'name': track.name,
  30572. 'times': convertArray( track.times, Array ),
  30573. 'values': convertArray( track.values, Array )
  30574. };
  30575. const interpolation = track.getInterpolation();
  30576. if ( interpolation !== track.DefaultInterpolation ) {
  30577. json.interpolation = interpolation;
  30578. }
  30579. }
  30580. json.type = track.ValueTypeName; // mandatory
  30581. return json;
  30582. }
  30583. /**
  30584. * Factory method for creating a new discrete interpolant.
  30585. *
  30586. * @static
  30587. * @param {TypedArray} [result] - The result buffer.
  30588. * @return {DiscreteInterpolant} The new interpolant.
  30589. */
  30590. InterpolantFactoryMethodDiscrete( result ) {
  30591. return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
  30592. }
  30593. /**
  30594. * Factory method for creating a new linear interpolant.
  30595. *
  30596. * @static
  30597. * @param {TypedArray} [result] - The result buffer.
  30598. * @return {LinearInterpolant} The new interpolant.
  30599. */
  30600. InterpolantFactoryMethodLinear( result ) {
  30601. return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
  30602. }
  30603. /**
  30604. * Factory method for creating a new smooth interpolant.
  30605. *
  30606. * @static
  30607. * @param {TypedArray} [result] - The result buffer.
  30608. * @return {CubicInterpolant} The new interpolant.
  30609. */
  30610. InterpolantFactoryMethodSmooth( result ) {
  30611. return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
  30612. }
  30613. /**
  30614. * Defines the interpolation factor method for this keyframe track.
  30615. *
  30616. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} interpolation - The interpolation type.
  30617. * @return {KeyframeTrack} A reference to this keyframe track.
  30618. */
  30619. setInterpolation( interpolation ) {
  30620. let factoryMethod;
  30621. switch ( interpolation ) {
  30622. case InterpolateDiscrete:
  30623. factoryMethod = this.InterpolantFactoryMethodDiscrete;
  30624. break;
  30625. case InterpolateLinear:
  30626. factoryMethod = this.InterpolantFactoryMethodLinear;
  30627. break;
  30628. case InterpolateSmooth:
  30629. factoryMethod = this.InterpolantFactoryMethodSmooth;
  30630. break;
  30631. }
  30632. if ( factoryMethod === undefined ) {
  30633. const message = 'unsupported interpolation for ' +
  30634. this.ValueTypeName + ' keyframe track named ' + this.name;
  30635. if ( this.createInterpolant === undefined ) {
  30636. // fall back to default, unless the default itself is messed up
  30637. if ( interpolation !== this.DefaultInterpolation ) {
  30638. this.setInterpolation( this.DefaultInterpolation );
  30639. } else {
  30640. throw new Error( message ); // fatal, in this case
  30641. }
  30642. }
  30643. console.warn( 'THREE.KeyframeTrack:', message );
  30644. return this;
  30645. }
  30646. this.createInterpolant = factoryMethod;
  30647. return this;
  30648. }
  30649. /**
  30650. * Returns the current interpolation type.
  30651. *
  30652. * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} The interpolation type.
  30653. */
  30654. getInterpolation() {
  30655. switch ( this.createInterpolant ) {
  30656. case this.InterpolantFactoryMethodDiscrete:
  30657. return InterpolateDiscrete;
  30658. case this.InterpolantFactoryMethodLinear:
  30659. return InterpolateLinear;
  30660. case this.InterpolantFactoryMethodSmooth:
  30661. return InterpolateSmooth;
  30662. }
  30663. }
  30664. /**
  30665. * Returns the value size.
  30666. *
  30667. * @return {number} The value size.
  30668. */
  30669. getValueSize() {
  30670. return this.values.length / this.times.length;
  30671. }
  30672. /**
  30673. * Moves all keyframes either forward or backward in time.
  30674. *
  30675. * @param {number} timeOffset - The offset to move the time values.
  30676. * @return {KeyframeTrack} A reference to this keyframe track.
  30677. */
  30678. shift( timeOffset ) {
  30679. if ( timeOffset !== 0.0 ) {
  30680. const times = this.times;
  30681. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30682. times[ i ] += timeOffset;
  30683. }
  30684. }
  30685. return this;
  30686. }
  30687. /**
  30688. * Scale all keyframe times by a factor (useful for frame - seconds conversions).
  30689. *
  30690. * @param {number} timeScale - The time scale.
  30691. * @return {KeyframeTrack} A reference to this keyframe track.
  30692. */
  30693. scale( timeScale ) {
  30694. if ( timeScale !== 1.0 ) {
  30695. const times = this.times;
  30696. for ( let i = 0, n = times.length; i !== n; ++ i ) {
  30697. times[ i ] *= timeScale;
  30698. }
  30699. }
  30700. return this;
  30701. }
  30702. /**
  30703. * Removes keyframes before and after animation without changing any values within the defined time range.
  30704. *
  30705. * Note: The method does not shift around keys to the start of the track time, because for interpolated
  30706. * keys this will change their values
  30707. *
  30708. * @param {number} startTime - The start time.
  30709. * @param {number} endTime - The end time.
  30710. * @return {KeyframeTrack} A reference to this keyframe track.
  30711. */
  30712. trim( startTime, endTime ) {
  30713. const times = this.times,
  30714. nKeys = times.length;
  30715. let from = 0,
  30716. to = nKeys - 1;
  30717. while ( from !== nKeys && times[ from ] < startTime ) {
  30718. ++ from;
  30719. }
  30720. while ( to !== -1 && times[ to ] > endTime ) {
  30721. -- to;
  30722. }
  30723. ++ to; // inclusive -> exclusive bound
  30724. if ( from !== 0 || to !== nKeys ) {
  30725. // empty tracks are forbidden, so keep at least one keyframe
  30726. if ( from >= to ) {
  30727. to = Math.max( to, 1 );
  30728. from = to - 1;
  30729. }
  30730. const stride = this.getValueSize();
  30731. this.times = times.slice( from, to );
  30732. this.values = this.values.slice( from * stride, to * stride );
  30733. }
  30734. return this;
  30735. }
  30736. /**
  30737. * Performs minimal validation on the keyframe track. Returns `true` if the values
  30738. * are valid.
  30739. *
  30740. * @return {boolean} Whether the keyframes are valid or not.
  30741. */
  30742. validate() {
  30743. let valid = true;
  30744. const valueSize = this.getValueSize();
  30745. if ( valueSize - Math.floor( valueSize ) !== 0 ) {
  30746. console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
  30747. valid = false;
  30748. }
  30749. const times = this.times,
  30750. values = this.values,
  30751. nKeys = times.length;
  30752. if ( nKeys === 0 ) {
  30753. console.error( 'THREE.KeyframeTrack: Track is empty.', this );
  30754. valid = false;
  30755. }
  30756. let prevTime = null;
  30757. for ( let i = 0; i !== nKeys; i ++ ) {
  30758. const currTime = times[ i ];
  30759. if ( typeof currTime === 'number' && isNaN( currTime ) ) {
  30760. console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
  30761. valid = false;
  30762. break;
  30763. }
  30764. if ( prevTime !== null && prevTime > currTime ) {
  30765. console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
  30766. valid = false;
  30767. break;
  30768. }
  30769. prevTime = currTime;
  30770. }
  30771. if ( values !== undefined ) {
  30772. if ( isTypedArray( values ) ) {
  30773. for ( let i = 0, n = values.length; i !== n; ++ i ) {
  30774. const value = values[ i ];
  30775. if ( isNaN( value ) ) {
  30776. console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
  30777. valid = false;
  30778. break;
  30779. }
  30780. }
  30781. }
  30782. }
  30783. return valid;
  30784. }
  30785. /**
  30786. * Optimizes this keyframe track by removing equivalent sequential keys (which are
  30787. * common in morph target sequences).
  30788. *
  30789. * @return {AnimationClip} A reference to this animation clip.
  30790. */
  30791. optimize() {
  30792. // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
  30793. // times or values may be shared with other tracks, so overwriting is unsafe
  30794. const times = this.times.slice(),
  30795. values = this.values.slice(),
  30796. stride = this.getValueSize(),
  30797. smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
  30798. lastIndex = times.length - 1;
  30799. let writeIndex = 1;
  30800. for ( let i = 1; i < lastIndex; ++ i ) {
  30801. let keep = false;
  30802. const time = times[ i ];
  30803. const timeNext = times[ i + 1 ];
  30804. // remove adjacent keyframes scheduled at the same time
  30805. if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {
  30806. if ( ! smoothInterpolation ) {
  30807. // remove unnecessary keyframes same as their neighbors
  30808. const offset = i * stride,
  30809. offsetP = offset - stride,
  30810. offsetN = offset + stride;
  30811. for ( let j = 0; j !== stride; ++ j ) {
  30812. const value = values[ offset + j ];
  30813. if ( value !== values[ offsetP + j ] ||
  30814. value !== values[ offsetN + j ] ) {
  30815. keep = true;
  30816. break;
  30817. }
  30818. }
  30819. } else {
  30820. keep = true;
  30821. }
  30822. }
  30823. // in-place compaction
  30824. if ( keep ) {
  30825. if ( i !== writeIndex ) {
  30826. times[ writeIndex ] = times[ i ];
  30827. const readOffset = i * stride,
  30828. writeOffset = writeIndex * stride;
  30829. for ( let j = 0; j !== stride; ++ j ) {
  30830. values[ writeOffset + j ] = values[ readOffset + j ];
  30831. }
  30832. }
  30833. ++ writeIndex;
  30834. }
  30835. }
  30836. // flush last keyframe (compaction looks ahead)
  30837. if ( lastIndex > 0 ) {
  30838. times[ writeIndex ] = times[ lastIndex ];
  30839. for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
  30840. values[ writeOffset + j ] = values[ readOffset + j ];
  30841. }
  30842. ++ writeIndex;
  30843. }
  30844. if ( writeIndex !== times.length ) {
  30845. this.times = times.slice( 0, writeIndex );
  30846. this.values = values.slice( 0, writeIndex * stride );
  30847. } else {
  30848. this.times = times;
  30849. this.values = values;
  30850. }
  30851. return this;
  30852. }
  30853. /**
  30854. * Returns a new keyframe track with copied values from this instance.
  30855. *
  30856. * @return {KeyframeTrack} A clone of this instance.
  30857. */
  30858. clone() {
  30859. const times = this.times.slice();
  30860. const values = this.values.slice();
  30861. const TypedKeyframeTrack = this.constructor;
  30862. const track = new TypedKeyframeTrack( this.name, times, values );
  30863. // Interpolant argument to constructor is not saved, so copy the factory method directly.
  30864. track.createInterpolant = this.createInterpolant;
  30865. return track;
  30866. }
  30867. }
  30868. /**
  30869. * The value type name.
  30870. *
  30871. * @type {String}
  30872. * @default ''
  30873. */
  30874. KeyframeTrack.prototype.ValueTypeName = '';
  30875. /**
  30876. * The time buffer type of this keyframe track.
  30877. *
  30878. * @type {TypedArray|Array}
  30879. * @default Float32Array.constructor
  30880. */
  30881. KeyframeTrack.prototype.TimeBufferType = Float32Array;
  30882. /**
  30883. * The value buffer type of this keyframe track.
  30884. *
  30885. * @type {TypedArray|Array}
  30886. * @default Float32Array.constructor
  30887. */
  30888. KeyframeTrack.prototype.ValueBufferType = Float32Array;
  30889. /**
  30890. * The default interpolation type of this keyframe track.
  30891. *
  30892. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  30893. * @default InterpolateLinear
  30894. */
  30895. KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
  30896. /**
  30897. * A track for boolean keyframe values.
  30898. *
  30899. * @augments KeyframeTrack
  30900. */
  30901. class BooleanKeyframeTrack extends KeyframeTrack {
  30902. /**
  30903. * Constructs a new boolean keyframe track.
  30904. *
  30905. * This keyframe track type has no `interpolation` parameter because the
  30906. * interpolation is always discrete.
  30907. *
  30908. * @param {string} name - The keyframe track's name.
  30909. * @param {Array<number>} times - A list of keyframe times.
  30910. * @param {Array<number>} values - A list of keyframe values.
  30911. */
  30912. constructor( name, times, values ) {
  30913. super( name, times, values );
  30914. }
  30915. }
  30916. /**
  30917. * The value type name.
  30918. *
  30919. * @type {String}
  30920. * @default 'bool'
  30921. */
  30922. BooleanKeyframeTrack.prototype.ValueTypeName = 'bool';
  30923. /**
  30924. * The value buffer type of this keyframe track.
  30925. *
  30926. * @type {TypedArray|Array}
  30927. * @default Array.constructor
  30928. */
  30929. BooleanKeyframeTrack.prototype.ValueBufferType = Array;
  30930. /**
  30931. * The default interpolation type of this keyframe track.
  30932. *
  30933. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  30934. * @default InterpolateDiscrete
  30935. */
  30936. BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  30937. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  30938. BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  30939. /**
  30940. * A track for color keyframe values.
  30941. *
  30942. * @augments KeyframeTrack
  30943. */
  30944. class ColorKeyframeTrack extends KeyframeTrack {
  30945. /**
  30946. * Constructs a new color keyframe track.
  30947. *
  30948. * @param {string} name - The keyframe track's name.
  30949. * @param {Array<number>} times - A list of keyframe times.
  30950. * @param {Array<number>} values - A list of keyframe values.
  30951. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30952. */
  30953. constructor( name, times, values, interpolation ) {
  30954. super( name, times, values, interpolation );
  30955. }
  30956. }
  30957. /**
  30958. * The value type name.
  30959. *
  30960. * @type {String}
  30961. * @default 'color'
  30962. */
  30963. ColorKeyframeTrack.prototype.ValueTypeName = 'color';
  30964. /**
  30965. * A track for numeric keyframe values.
  30966. *
  30967. * @augments KeyframeTrack
  30968. */
  30969. class NumberKeyframeTrack extends KeyframeTrack {
  30970. /**
  30971. * Constructs a new number keyframe track.
  30972. *
  30973. * @param {string} name - The keyframe track's name.
  30974. * @param {Array<number>} times - A list of keyframe times.
  30975. * @param {Array<number>} values - A list of keyframe values.
  30976. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  30977. */
  30978. constructor( name, times, values, interpolation ) {
  30979. super( name, times, values, interpolation );
  30980. }
  30981. }
  30982. /**
  30983. * The value type name.
  30984. *
  30985. * @type {String}
  30986. * @default 'number'
  30987. */
  30988. NumberKeyframeTrack.prototype.ValueTypeName = 'number';
  30989. /**
  30990. * Spherical linear unit quaternion interpolant.
  30991. *
  30992. * @augments Interpolant
  30993. */
  30994. class QuaternionLinearInterpolant extends Interpolant {
  30995. /**
  30996. * Constructs a new SLERP interpolant.
  30997. *
  30998. * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
  30999. * @param {TypedArray} sampleValues - The sample values.
  31000. * @param {number} sampleSize - The sample size
  31001. * @param {TypedArray} [resultBuffer] - The result buffer.
  31002. */
  31003. constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
  31004. super( parameterPositions, sampleValues, sampleSize, resultBuffer );
  31005. }
  31006. interpolate_( i1, t0, t, t1 ) {
  31007. const result = this.resultBuffer,
  31008. values = this.sampleValues,
  31009. stride = this.valueSize,
  31010. alpha = ( t - t0 ) / ( t1 - t0 );
  31011. let offset = i1 * stride;
  31012. for ( let end = offset + stride; offset !== end; offset += 4 ) {
  31013. Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
  31014. }
  31015. return result;
  31016. }
  31017. }
  31018. /**
  31019. * A track for Quaternion keyframe values.
  31020. *
  31021. * @augments KeyframeTrack
  31022. */
  31023. class QuaternionKeyframeTrack extends KeyframeTrack {
  31024. /**
  31025. * Constructs a new Quaternion keyframe track.
  31026. *
  31027. * @param {string} name - The keyframe track's name.
  31028. * @param {Array<number>} times - A list of keyframe times.
  31029. * @param {Array<number>} values - A list of keyframe values.
  31030. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31031. */
  31032. constructor( name, times, values, interpolation ) {
  31033. super( name, times, values, interpolation );
  31034. }
  31035. /**
  31036. * Overwritten so the method returns Quaternion based interpolant.
  31037. *
  31038. * @static
  31039. * @param {TypedArray} [result] - The result buffer.
  31040. * @return {QuaternionLinearInterpolant} The new interpolant.
  31041. */
  31042. InterpolantFactoryMethodLinear( result ) {
  31043. return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
  31044. }
  31045. }
  31046. /**
  31047. * The value type name.
  31048. *
  31049. * @type {String}
  31050. * @default 'quaternion'
  31051. */
  31052. QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';
  31053. // ValueBufferType is inherited
  31054. // DefaultInterpolation is inherited;
  31055. QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31056. /**
  31057. * A track for string keyframe values.
  31058. *
  31059. * @augments KeyframeTrack
  31060. */
  31061. class StringKeyframeTrack extends KeyframeTrack {
  31062. /**
  31063. * Constructs a new string keyframe track.
  31064. *
  31065. * This keyframe track type has no `interpolation` parameter because the
  31066. * interpolation is always discrete.
  31067. *
  31068. * @param {string} name - The keyframe track's name.
  31069. * @param {Array<number>} times - A list of keyframe times.
  31070. * @param {Array<number>} values - A list of keyframe values.
  31071. */
  31072. constructor( name, times, values ) {
  31073. super( name, times, values );
  31074. }
  31075. }
  31076. /**
  31077. * The value type name.
  31078. *
  31079. * @type {String}
  31080. * @default 'string'
  31081. */
  31082. StringKeyframeTrack.prototype.ValueTypeName = 'string';
  31083. /**
  31084. * The value buffer type of this keyframe track.
  31085. *
  31086. * @type {TypedArray|Array}
  31087. * @default Array.constructor
  31088. */
  31089. StringKeyframeTrack.prototype.ValueBufferType = Array;
  31090. /**
  31091. * The default interpolation type of this keyframe track.
  31092. *
  31093. * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
  31094. * @default InterpolateDiscrete
  31095. */
  31096. StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
  31097. StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;
  31098. StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;
  31099. /**
  31100. * A track for vector keyframe values.
  31101. *
  31102. * @augments KeyframeTrack
  31103. */
  31104. class VectorKeyframeTrack extends KeyframeTrack {
  31105. /**
  31106. * Constructs a new vector keyframe track.
  31107. *
  31108. * @param {string} name - The keyframe track's name.
  31109. * @param {Array<number>} times - A list of keyframe times.
  31110. * @param {Array<number>} values - A list of keyframe values.
  31111. * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
  31112. */
  31113. constructor( name, times, values, interpolation ) {
  31114. super( name, times, values, interpolation );
  31115. }
  31116. }
  31117. /**
  31118. * The value type name.
  31119. *
  31120. * @type {String}
  31121. * @default 'vector'
  31122. */
  31123. VectorKeyframeTrack.prototype.ValueTypeName = 'vector';
  31124. /**
  31125. * A reusable set of keyframe tracks which represent an animation.
  31126. */
  31127. class AnimationClip {
  31128. /**
  31129. * Constructs a new animation clip.
  31130. *
  31131. * Note: Instead of instantiating an AnimationClip directly with the constructor, you can
  31132. * use the static interface of this class for creating clips. In most cases though, animation clips
  31133. * will automatically be created by loaders when importing animated 3D assets.
  31134. *
  31135. * @param {string} [name=''] - The clip's name.
  31136. * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed,
  31137. * the duration will be calculated from the passed keyframes.
  31138. * @param {Array<KeyframeTrack>} tracks - An array of keyframe tracks.
  31139. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation
  31140. * is blended/combined when two or more animations are simultaneously played.
  31141. */
  31142. constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) {
  31143. /**
  31144. * The clip's name.
  31145. *
  31146. * @type {string}
  31147. */
  31148. this.name = name;
  31149. /**
  31150. * An array of keyframe tracks.
  31151. *
  31152. * @type {Array<KeyframeTrack>}
  31153. */
  31154. this.tracks = tracks;
  31155. /**
  31156. * The clip's duration in seconds.
  31157. *
  31158. * @type {number}
  31159. */
  31160. this.duration = duration;
  31161. /**
  31162. * Defines how the animation is blended/combined when two or more animations
  31163. * are simultaneously played.
  31164. *
  31165. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  31166. */
  31167. this.blendMode = blendMode;
  31168. /**
  31169. * The UUID of the animation clip.
  31170. *
  31171. * @type {string}
  31172. * @readonly
  31173. */
  31174. this.uuid = generateUUID();
  31175. // this means it should figure out its duration by scanning the tracks
  31176. if ( this.duration < 0 ) {
  31177. this.resetDuration();
  31178. }
  31179. }
  31180. /**
  31181. * Factory method for creating an animation clip from the given JSON.
  31182. *
  31183. * @static
  31184. * @param {Object} json - The serialized animation clip.
  31185. * @return {AnimationClip} The new animation clip.
  31186. */
  31187. static parse( json ) {
  31188. const tracks = [],
  31189. jsonTracks = json.tracks,
  31190. frameTime = 1.0 / ( json.fps || 1.0 );
  31191. for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {
  31192. tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
  31193. }
  31194. const clip = new this( json.name, json.duration, tracks, json.blendMode );
  31195. clip.uuid = json.uuid;
  31196. return clip;
  31197. }
  31198. /**
  31199. * Serializes the given animation clip into JSON.
  31200. *
  31201. * @static
  31202. * @param {AnimationClip} clip - The animation clip to serialize.
  31203. * @return {Object} The JSON object.
  31204. */
  31205. static toJSON( clip ) {
  31206. const tracks = [],
  31207. clipTracks = clip.tracks;
  31208. const json = {
  31209. 'name': clip.name,
  31210. 'duration': clip.duration,
  31211. 'tracks': tracks,
  31212. 'uuid': clip.uuid,
  31213. 'blendMode': clip.blendMode
  31214. };
  31215. for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {
  31216. tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
  31217. }
  31218. return json;
  31219. }
  31220. /**
  31221. * Returns a new animation clip from the passed morph targets array of a
  31222. * geometry, taking a name and the number of frames per second.
  31223. *
  31224. * Note: The fps parameter is required, but the animation speed can be
  31225. * overridden via {@link AnimationAction#setDuration}.
  31226. *
  31227. * @static
  31228. * @param {string} name - The name of the animation clip.
  31229. * @param {Array<Object>} morphTargetSequence - A sequence of morph targets.
  31230. * @param {number} fps - The Frames-Per-Second value.
  31231. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31232. * @return {AnimationClip} The new animation clip.
  31233. */
  31234. static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {
  31235. const numMorphTargets = morphTargetSequence.length;
  31236. const tracks = [];
  31237. for ( let i = 0; i < numMorphTargets; i ++ ) {
  31238. let times = [];
  31239. let values = [];
  31240. times.push(
  31241. ( i + numMorphTargets - 1 ) % numMorphTargets,
  31242. i,
  31243. ( i + 1 ) % numMorphTargets );
  31244. values.push( 0, 1, 0 );
  31245. const order = getKeyframeOrder( times );
  31246. times = sortedArray( times, 1, order );
  31247. values = sortedArray( values, 1, order );
  31248. // if there is a key at the first frame, duplicate it as the
  31249. // last frame as well for perfect loop.
  31250. if ( ! noLoop && times[ 0 ] === 0 ) {
  31251. times.push( numMorphTargets );
  31252. values.push( values[ 0 ] );
  31253. }
  31254. tracks.push(
  31255. new NumberKeyframeTrack(
  31256. '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
  31257. times, values
  31258. ).scale( 1.0 / fps ) );
  31259. }
  31260. return new this( name, -1, tracks );
  31261. }
  31262. /**
  31263. * Searches for an animation clip by name, taking as its first parameter
  31264. * either an array of clips, or a mesh or geometry that contains an
  31265. * array named "animations" property.
  31266. *
  31267. * @static
  31268. * @param {(Array<AnimationClip>|Object3D)} objectOrClipArray - The array or object to search through.
  31269. * @param {string} name - The name to search for.
  31270. * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found.
  31271. */
  31272. static findByName( objectOrClipArray, name ) {
  31273. let clipArray = objectOrClipArray;
  31274. if ( ! Array.isArray( objectOrClipArray ) ) {
  31275. const o = objectOrClipArray;
  31276. clipArray = o.geometry && o.geometry.animations || o.animations;
  31277. }
  31278. for ( let i = 0; i < clipArray.length; i ++ ) {
  31279. if ( clipArray[ i ].name === name ) {
  31280. return clipArray[ i ];
  31281. }
  31282. }
  31283. return null;
  31284. }
  31285. /**
  31286. * Returns an array of new AnimationClips created from the morph target
  31287. * sequences of a geometry, trying to sort morph target names into
  31288. * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...".
  31289. *
  31290. * See {@link MD2Loader#parse} as an example for how the method should be used.
  31291. *
  31292. * @static
  31293. * @param {Array<Object>} morphTargets - A sequence of morph targets.
  31294. * @param {number} fps - The Frames-Per-Second value.
  31295. * @param {boolean} noLoop - Whether the clip should be no loop or not.
  31296. * @return {Array<AnimationClip>} An array of new animation clips.
  31297. */
  31298. static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {
  31299. const animationToMorphTargets = {};
  31300. // tested with https://regex101.com/ on trick sequences
  31301. // such flamingo_flyA_003, flamingo_run1_003, crdeath0059
  31302. const pattern = /^([\w-]*?)([\d]+)$/;
  31303. // sort morph target names into animation groups based
  31304. // patterns like Walk_001, Walk_002, Run_001, Run_002
  31305. for ( let i = 0, il = morphTargets.length; i < il; i ++ ) {
  31306. const morphTarget = morphTargets[ i ];
  31307. const parts = morphTarget.name.match( pattern );
  31308. if ( parts && parts.length > 1 ) {
  31309. const name = parts[ 1 ];
  31310. let animationMorphTargets = animationToMorphTargets[ name ];
  31311. if ( ! animationMorphTargets ) {
  31312. animationToMorphTargets[ name ] = animationMorphTargets = [];
  31313. }
  31314. animationMorphTargets.push( morphTarget );
  31315. }
  31316. }
  31317. const clips = [];
  31318. for ( const name in animationToMorphTargets ) {
  31319. clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
  31320. }
  31321. return clips;
  31322. }
  31323. /**
  31324. * Parses the `animation.hierarchy` format and returns a new animation clip.
  31325. *
  31326. * @static
  31327. * @deprecated since r175.
  31328. * @param {Object} animation - A serialized animation clip as JSON.
  31329. * @param {Array<Bones>} bones - An array of bones.
  31330. * @return {?AnimationClip} The new animation clip.
  31331. */
  31332. static parseAnimation( animation, bones ) {
  31333. console.warn( 'THREE.AnimationClip: parseAnimation() is deprecated and will be removed with r185' );
  31334. if ( ! animation ) {
  31335. console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
  31336. return null;
  31337. }
  31338. const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
  31339. // only return track if there are actually keys.
  31340. if ( animationKeys.length !== 0 ) {
  31341. const times = [];
  31342. const values = [];
  31343. flattenJSON( animationKeys, times, values, propertyName );
  31344. // empty keys are filtered out, so check again
  31345. if ( times.length !== 0 ) {
  31346. destTracks.push( new trackType( trackName, times, values ) );
  31347. }
  31348. }
  31349. };
  31350. const tracks = [];
  31351. const clipName = animation.name || 'default';
  31352. const fps = animation.fps || 30;
  31353. const blendMode = animation.blendMode;
  31354. // automatic length determination in AnimationClip.
  31355. let duration = animation.length || -1;
  31356. const hierarchyTracks = animation.hierarchy || [];
  31357. for ( let h = 0; h < hierarchyTracks.length; h ++ ) {
  31358. const animationKeys = hierarchyTracks[ h ].keys;
  31359. // skip empty tracks
  31360. if ( ! animationKeys || animationKeys.length === 0 ) continue;
  31361. // process morph targets
  31362. if ( animationKeys[ 0 ].morphTargets ) {
  31363. // figure out all morph targets used in this track
  31364. const morphTargetNames = {};
  31365. let k;
  31366. for ( k = 0; k < animationKeys.length; k ++ ) {
  31367. if ( animationKeys[ k ].morphTargets ) {
  31368. for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
  31369. morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = -1;
  31370. }
  31371. }
  31372. }
  31373. // create a track for each morph target with all zero
  31374. // morphTargetInfluences except for the keys in which
  31375. // the morphTarget is named.
  31376. for ( const morphTargetName in morphTargetNames ) {
  31377. const times = [];
  31378. const values = [];
  31379. for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
  31380. const animationKey = animationKeys[ k ];
  31381. times.push( animationKey.time );
  31382. values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
  31383. }
  31384. tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
  31385. }
  31386. duration = morphTargetNames.length * fps;
  31387. } else {
  31388. // ...assume skeletal animation
  31389. const boneName = '.bones[' + bones[ h ].name + ']';
  31390. addNonemptyTrack(
  31391. VectorKeyframeTrack, boneName + '.position',
  31392. animationKeys, 'pos', tracks );
  31393. addNonemptyTrack(
  31394. QuaternionKeyframeTrack, boneName + '.quaternion',
  31395. animationKeys, 'rot', tracks );
  31396. addNonemptyTrack(
  31397. VectorKeyframeTrack, boneName + '.scale',
  31398. animationKeys, 'scl', tracks );
  31399. }
  31400. }
  31401. if ( tracks.length === 0 ) {
  31402. return null;
  31403. }
  31404. const clip = new this( clipName, duration, tracks, blendMode );
  31405. return clip;
  31406. }
  31407. /**
  31408. * Sets the duration of this clip to the duration of its longest keyframe track.
  31409. *
  31410. * @return {AnimationClip} A reference to this animation clip.
  31411. */
  31412. resetDuration() {
  31413. const tracks = this.tracks;
  31414. let duration = 0;
  31415. for ( let i = 0, n = tracks.length; i !== n; ++ i ) {
  31416. const track = this.tracks[ i ];
  31417. duration = Math.max( duration, track.times[ track.times.length - 1 ] );
  31418. }
  31419. this.duration = duration;
  31420. return this;
  31421. }
  31422. /**
  31423. * Trims all tracks to the clip's duration.
  31424. *
  31425. * @return {AnimationClip} A reference to this animation clip.
  31426. */
  31427. trim() {
  31428. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31429. this.tracks[ i ].trim( 0, this.duration );
  31430. }
  31431. return this;
  31432. }
  31433. /**
  31434. * Performs minimal validation on each track in the clip. Returns `true` if all
  31435. * tracks are valid.
  31436. *
  31437. * @return {boolean} Whether the clip's keyframes are valid or not.
  31438. */
  31439. validate() {
  31440. let valid = true;
  31441. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31442. valid = valid && this.tracks[ i ].validate();
  31443. }
  31444. return valid;
  31445. }
  31446. /**
  31447. * Optimizes each track by removing equivalent sequential keys (which are
  31448. * common in morph target sequences).
  31449. *
  31450. * @return {AnimationClip} A reference to this animation clip.
  31451. */
  31452. optimize() {
  31453. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31454. this.tracks[ i ].optimize();
  31455. }
  31456. return this;
  31457. }
  31458. /**
  31459. * Returns a new animation clip with copied values from this instance.
  31460. *
  31461. * @return {AnimationClip} A clone of this instance.
  31462. */
  31463. clone() {
  31464. const tracks = [];
  31465. for ( let i = 0; i < this.tracks.length; i ++ ) {
  31466. tracks.push( this.tracks[ i ].clone() );
  31467. }
  31468. return new this.constructor( this.name, this.duration, tracks, this.blendMode );
  31469. }
  31470. /**
  31471. * Serializes this animation clip into JSON.
  31472. *
  31473. * @return {Object} The JSON object.
  31474. */
  31475. toJSON() {
  31476. return this.constructor.toJSON( this );
  31477. }
  31478. }
  31479. function getTrackTypeForValueTypeName( typeName ) {
  31480. switch ( typeName.toLowerCase() ) {
  31481. case 'scalar':
  31482. case 'double':
  31483. case 'float':
  31484. case 'number':
  31485. case 'integer':
  31486. return NumberKeyframeTrack;
  31487. case 'vector':
  31488. case 'vector2':
  31489. case 'vector3':
  31490. case 'vector4':
  31491. return VectorKeyframeTrack;
  31492. case 'color':
  31493. return ColorKeyframeTrack;
  31494. case 'quaternion':
  31495. return QuaternionKeyframeTrack;
  31496. case 'bool':
  31497. case 'boolean':
  31498. return BooleanKeyframeTrack;
  31499. case 'string':
  31500. return StringKeyframeTrack;
  31501. }
  31502. throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
  31503. }
  31504. function parseKeyframeTrack( json ) {
  31505. if ( json.type === undefined ) {
  31506. throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
  31507. }
  31508. const trackType = getTrackTypeForValueTypeName( json.type );
  31509. if ( json.times === undefined ) {
  31510. const times = [], values = [];
  31511. flattenJSON( json.keys, times, values, 'value' );
  31512. json.times = times;
  31513. json.values = values;
  31514. }
  31515. // derived classes can define a static parse method
  31516. if ( trackType.parse !== undefined ) {
  31517. return trackType.parse( json );
  31518. } else {
  31519. // by default, we assume a constructor compatible with the base
  31520. return new trackType( json.name, json.times, json.values, json.interpolation );
  31521. }
  31522. }
  31523. /**
  31524. * @class
  31525. * @classdesc A simple caching system, used internally by {@link FileLoader}.
  31526. * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app.
  31527. * @hideconstructor
  31528. */
  31529. const Cache = {
  31530. /**
  31531. * Whether caching is enabled or not.
  31532. *
  31533. * @static
  31534. * @type {boolean}
  31535. * @default false
  31536. */
  31537. enabled: false,
  31538. /**
  31539. * A dictionary that holds cached files.
  31540. *
  31541. * @static
  31542. * @type {Object<string,Object>}
  31543. */
  31544. files: {},
  31545. /**
  31546. * Adds a cache entry with a key to reference the file. If this key already
  31547. * holds a file, it is overwritten.
  31548. *
  31549. * @static
  31550. * @param {string} key - The key to reference the cached file.
  31551. * @param {Object} file - The file to be cached.
  31552. */
  31553. add: function ( key, file ) {
  31554. if ( this.enabled === false ) return;
  31555. // console.log( 'THREE.Cache', 'Adding key:', key );
  31556. this.files[ key ] = file;
  31557. },
  31558. /**
  31559. * Gets the cached value for the given key.
  31560. *
  31561. * @static
  31562. * @param {string} key - The key to reference the cached file.
  31563. * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned.
  31564. */
  31565. get: function ( key ) {
  31566. if ( this.enabled === false ) return;
  31567. // console.log( 'THREE.Cache', 'Checking key:', key );
  31568. return this.files[ key ];
  31569. },
  31570. /**
  31571. * Removes the cached file associated with the given key.
  31572. *
  31573. * @static
  31574. * @param {string} key - The key to reference the cached file.
  31575. */
  31576. remove: function ( key ) {
  31577. delete this.files[ key ];
  31578. },
  31579. /**
  31580. * Remove all values from the cache.
  31581. *
  31582. * @static
  31583. */
  31584. clear: function () {
  31585. this.files = {};
  31586. }
  31587. };
  31588. /**
  31589. * Handles and keeps track of loaded and pending data. A default global
  31590. * instance of this class is created and used by loaders if not supplied
  31591. * manually.
  31592. *
  31593. * In general that should be sufficient, however there are times when it can
  31594. * be useful to have separate loaders - for example if you want to show
  31595. * separate loading bars for objects and textures.
  31596. *
  31597. * ```js
  31598. * const manager = new THREE.LoadingManager();
  31599. * manager.onLoad = () => console.log( 'Loading complete!' );
  31600. *
  31601. * const loader1 = new OBJLoader( manager );
  31602. * const loader2 = new ColladaLoader( manager );
  31603. * ```
  31604. */
  31605. class LoadingManager {
  31606. /**
  31607. * Constructs a new loading manager.
  31608. *
  31609. * @param {Function} [onLoad] - Executes when all items have been loaded.
  31610. * @param {Function} [onProgress] - Executes when single items have been loaded.
  31611. * @param {Function} [onError] - Executes when an error occurs.
  31612. */
  31613. constructor( onLoad, onProgress, onError ) {
  31614. const scope = this;
  31615. let isLoading = false;
  31616. let itemsLoaded = 0;
  31617. let itemsTotal = 0;
  31618. let urlModifier = undefined;
  31619. const handlers = [];
  31620. // Refer to #5689 for the reason why we don't set .onStart
  31621. // in the constructor
  31622. /**
  31623. * Executes when an item starts loading.
  31624. *
  31625. * @type {Function|undefined}
  31626. * @default undefined
  31627. */
  31628. this.onStart = undefined;
  31629. /**
  31630. * Executes when all items have been loaded.
  31631. *
  31632. * @type {Function|undefined}
  31633. * @default undefined
  31634. */
  31635. this.onLoad = onLoad;
  31636. /**
  31637. * Executes when single items have been loaded.
  31638. *
  31639. * @type {Function|undefined}
  31640. * @default undefined
  31641. */
  31642. this.onProgress = onProgress;
  31643. /**
  31644. * Executes when an error occurs.
  31645. *
  31646. * @type {Function|undefined}
  31647. * @default undefined
  31648. */
  31649. this.onError = onError;
  31650. /**
  31651. * This should be called by any loader using the manager when the loader
  31652. * starts loading an item.
  31653. *
  31654. * @param {string} url - The URL to load.
  31655. */
  31656. this.itemStart = function ( url ) {
  31657. itemsTotal ++;
  31658. if ( isLoading === false ) {
  31659. if ( scope.onStart !== undefined ) {
  31660. scope.onStart( url, itemsLoaded, itemsTotal );
  31661. }
  31662. }
  31663. isLoading = true;
  31664. };
  31665. /**
  31666. * This should be called by any loader using the manager when the loader
  31667. * ended loading an item.
  31668. *
  31669. * @param {string} url - The URL of the loaded item.
  31670. */
  31671. this.itemEnd = function ( url ) {
  31672. itemsLoaded ++;
  31673. if ( scope.onProgress !== undefined ) {
  31674. scope.onProgress( url, itemsLoaded, itemsTotal );
  31675. }
  31676. if ( itemsLoaded === itemsTotal ) {
  31677. isLoading = false;
  31678. if ( scope.onLoad !== undefined ) {
  31679. scope.onLoad();
  31680. }
  31681. }
  31682. };
  31683. /**
  31684. * This should be called by any loader using the manager when the loader
  31685. * encounters an error when loading an item.
  31686. *
  31687. * @param {string} url - The URL of the item that produces an error.
  31688. */
  31689. this.itemError = function ( url ) {
  31690. if ( scope.onError !== undefined ) {
  31691. scope.onError( url );
  31692. }
  31693. };
  31694. /**
  31695. * Given a URL, uses the URL modifier callback (if any) and returns a
  31696. * resolved URL. If no URL modifier is set, returns the original URL.
  31697. *
  31698. * @param {string} url - The URL to load.
  31699. * @return {string} The resolved URL.
  31700. */
  31701. this.resolveURL = function ( url ) {
  31702. if ( urlModifier ) {
  31703. return urlModifier( url );
  31704. }
  31705. return url;
  31706. };
  31707. /**
  31708. * If provided, the callback will be passed each resource URL before a
  31709. * request is sent. The callback may return the original URL, or a new URL to
  31710. * override loading behavior. This behavior can be used to load assets from
  31711. * .ZIP files, drag-and-drop APIs, and Data URIs.
  31712. *
  31713. * ```js
  31714. * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
  31715. *
  31716. * const manager = new THREE.LoadingManager();
  31717. *
  31718. * // Initialize loading manager with URL callback.
  31719. * const objectURLs = [];
  31720. * manager.setURLModifier( ( url ) => {
  31721. *
  31722. * url = URL.createObjectURL( blobs[ url ] );
  31723. * objectURLs.push( url );
  31724. * return url;
  31725. *
  31726. * } );
  31727. *
  31728. * // Load as usual, then revoke the blob URLs.
  31729. * const loader = new GLTFLoader( manager );
  31730. * loader.load( 'fish.gltf', (gltf) => {
  31731. *
  31732. * scene.add( gltf.scene );
  31733. * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
  31734. *
  31735. * } );
  31736. * ```
  31737. *
  31738. * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
  31739. * @return {LoadingManager} A reference to this loading manager.
  31740. */
  31741. this.setURLModifier = function ( transform ) {
  31742. urlModifier = transform;
  31743. return this;
  31744. };
  31745. /**
  31746. * Registers a loader with the given regular expression. Can be used to
  31747. * define what loader should be used in order to load specific files. A
  31748. * typical use case is to overwrite the default loader for textures.
  31749. *
  31750. * ```js
  31751. * // add handler for TGA textures
  31752. * manager.addHandler( /\.tga$/i, new TGALoader() );
  31753. * ```
  31754. *
  31755. * @param {string} regex - A regular expression.
  31756. * @param {Loader} loader - A loader that should handle matched cases.
  31757. * @return {LoadingManager} A reference to this loading manager.
  31758. */
  31759. this.addHandler = function ( regex, loader ) {
  31760. handlers.push( regex, loader );
  31761. return this;
  31762. };
  31763. /**
  31764. * Removes the loader for the given regular expression.
  31765. *
  31766. * @param {string} regex - A regular expression.
  31767. * @return {LoadingManager} A reference to this loading manager.
  31768. */
  31769. this.removeHandler = function ( regex ) {
  31770. const index = handlers.indexOf( regex );
  31771. if ( index !== -1 ) {
  31772. handlers.splice( index, 2 );
  31773. }
  31774. return this;
  31775. };
  31776. /**
  31777. * Can be used to retrieve the registered loader for the given file path.
  31778. *
  31779. * @param {string} file - The file path.
  31780. * @return {?Loader} The registered loader. Returns `null` if no loader was found.
  31781. */
  31782. this.getHandler = function ( file ) {
  31783. for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
  31784. const regex = handlers[ i ];
  31785. const loader = handlers[ i + 1 ];
  31786. if ( regex.global ) regex.lastIndex = 0; // see #17920
  31787. if ( regex.test( file ) ) {
  31788. return loader;
  31789. }
  31790. }
  31791. return null;
  31792. };
  31793. }
  31794. }
  31795. /**
  31796. * The global default loading manager.
  31797. *
  31798. * @constant
  31799. * @type {LoadingManager}
  31800. */
  31801. const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
  31802. /**
  31803. * Abstract base class for loaders.
  31804. *
  31805. * @abstract
  31806. */
  31807. class Loader {
  31808. /**
  31809. * Constructs a new loader.
  31810. *
  31811. * @param {LoadingManager} [manager] - The loading manager.
  31812. */
  31813. constructor( manager ) {
  31814. /**
  31815. * The loading manager.
  31816. *
  31817. * @type {LoadingManager}
  31818. * @default DefaultLoadingManager
  31819. */
  31820. this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
  31821. /**
  31822. * The crossOrigin string to implement CORS for loading the url from a
  31823. * different domain that allows CORS.
  31824. *
  31825. * @type {string}
  31826. * @default 'anonymous'
  31827. */
  31828. this.crossOrigin = 'anonymous';
  31829. /**
  31830. * Whether the XMLHttpRequest uses credentials.
  31831. *
  31832. * @type {boolean}
  31833. * @default false
  31834. */
  31835. this.withCredentials = false;
  31836. /**
  31837. * The base path from which the asset will be loaded.
  31838. *
  31839. * @type {string}
  31840. */
  31841. this.path = '';
  31842. /**
  31843. * The base path from which additional resources like textures will be loaded.
  31844. *
  31845. * @type {string}
  31846. */
  31847. this.resourcePath = '';
  31848. /**
  31849. * The [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  31850. * used in HTTP request.
  31851. *
  31852. * @type {Object<string, any>}
  31853. */
  31854. this.requestHeader = {};
  31855. }
  31856. /**
  31857. * This method needs to be implemented by all concrete loaders. It holds the
  31858. * logic for loading assets from the backend.
  31859. *
  31860. * @param {string} url - The path/URL of the file to be loaded.
  31861. * @param {Function} onLoad - Executed when the loading process has been finished.
  31862. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31863. * @param {onErrorCallback} [onError] - Executed when errors occur.
  31864. */
  31865. load( /* url, onLoad, onProgress, onError */ ) {}
  31866. /**
  31867. * A async version of {@link Loader#load}.
  31868. *
  31869. * @param {string} url - The path/URL of the file to be loaded.
  31870. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  31871. * @return {Promise} A Promise that resolves when the asset has been loaded.
  31872. */
  31873. loadAsync( url, onProgress ) {
  31874. const scope = this;
  31875. return new Promise( function ( resolve, reject ) {
  31876. scope.load( url, resolve, onProgress, reject );
  31877. } );
  31878. }
  31879. /**
  31880. * This method needs to be implemented by all concrete loaders. It holds the
  31881. * logic for parsing the asset into three.js entities.
  31882. *
  31883. * @param {any} data - The data to parse.
  31884. */
  31885. parse( /* data */ ) {}
  31886. /**
  31887. * Sets the `crossOrigin` String to implement CORS for loading the URL
  31888. * from a different domain that allows CORS.
  31889. *
  31890. * @param {string} crossOrigin - The `crossOrigin` value.
  31891. * @return {Loader} A reference to this instance.
  31892. */
  31893. setCrossOrigin( crossOrigin ) {
  31894. this.crossOrigin = crossOrigin;
  31895. return this;
  31896. }
  31897. /**
  31898. * Whether the XMLHttpRequest uses credentials such as cookies, authorization
  31899. * headers or TLS client certificates, see [XMLHttpRequest.withCredentials]{@link https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials}.
  31900. *
  31901. * Note: This setting has no effect if you are loading files locally or from the same domain.
  31902. *
  31903. * @param {boolean} value - The `withCredentials` value.
  31904. * @return {Loader} A reference to this instance.
  31905. */
  31906. setWithCredentials( value ) {
  31907. this.withCredentials = value;
  31908. return this;
  31909. }
  31910. /**
  31911. * Sets the base path for the asset.
  31912. *
  31913. * @param {string} path - The base path.
  31914. * @return {Loader} A reference to this instance.
  31915. */
  31916. setPath( path ) {
  31917. this.path = path;
  31918. return this;
  31919. }
  31920. /**
  31921. * Sets the base path for dependent resources like textures.
  31922. *
  31923. * @param {string} resourcePath - The resource path.
  31924. * @return {Loader} A reference to this instance.
  31925. */
  31926. setResourcePath( resourcePath ) {
  31927. this.resourcePath = resourcePath;
  31928. return this;
  31929. }
  31930. /**
  31931. * Sets the given request header.
  31932. *
  31933. * @param {Object} requestHeader - A [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}
  31934. * for configuring the HTTP request.
  31935. * @return {Loader} A reference to this instance.
  31936. */
  31937. setRequestHeader( requestHeader ) {
  31938. this.requestHeader = requestHeader;
  31939. return this;
  31940. }
  31941. }
  31942. /**
  31943. * Callback for onProgress in loaders.
  31944. *
  31945. * @callback onProgressCallback
  31946. * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
  31947. */
  31948. /**
  31949. * Callback for onError in loaders.
  31950. *
  31951. * @callback onErrorCallback
  31952. * @param {Error} error - The error which occurred during the loading process.
  31953. */
  31954. /**
  31955. * The default material name that is used by loaders
  31956. * when creating materials for loaded 3D objects.
  31957. *
  31958. * Note: Not all loaders might honor this setting.
  31959. *
  31960. * @static
  31961. * @type {string}
  31962. * @default '__DEFAULT'
  31963. */
  31964. Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
  31965. const loading = {};
  31966. class HttpError extends Error {
  31967. constructor( message, response ) {
  31968. super( message );
  31969. this.response = response;
  31970. }
  31971. }
  31972. /**
  31973. * A low level class for loading resources with the Fetch API, used internally by
  31974. * most loaders. It can also be used directly to load any file type that does
  31975. * not have a loader.
  31976. *
  31977. * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;`
  31978. * once to your application.
  31979. *
  31980. * ```js
  31981. * const loader = new THREE.FileLoader();
  31982. * const data = await loader.loadAsync( 'example.txt' );
  31983. * ```
  31984. *
  31985. * @augments Loader
  31986. */
  31987. class FileLoader extends Loader {
  31988. /**
  31989. * Constructs a new file loader.
  31990. *
  31991. * @param {LoadingManager} [manager] - The loading manager.
  31992. */
  31993. constructor( manager ) {
  31994. super( manager );
  31995. /**
  31996. * The expected mime type.
  31997. *
  31998. * @type {string}
  31999. */
  32000. this.mimeType = '';
  32001. /**
  32002. * The expected response type.
  32003. *
  32004. * @type {('arraybuffer'|'blob'|'document'|'json'|'')}
  32005. * @default ''
  32006. */
  32007. this.responseType = '';
  32008. }
  32009. /**
  32010. * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback.
  32011. *
  32012. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32013. * @param {function(any)} onLoad - Executed when the loading process has been finished.
  32014. * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
  32015. * @param {onErrorCallback} [onError] - Executed when errors occur.
  32016. * @return {any|undefined} The cached resource if available.
  32017. */
  32018. load( url, onLoad, onProgress, onError ) {
  32019. if ( url === undefined ) url = '';
  32020. if ( this.path !== undefined ) url = this.path + url;
  32021. url = this.manager.resolveURL( url );
  32022. const cached = Cache.get( url );
  32023. if ( cached !== undefined ) {
  32024. this.manager.itemStart( url );
  32025. setTimeout( () => {
  32026. if ( onLoad ) onLoad( cached );
  32027. this.manager.itemEnd( url );
  32028. }, 0 );
  32029. return cached;
  32030. }
  32031. // Check if request is duplicate
  32032. if ( loading[ url ] !== undefined ) {
  32033. loading[ url ].push( {
  32034. onLoad: onLoad,
  32035. onProgress: onProgress,
  32036. onError: onError
  32037. } );
  32038. return;
  32039. }
  32040. // Initialise array for duplicate requests
  32041. loading[ url ] = [];
  32042. loading[ url ].push( {
  32043. onLoad: onLoad,
  32044. onProgress: onProgress,
  32045. onError: onError,
  32046. } );
  32047. // create request
  32048. const req = new Request( url, {
  32049. headers: new Headers( this.requestHeader ),
  32050. credentials: this.withCredentials ? 'include' : 'same-origin',
  32051. // An abort controller could be added within a future PR
  32052. } );
  32053. // record states ( avoid data race )
  32054. const mimeType = this.mimeType;
  32055. const responseType = this.responseType;
  32056. // start the fetch
  32057. fetch( req )
  32058. .then( response => {
  32059. if ( response.status === 200 || response.status === 0 ) {
  32060. // Some browsers return HTTP Status 0 when using non-http protocol
  32061. // e.g. 'file://' or 'data://'. Handle as success.
  32062. if ( response.status === 0 ) {
  32063. console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
  32064. }
  32065. // Workaround: Checking if response.body === undefined for Alipay browser #23548
  32066. if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {
  32067. return response;
  32068. }
  32069. const callbacks = loading[ url ];
  32070. const reader = response.body.getReader();
  32071. // Nginx needs X-File-Size check
  32072. // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content
  32073. const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' );
  32074. const total = contentLength ? parseInt( contentLength ) : 0;
  32075. const lengthComputable = total !== 0;
  32076. let loaded = 0;
  32077. // periodically read data into the new stream tracking while download progress
  32078. const stream = new ReadableStream( {
  32079. start( controller ) {
  32080. readData();
  32081. function readData() {
  32082. reader.read().then( ( { done, value } ) => {
  32083. if ( done ) {
  32084. controller.close();
  32085. } else {
  32086. loaded += value.byteLength;
  32087. const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );
  32088. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32089. const callback = callbacks[ i ];
  32090. if ( callback.onProgress ) callback.onProgress( event );
  32091. }
  32092. controller.enqueue( value );
  32093. readData();
  32094. }
  32095. }, ( e ) => {
  32096. controller.error( e );
  32097. } );
  32098. }
  32099. }
  32100. } );
  32101. return new Response( stream );
  32102. } else {
  32103. throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response );
  32104. }
  32105. } )
  32106. .then( response => {
  32107. switch ( responseType ) {
  32108. case 'arraybuffer':
  32109. return response.arrayBuffer();
  32110. case 'blob':
  32111. return response.blob();
  32112. case 'document':
  32113. return response.text()
  32114. .then( text => {
  32115. const parser = new DOMParser();
  32116. return parser.parseFromString( text, mimeType );
  32117. } );
  32118. case 'json':
  32119. return response.json();
  32120. default:
  32121. if ( mimeType === '' ) {
  32122. return response.text();
  32123. } else {
  32124. // sniff encoding
  32125. const re = /charset="?([^;"\s]*)"?/i;
  32126. const exec = re.exec( mimeType );
  32127. const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;
  32128. const decoder = new TextDecoder( label );
  32129. return response.arrayBuffer().then( ab => decoder.decode( ab ) );
  32130. }
  32131. }
  32132. } )
  32133. .then( data => {
  32134. // Add to cache only on HTTP success, so that we do not cache
  32135. // error response bodies as proper responses to requests.
  32136. Cache.add( url, data );
  32137. const callbacks = loading[ url ];
  32138. delete loading[ url ];
  32139. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32140. const callback = callbacks[ i ];
  32141. if ( callback.onLoad ) callback.onLoad( data );
  32142. }
  32143. } )
  32144. .catch( err => {
  32145. // Abort errors and other errors are handled the same
  32146. const callbacks = loading[ url ];
  32147. if ( callbacks === undefined ) {
  32148. // When onLoad was called and url was deleted in `loading`
  32149. this.manager.itemError( url );
  32150. throw err;
  32151. }
  32152. delete loading[ url ];
  32153. for ( let i = 0, il = callbacks.length; i < il; i ++ ) {
  32154. const callback = callbacks[ i ];
  32155. if ( callback.onError ) callback.onError( err );
  32156. }
  32157. this.manager.itemError( url );
  32158. } )
  32159. .finally( () => {
  32160. this.manager.itemEnd( url );
  32161. } );
  32162. this.manager.itemStart( url );
  32163. }
  32164. /**
  32165. * Sets the expected response type.
  32166. *
  32167. * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type.
  32168. * @return {FileLoader} A reference to this file loader.
  32169. */
  32170. setResponseType( value ) {
  32171. this.responseType = value;
  32172. return this;
  32173. }
  32174. /**
  32175. * Sets the expected mime type of the loaded file.
  32176. *
  32177. * @param {string} value - The mime type.
  32178. * @return {FileLoader} A reference to this file loader.
  32179. */
  32180. setMimeType( value ) {
  32181. this.mimeType = value;
  32182. return this;
  32183. }
  32184. }
  32185. /**
  32186. * Class for loading animation clips in the JSON format. The files are internally
  32187. * loaded via {@link FileLoader}.
  32188. *
  32189. * ```js
  32190. * const loader = new THREE.AnimationLoader();
  32191. * const animations = await loader.loadAsync( 'animations/animation.js' );
  32192. * ```
  32193. *
  32194. * @augments Loader
  32195. */
  32196. class AnimationLoader extends Loader {
  32197. /**
  32198. * Constructs a new animation loader.
  32199. *
  32200. * @param {LoadingManager} [manager] - The loading manager.
  32201. */
  32202. constructor( manager ) {
  32203. super( manager );
  32204. }
  32205. /**
  32206. * Starts loading from the given URL and pass the loaded animations as an array
  32207. * holding instances of {@link AnimationClip} to the `onLoad()` callback.
  32208. *
  32209. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32210. * @param {function(Array<AnimationClip>)} onLoad - Executed when the loading process has been finished.
  32211. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32212. * @param {onErrorCallback} onError - Executed when errors occur.
  32213. */
  32214. load( url, onLoad, onProgress, onError ) {
  32215. const scope = this;
  32216. const loader = new FileLoader( this.manager );
  32217. loader.setPath( this.path );
  32218. loader.setRequestHeader( this.requestHeader );
  32219. loader.setWithCredentials( this.withCredentials );
  32220. loader.load( url, function ( text ) {
  32221. try {
  32222. onLoad( scope.parse( JSON.parse( text ) ) );
  32223. } catch ( e ) {
  32224. if ( onError ) {
  32225. onError( e );
  32226. } else {
  32227. console.error( e );
  32228. }
  32229. scope.manager.itemError( url );
  32230. }
  32231. }, onProgress, onError );
  32232. }
  32233. /**
  32234. * Parses the given JSON object and returns an array of animation clips.
  32235. *
  32236. * @param {Object} json - The serialized animation clips.
  32237. * @return {Array<AnimationClip>} The parsed animation clips.
  32238. */
  32239. parse( json ) {
  32240. const animations = [];
  32241. for ( let i = 0; i < json.length; i ++ ) {
  32242. const clip = AnimationClip.parse( json[ i ] );
  32243. animations.push( clip );
  32244. }
  32245. return animations;
  32246. }
  32247. }
  32248. /**
  32249. * Abstract base class for loading compressed texture formats S3TC, ASTC or ETC.
  32250. * Textures are internally loaded via {@link FileLoader}.
  32251. *
  32252. * Derived classes have to implement the `parse()` method which holds the parsing
  32253. * for the respective format.
  32254. *
  32255. * @abstract
  32256. * @augments Loader
  32257. */
  32258. class CompressedTextureLoader extends Loader {
  32259. /**
  32260. * Constructs a new compressed texture loader.
  32261. *
  32262. * @param {LoadingManager} [manager] - The loading manager.
  32263. */
  32264. constructor( manager ) {
  32265. super( manager );
  32266. }
  32267. /**
  32268. * Starts loading from the given URL and passes the loaded compressed texture
  32269. * to the `onLoad()` callback. The method also returns a new texture object which can
  32270. * directly be used for material creation. If you do it this way, the texture
  32271. * may pop up in your scene once the respective loading process is finished.
  32272. *
  32273. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32274. * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished.
  32275. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32276. * @param {onErrorCallback} onError - Executed when errors occur.
  32277. * @return {CompressedTexture} The compressed texture.
  32278. */
  32279. load( url, onLoad, onProgress, onError ) {
  32280. const scope = this;
  32281. const images = [];
  32282. const texture = new CompressedTexture();
  32283. const loader = new FileLoader( this.manager );
  32284. loader.setPath( this.path );
  32285. loader.setResponseType( 'arraybuffer' );
  32286. loader.setRequestHeader( this.requestHeader );
  32287. loader.setWithCredentials( scope.withCredentials );
  32288. let loaded = 0;
  32289. function loadTexture( i ) {
  32290. loader.load( url[ i ], function ( buffer ) {
  32291. const texDatas = scope.parse( buffer, true );
  32292. images[ i ] = {
  32293. width: texDatas.width,
  32294. height: texDatas.height,
  32295. format: texDatas.format,
  32296. mipmaps: texDatas.mipmaps
  32297. };
  32298. loaded += 1;
  32299. if ( loaded === 6 ) {
  32300. if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;
  32301. texture.image = images;
  32302. texture.format = texDatas.format;
  32303. texture.needsUpdate = true;
  32304. if ( onLoad ) onLoad( texture );
  32305. }
  32306. }, onProgress, onError );
  32307. }
  32308. if ( Array.isArray( url ) ) {
  32309. for ( let i = 0, il = url.length; i < il; ++ i ) {
  32310. loadTexture( i );
  32311. }
  32312. } else {
  32313. // compressed cubemap texture stored in a single DDS file
  32314. loader.load( url, function ( buffer ) {
  32315. const texDatas = scope.parse( buffer, true );
  32316. if ( texDatas.isCubemap ) {
  32317. const faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  32318. for ( let f = 0; f < faces; f ++ ) {
  32319. images[ f ] = { mipmaps: [] };
  32320. for ( let i = 0; i < texDatas.mipmapCount; i ++ ) {
  32321. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  32322. images[ f ].format = texDatas.format;
  32323. images[ f ].width = texDatas.width;
  32324. images[ f ].height = texDatas.height;
  32325. }
  32326. }
  32327. texture.image = images;
  32328. } else {
  32329. texture.image.width = texDatas.width;
  32330. texture.image.height = texDatas.height;
  32331. texture.mipmaps = texDatas.mipmaps;
  32332. }
  32333. if ( texDatas.mipmapCount === 1 ) {
  32334. texture.minFilter = LinearFilter;
  32335. }
  32336. texture.format = texDatas.format;
  32337. texture.needsUpdate = true;
  32338. if ( onLoad ) onLoad( texture );
  32339. }, onProgress, onError );
  32340. }
  32341. return texture;
  32342. }
  32343. }
  32344. /**
  32345. * A loader for loading images. The class loads images with the HTML `Image` API.
  32346. *
  32347. * ```js
  32348. * const loader = new THREE.ImageLoader();
  32349. * const image = await loader.loadAsync( 'image.png' );
  32350. * ```
  32351. * Please note that `ImageLoader` has dropped support for progress
  32352. * events in `r84`. For an `ImageLoader` that supports progress events, see
  32353. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639}.
  32354. *
  32355. * @augments Loader
  32356. */
  32357. class ImageLoader extends Loader {
  32358. /**
  32359. * Constructs a new image loader.
  32360. *
  32361. * @param {LoadingManager} [manager] - The loading manager.
  32362. */
  32363. constructor( manager ) {
  32364. super( manager );
  32365. }
  32366. /**
  32367. * Starts loading from the given URL and passes the loaded image
  32368. * to the `onLoad()` callback. The method also returns a new `Image` object which can
  32369. * directly be used for texture creation. If you do it this way, the texture
  32370. * may pop up in your scene once the respective loading process is finished.
  32371. *
  32372. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32373. * @param {function(Image)} onLoad - Executed when the loading process has been finished.
  32374. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32375. * @param {onErrorCallback} onError - Executed when errors occur.
  32376. * @return {Image} The image.
  32377. */
  32378. load( url, onLoad, onProgress, onError ) {
  32379. if ( this.path !== undefined ) url = this.path + url;
  32380. url = this.manager.resolveURL( url );
  32381. const scope = this;
  32382. const cached = Cache.get( url );
  32383. if ( cached !== undefined ) {
  32384. scope.manager.itemStart( url );
  32385. setTimeout( function () {
  32386. if ( onLoad ) onLoad( cached );
  32387. scope.manager.itemEnd( url );
  32388. }, 0 );
  32389. return cached;
  32390. }
  32391. const image = createElementNS( 'img' );
  32392. function onImageLoad() {
  32393. removeEventListeners();
  32394. Cache.add( url, this );
  32395. if ( onLoad ) onLoad( this );
  32396. scope.manager.itemEnd( url );
  32397. }
  32398. function onImageError( event ) {
  32399. removeEventListeners();
  32400. if ( onError ) onError( event );
  32401. scope.manager.itemError( url );
  32402. scope.manager.itemEnd( url );
  32403. }
  32404. function removeEventListeners() {
  32405. image.removeEventListener( 'load', onImageLoad, false );
  32406. image.removeEventListener( 'error', onImageError, false );
  32407. }
  32408. image.addEventListener( 'load', onImageLoad, false );
  32409. image.addEventListener( 'error', onImageError, false );
  32410. if ( url.slice( 0, 5 ) !== 'data:' ) {
  32411. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  32412. }
  32413. scope.manager.itemStart( url );
  32414. image.src = url;
  32415. return image;
  32416. }
  32417. }
  32418. /**
  32419. * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}.
  32420. *
  32421. * The loader returns an instance of {@link CubeTexture} and expects the cube map to
  32422. * be defined as six separate images representing the sides of a cube. Other cube map definitions
  32423. * like vertical and horizontal cross, column and row layouts are not supported.
  32424. *
  32425. * Note that, by convention, cube maps are specified in a coordinate system
  32426. * in which positive-x is to the right when looking up the positive-z axis --
  32427. * in other words, using a left-handed coordinate system. Since three.js uses
  32428. * a right-handed coordinate system, environment maps used in three.js will
  32429. * have pos-x and neg-x swapped.
  32430. *
  32431. * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace}
  32432. * is set to `SRGBColorSpace` by default.
  32433. *
  32434. * ```js
  32435. * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' );
  32436. * const cubeTexture = await loader.loadAsync( [
  32437. * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'
  32438. * ] );
  32439. * scene.background = cubeTexture;
  32440. * ```
  32441. *
  32442. * @augments Loader
  32443. */
  32444. class CubeTextureLoader extends Loader {
  32445. /**
  32446. * Constructs a new cube texture loader.
  32447. *
  32448. * @param {LoadingManager} [manager] - The loading manager.
  32449. */
  32450. constructor( manager ) {
  32451. super( manager );
  32452. }
  32453. /**
  32454. * Starts loading from the given URL and pass the fully loaded cube texture
  32455. * to the `onLoad()` callback. The method also returns a new cube texture object which can
  32456. * directly be used for material creation. If you do it this way, the cube texture
  32457. * may pop up in your scene once the respective loading process is finished.
  32458. *
  32459. * @param {Array<string>} urls - Array of 6 URLs to images, one for each side of the
  32460. * cube texture. The urls should be specified in the following order: pos-x,
  32461. * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well.
  32462. * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished.
  32463. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32464. * @param {onErrorCallback} onError - Executed when errors occur.
  32465. * @return {CubeTexture} The cube texture.
  32466. */
  32467. load( urls, onLoad, onProgress, onError ) {
  32468. const texture = new CubeTexture();
  32469. texture.colorSpace = SRGBColorSpace;
  32470. const loader = new ImageLoader( this.manager );
  32471. loader.setCrossOrigin( this.crossOrigin );
  32472. loader.setPath( this.path );
  32473. let loaded = 0;
  32474. function loadTexture( i ) {
  32475. loader.load( urls[ i ], function ( image ) {
  32476. texture.images[ i ] = image;
  32477. loaded ++;
  32478. if ( loaded === 6 ) {
  32479. texture.needsUpdate = true;
  32480. if ( onLoad ) onLoad( texture );
  32481. }
  32482. }, undefined, onError );
  32483. }
  32484. for ( let i = 0; i < urls.length; ++ i ) {
  32485. loadTexture( i );
  32486. }
  32487. return texture;
  32488. }
  32489. }
  32490. /**
  32491. * Abstract base class for loading binary texture formats RGBE, EXR or TGA.
  32492. * Textures are internally loaded via {@link FileLoader}.
  32493. *
  32494. * Derived classes have to implement the `parse()` method which holds the parsing
  32495. * for the respective format.
  32496. *
  32497. * @abstract
  32498. * @augments Loader
  32499. */
  32500. class DataTextureLoader extends Loader {
  32501. /**
  32502. * Constructs a new data texture loader.
  32503. *
  32504. * @param {LoadingManager} [manager] - The loading manager.
  32505. */
  32506. constructor( manager ) {
  32507. super( manager );
  32508. }
  32509. /**
  32510. * Starts loading from the given URL and passes the loaded data texture
  32511. * to the `onLoad()` callback. The method also returns a new texture object which can
  32512. * directly be used for material creation. If you do it this way, the texture
  32513. * may pop up in your scene once the respective loading process is finished.
  32514. *
  32515. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32516. * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished.
  32517. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  32518. * @param {onErrorCallback} onError - Executed when errors occur.
  32519. * @return {DataTexture} The data texture.
  32520. */
  32521. load( url, onLoad, onProgress, onError ) {
  32522. const scope = this;
  32523. const texture = new DataTexture();
  32524. const loader = new FileLoader( this.manager );
  32525. loader.setResponseType( 'arraybuffer' );
  32526. loader.setRequestHeader( this.requestHeader );
  32527. loader.setPath( this.path );
  32528. loader.setWithCredentials( scope.withCredentials );
  32529. loader.load( url, function ( buffer ) {
  32530. let texData;
  32531. try {
  32532. texData = scope.parse( buffer );
  32533. } catch ( error ) {
  32534. if ( onError !== undefined ) {
  32535. onError( error );
  32536. } else {
  32537. console.error( error );
  32538. return;
  32539. }
  32540. }
  32541. if ( texData.image !== undefined ) {
  32542. texture.image = texData.image;
  32543. } else if ( texData.data !== undefined ) {
  32544. texture.image.width = texData.width;
  32545. texture.image.height = texData.height;
  32546. texture.image.data = texData.data;
  32547. }
  32548. texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
  32549. texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
  32550. texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
  32551. texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;
  32552. texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
  32553. if ( texData.colorSpace !== undefined ) {
  32554. texture.colorSpace = texData.colorSpace;
  32555. }
  32556. if ( texData.flipY !== undefined ) {
  32557. texture.flipY = texData.flipY;
  32558. }
  32559. if ( texData.format !== undefined ) {
  32560. texture.format = texData.format;
  32561. }
  32562. if ( texData.type !== undefined ) {
  32563. texture.type = texData.type;
  32564. }
  32565. if ( texData.mipmaps !== undefined ) {
  32566. texture.mipmaps = texData.mipmaps;
  32567. texture.minFilter = LinearMipmapLinearFilter; // presumably...
  32568. }
  32569. if ( texData.mipmapCount === 1 ) {
  32570. texture.minFilter = LinearFilter;
  32571. }
  32572. if ( texData.generateMipmaps !== undefined ) {
  32573. texture.generateMipmaps = texData.generateMipmaps;
  32574. }
  32575. texture.needsUpdate = true;
  32576. if ( onLoad ) onLoad( texture, texData );
  32577. }, onProgress, onError );
  32578. return texture;
  32579. }
  32580. }
  32581. /**
  32582. * Class for loading textures. Images are internally
  32583. * loaded via {@link ImageLoader}.
  32584. *
  32585. * ```js
  32586. * const loader = new THREE.TextureLoader();
  32587. * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' );
  32588. *
  32589. * const material = new THREE.MeshBasicMaterial( { map:texture } );
  32590. * ```
  32591. * Please note that `TextureLoader` has dropped support for progress
  32592. * events in `r84`. For a `TextureLoader` that supports progress events, see
  32593. * [this thread]{@link https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145}.
  32594. *
  32595. * @augments Loader
  32596. */
  32597. class TextureLoader extends Loader {
  32598. /**
  32599. * Constructs a new texture loader.
  32600. *
  32601. * @param {LoadingManager} [manager] - The loading manager.
  32602. */
  32603. constructor( manager ) {
  32604. super( manager );
  32605. }
  32606. /**
  32607. * Starts loading from the given URL and pass the fully loaded texture
  32608. * to the `onLoad()` callback. The method also returns a new texture object which can
  32609. * directly be used for material creation. If you do it this way, the texture
  32610. * may pop up in your scene once the respective loading process is finished.
  32611. *
  32612. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  32613. * @param {function(Texture)} onLoad - Executed when the loading process has been finished.
  32614. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  32615. * @param {onErrorCallback} onError - Executed when errors occur.
  32616. * @return {Texture} The texture.
  32617. */
  32618. load( url, onLoad, onProgress, onError ) {
  32619. const texture = new Texture();
  32620. const loader = new ImageLoader( this.manager );
  32621. loader.setCrossOrigin( this.crossOrigin );
  32622. loader.setPath( this.path );
  32623. loader.load( url, function ( image ) {
  32624. texture.image = image;
  32625. texture.needsUpdate = true;
  32626. if ( onLoad !== undefined ) {
  32627. onLoad( texture );
  32628. }
  32629. }, onProgress, onError );
  32630. return texture;
  32631. }
  32632. }
  32633. /**
  32634. * Abstract base class for lights - all other light types inherit the
  32635. * properties and methods described here.
  32636. *
  32637. * @abstract
  32638. * @augments Object3D
  32639. */
  32640. class Light extends Object3D {
  32641. /**
  32642. * Constructs a new light.
  32643. *
  32644. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  32645. * @param {number} [intensity=1] - The light's strength/intensity.
  32646. */
  32647. constructor( color, intensity = 1 ) {
  32648. super();
  32649. /**
  32650. * This flag can be used for type testing.
  32651. *
  32652. * @type {boolean}
  32653. * @readonly
  32654. * @default true
  32655. */
  32656. this.isLight = true;
  32657. this.type = 'Light';
  32658. /**
  32659. * The light's color.
  32660. *
  32661. * @type {Color}
  32662. */
  32663. this.color = new Color( color );
  32664. /**
  32665. * The light's intensity.
  32666. *
  32667. * @type {number}
  32668. * @default 1
  32669. */
  32670. this.intensity = intensity;
  32671. }
  32672. /**
  32673. * Frees the GPU-related resources allocated by this instance. Call this
  32674. * method whenever this instance is no longer used in your app.
  32675. */
  32676. dispose() {
  32677. // Empty here in base class; some subclasses override.
  32678. }
  32679. copy( source, recursive ) {
  32680. super.copy( source, recursive );
  32681. this.color.copy( source.color );
  32682. this.intensity = source.intensity;
  32683. return this;
  32684. }
  32685. toJSON( meta ) {
  32686. const data = super.toJSON( meta );
  32687. data.object.color = this.color.getHex();
  32688. data.object.intensity = this.intensity;
  32689. if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
  32690. if ( this.distance !== undefined ) data.object.distance = this.distance;
  32691. if ( this.angle !== undefined ) data.object.angle = this.angle;
  32692. if ( this.decay !== undefined ) data.object.decay = this.decay;
  32693. if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
  32694. if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
  32695. if ( this.target !== undefined ) data.object.target = this.target.uuid;
  32696. return data;
  32697. }
  32698. }
  32699. /**
  32700. * A light source positioned directly above the scene, with color fading from
  32701. * the sky color to the ground color.
  32702. *
  32703. * This light cannot be used to cast shadows.
  32704. *
  32705. * ```js
  32706. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  32707. * scene.add( light );
  32708. * ```
  32709. *
  32710. * @augments Light
  32711. */
  32712. class HemisphereLight extends Light {
  32713. /**
  32714. * Constructs a new hemisphere light.
  32715. *
  32716. * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.
  32717. * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.
  32718. * @param {number} [intensity=1] - The light's strength/intensity.
  32719. */
  32720. constructor( skyColor, groundColor, intensity ) {
  32721. super( skyColor, intensity );
  32722. /**
  32723. * This flag can be used for type testing.
  32724. *
  32725. * @type {boolean}
  32726. * @readonly
  32727. * @default true
  32728. */
  32729. this.isHemisphereLight = true;
  32730. this.type = 'HemisphereLight';
  32731. this.position.copy( Object3D.DEFAULT_UP );
  32732. this.updateMatrix();
  32733. /**
  32734. * The light's ground color.
  32735. *
  32736. * @type {Color}
  32737. */
  32738. this.groundColor = new Color( groundColor );
  32739. }
  32740. copy( source, recursive ) {
  32741. super.copy( source, recursive );
  32742. this.groundColor.copy( source.groundColor );
  32743. return this;
  32744. }
  32745. }
  32746. const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  32747. const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  32748. const _lookTarget$1 = /*@__PURE__*/ new Vector3();
  32749. /**
  32750. * Abstract base class for light shadow classes. These classes
  32751. * represent the shadow configuration for different light types.
  32752. *
  32753. * @abstract
  32754. */
  32755. class LightShadow {
  32756. /**
  32757. * Constructs a new light shadow.
  32758. *
  32759. * @param {Camera} camera - The light's view of the world.
  32760. */
  32761. constructor( camera ) {
  32762. /**
  32763. * The light's view of the world.
  32764. *
  32765. * @type {Camera}
  32766. */
  32767. this.camera = camera;
  32768. /**
  32769. * The intensity of the shadow. The default is `1`.
  32770. * Valid values are in the range `[0, 1]`.
  32771. *
  32772. * @type {number}
  32773. * @default 1
  32774. */
  32775. this.intensity = 1;
  32776. /**
  32777. * Shadow map bias, how much to add or subtract from the normalized depth
  32778. * when deciding whether a surface is in shadow.
  32779. *
  32780. * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)
  32781. * may help reduce artifacts in shadows.
  32782. *
  32783. * @type {number}
  32784. * @default 0
  32785. */
  32786. this.bias = 0;
  32787. /**
  32788. * Defines how much the position used to query the shadow map is offset along
  32789. * the object normal. The default is `0`. Increasing this value can be used to
  32790. * reduce shadow acne especially in large scenes where light shines onto
  32791. * geometry at a shallow angle. The cost is that shadows may appear distorted.
  32792. *
  32793. * @type {number}
  32794. * @default 0
  32795. */
  32796. this.normalBias = 0;
  32797. /**
  32798. * Setting this to values greater than 1 will blur the edges of the shadow.
  32799. * High values will cause unwanted banding effects in the shadows - a greater
  32800. * map size will allow for a higher value to be used here before these effects
  32801. * become visible.
  32802. *
  32803. * The property has no effect when the shadow map type is `PCFSoftShadowMap` and
  32804. * and it is recommended to increase softness by decreasing the shadow map size instead.
  32805. *
  32806. * The property has no effect when the shadow map type is `BasicShadowMap`.
  32807. *
  32808. * @type {number}
  32809. * @default 1
  32810. */
  32811. this.radius = 1;
  32812. /**
  32813. * The amount of samples to use when blurring a VSM shadow map.
  32814. *
  32815. * @type {number}
  32816. * @default 8
  32817. */
  32818. this.blurSamples = 8;
  32819. /**
  32820. * Defines the width and height of the shadow map. Higher values give better quality
  32821. * shadows at the cost of computation time. Values must be powers of two.
  32822. *
  32823. * @type {Vector2}
  32824. * @default (512,512)
  32825. */
  32826. this.mapSize = new Vector2( 512, 512 );
  32827. /**
  32828. * The depth map generated using the internal camera; a location beyond a
  32829. * pixel's depth is in shadow. Computed internally during rendering.
  32830. *
  32831. * @type {?RenderTarget}
  32832. * @default null
  32833. */
  32834. this.map = null;
  32835. /**
  32836. * The distribution map generated using the internal camera; an occlusion is
  32837. * calculated based on the distribution of depths. Computed internally during
  32838. * rendering.
  32839. *
  32840. * @type {?RenderTarget}
  32841. * @default null
  32842. */
  32843. this.mapPass = null;
  32844. /**
  32845. * Model to shadow camera space, to compute location and depth in shadow map.
  32846. * This is computed internally during rendering.
  32847. *
  32848. * @type {Matrix4}
  32849. */
  32850. this.matrix = new Matrix4();
  32851. /**
  32852. * Enables automatic updates of the light's shadow. If you do not require dynamic
  32853. * lighting / shadows, you may set this to `false`.
  32854. *
  32855. * @type {boolean}
  32856. * @default true
  32857. */
  32858. this.autoUpdate = true;
  32859. /**
  32860. * When set to `true`, shadow maps will be updated in the next `render` call.
  32861. * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to
  32862. * set this property to `true` and then make a render call to update the light's shadow.
  32863. *
  32864. * @type {boolean}
  32865. * @default false
  32866. */
  32867. this.needsUpdate = false;
  32868. this._frustum = new Frustum();
  32869. this._frameExtents = new Vector2( 1, 1 );
  32870. this._viewportCount = 1;
  32871. this._viewports = [
  32872. new Vector4( 0, 0, 1, 1 )
  32873. ];
  32874. }
  32875. /**
  32876. * Used internally by the renderer to get the number of viewports that need
  32877. * to be rendered for this shadow.
  32878. *
  32879. * @return {number} The viewport count.
  32880. */
  32881. getViewportCount() {
  32882. return this._viewportCount;
  32883. }
  32884. /**
  32885. * Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
  32886. *
  32887. * @return {Frustum} The shadow camera frustum.
  32888. */
  32889. getFrustum() {
  32890. return this._frustum;
  32891. }
  32892. /**
  32893. * Update the matrices for the camera and shadow, used internally by the renderer.
  32894. *
  32895. * @param {Light} light - The light for which the shadow is being rendered.
  32896. */
  32897. updateMatrices( light ) {
  32898. const shadowCamera = this.camera;
  32899. const shadowMatrix = this.matrix;
  32900. _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  32901. shadowCamera.position.copy( _lightPositionWorld$1 );
  32902. _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  32903. shadowCamera.lookAt( _lookTarget$1 );
  32904. shadowCamera.updateMatrixWorld();
  32905. _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  32906. this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );
  32907. shadowMatrix.set(
  32908. 0.5, 0.0, 0.0, 0.5,
  32909. 0.0, 0.5, 0.0, 0.5,
  32910. 0.0, 0.0, 0.5, 0.5,
  32911. 0.0, 0.0, 0.0, 1.0
  32912. );
  32913. shadowMatrix.multiply( _projScreenMatrix$1 );
  32914. }
  32915. /**
  32916. * Returns a viewport definition for the given viewport index.
  32917. *
  32918. * @param {number} viewportIndex - The viewport index.
  32919. * @return {Vector4} The viewport.
  32920. */
  32921. getViewport( viewportIndex ) {
  32922. return this._viewports[ viewportIndex ];
  32923. }
  32924. /**
  32925. * Returns the frame extends.
  32926. *
  32927. * @return {Vector2} The frame extends.
  32928. */
  32929. getFrameExtents() {
  32930. return this._frameExtents;
  32931. }
  32932. /**
  32933. * Frees the GPU-related resources allocated by this instance. Call this
  32934. * method whenever this instance is no longer used in your app.
  32935. */
  32936. dispose() {
  32937. if ( this.map ) {
  32938. this.map.dispose();
  32939. }
  32940. if ( this.mapPass ) {
  32941. this.mapPass.dispose();
  32942. }
  32943. }
  32944. /**
  32945. * Copies the values of the given light shadow instance to this instance.
  32946. *
  32947. * @param {LightShadow} source - The light shadow to copy.
  32948. * @return {LightShadow} A reference to this light shadow instance.
  32949. */
  32950. copy( source ) {
  32951. this.camera = source.camera.clone();
  32952. this.intensity = source.intensity;
  32953. this.bias = source.bias;
  32954. this.radius = source.radius;
  32955. this.autoUpdate = source.autoUpdate;
  32956. this.needsUpdate = source.needsUpdate;
  32957. this.normalBias = source.normalBias;
  32958. this.blurSamples = source.blurSamples;
  32959. this.mapSize.copy( source.mapSize );
  32960. return this;
  32961. }
  32962. /**
  32963. * Returns a new light shadow instance with copied values from this instance.
  32964. *
  32965. * @return {LightShadow} A clone of this instance.
  32966. */
  32967. clone() {
  32968. return new this.constructor().copy( this );
  32969. }
  32970. /**
  32971. * Serializes the light shadow into JSON.
  32972. *
  32973. * @return {Object} A JSON object representing the serialized light shadow.
  32974. * @see {@link ObjectLoader#parse}
  32975. */
  32976. toJSON() {
  32977. const object = {};
  32978. if ( this.intensity !== 1 ) object.intensity = this.intensity;
  32979. if ( this.bias !== 0 ) object.bias = this.bias;
  32980. if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  32981. if ( this.radius !== 1 ) object.radius = this.radius;
  32982. if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();
  32983. object.camera = this.camera.toJSON( false ).object;
  32984. delete object.camera.matrix;
  32985. return object;
  32986. }
  32987. }
  32988. /**
  32989. * Represents the shadow configuration of directional lights.
  32990. *
  32991. * @augments LightShadow
  32992. */
  32993. class SpotLightShadow extends LightShadow {
  32994. /**
  32995. * Constructs a new spot light shadow.
  32996. */
  32997. constructor() {
  32998. super( new PerspectiveCamera( 50, 1, 0.5, 500 ) );
  32999. /**
  33000. * This flag can be used for type testing.
  33001. *
  33002. * @type {boolean}
  33003. * @readonly
  33004. * @default true
  33005. */
  33006. this.isSpotLightShadow = true;
  33007. /**
  33008. * Used to focus the shadow camera. The camera's field of view is set as a
  33009. * percentage of the spotlight's field-of-view. Range is `[0, 1]`.
  33010. *
  33011. * @type {number}
  33012. * @default 1
  33013. */
  33014. this.focus = 1;
  33015. }
  33016. updateMatrices( light ) {
  33017. const camera = this.camera;
  33018. const fov = RAD2DEG * 2 * light.angle * this.focus;
  33019. const aspect = this.mapSize.width / this.mapSize.height;
  33020. const far = light.distance || camera.far;
  33021. if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
  33022. camera.fov = fov;
  33023. camera.aspect = aspect;
  33024. camera.far = far;
  33025. camera.updateProjectionMatrix();
  33026. }
  33027. super.updateMatrices( light );
  33028. }
  33029. copy( source ) {
  33030. super.copy( source );
  33031. this.focus = source.focus;
  33032. return this;
  33033. }
  33034. }
  33035. /**
  33036. * This light gets emitted from a single point in one direction, along a cone
  33037. * that increases in size the further from the light it gets.
  33038. *
  33039. * This light can cast shadows - see the {@link SpotLightShadow} for details.
  33040. *
  33041. * ```js
  33042. * // white spotlight shining from the side, modulated by a texture
  33043. * const spotLight = new THREE.SpotLight( 0xffffff );
  33044. * spotLight.position.set( 100, 1000, 100 );
  33045. * spotLight.map = new THREE.TextureLoader().load( url );
  33046. *
  33047. * spotLight.castShadow = true;
  33048. * spotLight.shadow.mapSize.width = 1024;
  33049. * spotLight.shadow.mapSize.height = 1024;
  33050. * spotLight.shadow.camera.near = 500;
  33051. * spotLight.shadow.camera.far = 4000;
  33052. * spotLight.shadow.camera.fov = 30;s
  33053. * ```
  33054. *
  33055. * @augments Light
  33056. */
  33057. class SpotLight extends Light {
  33058. /**
  33059. * Constructs a new spot light.
  33060. *
  33061. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33062. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33063. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33064. * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33065. * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.
  33066. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33067. */
  33068. constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {
  33069. super( color, intensity );
  33070. /**
  33071. * This flag can be used for type testing.
  33072. *
  33073. * @type {boolean}
  33074. * @readonly
  33075. * @default true
  33076. */
  33077. this.isSpotLight = true;
  33078. this.type = 'SpotLight';
  33079. this.position.copy( Object3D.DEFAULT_UP );
  33080. this.updateMatrix();
  33081. /**
  33082. * The spot light points from its position to the
  33083. * target's position.
  33084. *
  33085. * For the target's position to be changed to anything other
  33086. * than the default, it must be added to the scene.
  33087. *
  33088. * It is also possible to set the target to be another 3D object
  33089. * in the scene. The light will now track the target object.
  33090. *
  33091. * @type {Object3D}
  33092. */
  33093. this.target = new Object3D();
  33094. /**
  33095. * Maximum range of the light. `0` means no limit.
  33096. *
  33097. * @type {number}
  33098. * @default 0
  33099. */
  33100. this.distance = distance;
  33101. /**
  33102. * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.
  33103. *
  33104. * @type {number}
  33105. * @default Math.PI/3
  33106. */
  33107. this.angle = angle;
  33108. /**
  33109. * Percent of the spotlight cone that is attenuated due to penumbra.
  33110. * Value range is `[0,1]`.
  33111. *
  33112. * @type {number}
  33113. * @default 0
  33114. */
  33115. this.penumbra = penumbra;
  33116. /**
  33117. * The amount the light dims along the distance of the light. In context of
  33118. * physically-correct rendering the default value should not be changed.
  33119. *
  33120. * @type {number}
  33121. * @default 2
  33122. */
  33123. this.decay = decay;
  33124. /**
  33125. * A texture used to modulate the color of the light. The spot light
  33126. * color is mixed with the RGB value of this texture, with a ratio
  33127. * corresponding to its alpha value. The cookie-like masking effect is
  33128. * reproduced using pixel values (0, 0, 0, 1-cookie_value).
  33129. *
  33130. * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.
  33131. *
  33132. * @type {?Texture}
  33133. * @default null
  33134. */
  33135. this.map = null;
  33136. /**
  33137. * This property holds the light's shadow configuration.
  33138. *
  33139. * @type {SpotLightShadow}
  33140. */
  33141. this.shadow = new SpotLightShadow();
  33142. }
  33143. /**
  33144. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33145. * Changing the power will also change the light's intensity.
  33146. *
  33147. * @type {number}
  33148. */
  33149. get power() {
  33150. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33151. // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd)
  33152. return this.intensity * Math.PI;
  33153. }
  33154. set power( power ) {
  33155. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33156. this.intensity = power / Math.PI;
  33157. }
  33158. dispose() {
  33159. this.shadow.dispose();
  33160. }
  33161. copy( source, recursive ) {
  33162. super.copy( source, recursive );
  33163. this.distance = source.distance;
  33164. this.angle = source.angle;
  33165. this.penumbra = source.penumbra;
  33166. this.decay = source.decay;
  33167. this.target = source.target.clone();
  33168. this.shadow = source.shadow.clone();
  33169. return this;
  33170. }
  33171. }
  33172. const _projScreenMatrix = /*@__PURE__*/ new Matrix4();
  33173. const _lightPositionWorld = /*@__PURE__*/ new Vector3();
  33174. const _lookTarget = /*@__PURE__*/ new Vector3();
  33175. /**
  33176. * Represents the shadow configuration of point lights.
  33177. *
  33178. * @augments LightShadow
  33179. */
  33180. class PointLightShadow extends LightShadow {
  33181. /**
  33182. * Constructs a new point light shadow.
  33183. */
  33184. constructor() {
  33185. super( new PerspectiveCamera( 90, 1, 0.5, 500 ) );
  33186. /**
  33187. * This flag can be used for type testing.
  33188. *
  33189. * @type {boolean}
  33190. * @readonly
  33191. * @default true
  33192. */
  33193. this.isPointLightShadow = true;
  33194. this._frameExtents = new Vector2( 4, 2 );
  33195. this._viewportCount = 6;
  33196. this._viewports = [
  33197. // These viewports map a cube-map onto a 2D texture with the
  33198. // following orientation:
  33199. //
  33200. // xzXZ
  33201. // y Y
  33202. //
  33203. // X - Positive x direction
  33204. // x - Negative x direction
  33205. // Y - Positive y direction
  33206. // y - Negative y direction
  33207. // Z - Positive z direction
  33208. // z - Negative z direction
  33209. // positive X
  33210. new Vector4( 2, 1, 1, 1 ),
  33211. // negative X
  33212. new Vector4( 0, 1, 1, 1 ),
  33213. // positive Z
  33214. new Vector4( 3, 1, 1, 1 ),
  33215. // negative Z
  33216. new Vector4( 1, 1, 1, 1 ),
  33217. // positive Y
  33218. new Vector4( 3, 0, 1, 1 ),
  33219. // negative Y
  33220. new Vector4( 1, 0, 1, 1 )
  33221. ];
  33222. this._cubeDirections = [
  33223. new Vector3( 1, 0, 0 ), new Vector3( -1, 0, 0 ), new Vector3( 0, 0, 1 ),
  33224. new Vector3( 0, 0, -1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, -1, 0 )
  33225. ];
  33226. this._cubeUps = [
  33227. new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
  33228. new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, -1 )
  33229. ];
  33230. }
  33231. /**
  33232. * Update the matrices for the camera and shadow, used internally by the renderer.
  33233. *
  33234. * @param {Light} light - The light for which the shadow is being rendered.
  33235. * @param {number} [viewportIndex=0] - The viewport index.
  33236. */
  33237. updateMatrices( light, viewportIndex = 0 ) {
  33238. const camera = this.camera;
  33239. const shadowMatrix = this.matrix;
  33240. const far = light.distance || camera.far;
  33241. if ( far !== camera.far ) {
  33242. camera.far = far;
  33243. camera.updateProjectionMatrix();
  33244. }
  33245. _lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
  33246. camera.position.copy( _lightPositionWorld );
  33247. _lookTarget.copy( camera.position );
  33248. _lookTarget.add( this._cubeDirections[ viewportIndex ] );
  33249. camera.up.copy( this._cubeUps[ viewportIndex ] );
  33250. camera.lookAt( _lookTarget );
  33251. camera.updateMatrixWorld();
  33252. shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
  33253. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  33254. this._frustum.setFromProjectionMatrix( _projScreenMatrix );
  33255. }
  33256. }
  33257. /**
  33258. * A light that gets emitted from a single point in all directions. A common
  33259. * use case for this is to replicate the light emitted from a bare
  33260. * lightbulb.
  33261. *
  33262. * This light can cast shadows - see the {@link PointLightShadow} for details.
  33263. *
  33264. * ```js
  33265. * const light = new THREE.PointLight( 0xff0000, 1, 100 );
  33266. * light.position.set( 50, 50, 50 );
  33267. * scene.add( light );
  33268. * ```
  33269. *
  33270. * @augments Light
  33271. */
  33272. class PointLight extends Light {
  33273. /**
  33274. * Constructs a new point light.
  33275. *
  33276. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33277. * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).
  33278. * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.
  33279. * @param {number} [decay=2] - The amount the light dims along the distance of the light.
  33280. */
  33281. constructor( color, intensity, distance = 0, decay = 2 ) {
  33282. super( color, intensity );
  33283. /**
  33284. * This flag can be used for type testing.
  33285. *
  33286. * @type {boolean}
  33287. * @readonly
  33288. * @default true
  33289. */
  33290. this.isPointLight = true;
  33291. this.type = 'PointLight';
  33292. /**
  33293. * When distance is zero, light will attenuate according to inverse-square
  33294. * law to infinite distance. When distance is non-zero, light will attenuate
  33295. * according to inverse-square law until near the distance cutoff, where it
  33296. * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not
  33297. * physically correct.
  33298. *
  33299. * @type {number}
  33300. * @default 0
  33301. */
  33302. this.distance = distance;
  33303. /**
  33304. * The amount the light dims along the distance of the light. In context of
  33305. * physically-correct rendering the default value should not be changed.
  33306. *
  33307. * @type {number}
  33308. * @default 2
  33309. */
  33310. this.decay = decay;
  33311. /**
  33312. * This property holds the light's shadow configuration.
  33313. *
  33314. * @type {PointLightShadow}
  33315. */
  33316. this.shadow = new PointLightShadow();
  33317. }
  33318. /**
  33319. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33320. * Changing the power will also change the light's intensity.
  33321. *
  33322. * @type {number}
  33323. */
  33324. get power() {
  33325. // compute the light's luminous power (in lumens) from its intensity (in candela)
  33326. // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd)
  33327. return this.intensity * 4 * Math.PI;
  33328. }
  33329. set power( power ) {
  33330. // set the light's intensity (in candela) from the desired luminous power (in lumens)
  33331. this.intensity = power / ( 4 * Math.PI );
  33332. }
  33333. dispose() {
  33334. this.shadow.dispose();
  33335. }
  33336. copy( source, recursive ) {
  33337. super.copy( source, recursive );
  33338. this.distance = source.distance;
  33339. this.decay = source.decay;
  33340. this.shadow = source.shadow.clone();
  33341. return this;
  33342. }
  33343. }
  33344. /**
  33345. * Camera that uses [orthographic projection]{@link https://en.wikipedia.org/wiki/Orthographic_projection}.
  33346. *
  33347. * In this projection mode, an object's size in the rendered image stays
  33348. * constant regardless of its distance from the camera. This can be useful
  33349. * for rendering 2D scenes and UI elements, amongst other things.
  33350. *
  33351. * ```js
  33352. * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
  33353. * scene.add( camera );
  33354. * ```
  33355. *
  33356. * @augments Camera
  33357. */
  33358. class OrthographicCamera extends Camera {
  33359. /**
  33360. * Constructs a new orthographic camera.
  33361. *
  33362. * @param {number} [left=-1] - The left plane of the camera's frustum.
  33363. * @param {number} [right=1] - The right plane of the camera's frustum.
  33364. * @param {number} [top=1] - The top plane of the camera's frustum.
  33365. * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
  33366. * @param {number} [near=0.1] - The camera's near plane.
  33367. * @param {number} [far=2000] - The camera's far plane.
  33368. */
  33369. constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
  33370. super();
  33371. /**
  33372. * This flag can be used for type testing.
  33373. *
  33374. * @type {boolean}
  33375. * @readonly
  33376. * @default true
  33377. */
  33378. this.isOrthographicCamera = true;
  33379. this.type = 'OrthographicCamera';
  33380. /**
  33381. * The zoom factor of the camera.
  33382. *
  33383. * @type {number}
  33384. * @default 1
  33385. */
  33386. this.zoom = 1;
  33387. /**
  33388. * Represents the frustum window specification. This property should not be edited
  33389. * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
  33390. *
  33391. * @type {?Object}
  33392. * @default null
  33393. */
  33394. this.view = null;
  33395. /**
  33396. * The left plane of the camera's frustum.
  33397. *
  33398. * @type {number}
  33399. * @default -1
  33400. */
  33401. this.left = left;
  33402. /**
  33403. * The right plane of the camera's frustum.
  33404. *
  33405. * @type {number}
  33406. * @default 1
  33407. */
  33408. this.right = right;
  33409. /**
  33410. * The top plane of the camera's frustum.
  33411. *
  33412. * @type {number}
  33413. * @default 1
  33414. */
  33415. this.top = top;
  33416. /**
  33417. * The bottom plane of the camera's frustum.
  33418. *
  33419. * @type {number}
  33420. * @default -1
  33421. */
  33422. this.bottom = bottom;
  33423. /**
  33424. * The camera's near plane. The valid range is greater than `0`
  33425. * and less than the current value of {@link OrthographicCamera#far}.
  33426. *
  33427. * Note that, unlike for the {@link PerspectiveCamera}, `0` is a
  33428. * valid value for an orthographic camera's near plane.
  33429. *
  33430. * @type {number}
  33431. * @default 0.1
  33432. */
  33433. this.near = near;
  33434. /**
  33435. * The camera's far plane. Must be greater than the
  33436. * current value of {@link OrthographicCamera#near}.
  33437. *
  33438. * @type {number}
  33439. * @default 2000
  33440. */
  33441. this.far = far;
  33442. this.updateProjectionMatrix();
  33443. }
  33444. copy( source, recursive ) {
  33445. super.copy( source, recursive );
  33446. this.left = source.left;
  33447. this.right = source.right;
  33448. this.top = source.top;
  33449. this.bottom = source.bottom;
  33450. this.near = source.near;
  33451. this.far = source.far;
  33452. this.zoom = source.zoom;
  33453. this.view = source.view === null ? null : Object.assign( {}, source.view );
  33454. return this;
  33455. }
  33456. /**
  33457. * Sets an offset in a larger frustum. This is useful for multi-window or
  33458. * multi-monitor/multi-machine setups.
  33459. *
  33460. * @param {number} fullWidth - The full width of multiview setup.
  33461. * @param {number} fullHeight - The full height of multiview setup.
  33462. * @param {number} x - The horizontal offset of the subcamera.
  33463. * @param {number} y - The vertical offset of the subcamera.
  33464. * @param {number} width - The width of subcamera.
  33465. * @param {number} height - The height of subcamera.
  33466. * @see {@link PerspectiveCamera#setViewOffset}
  33467. */
  33468. setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
  33469. if ( this.view === null ) {
  33470. this.view = {
  33471. enabled: true,
  33472. fullWidth: 1,
  33473. fullHeight: 1,
  33474. offsetX: 0,
  33475. offsetY: 0,
  33476. width: 1,
  33477. height: 1
  33478. };
  33479. }
  33480. this.view.enabled = true;
  33481. this.view.fullWidth = fullWidth;
  33482. this.view.fullHeight = fullHeight;
  33483. this.view.offsetX = x;
  33484. this.view.offsetY = y;
  33485. this.view.width = width;
  33486. this.view.height = height;
  33487. this.updateProjectionMatrix();
  33488. }
  33489. /**
  33490. * Removes the view offset from the projection matrix.
  33491. */
  33492. clearViewOffset() {
  33493. if ( this.view !== null ) {
  33494. this.view.enabled = false;
  33495. }
  33496. this.updateProjectionMatrix();
  33497. }
  33498. /**
  33499. * Updates the camera's projection matrix. Must be called after any change of
  33500. * camera properties.
  33501. */
  33502. updateProjectionMatrix() {
  33503. const dx = ( this.right - this.left ) / ( 2 * this.zoom );
  33504. const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  33505. const cx = ( this.right + this.left ) / 2;
  33506. const cy = ( this.top + this.bottom ) / 2;
  33507. let left = cx - dx;
  33508. let right = cx + dx;
  33509. let top = cy + dy;
  33510. let bottom = cy - dy;
  33511. if ( this.view !== null && this.view.enabled ) {
  33512. const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
  33513. const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
  33514. left += scaleW * this.view.offsetX;
  33515. right = left + scaleW * this.view.width;
  33516. top -= scaleH * this.view.offsetY;
  33517. bottom = top - scaleH * this.view.height;
  33518. }
  33519. this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );
  33520. this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
  33521. }
  33522. toJSON( meta ) {
  33523. const data = super.toJSON( meta );
  33524. data.object.zoom = this.zoom;
  33525. data.object.left = this.left;
  33526. data.object.right = this.right;
  33527. data.object.top = this.top;
  33528. data.object.bottom = this.bottom;
  33529. data.object.near = this.near;
  33530. data.object.far = this.far;
  33531. if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
  33532. return data;
  33533. }
  33534. }
  33535. /**
  33536. * Represents the shadow configuration of directional lights.
  33537. *
  33538. * @augments LightShadow
  33539. */
  33540. class DirectionalLightShadow extends LightShadow {
  33541. /**
  33542. * Constructs a new directional light shadow.
  33543. */
  33544. constructor() {
  33545. super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) );
  33546. /**
  33547. * This flag can be used for type testing.
  33548. *
  33549. * @type {boolean}
  33550. * @readonly
  33551. * @default true
  33552. */
  33553. this.isDirectionalLightShadow = true;
  33554. }
  33555. }
  33556. /**
  33557. * A light that gets emitted in a specific direction. This light will behave
  33558. * as though it is infinitely far away and the rays produced from it are all
  33559. * parallel. The common use case for this is to simulate daylight; the sun is
  33560. * far enough away that its position can be considered to be infinite, and
  33561. * all light rays coming from it are parallel.
  33562. *
  33563. * A common point of confusion for directional lights is that setting the
  33564. * rotation has no effect. This is because three.js's DirectionalLight is the
  33565. * equivalent to what is often called a 'Target Direct Light' in other
  33566. * applications.
  33567. *
  33568. * This means that its direction is calculated as pointing from the light's
  33569. * {@link Object3D#position} to the {@link DirectionalLight#target} position
  33570. * (as opposed to a 'Free Direct Light' that just has a rotation
  33571. * component).
  33572. *
  33573. * This light can cast shadows - see the {@link DirectionalLightShadow} for details.
  33574. *
  33575. * ```js
  33576. * // White directional light at half intensity shining from the top.
  33577. * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  33578. * scene.add( directionalLight );
  33579. * ```
  33580. *
  33581. * @augments Light
  33582. */
  33583. class DirectionalLight extends Light {
  33584. /**
  33585. * Constructs a new directional light.
  33586. *
  33587. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33588. * @param {number} [intensity=1] - The light's strength/intensity.
  33589. */
  33590. constructor( color, intensity ) {
  33591. super( color, intensity );
  33592. /**
  33593. * This flag can be used for type testing.
  33594. *
  33595. * @type {boolean}
  33596. * @readonly
  33597. * @default true
  33598. */
  33599. this.isDirectionalLight = true;
  33600. this.type = 'DirectionalLight';
  33601. this.position.copy( Object3D.DEFAULT_UP );
  33602. this.updateMatrix();
  33603. /**
  33604. * The directional light points from its position to the
  33605. * target's position.
  33606. *
  33607. * For the target's position to be changed to anything other
  33608. * than the default, it must be added to the scene.
  33609. *
  33610. * It is also possible to set the target to be another 3D object
  33611. * in the scene. The light will now track the target object.
  33612. *
  33613. * @type {Object3D}
  33614. */
  33615. this.target = new Object3D();
  33616. /**
  33617. * This property holds the light's shadow configuration.
  33618. *
  33619. * @type {DirectionalLightShadow}
  33620. */
  33621. this.shadow = new DirectionalLightShadow();
  33622. }
  33623. dispose() {
  33624. this.shadow.dispose();
  33625. }
  33626. copy( source ) {
  33627. super.copy( source );
  33628. this.target = source.target.clone();
  33629. this.shadow = source.shadow.clone();
  33630. return this;
  33631. }
  33632. }
  33633. /**
  33634. * This light globally illuminates all objects in the scene equally.
  33635. *
  33636. * It cannot be used to cast shadows as it does not have a direction.
  33637. *
  33638. * ```js
  33639. * const light = new THREE.AmbientLight( 0x404040 ); // soft white light
  33640. * scene.add( light );
  33641. * ```
  33642. *
  33643. * @augments Light
  33644. */
  33645. class AmbientLight extends Light {
  33646. /**
  33647. * Constructs a new ambient light.
  33648. *
  33649. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33650. * @param {number} [intensity=1] - The light's strength/intensity.
  33651. */
  33652. constructor( color, intensity ) {
  33653. super( color, intensity );
  33654. /**
  33655. * This flag can be used for type testing.
  33656. *
  33657. * @type {boolean}
  33658. * @readonly
  33659. * @default true
  33660. */
  33661. this.isAmbientLight = true;
  33662. this.type = 'AmbientLight';
  33663. }
  33664. }
  33665. /**
  33666. * This class emits light uniformly across the face a rectangular plane.
  33667. * This light type can be used to simulate light sources such as bright
  33668. * windows or strip lighting.
  33669. *
  33670. * Important Notes:
  33671. *
  33672. * - There is no shadow support.
  33673. * - Only PBR materials are supported.
  33674. * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`)
  33675. * into your app and init the uniforms/textures.
  33676. *
  33677. * ```js
  33678. * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer
  33679. * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer
  33680. *
  33681. * const intensity = 1; const width = 10; const height = 10;
  33682. * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height );
  33683. * rectLight.position.set( 5, 5, 0 );
  33684. * rectLight.lookAt( 0, 0, 0 );
  33685. * scene.add( rectLight )
  33686. * ```
  33687. *
  33688. * @augments Light
  33689. */
  33690. class RectAreaLight extends Light {
  33691. /**
  33692. * Constructs a new area light.
  33693. *
  33694. * @param {(number|Color|string)} [color=0xffffff] - The light's color.
  33695. * @param {number} [intensity=1] - The light's strength/intensity.
  33696. * @param {number} [width=10] - The width of the light.
  33697. * @param {number} [height=10] - The height of the light.
  33698. */
  33699. constructor( color, intensity, width = 10, height = 10 ) {
  33700. super( color, intensity );
  33701. /**
  33702. * This flag can be used for type testing.
  33703. *
  33704. * @type {boolean}
  33705. * @readonly
  33706. * @default true
  33707. */
  33708. this.isRectAreaLight = true;
  33709. this.type = 'RectAreaLight';
  33710. /**
  33711. * The width of the light.
  33712. *
  33713. * @type {number}
  33714. * @default 10
  33715. */
  33716. this.width = width;
  33717. /**
  33718. * The height of the light.
  33719. *
  33720. * @type {number}
  33721. * @default 10
  33722. */
  33723. this.height = height;
  33724. }
  33725. /**
  33726. * The light's power. Power is the luminous power of the light measured in lumens (lm).
  33727. * Changing the power will also change the light's intensity.
  33728. *
  33729. * @type {number}
  33730. */
  33731. get power() {
  33732. // compute the light's luminous power (in lumens) from its intensity (in nits)
  33733. return this.intensity * this.width * this.height * Math.PI;
  33734. }
  33735. set power( power ) {
  33736. // set the light's intensity (in nits) from the desired luminous power (in lumens)
  33737. this.intensity = power / ( this.width * this.height * Math.PI );
  33738. }
  33739. copy( source ) {
  33740. super.copy( source );
  33741. this.width = source.width;
  33742. this.height = source.height;
  33743. return this;
  33744. }
  33745. toJSON( meta ) {
  33746. const data = super.toJSON( meta );
  33747. data.object.width = this.width;
  33748. data.object.height = this.height;
  33749. return data;
  33750. }
  33751. }
  33752. /**
  33753. * Represents a third-order spherical harmonics (SH). Light probes use this class
  33754. * to encode lighting information.
  33755. *
  33756. * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf}
  33757. * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf}
  33758. */
  33759. class SphericalHarmonics3 {
  33760. /**
  33761. * Constructs a new spherical harmonics.
  33762. */
  33763. constructor() {
  33764. /**
  33765. * This flag can be used for type testing.
  33766. *
  33767. * @type {boolean}
  33768. * @readonly
  33769. * @default true
  33770. */
  33771. this.isSphericalHarmonics3 = true;
  33772. /**
  33773. * An array holding the (9) SH coefficients.
  33774. *
  33775. * @type {Array<Vector3>}
  33776. */
  33777. this.coefficients = [];
  33778. for ( let i = 0; i < 9; i ++ ) {
  33779. this.coefficients.push( new Vector3() );
  33780. }
  33781. }
  33782. /**
  33783. * Sets the given SH coefficients to this instance by copying
  33784. * the values.
  33785. *
  33786. * @param {Array<Vector3>} coefficients - The SH coefficients.
  33787. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33788. */
  33789. set( coefficients ) {
  33790. for ( let i = 0; i < 9; i ++ ) {
  33791. this.coefficients[ i ].copy( coefficients[ i ] );
  33792. }
  33793. return this;
  33794. }
  33795. /**
  33796. * Sets all SH coefficients to `0`.
  33797. *
  33798. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33799. */
  33800. zero() {
  33801. for ( let i = 0; i < 9; i ++ ) {
  33802. this.coefficients[ i ].set( 0, 0, 0 );
  33803. }
  33804. return this;
  33805. }
  33806. /**
  33807. * Returns the radiance in the direction of the given normal.
  33808. *
  33809. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  33810. * @param {Vector3} target - The target vector that is used to store the method's result.
  33811. * @return {Vector3} The radiance.
  33812. */
  33813. getAt( normal, target ) {
  33814. // normal is assumed to be unit length
  33815. const x = normal.x, y = normal.y, z = normal.z;
  33816. const coeff = this.coefficients;
  33817. // band 0
  33818. target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );
  33819. // band 1
  33820. target.addScaledVector( coeff[ 1 ], 0.488603 * y );
  33821. target.addScaledVector( coeff[ 2 ], 0.488603 * z );
  33822. target.addScaledVector( coeff[ 3 ], 0.488603 * x );
  33823. // band 2
  33824. target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );
  33825. target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );
  33826. target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );
  33827. target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );
  33828. target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );
  33829. return target;
  33830. }
  33831. /**
  33832. * Returns the irradiance (radiance convolved with cosine lobe) in the
  33833. * direction of the given normal.
  33834. *
  33835. * @param {Vector3} normal - The normal vector (assumed to be unit length)
  33836. * @param {Vector3} target - The target vector that is used to store the method's result.
  33837. * @return {Vector3} The irradiance.
  33838. */
  33839. getIrradianceAt( normal, target ) {
  33840. // normal is assumed to be unit length
  33841. const x = normal.x, y = normal.y, z = normal.z;
  33842. const coeff = this.coefficients;
  33843. // band 0
  33844. target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095
  33845. // band 1
  33846. target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603
  33847. target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );
  33848. target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );
  33849. // band 2
  33850. target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548
  33851. target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );
  33852. target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3
  33853. target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );
  33854. target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274
  33855. return target;
  33856. }
  33857. /**
  33858. * Adds the given SH to this instance.
  33859. *
  33860. * @param {SphericalHarmonics3} sh - The SH to add.
  33861. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33862. */
  33863. add( sh ) {
  33864. for ( let i = 0; i < 9; i ++ ) {
  33865. this.coefficients[ i ].add( sh.coefficients[ i ] );
  33866. }
  33867. return this;
  33868. }
  33869. /**
  33870. * A convenience method for performing {@link SphericalHarmonics3#add} and
  33871. * {@link SphericalHarmonics3#scale} at once.
  33872. *
  33873. * @param {SphericalHarmonics3} sh - The SH to add.
  33874. * @param {number} s - The scale factor.
  33875. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33876. */
  33877. addScaledSH( sh, s ) {
  33878. for ( let i = 0; i < 9; i ++ ) {
  33879. this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );
  33880. }
  33881. return this;
  33882. }
  33883. /**
  33884. * Scales this SH by the given scale factor.
  33885. *
  33886. * @param {number} s - The scale factor.
  33887. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33888. */
  33889. scale( s ) {
  33890. for ( let i = 0; i < 9; i ++ ) {
  33891. this.coefficients[ i ].multiplyScalar( s );
  33892. }
  33893. return this;
  33894. }
  33895. /**
  33896. * Linear interpolates between the given SH and this instance by the given
  33897. * alpha factor.
  33898. *
  33899. * @param {SphericalHarmonics3} sh - The SH to interpolate with.
  33900. * @param {number} alpha - The alpha factor.
  33901. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33902. */
  33903. lerp( sh, alpha ) {
  33904. for ( let i = 0; i < 9; i ++ ) {
  33905. this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );
  33906. }
  33907. return this;
  33908. }
  33909. /**
  33910. * Returns `true` if this spherical harmonics is equal with the given one.
  33911. *
  33912. * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.
  33913. * @return {boolean} Whether this spherical harmonics is equal with the given one.
  33914. */
  33915. equals( sh ) {
  33916. for ( let i = 0; i < 9; i ++ ) {
  33917. if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {
  33918. return false;
  33919. }
  33920. }
  33921. return true;
  33922. }
  33923. /**
  33924. * Copies the values of the given spherical harmonics to this instance.
  33925. *
  33926. * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.
  33927. * @return {SphericalHarmonics3} A reference to this spherical harmonics.
  33928. */
  33929. copy( sh ) {
  33930. return this.set( sh.coefficients );
  33931. }
  33932. /**
  33933. * Returns a new spherical harmonics with copied values from this instance.
  33934. *
  33935. * @return {SphericalHarmonics3} A clone of this instance.
  33936. */
  33937. clone() {
  33938. return new this.constructor().copy( this );
  33939. }
  33940. /**
  33941. * Sets the SH coefficients of this instance from the given array.
  33942. *
  33943. * @param {Array<number>} array - An array holding the SH coefficients.
  33944. * @param {number} [offset=0] - The array offset where to start copying.
  33945. * @return {SphericalHarmonics3} A clone of this instance.
  33946. */
  33947. fromArray( array, offset = 0 ) {
  33948. const coefficients = this.coefficients;
  33949. for ( let i = 0; i < 9; i ++ ) {
  33950. coefficients[ i ].fromArray( array, offset + ( i * 3 ) );
  33951. }
  33952. return this;
  33953. }
  33954. /**
  33955. * Returns an array with the SH coefficients, or copies them into the provided
  33956. * array. The coefficients are represented as numbers.
  33957. *
  33958. * @param {Array<number>} [array=[]] - The target array.
  33959. * @param {number} [offset=0] - The array offset where to start copying.
  33960. * @return {Array<number>} An array with flat SH coefficients.
  33961. */
  33962. toArray( array = [], offset = 0 ) {
  33963. const coefficients = this.coefficients;
  33964. for ( let i = 0; i < 9; i ++ ) {
  33965. coefficients[ i ].toArray( array, offset + ( i * 3 ) );
  33966. }
  33967. return array;
  33968. }
  33969. /**
  33970. * Computes the SH basis for the given normal vector.
  33971. *
  33972. * @param {Vector3} normal - The normal.
  33973. * @param {Array<number>} shBasis - The target array holding the SH basis.
  33974. */
  33975. static getBasisAt( normal, shBasis ) {
  33976. // normal is assumed to be unit length
  33977. const x = normal.x, y = normal.y, z = normal.z;
  33978. // band 0
  33979. shBasis[ 0 ] = 0.282095;
  33980. // band 1
  33981. shBasis[ 1 ] = 0.488603 * y;
  33982. shBasis[ 2 ] = 0.488603 * z;
  33983. shBasis[ 3 ] = 0.488603 * x;
  33984. // band 2
  33985. shBasis[ 4 ] = 1.092548 * x * y;
  33986. shBasis[ 5 ] = 1.092548 * y * z;
  33987. shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );
  33988. shBasis[ 7 ] = 1.092548 * x * z;
  33989. shBasis[ 8 ] = 0.546274 * ( x * x - y * y );
  33990. }
  33991. }
  33992. /**
  33993. * Light probes are an alternative way of adding light to a 3D scene. Unlike
  33994. * classical light sources (e.g. directional, point or spot lights), light
  33995. * probes do not emit light. Instead they store information about light
  33996. * passing through 3D space. During rendering, the light that hits a 3D
  33997. * object is approximated by using the data from the light probe.
  33998. *
  33999. * Light probes are usually created from (radiance) environment maps. The
  34000. * class {@link LightProbeGenerator} can be used to create light probes from
  34001. * cube textures or render targets. However, light estimation data could also
  34002. * be provided in other forms e.g. by WebXR. This enables the rendering of
  34003. * augmented reality content that reacts to real world lighting.
  34004. *
  34005. * The current probe implementation in three.js supports so-called diffuse
  34006. * light probes. This type of light probe is functionally equivalent to an
  34007. * irradiance environment map.
  34008. *
  34009. * @augments Light
  34010. */
  34011. class LightProbe extends Light {
  34012. /**
  34013. * Constructs a new light probe.
  34014. *
  34015. * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.
  34016. * @param {number} [intensity=1] - The light's strength/intensity.
  34017. */
  34018. constructor( sh = new SphericalHarmonics3(), intensity = 1 ) {
  34019. super( undefined, intensity );
  34020. /**
  34021. * This flag can be used for type testing.
  34022. *
  34023. * @type {boolean}
  34024. * @readonly
  34025. * @default true
  34026. */
  34027. this.isLightProbe = true;
  34028. /**
  34029. * A light probe uses spherical harmonics to encode lighting information.
  34030. *
  34031. * @type {SphericalHarmonics3}
  34032. */
  34033. this.sh = sh;
  34034. }
  34035. copy( source ) {
  34036. super.copy( source );
  34037. this.sh.copy( source.sh );
  34038. return this;
  34039. }
  34040. /**
  34041. * Deserializes the light prove from the given JSON.
  34042. *
  34043. * @param {Object} json - The JSON holding the serialized light probe.
  34044. * @return {LightProbe} A reference to this light probe.
  34045. */
  34046. fromJSON( json ) {
  34047. this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();
  34048. this.sh.fromArray( json.sh );
  34049. return this;
  34050. }
  34051. toJSON( meta ) {
  34052. const data = super.toJSON( meta );
  34053. data.object.sh = this.sh.toArray();
  34054. return data;
  34055. }
  34056. }
  34057. /**
  34058. * Class for loading geometries. The files are internally
  34059. * loaded via {@link FileLoader}.
  34060. *
  34061. * ```js
  34062. * const loader = new THREE.MaterialLoader();
  34063. * const material = await loader.loadAsync( 'material.json' );
  34064. * ```
  34065. * This loader does not support node materials. Use {@link NodeMaterialLoader} instead.
  34066. *
  34067. * @augments Loader
  34068. */
  34069. class MaterialLoader extends Loader {
  34070. /**
  34071. * Constructs a new material loader.
  34072. *
  34073. * @param {LoadingManager} [manager] - The loading manager.
  34074. */
  34075. constructor( manager ) {
  34076. super( manager );
  34077. /**
  34078. * A dictionary holding textures used by the material.
  34079. *
  34080. * @type {Object<string,Texture>}
  34081. */
  34082. this.textures = {};
  34083. }
  34084. /**
  34085. * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback.
  34086. *
  34087. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34088. * @param {function(Material)} onLoad - Executed when the loading process has been finished.
  34089. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34090. * @param {onErrorCallback} onError - Executed when errors occur.
  34091. */
  34092. load( url, onLoad, onProgress, onError ) {
  34093. const scope = this;
  34094. const loader = new FileLoader( scope.manager );
  34095. loader.setPath( scope.path );
  34096. loader.setRequestHeader( scope.requestHeader );
  34097. loader.setWithCredentials( scope.withCredentials );
  34098. loader.load( url, function ( text ) {
  34099. try {
  34100. onLoad( scope.parse( JSON.parse( text ) ) );
  34101. } catch ( e ) {
  34102. if ( onError ) {
  34103. onError( e );
  34104. } else {
  34105. console.error( e );
  34106. }
  34107. scope.manager.itemError( url );
  34108. }
  34109. }, onProgress, onError );
  34110. }
  34111. /**
  34112. * Parses the given JSON object and returns a material.
  34113. *
  34114. * @param {Object} json - The serialized material.
  34115. * @return {Material} The parsed material.
  34116. */
  34117. parse( json ) {
  34118. const textures = this.textures;
  34119. function getTexture( name ) {
  34120. if ( textures[ name ] === undefined ) {
  34121. console.warn( 'THREE.MaterialLoader: Undefined texture', name );
  34122. }
  34123. return textures[ name ];
  34124. }
  34125. const material = this.createMaterialFromType( json.type );
  34126. if ( json.uuid !== undefined ) material.uuid = json.uuid;
  34127. if ( json.name !== undefined ) material.name = json.name;
  34128. if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );
  34129. if ( json.roughness !== undefined ) material.roughness = json.roughness;
  34130. if ( json.metalness !== undefined ) material.metalness = json.metalness;
  34131. if ( json.sheen !== undefined ) material.sheen = json.sheen;
  34132. if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );
  34133. if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;
  34134. if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );
  34135. if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );
  34136. if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;
  34137. if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );
  34138. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  34139. if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;
  34140. if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;
  34141. if ( json.dispersion !== undefined ) material.dispersion = json.dispersion;
  34142. if ( json.iridescence !== undefined ) material.iridescence = json.iridescence;
  34143. if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;
  34144. if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;
  34145. if ( json.transmission !== undefined ) material.transmission = json.transmission;
  34146. if ( json.thickness !== undefined ) material.thickness = json.thickness;
  34147. if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;
  34148. if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );
  34149. if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;
  34150. if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;
  34151. if ( json.fog !== undefined ) material.fog = json.fog;
  34152. if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
  34153. if ( json.blending !== undefined ) material.blending = json.blending;
  34154. if ( json.combine !== undefined ) material.combine = json.combine;
  34155. if ( json.side !== undefined ) material.side = json.side;
  34156. if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;
  34157. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  34158. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  34159. if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
  34160. if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;
  34161. if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;
  34162. if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
  34163. if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
  34164. if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
  34165. if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;
  34166. if ( json.blendDst !== undefined ) material.blendDst = json.blendDst;
  34167. if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;
  34168. if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;
  34169. if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;
  34170. if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;
  34171. if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );
  34172. if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;
  34173. if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;
  34174. if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;
  34175. if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;
  34176. if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;
  34177. if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;
  34178. if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;
  34179. if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;
  34180. if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
  34181. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  34182. if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
  34183. if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
  34184. if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
  34185. if ( json.rotation !== undefined ) material.rotation = json.rotation;
  34186. if ( json.linewidth !== undefined ) material.linewidth = json.linewidth;
  34187. if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
  34188. if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
  34189. if ( json.scale !== undefined ) material.scale = json.scale;
  34190. if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
  34191. if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
  34192. if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
  34193. if ( json.dithering !== undefined ) material.dithering = json.dithering;
  34194. if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;
  34195. if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;
  34196. if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;
  34197. if ( json.visible !== undefined ) material.visible = json.visible;
  34198. if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;
  34199. if ( json.userData !== undefined ) material.userData = json.userData;
  34200. if ( json.vertexColors !== undefined ) {
  34201. if ( typeof json.vertexColors === 'number' ) {
  34202. material.vertexColors = ( json.vertexColors > 0 ) ? true : false;
  34203. } else {
  34204. material.vertexColors = json.vertexColors;
  34205. }
  34206. }
  34207. // Shader Material
  34208. if ( json.uniforms !== undefined ) {
  34209. for ( const name in json.uniforms ) {
  34210. const uniform = json.uniforms[ name ];
  34211. material.uniforms[ name ] = {};
  34212. switch ( uniform.type ) {
  34213. case 't':
  34214. material.uniforms[ name ].value = getTexture( uniform.value );
  34215. break;
  34216. case 'c':
  34217. material.uniforms[ name ].value = new Color().setHex( uniform.value );
  34218. break;
  34219. case 'v2':
  34220. material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
  34221. break;
  34222. case 'v3':
  34223. material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
  34224. break;
  34225. case 'v4':
  34226. material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
  34227. break;
  34228. case 'm3':
  34229. material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
  34230. break;
  34231. case 'm4':
  34232. material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
  34233. break;
  34234. default:
  34235. material.uniforms[ name ].value = uniform.value;
  34236. }
  34237. }
  34238. }
  34239. if ( json.defines !== undefined ) material.defines = json.defines;
  34240. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  34241. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  34242. if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;
  34243. if ( json.extensions !== undefined ) {
  34244. for ( const key in json.extensions ) {
  34245. material.extensions[ key ] = json.extensions[ key ];
  34246. }
  34247. }
  34248. if ( json.lights !== undefined ) material.lights = json.lights;
  34249. if ( json.clipping !== undefined ) material.clipping = json.clipping;
  34250. // for PointsMaterial
  34251. if ( json.size !== undefined ) material.size = json.size;
  34252. if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
  34253. // maps
  34254. if ( json.map !== undefined ) material.map = getTexture( json.map );
  34255. if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );
  34256. if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );
  34257. if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
  34258. if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
  34259. if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
  34260. if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
  34261. if ( json.normalScale !== undefined ) {
  34262. let normalScale = json.normalScale;
  34263. if ( Array.isArray( normalScale ) === false ) {
  34264. // Blender exporter used to export a scalar. See #7459
  34265. normalScale = [ normalScale, normalScale ];
  34266. }
  34267. material.normalScale = new Vector2().fromArray( normalScale );
  34268. }
  34269. if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
  34270. if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
  34271. if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
  34272. if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
  34273. if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
  34274. if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
  34275. if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
  34276. if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
  34277. if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );
  34278. if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );
  34279. if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
  34280. if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );
  34281. if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
  34282. if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
  34283. if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;
  34284. if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
  34285. if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;
  34286. if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
  34287. if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
  34288. if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
  34289. if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );
  34290. if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );
  34291. if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );
  34292. if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );
  34293. if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );
  34294. if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );
  34295. if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );
  34296. if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );
  34297. if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );
  34298. if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );
  34299. if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );
  34300. return material;
  34301. }
  34302. /**
  34303. * Textures are not embedded in the material JSON so they have
  34304. * to be injected before the loading process starts.
  34305. *
  34306. * @param {Object} value - A dictionary holding textures for material properties.
  34307. * @return {MaterialLoader} A reference to this material loader.
  34308. */
  34309. setTextures( value ) {
  34310. this.textures = value;
  34311. return this;
  34312. }
  34313. /**
  34314. * Creates a material for the given type.
  34315. *
  34316. * @param {string} type - The material type.
  34317. * @return {Material} The new material.
  34318. */
  34319. createMaterialFromType( type ) {
  34320. return MaterialLoader.createMaterialFromType( type );
  34321. }
  34322. /**
  34323. * Creates a material for the given type.
  34324. *
  34325. * @static
  34326. * @param {string} type - The material type.
  34327. * @return {Material} The new material.
  34328. */
  34329. static createMaterialFromType( type ) {
  34330. const materialLib = {
  34331. ShadowMaterial,
  34332. SpriteMaterial,
  34333. RawShaderMaterial,
  34334. ShaderMaterial,
  34335. PointsMaterial,
  34336. MeshPhysicalMaterial,
  34337. MeshStandardMaterial,
  34338. MeshPhongMaterial,
  34339. MeshToonMaterial,
  34340. MeshNormalMaterial,
  34341. MeshLambertMaterial,
  34342. MeshDepthMaterial,
  34343. MeshDistanceMaterial,
  34344. MeshBasicMaterial,
  34345. MeshMatcapMaterial,
  34346. LineDashedMaterial,
  34347. LineBasicMaterial,
  34348. Material
  34349. };
  34350. return new materialLib[ type ]();
  34351. }
  34352. }
  34353. /**
  34354. * A class with loader utility functions.
  34355. */
  34356. class LoaderUtils {
  34357. /**
  34358. * Extracts the base URL from the given URL.
  34359. *
  34360. * @param {string} url -The URL to extract the base URL from.
  34361. * @return {string} The extracted base URL.
  34362. */
  34363. static extractUrlBase( url ) {
  34364. const index = url.lastIndexOf( '/' );
  34365. if ( index === -1 ) return './';
  34366. return url.slice( 0, index + 1 );
  34367. }
  34368. /**
  34369. * Resolves relative URLs against the given path. Absolute paths, data urls,
  34370. * and blob URLs will be returned as is. Invalid URLs will return an empty
  34371. * string.
  34372. *
  34373. * @param {string} url -The URL to resolve.
  34374. * @param {string} path - The base path for relative URLs to be resolved against.
  34375. * @return {string} The resolved URL.
  34376. */
  34377. static resolveURL( url, path ) {
  34378. // Invalid URL
  34379. if ( typeof url !== 'string' || url === '' ) return '';
  34380. // Host Relative URL
  34381. if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) {
  34382. path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' );
  34383. }
  34384. // Absolute URL http://,https://,//
  34385. if ( /^(https?:)?\/\//i.test( url ) ) return url;
  34386. // Data URI
  34387. if ( /^data:.*,.*$/i.test( url ) ) return url;
  34388. // Blob URL
  34389. if ( /^blob:.*$/i.test( url ) ) return url;
  34390. // Relative URL
  34391. return path + url;
  34392. }
  34393. }
  34394. /**
  34395. * An instanced version of a geometry.
  34396. */
  34397. class InstancedBufferGeometry extends BufferGeometry {
  34398. /**
  34399. * Constructs a new instanced buffer geometry.
  34400. */
  34401. constructor() {
  34402. super();
  34403. /**
  34404. * This flag can be used for type testing.
  34405. *
  34406. * @type {boolean}
  34407. * @readonly
  34408. * @default true
  34409. */
  34410. this.isInstancedBufferGeometry = true;
  34411. this.type = 'InstancedBufferGeometry';
  34412. /**
  34413. * The instance count.
  34414. *
  34415. * @type {number}
  34416. * @default Infinity
  34417. */
  34418. this.instanceCount = Infinity;
  34419. }
  34420. copy( source ) {
  34421. super.copy( source );
  34422. this.instanceCount = source.instanceCount;
  34423. return this;
  34424. }
  34425. toJSON() {
  34426. const data = super.toJSON();
  34427. data.instanceCount = this.instanceCount;
  34428. data.isInstancedBufferGeometry = true;
  34429. return data;
  34430. }
  34431. }
  34432. /**
  34433. * Class for loading geometries. The files are internally
  34434. * loaded via {@link FileLoader}.
  34435. *
  34436. * ```js
  34437. * const loader = new THREE.BufferGeometryLoader();
  34438. * const geometry = await loader.loadAsync( 'models/json/pressure.json' );
  34439. *
  34440. * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } );
  34441. * const object = new THREE.Mesh( geometry, material );
  34442. * scene.add( object );
  34443. * ```
  34444. *
  34445. * @augments Loader
  34446. */
  34447. class BufferGeometryLoader extends Loader {
  34448. /**
  34449. * Constructs a new geometry loader.
  34450. *
  34451. * @param {LoadingManager} [manager] - The loading manager.
  34452. */
  34453. constructor( manager ) {
  34454. super( manager );
  34455. }
  34456. /**
  34457. * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback.
  34458. *
  34459. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34460. * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished.
  34461. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34462. * @param {onErrorCallback} onError - Executed when errors occur.
  34463. */
  34464. load( url, onLoad, onProgress, onError ) {
  34465. const scope = this;
  34466. const loader = new FileLoader( scope.manager );
  34467. loader.setPath( scope.path );
  34468. loader.setRequestHeader( scope.requestHeader );
  34469. loader.setWithCredentials( scope.withCredentials );
  34470. loader.load( url, function ( text ) {
  34471. try {
  34472. onLoad( scope.parse( JSON.parse( text ) ) );
  34473. } catch ( e ) {
  34474. if ( onError ) {
  34475. onError( e );
  34476. } else {
  34477. console.error( e );
  34478. }
  34479. scope.manager.itemError( url );
  34480. }
  34481. }, onProgress, onError );
  34482. }
  34483. /**
  34484. * Parses the given JSON object and returns a geometry.
  34485. *
  34486. * @param {Object} json - The serialized geometry.
  34487. * @return {BufferGeometry} The parsed geometry.
  34488. */
  34489. parse( json ) {
  34490. const interleavedBufferMap = {};
  34491. const arrayBufferMap = {};
  34492. function getInterleavedBuffer( json, uuid ) {
  34493. if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];
  34494. const interleavedBuffers = json.interleavedBuffers;
  34495. const interleavedBuffer = interleavedBuffers[ uuid ];
  34496. const buffer = getArrayBuffer( json, interleavedBuffer.buffer );
  34497. const array = getTypedArray( interleavedBuffer.type, buffer );
  34498. const ib = new InterleavedBuffer( array, interleavedBuffer.stride );
  34499. ib.uuid = interleavedBuffer.uuid;
  34500. interleavedBufferMap[ uuid ] = ib;
  34501. return ib;
  34502. }
  34503. function getArrayBuffer( json, uuid ) {
  34504. if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];
  34505. const arrayBuffers = json.arrayBuffers;
  34506. const arrayBuffer = arrayBuffers[ uuid ];
  34507. const ab = new Uint32Array( arrayBuffer ).buffer;
  34508. arrayBufferMap[ uuid ] = ab;
  34509. return ab;
  34510. }
  34511. const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();
  34512. const index = json.data.index;
  34513. if ( index !== undefined ) {
  34514. const typedArray = getTypedArray( index.type, index.array );
  34515. geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
  34516. }
  34517. const attributes = json.data.attributes;
  34518. for ( const key in attributes ) {
  34519. const attribute = attributes[ key ];
  34520. let bufferAttribute;
  34521. if ( attribute.isInterleavedBufferAttribute ) {
  34522. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34523. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34524. } else {
  34525. const typedArray = getTypedArray( attribute.type, attribute.array );
  34526. const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;
  34527. bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );
  34528. }
  34529. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34530. if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );
  34531. geometry.setAttribute( key, bufferAttribute );
  34532. }
  34533. const morphAttributes = json.data.morphAttributes;
  34534. if ( morphAttributes ) {
  34535. for ( const key in morphAttributes ) {
  34536. const attributeArray = morphAttributes[ key ];
  34537. const array = [];
  34538. for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
  34539. const attribute = attributeArray[ i ];
  34540. let bufferAttribute;
  34541. if ( attribute.isInterleavedBufferAttribute ) {
  34542. const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );
  34543. bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );
  34544. } else {
  34545. const typedArray = getTypedArray( attribute.type, attribute.array );
  34546. bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
  34547. }
  34548. if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
  34549. array.push( bufferAttribute );
  34550. }
  34551. geometry.morphAttributes[ key ] = array;
  34552. }
  34553. }
  34554. const morphTargetsRelative = json.data.morphTargetsRelative;
  34555. if ( morphTargetsRelative ) {
  34556. geometry.morphTargetsRelative = true;
  34557. }
  34558. const groups = json.data.groups || json.data.drawcalls || json.data.offsets;
  34559. if ( groups !== undefined ) {
  34560. for ( let i = 0, n = groups.length; i !== n; ++ i ) {
  34561. const group = groups[ i ];
  34562. geometry.addGroup( group.start, group.count, group.materialIndex );
  34563. }
  34564. }
  34565. const boundingSphere = json.data.boundingSphere;
  34566. if ( boundingSphere !== undefined ) {
  34567. const center = new Vector3();
  34568. if ( boundingSphere.center !== undefined ) {
  34569. center.fromArray( boundingSphere.center );
  34570. }
  34571. geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
  34572. }
  34573. if ( json.name ) geometry.name = json.name;
  34574. if ( json.userData ) geometry.userData = json.userData;
  34575. return geometry;
  34576. }
  34577. }
  34578. /**
  34579. * 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}.
  34580. * The files are internally loaded via {@link FileLoader}.
  34581. *
  34582. * ```js
  34583. * const loader = new THREE.ObjectLoader();
  34584. * const obj = await loader.loadAsync( 'models/json/example.json' );
  34585. * scene.add( obj );
  34586. *
  34587. * // Alternatively, to parse a previously loaded JSON structure
  34588. * const object = await loader.parseAsync( a_json_object );
  34589. * scene.add( object );
  34590. * ```
  34591. *
  34592. * @augments Loader
  34593. */
  34594. class ObjectLoader extends Loader {
  34595. /**
  34596. * Constructs a new object loader.
  34597. *
  34598. * @param {LoadingManager} [manager] - The loading manager.
  34599. */
  34600. constructor( manager ) {
  34601. super( manager );
  34602. }
  34603. /**
  34604. * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback.
  34605. *
  34606. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34607. * @param {function(Object3D)} onLoad - Executed when the loading process has been finished.
  34608. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34609. * @param {onErrorCallback} onError - Executed when errors occur.
  34610. */
  34611. load( url, onLoad, onProgress, onError ) {
  34612. const scope = this;
  34613. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34614. this.resourcePath = this.resourcePath || path;
  34615. const loader = new FileLoader( this.manager );
  34616. loader.setPath( this.path );
  34617. loader.setRequestHeader( this.requestHeader );
  34618. loader.setWithCredentials( this.withCredentials );
  34619. loader.load( url, function ( text ) {
  34620. let json = null;
  34621. try {
  34622. json = JSON.parse( text );
  34623. } catch ( error ) {
  34624. if ( onError !== undefined ) onError( error );
  34625. console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
  34626. return;
  34627. }
  34628. const metadata = json.metadata;
  34629. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34630. if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) );
  34631. console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34632. return;
  34633. }
  34634. scope.parse( json, onLoad );
  34635. }, onProgress, onError );
  34636. }
  34637. /**
  34638. * Async version of {@link ObjectLoader#load}.
  34639. *
  34640. * @async
  34641. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  34642. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  34643. * @return {Promise<Object3D>} A Promise that resolves with the loaded 3D object.
  34644. */
  34645. async loadAsync( url, onProgress ) {
  34646. const scope = this;
  34647. const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;
  34648. this.resourcePath = this.resourcePath || path;
  34649. const loader = new FileLoader( this.manager );
  34650. loader.setPath( this.path );
  34651. loader.setRequestHeader( this.requestHeader );
  34652. loader.setWithCredentials( this.withCredentials );
  34653. const text = await loader.loadAsync( url, onProgress );
  34654. const json = JSON.parse( text );
  34655. const metadata = json.metadata;
  34656. if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
  34657. throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url );
  34658. }
  34659. return await scope.parseAsync( json );
  34660. }
  34661. /**
  34662. * Parses the given JSON. This is used internally by {@link ObjectLoader#load}
  34663. * but can also be used directly to parse a previously loaded JSON structure.
  34664. *
  34665. * @param {Object} json - The serialized 3D object.
  34666. * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded.
  34667. * @return {Object3D} The parsed 3D object.
  34668. */
  34669. parse( json, onLoad ) {
  34670. const animations = this.parseAnimations( json.animations );
  34671. const shapes = this.parseShapes( json.shapes );
  34672. const geometries = this.parseGeometries( json.geometries, shapes );
  34673. const images = this.parseImages( json.images, function () {
  34674. if ( onLoad !== undefined ) onLoad( object );
  34675. } );
  34676. const textures = this.parseTextures( json.textures, images );
  34677. const materials = this.parseMaterials( json.materials, textures );
  34678. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34679. const skeletons = this.parseSkeletons( json.skeletons, object );
  34680. this.bindSkeletons( object, skeletons );
  34681. this.bindLightTargets( object );
  34682. //
  34683. if ( onLoad !== undefined ) {
  34684. let hasImages = false;
  34685. for ( const uuid in images ) {
  34686. if ( images[ uuid ].data instanceof HTMLImageElement ) {
  34687. hasImages = true;
  34688. break;
  34689. }
  34690. }
  34691. if ( hasImages === false ) onLoad( object );
  34692. }
  34693. return object;
  34694. }
  34695. /**
  34696. * Async version of {@link ObjectLoader#parse}.
  34697. *
  34698. * @param {Object} json - The serialized 3D object.
  34699. * @return {Promise<Object3D>} A Promise that resolves with the parsed 3D object.
  34700. */
  34701. async parseAsync( json ) {
  34702. const animations = this.parseAnimations( json.animations );
  34703. const shapes = this.parseShapes( json.shapes );
  34704. const geometries = this.parseGeometries( json.geometries, shapes );
  34705. const images = await this.parseImagesAsync( json.images );
  34706. const textures = this.parseTextures( json.textures, images );
  34707. const materials = this.parseMaterials( json.materials, textures );
  34708. const object = this.parseObject( json.object, geometries, materials, textures, animations );
  34709. const skeletons = this.parseSkeletons( json.skeletons, object );
  34710. this.bindSkeletons( object, skeletons );
  34711. this.bindLightTargets( object );
  34712. return object;
  34713. }
  34714. // internals
  34715. parseShapes( json ) {
  34716. const shapes = {};
  34717. if ( json !== undefined ) {
  34718. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34719. const shape = new Shape().fromJSON( json[ i ] );
  34720. shapes[ shape.uuid ] = shape;
  34721. }
  34722. }
  34723. return shapes;
  34724. }
  34725. parseSkeletons( json, object ) {
  34726. const skeletons = {};
  34727. const bones = {};
  34728. // generate bone lookup table
  34729. object.traverse( function ( child ) {
  34730. if ( child.isBone ) bones[ child.uuid ] = child;
  34731. } );
  34732. // create skeletons
  34733. if ( json !== undefined ) {
  34734. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34735. const skeleton = new Skeleton().fromJSON( json[ i ], bones );
  34736. skeletons[ skeleton.uuid ] = skeleton;
  34737. }
  34738. }
  34739. return skeletons;
  34740. }
  34741. parseGeometries( json, shapes ) {
  34742. const geometries = {};
  34743. if ( json !== undefined ) {
  34744. const bufferGeometryLoader = new BufferGeometryLoader();
  34745. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34746. let geometry;
  34747. const data = json[ i ];
  34748. switch ( data.type ) {
  34749. case 'BufferGeometry':
  34750. case 'InstancedBufferGeometry':
  34751. geometry = bufferGeometryLoader.parse( data );
  34752. break;
  34753. default:
  34754. if ( data.type in Geometries ) {
  34755. geometry = Geometries[ data.type ].fromJSON( data, shapes );
  34756. } else {
  34757. console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` );
  34758. }
  34759. }
  34760. geometry.uuid = data.uuid;
  34761. if ( data.name !== undefined ) geometry.name = data.name;
  34762. if ( data.userData !== undefined ) geometry.userData = data.userData;
  34763. geometries[ data.uuid ] = geometry;
  34764. }
  34765. }
  34766. return geometries;
  34767. }
  34768. parseMaterials( json, textures ) {
  34769. const cache = {}; // MultiMaterial
  34770. const materials = {};
  34771. if ( json !== undefined ) {
  34772. const loader = new MaterialLoader();
  34773. loader.setTextures( textures );
  34774. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34775. const data = json[ i ];
  34776. if ( cache[ data.uuid ] === undefined ) {
  34777. cache[ data.uuid ] = loader.parse( data );
  34778. }
  34779. materials[ data.uuid ] = cache[ data.uuid ];
  34780. }
  34781. }
  34782. return materials;
  34783. }
  34784. parseAnimations( json ) {
  34785. const animations = {};
  34786. if ( json !== undefined ) {
  34787. for ( let i = 0; i < json.length; i ++ ) {
  34788. const data = json[ i ];
  34789. const clip = AnimationClip.parse( data );
  34790. animations[ clip.uuid ] = clip;
  34791. }
  34792. }
  34793. return animations;
  34794. }
  34795. parseImages( json, onLoad ) {
  34796. const scope = this;
  34797. const images = {};
  34798. let loader;
  34799. function loadImage( url ) {
  34800. scope.manager.itemStart( url );
  34801. return loader.load( url, function () {
  34802. scope.manager.itemEnd( url );
  34803. }, undefined, function () {
  34804. scope.manager.itemError( url );
  34805. scope.manager.itemEnd( url );
  34806. } );
  34807. }
  34808. function deserializeImage( image ) {
  34809. if ( typeof image === 'string' ) {
  34810. const url = image;
  34811. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  34812. return loadImage( path );
  34813. } else {
  34814. if ( image.data ) {
  34815. return {
  34816. data: getTypedArray( image.type, image.data ),
  34817. width: image.width,
  34818. height: image.height
  34819. };
  34820. } else {
  34821. return null;
  34822. }
  34823. }
  34824. }
  34825. if ( json !== undefined && json.length > 0 ) {
  34826. const manager = new LoadingManager( onLoad );
  34827. loader = new ImageLoader( manager );
  34828. loader.setCrossOrigin( this.crossOrigin );
  34829. for ( let i = 0, il = json.length; i < il; i ++ ) {
  34830. const image = json[ i ];
  34831. const url = image.url;
  34832. if ( Array.isArray( url ) ) {
  34833. // load array of images e.g CubeTexture
  34834. const imageArray = [];
  34835. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  34836. const currentUrl = url[ j ];
  34837. const deserializedImage = deserializeImage( currentUrl );
  34838. if ( deserializedImage !== null ) {
  34839. if ( deserializedImage instanceof HTMLImageElement ) {
  34840. imageArray.push( deserializedImage );
  34841. } else {
  34842. // special case: handle array of data textures for cube textures
  34843. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  34844. }
  34845. }
  34846. }
  34847. images[ image.uuid ] = new Source( imageArray );
  34848. } else {
  34849. // load single image
  34850. const deserializedImage = deserializeImage( image.url );
  34851. images[ image.uuid ] = new Source( deserializedImage );
  34852. }
  34853. }
  34854. }
  34855. return images;
  34856. }
  34857. async parseImagesAsync( json ) {
  34858. const scope = this;
  34859. const images = {};
  34860. let loader;
  34861. async function deserializeImage( image ) {
  34862. if ( typeof image === 'string' ) {
  34863. const url = image;
  34864. const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url;
  34865. return await loader.loadAsync( path );
  34866. } else {
  34867. if ( image.data ) {
  34868. return {
  34869. data: getTypedArray( image.type, image.data ),
  34870. width: image.width,
  34871. height: image.height
  34872. };
  34873. } else {
  34874. return null;
  34875. }
  34876. }
  34877. }
  34878. if ( json !== undefined && json.length > 0 ) {
  34879. loader = new ImageLoader( this.manager );
  34880. loader.setCrossOrigin( this.crossOrigin );
  34881. for ( let i = 0, il = json.length; i < il; i ++ ) {
  34882. const image = json[ i ];
  34883. const url = image.url;
  34884. if ( Array.isArray( url ) ) {
  34885. // load array of images e.g CubeTexture
  34886. const imageArray = [];
  34887. for ( let j = 0, jl = url.length; j < jl; j ++ ) {
  34888. const currentUrl = url[ j ];
  34889. const deserializedImage = await deserializeImage( currentUrl );
  34890. if ( deserializedImage !== null ) {
  34891. if ( deserializedImage instanceof HTMLImageElement ) {
  34892. imageArray.push( deserializedImage );
  34893. } else {
  34894. // special case: handle array of data textures for cube textures
  34895. imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );
  34896. }
  34897. }
  34898. }
  34899. images[ image.uuid ] = new Source( imageArray );
  34900. } else {
  34901. // load single image
  34902. const deserializedImage = await deserializeImage( image.url );
  34903. images[ image.uuid ] = new Source( deserializedImage );
  34904. }
  34905. }
  34906. }
  34907. return images;
  34908. }
  34909. parseTextures( json, images ) {
  34910. function parseConstant( value, type ) {
  34911. if ( typeof value === 'number' ) return value;
  34912. console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
  34913. return type[ value ];
  34914. }
  34915. const textures = {};
  34916. if ( json !== undefined ) {
  34917. for ( let i = 0, l = json.length; i < l; i ++ ) {
  34918. const data = json[ i ];
  34919. if ( data.image === undefined ) {
  34920. console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
  34921. }
  34922. if ( images[ data.image ] === undefined ) {
  34923. console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
  34924. }
  34925. const source = images[ data.image ];
  34926. const image = source.data;
  34927. let texture;
  34928. if ( Array.isArray( image ) ) {
  34929. texture = new CubeTexture();
  34930. if ( image.length === 6 ) texture.needsUpdate = true;
  34931. } else {
  34932. if ( image && image.data ) {
  34933. texture = new DataTexture();
  34934. } else {
  34935. texture = new Texture();
  34936. }
  34937. if ( image ) texture.needsUpdate = true; // textures can have undefined image data
  34938. }
  34939. texture.source = source;
  34940. texture.uuid = data.uuid;
  34941. if ( data.name !== undefined ) texture.name = data.name;
  34942. if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
  34943. if ( data.channel !== undefined ) texture.channel = data.channel;
  34944. if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
  34945. if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
  34946. if ( data.center !== undefined ) texture.center.fromArray( data.center );
  34947. if ( data.rotation !== undefined ) texture.rotation = data.rotation;
  34948. if ( data.wrap !== undefined ) {
  34949. texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
  34950. texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
  34951. }
  34952. if ( data.format !== undefined ) texture.format = data.format;
  34953. if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;
  34954. if ( data.type !== undefined ) texture.type = data.type;
  34955. if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;
  34956. if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
  34957. if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
  34958. if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
  34959. if ( data.flipY !== undefined ) texture.flipY = data.flipY;
  34960. if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;
  34961. if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
  34962. if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
  34963. if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;
  34964. if ( data.userData !== undefined ) texture.userData = data.userData;
  34965. textures[ data.uuid ] = texture;
  34966. }
  34967. }
  34968. return textures;
  34969. }
  34970. parseObject( data, geometries, materials, textures, animations ) {
  34971. let object;
  34972. function getGeometry( name ) {
  34973. if ( geometries[ name ] === undefined ) {
  34974. console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
  34975. }
  34976. return geometries[ name ];
  34977. }
  34978. function getMaterial( name ) {
  34979. if ( name === undefined ) return undefined;
  34980. if ( Array.isArray( name ) ) {
  34981. const array = [];
  34982. for ( let i = 0, l = name.length; i < l; i ++ ) {
  34983. const uuid = name[ i ];
  34984. if ( materials[ uuid ] === undefined ) {
  34985. console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
  34986. }
  34987. array.push( materials[ uuid ] );
  34988. }
  34989. return array;
  34990. }
  34991. if ( materials[ name ] === undefined ) {
  34992. console.warn( 'THREE.ObjectLoader: Undefined material', name );
  34993. }
  34994. return materials[ name ];
  34995. }
  34996. function getTexture( uuid ) {
  34997. if ( textures[ uuid ] === undefined ) {
  34998. console.warn( 'THREE.ObjectLoader: Undefined texture', uuid );
  34999. }
  35000. return textures[ uuid ];
  35001. }
  35002. let geometry, material;
  35003. switch ( data.type ) {
  35004. case 'Scene':
  35005. object = new Scene();
  35006. if ( data.background !== undefined ) {
  35007. if ( Number.isInteger( data.background ) ) {
  35008. object.background = new Color( data.background );
  35009. } else {
  35010. object.background = getTexture( data.background );
  35011. }
  35012. }
  35013. if ( data.environment !== undefined ) {
  35014. object.environment = getTexture( data.environment );
  35015. }
  35016. if ( data.fog !== undefined ) {
  35017. if ( data.fog.type === 'Fog' ) {
  35018. object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
  35019. } else if ( data.fog.type === 'FogExp2' ) {
  35020. object.fog = new FogExp2( data.fog.color, data.fog.density );
  35021. }
  35022. if ( data.fog.name !== '' ) {
  35023. object.fog.name = data.fog.name;
  35024. }
  35025. }
  35026. if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;
  35027. if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;
  35028. if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );
  35029. if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;
  35030. if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );
  35031. break;
  35032. case 'PerspectiveCamera':
  35033. object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  35034. if ( data.focus !== undefined ) object.focus = data.focus;
  35035. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35036. if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
  35037. if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
  35038. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35039. break;
  35040. case 'OrthographicCamera':
  35041. object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  35042. if ( data.zoom !== undefined ) object.zoom = data.zoom;
  35043. if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
  35044. break;
  35045. case 'AmbientLight':
  35046. object = new AmbientLight( data.color, data.intensity );
  35047. break;
  35048. case 'DirectionalLight':
  35049. object = new DirectionalLight( data.color, data.intensity );
  35050. object.target = data.target || '';
  35051. break;
  35052. case 'PointLight':
  35053. object = new PointLight( data.color, data.intensity, data.distance, data.decay );
  35054. break;
  35055. case 'RectAreaLight':
  35056. object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
  35057. break;
  35058. case 'SpotLight':
  35059. object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
  35060. object.target = data.target || '';
  35061. break;
  35062. case 'HemisphereLight':
  35063. object = new HemisphereLight( data.color, data.groundColor, data.intensity );
  35064. break;
  35065. case 'LightProbe':
  35066. object = new LightProbe().fromJSON( data );
  35067. break;
  35068. case 'SkinnedMesh':
  35069. geometry = getGeometry( data.geometry );
  35070. material = getMaterial( data.material );
  35071. object = new SkinnedMesh( geometry, material );
  35072. if ( data.bindMode !== undefined ) object.bindMode = data.bindMode;
  35073. if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );
  35074. if ( data.skeleton !== undefined ) object.skeleton = data.skeleton;
  35075. break;
  35076. case 'Mesh':
  35077. geometry = getGeometry( data.geometry );
  35078. material = getMaterial( data.material );
  35079. object = new Mesh( geometry, material );
  35080. break;
  35081. case 'InstancedMesh':
  35082. geometry = getGeometry( data.geometry );
  35083. material = getMaterial( data.material );
  35084. const count = data.count;
  35085. const instanceMatrix = data.instanceMatrix;
  35086. const instanceColor = data.instanceColor;
  35087. object = new InstancedMesh( geometry, material, count );
  35088. object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );
  35089. if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );
  35090. break;
  35091. case 'BatchedMesh':
  35092. geometry = getGeometry( data.geometry );
  35093. material = getMaterial( data.material );
  35094. object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material );
  35095. object.geometry = geometry;
  35096. object.perObjectFrustumCulled = data.perObjectFrustumCulled;
  35097. object.sortObjects = data.sortObjects;
  35098. object._drawRanges = data.drawRanges;
  35099. object._reservedRanges = data.reservedRanges;
  35100. object._visibility = data.visibility;
  35101. object._active = data.active;
  35102. object._bounds = data.bounds.map( bound => {
  35103. const box = new Box3();
  35104. box.min.fromArray( bound.boxMin );
  35105. box.max.fromArray( bound.boxMax );
  35106. const sphere = new Sphere();
  35107. sphere.radius = bound.sphereRadius;
  35108. sphere.center.fromArray( bound.sphereCenter );
  35109. return {
  35110. boxInitialized: bound.boxInitialized,
  35111. box: box,
  35112. sphereInitialized: bound.sphereInitialized,
  35113. sphere: sphere
  35114. };
  35115. } );
  35116. object._maxInstanceCount = data.maxInstanceCount;
  35117. object._maxVertexCount = data.maxVertexCount;
  35118. object._maxIndexCount = data.maxIndexCount;
  35119. object._geometryInitialized = data.geometryInitialized;
  35120. object._geometryCount = data.geometryCount;
  35121. object._matricesTexture = getTexture( data.matricesTexture.uuid );
  35122. if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid );
  35123. break;
  35124. case 'LOD':
  35125. object = new LOD();
  35126. break;
  35127. case 'Line':
  35128. object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );
  35129. break;
  35130. case 'LineLoop':
  35131. object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
  35132. break;
  35133. case 'LineSegments':
  35134. object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
  35135. break;
  35136. case 'PointCloud':
  35137. case 'Points':
  35138. object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
  35139. break;
  35140. case 'Sprite':
  35141. object = new Sprite( getMaterial( data.material ) );
  35142. break;
  35143. case 'Group':
  35144. object = new Group();
  35145. break;
  35146. case 'Bone':
  35147. object = new Bone();
  35148. break;
  35149. default:
  35150. object = new Object3D();
  35151. }
  35152. object.uuid = data.uuid;
  35153. if ( data.name !== undefined ) object.name = data.name;
  35154. if ( data.matrix !== undefined ) {
  35155. object.matrix.fromArray( data.matrix );
  35156. if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
  35157. if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
  35158. } else {
  35159. if ( data.position !== undefined ) object.position.fromArray( data.position );
  35160. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  35161. if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
  35162. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  35163. }
  35164. if ( data.up !== undefined ) object.up.fromArray( data.up );
  35165. if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
  35166. if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
  35167. if ( data.shadow ) {
  35168. if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity;
  35169. if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
  35170. if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;
  35171. if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
  35172. if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
  35173. if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
  35174. }
  35175. if ( data.visible !== undefined ) object.visible = data.visible;
  35176. if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
  35177. if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
  35178. if ( data.userData !== undefined ) object.userData = data.userData;
  35179. if ( data.layers !== undefined ) object.layers.mask = data.layers;
  35180. if ( data.children !== undefined ) {
  35181. const children = data.children;
  35182. for ( let i = 0; i < children.length; i ++ ) {
  35183. object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );
  35184. }
  35185. }
  35186. if ( data.animations !== undefined ) {
  35187. const objectAnimations = data.animations;
  35188. for ( let i = 0; i < objectAnimations.length; i ++ ) {
  35189. const uuid = objectAnimations[ i ];
  35190. object.animations.push( animations[ uuid ] );
  35191. }
  35192. }
  35193. if ( data.type === 'LOD' ) {
  35194. if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;
  35195. const levels = data.levels;
  35196. for ( let l = 0; l < levels.length; l ++ ) {
  35197. const level = levels[ l ];
  35198. const child = object.getObjectByProperty( 'uuid', level.object );
  35199. if ( child !== undefined ) {
  35200. object.addLevel( child, level.distance, level.hysteresis );
  35201. }
  35202. }
  35203. }
  35204. return object;
  35205. }
  35206. bindSkeletons( object, skeletons ) {
  35207. if ( Object.keys( skeletons ).length === 0 ) return;
  35208. object.traverse( function ( child ) {
  35209. if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {
  35210. const skeleton = skeletons[ child.skeleton ];
  35211. if ( skeleton === undefined ) {
  35212. console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );
  35213. } else {
  35214. child.bind( skeleton, child.bindMatrix );
  35215. }
  35216. }
  35217. } );
  35218. }
  35219. bindLightTargets( object ) {
  35220. object.traverse( function ( child ) {
  35221. if ( child.isDirectionalLight || child.isSpotLight ) {
  35222. const uuid = child.target;
  35223. const target = object.getObjectByProperty( 'uuid', uuid );
  35224. if ( target !== undefined ) {
  35225. child.target = target;
  35226. } else {
  35227. child.target = new Object3D();
  35228. }
  35229. }
  35230. } );
  35231. }
  35232. }
  35233. const TEXTURE_MAPPING = {
  35234. UVMapping: UVMapping,
  35235. CubeReflectionMapping: CubeReflectionMapping,
  35236. CubeRefractionMapping: CubeRefractionMapping,
  35237. EquirectangularReflectionMapping: EquirectangularReflectionMapping,
  35238. EquirectangularRefractionMapping: EquirectangularRefractionMapping,
  35239. CubeUVReflectionMapping: CubeUVReflectionMapping
  35240. };
  35241. const TEXTURE_WRAPPING = {
  35242. RepeatWrapping: RepeatWrapping,
  35243. ClampToEdgeWrapping: ClampToEdgeWrapping,
  35244. MirroredRepeatWrapping: MirroredRepeatWrapping
  35245. };
  35246. const TEXTURE_FILTER = {
  35247. NearestFilter: NearestFilter,
  35248. NearestMipmapNearestFilter: NearestMipmapNearestFilter,
  35249. NearestMipmapLinearFilter: NearestMipmapLinearFilter,
  35250. LinearFilter: LinearFilter,
  35251. LinearMipmapNearestFilter: LinearMipmapNearestFilter,
  35252. LinearMipmapLinearFilter: LinearMipmapLinearFilter
  35253. };
  35254. /**
  35255. * A loader for loading images as an [ImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap}.
  35256. * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare
  35257. * textures for rendering.
  35258. *
  35259. * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps.
  35260. * They needs these configuration on bitmap creation unlike regular images need them on uploading to GPU.
  35261. *
  35262. * You need to set the equivalent options via {@link ImageBitmapLoader#setOptions} instead.
  35263. *
  35264. * Also note that unlike {@link FileLoader}, this loader does not avoid multiple concurrent requests to the same URL.
  35265. *
  35266. * ```js
  35267. * const loader = new THREE.ImageBitmapLoader();
  35268. * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed
  35269. * const imageBitmap = await loader.loadAsync( 'image.png' );
  35270. *
  35271. * const texture = new THREE.Texture( imageBitmap );
  35272. * texture.needsUpdate = true;
  35273. * ```
  35274. *
  35275. * @augments Loader
  35276. */
  35277. class ImageBitmapLoader extends Loader {
  35278. /**
  35279. * Constructs a new image bitmap loader.
  35280. *
  35281. * @param {LoadingManager} [manager] - The loading manager.
  35282. */
  35283. constructor( manager ) {
  35284. super( manager );
  35285. /**
  35286. * This flag can be used for type testing.
  35287. *
  35288. * @type {boolean}
  35289. * @readonly
  35290. * @default true
  35291. */
  35292. this.isImageBitmapLoader = true;
  35293. if ( typeof createImageBitmap === 'undefined' ) {
  35294. console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
  35295. }
  35296. if ( typeof fetch === 'undefined' ) {
  35297. console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
  35298. }
  35299. /**
  35300. * Represents the loader options.
  35301. *
  35302. * @type {Object}
  35303. * @default {premultiplyAlpha:'none'}
  35304. */
  35305. this.options = { premultiplyAlpha: 'none' };
  35306. }
  35307. /**
  35308. * Sets the given loader options. The structure of the object must match the `options` parameter of
  35309. * [createImageBitmap]{@link https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap}.
  35310. *
  35311. * @param {Object} options - The loader options to set.
  35312. * @return {ImageBitmapLoader} A reference to this image bitmap loader.
  35313. */
  35314. setOptions( options ) {
  35315. this.options = options;
  35316. return this;
  35317. }
  35318. /**
  35319. * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback.
  35320. *
  35321. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35322. * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished.
  35323. * @param {onProgressCallback} onProgress - Unsupported in this loader.
  35324. * @param {onErrorCallback} onError - Executed when errors occur.
  35325. * @return {ImageBitmap|undefined} The image bitmap.
  35326. */
  35327. load( url, onLoad, onProgress, onError ) {
  35328. if ( url === undefined ) url = '';
  35329. if ( this.path !== undefined ) url = this.path + url;
  35330. url = this.manager.resolveURL( url );
  35331. const scope = this;
  35332. const cached = Cache.get( url );
  35333. if ( cached !== undefined ) {
  35334. scope.manager.itemStart( url );
  35335. // If cached is a promise, wait for it to resolve
  35336. if ( cached.then ) {
  35337. cached.then( imageBitmap => {
  35338. if ( onLoad ) onLoad( imageBitmap );
  35339. scope.manager.itemEnd( url );
  35340. } ).catch( e => {
  35341. if ( onError ) onError( e );
  35342. } );
  35343. return;
  35344. }
  35345. // If cached is not a promise (i.e., it's already an imageBitmap)
  35346. setTimeout( function () {
  35347. if ( onLoad ) onLoad( cached );
  35348. scope.manager.itemEnd( url );
  35349. }, 0 );
  35350. return cached;
  35351. }
  35352. const fetchOptions = {};
  35353. fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';
  35354. fetchOptions.headers = this.requestHeader;
  35355. const promise = fetch( url, fetchOptions ).then( function ( res ) {
  35356. return res.blob();
  35357. } ).then( function ( blob ) {
  35358. return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );
  35359. } ).then( function ( imageBitmap ) {
  35360. Cache.add( url, imageBitmap );
  35361. if ( onLoad ) onLoad( imageBitmap );
  35362. scope.manager.itemEnd( url );
  35363. return imageBitmap;
  35364. } ).catch( function ( e ) {
  35365. if ( onError ) onError( e );
  35366. Cache.remove( url );
  35367. scope.manager.itemError( url );
  35368. scope.manager.itemEnd( url );
  35369. } );
  35370. Cache.add( url, promise );
  35371. scope.manager.itemStart( url );
  35372. }
  35373. }
  35374. let _context;
  35375. /**
  35376. * Manages the global audio context in the engine.
  35377. *
  35378. * @hideconstructor
  35379. */
  35380. class AudioContext {
  35381. /**
  35382. * Returns the global native audio context.
  35383. *
  35384. * @return {AudioContext} The native audio context.
  35385. */
  35386. static getContext() {
  35387. if ( _context === undefined ) {
  35388. _context = new ( window.AudioContext || window.webkitAudioContext )();
  35389. }
  35390. return _context;
  35391. }
  35392. /**
  35393. * Allows to set the global native audio context from outside.
  35394. *
  35395. * @param {AudioContext} value - The native context to set.
  35396. */
  35397. static setContext( value ) {
  35398. _context = value;
  35399. }
  35400. }
  35401. /**
  35402. * Class for loading audio buffers. Audios are internally
  35403. * loaded via {@link FileLoader}.
  35404. *
  35405. * ```js
  35406. * const audioListener = new THREE.AudioListener();
  35407. * const ambientSound = new THREE.Audio( audioListener );
  35408. *
  35409. * const loader = new THREE.AudioLoader();
  35410. * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' );
  35411. *
  35412. * ambientSound.setBuffer( audioBuffer );
  35413. * ambientSound.play();
  35414. * ```
  35415. *
  35416. * @augments Loader
  35417. */
  35418. class AudioLoader extends Loader {
  35419. /**
  35420. * Constructs a new audio loader.
  35421. *
  35422. * @param {LoadingManager} [manager] - The loading manager.
  35423. */
  35424. constructor( manager ) {
  35425. super( manager );
  35426. }
  35427. /**
  35428. * Starts loading from the given URL and passes the loaded audio buffer
  35429. * to the `onLoad()` callback.
  35430. *
  35431. * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
  35432. * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished.
  35433. * @param {onProgressCallback} onProgress - Executed while the loading is in progress.
  35434. * @param {onErrorCallback} onError - Executed when errors occur.
  35435. */
  35436. load( url, onLoad, onProgress, onError ) {
  35437. const scope = this;
  35438. const loader = new FileLoader( this.manager );
  35439. loader.setResponseType( 'arraybuffer' );
  35440. loader.setPath( this.path );
  35441. loader.setRequestHeader( this.requestHeader );
  35442. loader.setWithCredentials( this.withCredentials );
  35443. loader.load( url, function ( buffer ) {
  35444. try {
  35445. // Create a copy of the buffer. The `decodeAudioData` method
  35446. // detaches the buffer when complete, preventing reuse.
  35447. const bufferCopy = buffer.slice( 0 );
  35448. const context = AudioContext.getContext();
  35449. context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
  35450. onLoad( audioBuffer );
  35451. } ).catch( handleError );
  35452. } catch ( e ) {
  35453. handleError( e );
  35454. }
  35455. }, onProgress, onError );
  35456. function handleError( e ) {
  35457. if ( onError ) {
  35458. onError( e );
  35459. } else {
  35460. console.error( e );
  35461. }
  35462. scope.manager.itemError( url );
  35463. }
  35464. }
  35465. }
  35466. const _eyeRight = /*@__PURE__*/ new Matrix4();
  35467. const _eyeLeft = /*@__PURE__*/ new Matrix4();
  35468. const _projectionMatrix = /*@__PURE__*/ new Matrix4();
  35469. /**
  35470. * A special type of camera that uses two perspective cameras with
  35471. * stereoscopic projection. Can be used for rendering stereo effects
  35472. * like [3D Anaglyph]{@link https://en.wikipedia.org/wiki/Anaglyph_3D} or
  35473. * [Parallax Barrier]{@link https://en.wikipedia.org/wiki/parallax_barrier}.
  35474. */
  35475. class StereoCamera {
  35476. /**
  35477. * Constructs a new stereo camera.
  35478. */
  35479. constructor() {
  35480. /**
  35481. * The type property is used for detecting the object type
  35482. * in context of serialization/deserialization.
  35483. *
  35484. * @type {string}
  35485. * @readonly
  35486. */
  35487. this.type = 'StereoCamera';
  35488. /**
  35489. * The aspect.
  35490. *
  35491. * @type {number}
  35492. * @default 1
  35493. */
  35494. this.aspect = 1;
  35495. /**
  35496. * The eye separation which represents the distance
  35497. * between the left and right camera.
  35498. *
  35499. * @type {number}
  35500. * @default 0.064
  35501. */
  35502. this.eyeSep = 0.064;
  35503. /**
  35504. * The camera representing the left eye. This is added to layer `1` so objects to be
  35505. * rendered by the left camera must also be added to this layer.
  35506. *
  35507. * @type {PerspectiveCamera}
  35508. */
  35509. this.cameraL = new PerspectiveCamera();
  35510. this.cameraL.layers.enable( 1 );
  35511. this.cameraL.matrixAutoUpdate = false;
  35512. /**
  35513. * The camera representing the right eye. This is added to layer `2` so objects to be
  35514. * rendered by the right camera must also be added to this layer.
  35515. *
  35516. * @type {PerspectiveCamera}
  35517. */
  35518. this.cameraR = new PerspectiveCamera();
  35519. this.cameraR.layers.enable( 2 );
  35520. this.cameraR.matrixAutoUpdate = false;
  35521. this._cache = {
  35522. focus: null,
  35523. fov: null,
  35524. aspect: null,
  35525. near: null,
  35526. far: null,
  35527. zoom: null,
  35528. eyeSep: null
  35529. };
  35530. }
  35531. /**
  35532. * Updates the stereo camera based on the given perspective camera.
  35533. *
  35534. * @param {PerspectiveCamera} camera - The perspective camera.
  35535. */
  35536. update( camera ) {
  35537. const cache = this._cache;
  35538. const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
  35539. cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
  35540. cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
  35541. if ( needsUpdate ) {
  35542. cache.focus = camera.focus;
  35543. cache.fov = camera.fov;
  35544. cache.aspect = camera.aspect * this.aspect;
  35545. cache.near = camera.near;
  35546. cache.far = camera.far;
  35547. cache.zoom = camera.zoom;
  35548. cache.eyeSep = this.eyeSep;
  35549. // Off-axis stereoscopic effect based on
  35550. // http://paulbourke.net/stereographics/stereorender/
  35551. _projectionMatrix.copy( camera.projectionMatrix );
  35552. const eyeSepHalf = cache.eyeSep / 2;
  35553. const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
  35554. const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
  35555. let xmin, xmax;
  35556. // translate xOffset
  35557. _eyeLeft.elements[ 12 ] = - eyeSepHalf;
  35558. _eyeRight.elements[ 12 ] = eyeSepHalf;
  35559. // for left eye
  35560. xmin = - ymax * cache.aspect + eyeSepOnProjection;
  35561. xmax = ymax * cache.aspect + eyeSepOnProjection;
  35562. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35563. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35564. this.cameraL.projectionMatrix.copy( _projectionMatrix );
  35565. // for right eye
  35566. xmin = - ymax * cache.aspect - eyeSepOnProjection;
  35567. xmax = ymax * cache.aspect - eyeSepOnProjection;
  35568. _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
  35569. _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
  35570. this.cameraR.projectionMatrix.copy( _projectionMatrix );
  35571. }
  35572. this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
  35573. this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
  35574. }
  35575. }
  35576. /**
  35577. * This type of camera can be used in order to efficiently render a scene with a
  35578. * predefined set of cameras. This is an important performance aspect for
  35579. * rendering VR scenes.
  35580. *
  35581. * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory
  35582. * to define for each sub camera the `viewport` property which determines the
  35583. * part of the viewport that is rendered with this camera.
  35584. *
  35585. * @augments PerspectiveCamera
  35586. */
  35587. class ArrayCamera extends PerspectiveCamera {
  35588. /**
  35589. * Constructs a new array camera.
  35590. *
  35591. * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
  35592. */
  35593. constructor( array = [] ) {
  35594. super();
  35595. /**
  35596. * This flag can be used for type testing.
  35597. *
  35598. * @type {boolean}
  35599. * @readonly
  35600. * @default true
  35601. */
  35602. this.isArrayCamera = true;
  35603. /**
  35604. * Whether this camera is used with multiview rendering or not.
  35605. *
  35606. * @type {boolean}
  35607. * @readonly
  35608. * @default false
  35609. */
  35610. this.isMultiViewCamera = false;
  35611. /**
  35612. * An array of perspective sub cameras.
  35613. *
  35614. * @type {Array<PerspectiveCamera>}
  35615. */
  35616. this.cameras = array;
  35617. }
  35618. }
  35619. /**
  35620. * Class for keeping track of time.
  35621. */
  35622. class Clock {
  35623. /**
  35624. * Constructs a new clock.
  35625. *
  35626. * @param {boolean} [autoStart=true] - Whether to automatically start the clock when
  35627. * `getDelta()` is called for the first time.
  35628. */
  35629. constructor( autoStart = true ) {
  35630. /**
  35631. * If set to `true`, the clock starts automatically when `getDelta()` is called
  35632. * for the first time.
  35633. *
  35634. * @type {boolean}
  35635. * @default true
  35636. */
  35637. this.autoStart = autoStart;
  35638. /**
  35639. * Holds the time at which the clock's `start()` method was last called.
  35640. *
  35641. * @type {number}
  35642. * @default 0
  35643. */
  35644. this.startTime = 0;
  35645. /**
  35646. * Holds the time at which the clock's `start()`, `getElapsedTime()` or
  35647. * `getDelta()` methods were last called.
  35648. *
  35649. * @type {number}
  35650. * @default 0
  35651. */
  35652. this.oldTime = 0;
  35653. /**
  35654. * Keeps track of the total time that the clock has been running.
  35655. *
  35656. * @type {number}
  35657. * @default 0
  35658. */
  35659. this.elapsedTime = 0;
  35660. /**
  35661. * Whether the clock is running or not.
  35662. *
  35663. * @type {boolean}
  35664. * @default true
  35665. */
  35666. this.running = false;
  35667. }
  35668. /**
  35669. * Starts the clock. When `autoStart` is set to `true`, the method is automatically
  35670. * called by the class.
  35671. */
  35672. start() {
  35673. this.startTime = now();
  35674. this.oldTime = this.startTime;
  35675. this.elapsedTime = 0;
  35676. this.running = true;
  35677. }
  35678. /**
  35679. * Stops the clock.
  35680. */
  35681. stop() {
  35682. this.getElapsedTime();
  35683. this.running = false;
  35684. this.autoStart = false;
  35685. }
  35686. /**
  35687. * Returns the elapsed time in seconds.
  35688. *
  35689. * @return {number} The elapsed time.
  35690. */
  35691. getElapsedTime() {
  35692. this.getDelta();
  35693. return this.elapsedTime;
  35694. }
  35695. /**
  35696. * Returns the delta time in seconds.
  35697. *
  35698. * @return {number} The delta time.
  35699. */
  35700. getDelta() {
  35701. let diff = 0;
  35702. if ( this.autoStart && ! this.running ) {
  35703. this.start();
  35704. return 0;
  35705. }
  35706. if ( this.running ) {
  35707. const newTime = now();
  35708. diff = ( newTime - this.oldTime ) / 1000;
  35709. this.oldTime = newTime;
  35710. this.elapsedTime += diff;
  35711. }
  35712. return diff;
  35713. }
  35714. }
  35715. function now() {
  35716. return performance.now();
  35717. }
  35718. const _position$1 = /*@__PURE__*/ new Vector3();
  35719. const _quaternion$1 = /*@__PURE__*/ new Quaternion();
  35720. const _scale$1 = /*@__PURE__*/ new Vector3();
  35721. const _orientation$1 = /*@__PURE__*/ new Vector3();
  35722. /**
  35723. * The class represents a virtual listener of the all positional and non-positional audio effects
  35724. * in the scene. A three.js application usually creates a single listener. It is a mandatory
  35725. * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}.
  35726. *
  35727. * In most cases, the listener object is a child of the camera. So the 3D transformation of the
  35728. * camera represents the 3D transformation of the listener.
  35729. *
  35730. * @augments Object3D
  35731. */
  35732. class AudioListener extends Object3D {
  35733. /**
  35734. * Constructs a new audio listener.
  35735. */
  35736. constructor() {
  35737. super();
  35738. this.type = 'AudioListener';
  35739. /**
  35740. * The native audio context.
  35741. *
  35742. * @type {AudioContext}
  35743. * @readonly
  35744. */
  35745. this.context = AudioContext.getContext();
  35746. /**
  35747. * The gain node used for volume control.
  35748. *
  35749. * @type {GainNode}
  35750. * @readonly
  35751. */
  35752. this.gain = this.context.createGain();
  35753. this.gain.connect( this.context.destination );
  35754. /**
  35755. * An optional filter.
  35756. *
  35757. * Defined via {@link AudioListener#setFilter}.
  35758. *
  35759. * @type {?AudioNode}
  35760. * @default null
  35761. * @readonly
  35762. */
  35763. this.filter = null;
  35764. /**
  35765. * Time delta values required for `linearRampToValueAtTime()` usage.
  35766. *
  35767. * @type {number}
  35768. * @default 0
  35769. * @readonly
  35770. */
  35771. this.timeDelta = 0;
  35772. // private
  35773. this._clock = new Clock();
  35774. }
  35775. /**
  35776. * Returns the listener's input node.
  35777. *
  35778. * This method is used by other audio nodes to connect to this listener.
  35779. *
  35780. * @return {GainNode} The input node.
  35781. */
  35782. getInput() {
  35783. return this.gain;
  35784. }
  35785. /**
  35786. * Removes the current filter from this listener.
  35787. *
  35788. * @return {AudioListener} A reference to this listener.
  35789. */
  35790. removeFilter() {
  35791. if ( this.filter !== null ) {
  35792. this.gain.disconnect( this.filter );
  35793. this.filter.disconnect( this.context.destination );
  35794. this.gain.connect( this.context.destination );
  35795. this.filter = null;
  35796. }
  35797. return this;
  35798. }
  35799. /**
  35800. * Returns the current set filter.
  35801. *
  35802. * @return {?AudioNode} The filter.
  35803. */
  35804. getFilter() {
  35805. return this.filter;
  35806. }
  35807. /**
  35808. * Sets the given filter to this listener.
  35809. *
  35810. * @param {AudioNode} value - The filter to set.
  35811. * @return {AudioListener} A reference to this listener.
  35812. */
  35813. setFilter( value ) {
  35814. if ( this.filter !== null ) {
  35815. this.gain.disconnect( this.filter );
  35816. this.filter.disconnect( this.context.destination );
  35817. } else {
  35818. this.gain.disconnect( this.context.destination );
  35819. }
  35820. this.filter = value;
  35821. this.gain.connect( this.filter );
  35822. this.filter.connect( this.context.destination );
  35823. return this;
  35824. }
  35825. /**
  35826. * Returns the applications master volume.
  35827. *
  35828. * @return {number} The master volume.
  35829. */
  35830. getMasterVolume() {
  35831. return this.gain.gain.value;
  35832. }
  35833. /**
  35834. * Sets the applications master volume. This volume setting affects
  35835. * all audio nodes in the scene.
  35836. *
  35837. * @param {number} value - The master volume to set.
  35838. * @return {AudioListener} A reference to this listener.
  35839. */
  35840. setMasterVolume( value ) {
  35841. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  35842. return this;
  35843. }
  35844. updateMatrixWorld( force ) {
  35845. super.updateMatrixWorld( force );
  35846. const listener = this.context.listener;
  35847. const up = this.up;
  35848. this.timeDelta = this._clock.getDelta();
  35849. this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );
  35850. _orientation$1.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 );
  35851. if ( listener.positionX ) {
  35852. // code path for Chrome (see #14393)
  35853. const endTime = this.context.currentTime + this.timeDelta;
  35854. listener.positionX.linearRampToValueAtTime( _position$1.x, endTime );
  35855. listener.positionY.linearRampToValueAtTime( _position$1.y, endTime );
  35856. listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );
  35857. listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );
  35858. listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );
  35859. listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );
  35860. listener.upX.linearRampToValueAtTime( up.x, endTime );
  35861. listener.upY.linearRampToValueAtTime( up.y, endTime );
  35862. listener.upZ.linearRampToValueAtTime( up.z, endTime );
  35863. } else {
  35864. listener.setPosition( _position$1.x, _position$1.y, _position$1.z );
  35865. listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );
  35866. }
  35867. }
  35868. }
  35869. /**
  35870. * Represents a non-positional ( global ) audio object.
  35871. *
  35872. * This and related audio modules make use of the [Web Audio API]{@link https://www.w3.org/TR/webaudio-1.1/}.
  35873. *
  35874. * ```js
  35875. * // create an AudioListener and add it to the camera
  35876. * const listener = new THREE.AudioListener();
  35877. * camera.add( listener );
  35878. *
  35879. * // create a global audio source
  35880. * const sound = new THREE.Audio( listener );
  35881. *
  35882. * // load a sound and set it as the Audio object's buffer
  35883. * const audioLoader = new THREE.AudioLoader();
  35884. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  35885. * sound.setBuffer( buffer );
  35886. * sound.setLoop( true );
  35887. * sound.setVolume( 0.5 );
  35888. * sound.play();
  35889. * });
  35890. * ```
  35891. *
  35892. * @augments Object3D
  35893. */
  35894. class Audio extends Object3D {
  35895. /**
  35896. * Constructs a new audio.
  35897. *
  35898. * @param {AudioListener} listener - The global audio listener.
  35899. */
  35900. constructor( listener ) {
  35901. super();
  35902. this.type = 'Audio';
  35903. /**
  35904. * The global audio listener.
  35905. *
  35906. * @type {AudioListener}
  35907. * @readonly
  35908. */
  35909. this.listener = listener;
  35910. /**
  35911. * The audio context.
  35912. *
  35913. * @type {AudioContext}
  35914. * @readonly
  35915. */
  35916. this.context = listener.context;
  35917. /**
  35918. * The gain node used for volume control.
  35919. *
  35920. * @type {GainNode}
  35921. * @readonly
  35922. */
  35923. this.gain = this.context.createGain();
  35924. this.gain.connect( listener.getInput() );
  35925. /**
  35926. * Whether to start playback automatically or not.
  35927. *
  35928. * @type {boolean}
  35929. * @default false
  35930. */
  35931. this.autoplay = false;
  35932. /**
  35933. * A reference to an audio buffer.
  35934. *
  35935. * Defined via {@link Audio#setBuffer}.
  35936. *
  35937. * @type {?AudioBuffer}
  35938. * @default null
  35939. * @readonly
  35940. */
  35941. this.buffer = null;
  35942. /**
  35943. * Modify pitch, measured in cents. +/- 100 is a semitone.
  35944. * +/- 1200 is an octave.
  35945. *
  35946. * Defined via {@link Audio#setDetune}.
  35947. *
  35948. * @type {number}
  35949. * @default 0
  35950. * @readonly
  35951. */
  35952. this.detune = 0;
  35953. /**
  35954. * Whether the audio should loop or not.
  35955. *
  35956. * Defined via {@link Audio#setLoop}.
  35957. *
  35958. * @type {boolean}
  35959. * @default false
  35960. * @readonly
  35961. */
  35962. this.loop = false;
  35963. /**
  35964. * Defines where in the audio buffer the replay should
  35965. * start, in seconds.
  35966. *
  35967. * @type {number}
  35968. * @default 0
  35969. */
  35970. this.loopStart = 0;
  35971. /**
  35972. * Defines where in the audio buffer the replay should
  35973. * stop, in seconds.
  35974. *
  35975. * @type {number}
  35976. * @default 0
  35977. */
  35978. this.loopEnd = 0;
  35979. /**
  35980. * An offset to the time within the audio buffer the playback
  35981. * should begin, in seconds.
  35982. *
  35983. * @type {number}
  35984. * @default 0
  35985. */
  35986. this.offset = 0;
  35987. /**
  35988. * Overrides the default duration of the audio.
  35989. *
  35990. * @type {undefined|number}
  35991. * @default undefined
  35992. */
  35993. this.duration = undefined;
  35994. /**
  35995. * The playback speed.
  35996. *
  35997. * Defined via {@link Audio#setPlaybackRate}.
  35998. *
  35999. * @type {number}
  36000. * @readonly
  36001. * @default 1
  36002. */
  36003. this.playbackRate = 1;
  36004. /**
  36005. * Indicates whether the audio is playing or not.
  36006. *
  36007. * This flag will be automatically set when using {@link Audio#play},
  36008. * {@link Audio#pause}, {@link Audio#stop}.
  36009. *
  36010. * @type {boolean}
  36011. * @readonly
  36012. * @default false
  36013. */
  36014. this.isPlaying = false;
  36015. /**
  36016. * Indicates whether the audio playback can be controlled
  36017. * with method like {@link Audio#play} or {@link Audio#pause}.
  36018. *
  36019. * This flag will be automatically set when audio sources are
  36020. * defined.
  36021. *
  36022. * @type {boolean}
  36023. * @readonly
  36024. * @default true
  36025. */
  36026. this.hasPlaybackControl = true;
  36027. /**
  36028. * Holds a reference to the current audio source.
  36029. *
  36030. * The property is automatically by one of the `set*()` methods.
  36031. *
  36032. * @type {?AudioNode}
  36033. * @readonly
  36034. * @default null
  36035. */
  36036. this.source = null;
  36037. /**
  36038. * Defines the source type.
  36039. *
  36040. * The property is automatically by one of the `set*()` methods.
  36041. *
  36042. * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}
  36043. * @readonly
  36044. * @default 'empty'
  36045. */
  36046. this.sourceType = 'empty';
  36047. this._startedAt = 0;
  36048. this._progress = 0;
  36049. this._connected = false;
  36050. /**
  36051. * Can be used to apply a variety of low-order filters to create
  36052. * more complex sound effects e.g. via `BiquadFilterNode`.
  36053. *
  36054. * The property is automatically set by {@link Audio#setFilters}.
  36055. *
  36056. * @type {Array<AudioNode>}
  36057. * @readonly
  36058. */
  36059. this.filters = [];
  36060. }
  36061. /**
  36062. * Returns the output audio node.
  36063. *
  36064. * @return {GainNode} The output node.
  36065. */
  36066. getOutput() {
  36067. return this.gain;
  36068. }
  36069. /**
  36070. * Sets the given audio node as the source of this instance.
  36071. *
  36072. * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.
  36073. *
  36074. * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.
  36075. * @return {Audio} A reference to this instance.
  36076. */
  36077. setNodeSource( audioNode ) {
  36078. this.hasPlaybackControl = false;
  36079. this.sourceType = 'audioNode';
  36080. this.source = audioNode;
  36081. this.connect();
  36082. return this;
  36083. }
  36084. /**
  36085. * Sets the given media element as the source of this instance.
  36086. *
  36087. * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.
  36088. *
  36089. * @param {HTMLMediaElement} mediaElement - The media element.
  36090. * @return {Audio} A reference to this instance.
  36091. */
  36092. setMediaElementSource( mediaElement ) {
  36093. this.hasPlaybackControl = false;
  36094. this.sourceType = 'mediaNode';
  36095. this.source = this.context.createMediaElementSource( mediaElement );
  36096. this.connect();
  36097. return this;
  36098. }
  36099. /**
  36100. * Sets the given media stream as the source of this instance.
  36101. *
  36102. * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.
  36103. *
  36104. * @param {MediaStream} mediaStream - The media stream.
  36105. * @return {Audio} A reference to this instance.
  36106. */
  36107. setMediaStreamSource( mediaStream ) {
  36108. this.hasPlaybackControl = false;
  36109. this.sourceType = 'mediaStreamNode';
  36110. this.source = this.context.createMediaStreamSource( mediaStream );
  36111. this.connect();
  36112. return this;
  36113. }
  36114. /**
  36115. * Sets the given audio buffer as the source of this instance.
  36116. *
  36117. * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.
  36118. *
  36119. * @param {AudioBuffer} audioBuffer - The audio buffer.
  36120. * @return {Audio} A reference to this instance.
  36121. */
  36122. setBuffer( audioBuffer ) {
  36123. this.buffer = audioBuffer;
  36124. this.sourceType = 'buffer';
  36125. if ( this.autoplay ) this.play();
  36126. return this;
  36127. }
  36128. /**
  36129. * Starts the playback of the audio.
  36130. *
  36131. * Can only be used with compatible audio sources that allow playback control.
  36132. *
  36133. * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.
  36134. * @return {Audio|undefined} A reference to this instance.
  36135. */
  36136. play( delay = 0 ) {
  36137. if ( this.isPlaying === true ) {
  36138. console.warn( 'THREE.Audio: Audio is already playing.' );
  36139. return;
  36140. }
  36141. if ( this.hasPlaybackControl === false ) {
  36142. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36143. return;
  36144. }
  36145. this._startedAt = this.context.currentTime + delay;
  36146. const source = this.context.createBufferSource();
  36147. source.buffer = this.buffer;
  36148. source.loop = this.loop;
  36149. source.loopStart = this.loopStart;
  36150. source.loopEnd = this.loopEnd;
  36151. source.onended = this.onEnded.bind( this );
  36152. source.start( this._startedAt, this._progress + this.offset, this.duration );
  36153. this.isPlaying = true;
  36154. this.source = source;
  36155. this.setDetune( this.detune );
  36156. this.setPlaybackRate( this.playbackRate );
  36157. return this.connect();
  36158. }
  36159. /**
  36160. * Pauses the playback of the audio.
  36161. *
  36162. * Can only be used with compatible audio sources that allow playback control.
  36163. *
  36164. * @return {Audio|undefined} A reference to this instance.
  36165. */
  36166. pause() {
  36167. if ( this.hasPlaybackControl === false ) {
  36168. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36169. return;
  36170. }
  36171. if ( this.isPlaying === true ) {
  36172. // update current progress
  36173. this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;
  36174. if ( this.loop === true ) {
  36175. // ensure _progress does not exceed duration with looped audios
  36176. this._progress = this._progress % ( this.duration || this.buffer.duration );
  36177. }
  36178. this.source.stop();
  36179. this.source.onended = null;
  36180. this.isPlaying = false;
  36181. }
  36182. return this;
  36183. }
  36184. /**
  36185. * Stops the playback of the audio.
  36186. *
  36187. * Can only be used with compatible audio sources that allow playback control.
  36188. *
  36189. * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.
  36190. * @return {Audio|undefined} A reference to this instance.
  36191. */
  36192. stop( delay = 0 ) {
  36193. if ( this.hasPlaybackControl === false ) {
  36194. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36195. return;
  36196. }
  36197. this._progress = 0;
  36198. if ( this.source !== null ) {
  36199. this.source.stop( this.context.currentTime + delay );
  36200. this.source.onended = null;
  36201. }
  36202. this.isPlaying = false;
  36203. return this;
  36204. }
  36205. /**
  36206. * Connects to the audio source. This is used internally on
  36207. * initialisation and when setting / removing filters.
  36208. *
  36209. * @return {Audio} A reference to this instance.
  36210. */
  36211. connect() {
  36212. if ( this.filters.length > 0 ) {
  36213. this.source.connect( this.filters[ 0 ] );
  36214. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36215. this.filters[ i - 1 ].connect( this.filters[ i ] );
  36216. }
  36217. this.filters[ this.filters.length - 1 ].connect( this.getOutput() );
  36218. } else {
  36219. this.source.connect( this.getOutput() );
  36220. }
  36221. this._connected = true;
  36222. return this;
  36223. }
  36224. /**
  36225. * Disconnects to the audio source. This is used internally on
  36226. * initialisation and when setting / removing filters.
  36227. *
  36228. * @return {Audio|undefined} A reference to this instance.
  36229. */
  36230. disconnect() {
  36231. if ( this._connected === false ) {
  36232. return;
  36233. }
  36234. if ( this.filters.length > 0 ) {
  36235. this.source.disconnect( this.filters[ 0 ] );
  36236. for ( let i = 1, l = this.filters.length; i < l; i ++ ) {
  36237. this.filters[ i - 1 ].disconnect( this.filters[ i ] );
  36238. }
  36239. this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );
  36240. } else {
  36241. this.source.disconnect( this.getOutput() );
  36242. }
  36243. this._connected = false;
  36244. return this;
  36245. }
  36246. /**
  36247. * Returns the current set filters.
  36248. *
  36249. * @return {Array<AudioNode>} The list of filters.
  36250. */
  36251. getFilters() {
  36252. return this.filters;
  36253. }
  36254. /**
  36255. * Sets an array of filters and connects them with the audio source.
  36256. *
  36257. * @param {Array<AudioNode>} [value] - A list of filters.
  36258. * @return {Audio} A reference to this instance.
  36259. */
  36260. setFilters( value ) {
  36261. if ( ! value ) value = [];
  36262. if ( this._connected === true ) {
  36263. this.disconnect();
  36264. this.filters = value.slice();
  36265. this.connect();
  36266. } else {
  36267. this.filters = value.slice();
  36268. }
  36269. return this;
  36270. }
  36271. /**
  36272. * Defines the detuning of oscillation in cents.
  36273. *
  36274. * @param {number} value - The detuning of oscillation in cents.
  36275. * @return {Audio} A reference to this instance.
  36276. */
  36277. setDetune( value ) {
  36278. this.detune = value;
  36279. if ( this.isPlaying === true && this.source.detune !== undefined ) {
  36280. this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
  36281. }
  36282. return this;
  36283. }
  36284. /**
  36285. * Returns the detuning of oscillation in cents.
  36286. *
  36287. * @return {number} The detuning of oscillation in cents.
  36288. */
  36289. getDetune() {
  36290. return this.detune;
  36291. }
  36292. /**
  36293. * Returns the first filter in the list of filters.
  36294. *
  36295. * @return {AudioNode|undefined} The first filter in the list of filters.
  36296. */
  36297. getFilter() {
  36298. return this.getFilters()[ 0 ];
  36299. }
  36300. /**
  36301. * Applies a single filter node to the audio.
  36302. *
  36303. * @param {AudioNode} [filter] - The filter to set.
  36304. * @return {Audio} A reference to this instance.
  36305. */
  36306. setFilter( filter ) {
  36307. return this.setFilters( filter ? [ filter ] : [] );
  36308. }
  36309. /**
  36310. * Sets the playback rate.
  36311. *
  36312. * Can only be used with compatible audio sources that allow playback control.
  36313. *
  36314. * @param {number} [value] - The playback rate to set.
  36315. * @return {Audio|undefined} A reference to this instance.
  36316. */
  36317. setPlaybackRate( value ) {
  36318. if ( this.hasPlaybackControl === false ) {
  36319. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36320. return;
  36321. }
  36322. this.playbackRate = value;
  36323. if ( this.isPlaying === true ) {
  36324. this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
  36325. }
  36326. return this;
  36327. }
  36328. /**
  36329. * Returns the current playback rate.
  36330. * @return {number} The playback rate.
  36331. */
  36332. getPlaybackRate() {
  36333. return this.playbackRate;
  36334. }
  36335. /**
  36336. * Automatically called when playback finished.
  36337. */
  36338. onEnded() {
  36339. this.isPlaying = false;
  36340. this._progress = 0;
  36341. }
  36342. /**
  36343. * Returns the loop flag.
  36344. *
  36345. * Can only be used with compatible audio sources that allow playback control.
  36346. *
  36347. * @return {boolean} Whether the audio should loop or not.
  36348. */
  36349. getLoop() {
  36350. if ( this.hasPlaybackControl === false ) {
  36351. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36352. return false;
  36353. }
  36354. return this.loop;
  36355. }
  36356. /**
  36357. * Sets the loop flag.
  36358. *
  36359. * Can only be used with compatible audio sources that allow playback control.
  36360. *
  36361. * @param {boolean} value - Whether the audio should loop or not.
  36362. * @return {Audio|undefined} A reference to this instance.
  36363. */
  36364. setLoop( value ) {
  36365. if ( this.hasPlaybackControl === false ) {
  36366. console.warn( 'THREE.Audio: this Audio has no playback control.' );
  36367. return;
  36368. }
  36369. this.loop = value;
  36370. if ( this.isPlaying === true ) {
  36371. this.source.loop = this.loop;
  36372. }
  36373. return this;
  36374. }
  36375. /**
  36376. * Sets the loop start value which defines where in the audio buffer the replay should
  36377. * start, in seconds.
  36378. *
  36379. * @param {number} value - The loop start value.
  36380. * @return {Audio} A reference to this instance.
  36381. */
  36382. setLoopStart( value ) {
  36383. this.loopStart = value;
  36384. return this;
  36385. }
  36386. /**
  36387. * Sets the loop end value which defines where in the audio buffer the replay should
  36388. * stop, in seconds.
  36389. *
  36390. * @param {number} value - The loop end value.
  36391. * @return {Audio} A reference to this instance.
  36392. */
  36393. setLoopEnd( value ) {
  36394. this.loopEnd = value;
  36395. return this;
  36396. }
  36397. /**
  36398. * Returns the volume.
  36399. *
  36400. * @return {number} The volume.
  36401. */
  36402. getVolume() {
  36403. return this.gain.gain.value;
  36404. }
  36405. /**
  36406. * Sets the volume.
  36407. *
  36408. * @param {number} value - The volume to set.
  36409. * @return {Audio} A reference to this instance.
  36410. */
  36411. setVolume( value ) {
  36412. this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
  36413. return this;
  36414. }
  36415. copy( source, recursive ) {
  36416. super.copy( source, recursive );
  36417. if ( source.sourceType !== 'buffer' ) {
  36418. console.warn( 'THREE.Audio: Audio source type cannot be copied.' );
  36419. return this;
  36420. }
  36421. this.autoplay = source.autoplay;
  36422. this.buffer = source.buffer;
  36423. this.detune = source.detune;
  36424. this.loop = source.loop;
  36425. this.loopStart = source.loopStart;
  36426. this.loopEnd = source.loopEnd;
  36427. this.offset = source.offset;
  36428. this.duration = source.duration;
  36429. this.playbackRate = source.playbackRate;
  36430. this.hasPlaybackControl = source.hasPlaybackControl;
  36431. this.sourceType = source.sourceType;
  36432. this.filters = source.filters.slice();
  36433. return this;
  36434. }
  36435. clone( recursive ) {
  36436. return new this.constructor( this.listener ).copy( this, recursive );
  36437. }
  36438. }
  36439. const _position = /*@__PURE__*/ new Vector3();
  36440. const _quaternion = /*@__PURE__*/ new Quaternion();
  36441. const _scale = /*@__PURE__*/ new Vector3();
  36442. const _orientation = /*@__PURE__*/ new Vector3();
  36443. /**
  36444. * Represents a positional audio object.
  36445. *
  36446. * ```js
  36447. * // create an AudioListener and add it to the camera
  36448. * const listener = new THREE.AudioListener();
  36449. * camera.add( listener );
  36450. *
  36451. * // create the PositionalAudio object (passing in the listener)
  36452. * const sound = new THREE.PositionalAudio( listener );
  36453. *
  36454. * // load a sound and set it as the PositionalAudio object's buffer
  36455. * const audioLoader = new THREE.AudioLoader();
  36456. * audioLoader.load( 'sounds/song.ogg', function( buffer ) {
  36457. * sound.setBuffer( buffer );
  36458. * sound.setRefDistance( 20 );
  36459. * sound.play();
  36460. * });
  36461. *
  36462. * // create an object for the sound to play from
  36463. * const sphere = new THREE.SphereGeometry( 20, 32, 16 );
  36464. * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } );
  36465. * const mesh = new THREE.Mesh( sphere, material );
  36466. * scene.add( mesh );
  36467. *
  36468. * // finally add the sound to the mesh
  36469. * mesh.add( sound );
  36470. *
  36471. * @augments Audio
  36472. */
  36473. class PositionalAudio extends Audio {
  36474. /**
  36475. * Constructs a positional audio.
  36476. *
  36477. * @param {AudioListener} listener - The global audio listener.
  36478. */
  36479. constructor( listener ) {
  36480. super( listener );
  36481. /**
  36482. * The panner node represents the location, direction, and behavior of an audio
  36483. * source in 3D space.
  36484. *
  36485. * @type {PannerNode}
  36486. * @readonly
  36487. */
  36488. this.panner = this.context.createPanner();
  36489. this.panner.panningModel = 'HRTF';
  36490. this.panner.connect( this.gain );
  36491. }
  36492. connect() {
  36493. super.connect();
  36494. this.panner.connect( this.gain );
  36495. return this;
  36496. }
  36497. disconnect() {
  36498. super.disconnect();
  36499. this.panner.disconnect( this.gain );
  36500. return this;
  36501. }
  36502. getOutput() {
  36503. return this.panner;
  36504. }
  36505. /**
  36506. * Returns the current reference distance.
  36507. *
  36508. * @return {number} The reference distance.
  36509. */
  36510. getRefDistance() {
  36511. return this.panner.refDistance;
  36512. }
  36513. /**
  36514. * Defines the reference distance for reducing volume as the audio source moves
  36515. * further from the listener – i.e. the distance at which the volume reduction
  36516. * starts taking effect.
  36517. *
  36518. * @param {number} value - The reference distance to set.
  36519. * @return {PositionalAudio} A reference to this instance.
  36520. */
  36521. setRefDistance( value ) {
  36522. this.panner.refDistance = value;
  36523. return this;
  36524. }
  36525. /**
  36526. * Returns the current rolloff factor.
  36527. *
  36528. * @return {number} The rolloff factor.
  36529. */
  36530. getRolloffFactor() {
  36531. return this.panner.rolloffFactor;
  36532. }
  36533. /**
  36534. * Defines how quickly the volume is reduced as the source moves away from the listener.
  36535. *
  36536. * @param {number} value - The rolloff factor.
  36537. * @return {PositionalAudio} A reference to this instance.
  36538. */
  36539. setRolloffFactor( value ) {
  36540. this.panner.rolloffFactor = value;
  36541. return this;
  36542. }
  36543. /**
  36544. * Returns the current distance model.
  36545. *
  36546. * @return {('linear'|'inverse'|'exponential')} The distance model.
  36547. */
  36548. getDistanceModel() {
  36549. return this.panner.distanceModel;
  36550. }
  36551. /**
  36552. * Defines which algorithm to use to reduce the volume of the audio source
  36553. * as it moves away from the listener.
  36554. *
  36555. * Read [the spec]{@link https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype}
  36556. * for more details.
  36557. *
  36558. * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.
  36559. * @return {PositionalAudio} A reference to this instance.
  36560. */
  36561. setDistanceModel( value ) {
  36562. this.panner.distanceModel = value;
  36563. return this;
  36564. }
  36565. /**
  36566. * Returns the current max distance.
  36567. *
  36568. * @return {number} The max distance.
  36569. */
  36570. getMaxDistance() {
  36571. return this.panner.maxDistance;
  36572. }
  36573. /**
  36574. * Defines the maximum distance between the audio source and the listener,
  36575. * after which the volume is not reduced any further.
  36576. *
  36577. * This value is used only by the `linear` distance model.
  36578. *
  36579. * @param {number} value - The max distance.
  36580. * @return {PositionalAudio} A reference to this instance.
  36581. */
  36582. setMaxDistance( value ) {
  36583. this.panner.maxDistance = value;
  36584. return this;
  36585. }
  36586. /**
  36587. * Sets the directional cone in which the audio can be listened.
  36588. *
  36589. * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.
  36590. * @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.
  36591. * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.
  36592. * @return {PositionalAudio} A reference to this instance.
  36593. */
  36594. setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
  36595. this.panner.coneInnerAngle = coneInnerAngle;
  36596. this.panner.coneOuterAngle = coneOuterAngle;
  36597. this.panner.coneOuterGain = coneOuterGain;
  36598. return this;
  36599. }
  36600. updateMatrixWorld( force ) {
  36601. super.updateMatrixWorld( force );
  36602. if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
  36603. this.matrixWorld.decompose( _position, _quaternion, _scale );
  36604. _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );
  36605. const panner = this.panner;
  36606. if ( panner.positionX ) {
  36607. // code path for Chrome and Firefox (see #14393)
  36608. const endTime = this.context.currentTime + this.listener.timeDelta;
  36609. panner.positionX.linearRampToValueAtTime( _position.x, endTime );
  36610. panner.positionY.linearRampToValueAtTime( _position.y, endTime );
  36611. panner.positionZ.linearRampToValueAtTime( _position.z, endTime );
  36612. panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );
  36613. panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );
  36614. panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );
  36615. } else {
  36616. panner.setPosition( _position.x, _position.y, _position.z );
  36617. panner.setOrientation( _orientation.x, _orientation.y, _orientation.z );
  36618. }
  36619. }
  36620. }
  36621. /**
  36622. * This class can be used to analyse audio data.
  36623. *
  36624. * ```js
  36625. * // create an AudioListener and add it to the camera
  36626. * const listener = new THREE.AudioListener();
  36627. * camera.add( listener );
  36628. *
  36629. * // create an Audio source
  36630. * const sound = new THREE.Audio( listener );
  36631. *
  36632. * // load a sound and set it as the Audio object's buffer
  36633. * const audioLoader = new THREE.AudioLoader();
  36634. * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) {
  36635. * sound.setBuffer( buffer );
  36636. * sound.setLoop(true);
  36637. * sound.setVolume(0.5);
  36638. * sound.play();
  36639. * });
  36640. *
  36641. * // create an AudioAnalyser, passing in the sound and desired fftSize
  36642. * const analyser = new THREE.AudioAnalyser( sound, 32 );
  36643. *
  36644. * // get the average frequency of the sound
  36645. * const data = analyser.getAverageFrequency();
  36646. * ```
  36647. */
  36648. class AudioAnalyser {
  36649. /**
  36650. * Constructs a new audio analyzer.
  36651. *
  36652. * @param {Audio} audio - The audio to analyze.
  36653. * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.
  36654. */
  36655. constructor( audio, fftSize = 2048 ) {
  36656. /**
  36657. * The global audio listener.
  36658. *
  36659. * @type {AnalyserNode}
  36660. */
  36661. this.analyser = audio.context.createAnalyser();
  36662. this.analyser.fftSize = fftSize;
  36663. /**
  36664. * Holds the analyzed data.
  36665. *
  36666. * @type {Uint8Array}
  36667. */
  36668. this.data = new Uint8Array( this.analyser.frequencyBinCount );
  36669. audio.getOutput().connect( this.analyser );
  36670. }
  36671. /**
  36672. * Returns an array with frequency data of the audio.
  36673. *
  36674. * Each item in the array represents the decibel value for a specific frequency.
  36675. * The frequencies are spread linearly from 0 to 1/2 of the sample rate.
  36676. * For example, for 48000 sample rate, the last item of the array will represent
  36677. * the decibel value for 24000 Hz.
  36678. *
  36679. * @return {Uint8Array} The frequency data.
  36680. */
  36681. getFrequencyData() {
  36682. this.analyser.getByteFrequencyData( this.data );
  36683. return this.data;
  36684. }
  36685. /**
  36686. * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}.
  36687. *
  36688. * @return {number} The average frequency.
  36689. */
  36690. getAverageFrequency() {
  36691. let value = 0;
  36692. const data = this.getFrequencyData();
  36693. for ( let i = 0; i < data.length; i ++ ) {
  36694. value += data[ i ];
  36695. }
  36696. return value / data.length;
  36697. }
  36698. }
  36699. /**
  36700. * Buffered scene graph property that allows weighted accumulation; used internally.
  36701. */
  36702. class PropertyMixer {
  36703. /**
  36704. * Constructs a new property mixer.
  36705. *
  36706. * @param {PropertyBinding} binding - The property binding.
  36707. * @param {string} typeName - The keyframe track type name.
  36708. * @param {number} valueSize - The keyframe track value size.
  36709. */
  36710. constructor( binding, typeName, valueSize ) {
  36711. /**
  36712. * The property binding.
  36713. *
  36714. * @type {PropertyBinding}
  36715. */
  36716. this.binding = binding;
  36717. /**
  36718. * The keyframe track value size.
  36719. *
  36720. * @type {number}
  36721. */
  36722. this.valueSize = valueSize;
  36723. let mixFunction,
  36724. mixFunctionAdditive,
  36725. setIdentity;
  36726. // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]
  36727. //
  36728. // interpolators can use .buffer as their .result
  36729. // the data then goes to 'incoming'
  36730. //
  36731. // 'accu0' and 'accu1' are used frame-interleaved for
  36732. // the cumulative result and are compared to detect
  36733. // changes
  36734. //
  36735. // 'orig' stores the original state of the property
  36736. //
  36737. // 'add' is used for additive cumulative results
  36738. //
  36739. // 'work' is optional and is only present for quaternion types. It is used
  36740. // to store intermediate quaternion multiplication results
  36741. switch ( typeName ) {
  36742. case 'quaternion':
  36743. mixFunction = this._slerp;
  36744. mixFunctionAdditive = this._slerpAdditive;
  36745. setIdentity = this._setAdditiveIdentityQuaternion;
  36746. this.buffer = new Float64Array( valueSize * 6 );
  36747. this._workIndex = 5;
  36748. break;
  36749. case 'string':
  36750. case 'bool':
  36751. mixFunction = this._select;
  36752. // Use the regular mix function and for additive on these types,
  36753. // additive is not relevant for non-numeric types
  36754. mixFunctionAdditive = this._select;
  36755. setIdentity = this._setAdditiveIdentityOther;
  36756. this.buffer = new Array( valueSize * 5 );
  36757. break;
  36758. default:
  36759. mixFunction = this._lerp;
  36760. mixFunctionAdditive = this._lerpAdditive;
  36761. setIdentity = this._setAdditiveIdentityNumeric;
  36762. this.buffer = new Float64Array( valueSize * 5 );
  36763. }
  36764. this._mixBufferRegion = mixFunction;
  36765. this._mixBufferRegionAdditive = mixFunctionAdditive;
  36766. this._setIdentity = setIdentity;
  36767. this._origIndex = 3;
  36768. this._addIndex = 4;
  36769. /**
  36770. * TODO
  36771. *
  36772. * @type {number}
  36773. * @default 0
  36774. */
  36775. this.cumulativeWeight = 0;
  36776. /**
  36777. * TODO
  36778. *
  36779. * @type {number}
  36780. * @default 0
  36781. */
  36782. this.cumulativeWeightAdditive = 0;
  36783. /**
  36784. * TODO
  36785. *
  36786. * @type {number}
  36787. * @default 0
  36788. */
  36789. this.useCount = 0;
  36790. /**
  36791. * TODO
  36792. *
  36793. * @type {number}
  36794. * @default 0
  36795. */
  36796. this.referenceCount = 0;
  36797. }
  36798. /**
  36799. * Accumulates data in the `incoming` region into `accu<i>`.
  36800. *
  36801. * @param {number} accuIndex - The accumulation index.
  36802. * @param {number} weight - The weight.
  36803. */
  36804. accumulate( accuIndex, weight ) {
  36805. // note: happily accumulating nothing when weight = 0, the caller knows
  36806. // the weight and shouldn't have made the call in the first place
  36807. const buffer = this.buffer,
  36808. stride = this.valueSize,
  36809. offset = accuIndex * stride + stride;
  36810. let currentWeight = this.cumulativeWeight;
  36811. if ( currentWeight === 0 ) {
  36812. // accuN := incoming * weight
  36813. for ( let i = 0; i !== stride; ++ i ) {
  36814. buffer[ offset + i ] = buffer[ i ];
  36815. }
  36816. currentWeight = weight;
  36817. } else {
  36818. // accuN := accuN + incoming * weight
  36819. currentWeight += weight;
  36820. const mix = weight / currentWeight;
  36821. this._mixBufferRegion( buffer, offset, 0, mix, stride );
  36822. }
  36823. this.cumulativeWeight = currentWeight;
  36824. }
  36825. /**
  36826. * Accumulates data in the `incoming` region into `add`.
  36827. *
  36828. * @param {number} weight - The weight.
  36829. */
  36830. accumulateAdditive( weight ) {
  36831. const buffer = this.buffer,
  36832. stride = this.valueSize,
  36833. offset = stride * this._addIndex;
  36834. if ( this.cumulativeWeightAdditive === 0 ) {
  36835. // add = identity
  36836. this._setIdentity();
  36837. }
  36838. // add := add + incoming * weight
  36839. this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );
  36840. this.cumulativeWeightAdditive += weight;
  36841. }
  36842. /**
  36843. * Applies the state of `accu<i>` to the binding when accus differ.
  36844. *
  36845. * @param {number} accuIndex - The accumulation index.
  36846. */
  36847. apply( accuIndex ) {
  36848. const stride = this.valueSize,
  36849. buffer = this.buffer,
  36850. offset = accuIndex * stride + stride,
  36851. weight = this.cumulativeWeight,
  36852. weightAdditive = this.cumulativeWeightAdditive,
  36853. binding = this.binding;
  36854. this.cumulativeWeight = 0;
  36855. this.cumulativeWeightAdditive = 0;
  36856. if ( weight < 1 ) {
  36857. // accuN := accuN + original * ( 1 - cumulativeWeight )
  36858. const originalValueOffset = stride * this._origIndex;
  36859. this._mixBufferRegion(
  36860. buffer, offset, originalValueOffset, 1 - weight, stride );
  36861. }
  36862. if ( weightAdditive > 0 ) {
  36863. // accuN := accuN + additive accuN
  36864. this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );
  36865. }
  36866. for ( let i = stride, e = stride + stride; i !== e; ++ i ) {
  36867. if ( buffer[ i ] !== buffer[ i + stride ] ) {
  36868. // value has changed -> update scene graph
  36869. binding.setValue( buffer, offset );
  36870. break;
  36871. }
  36872. }
  36873. }
  36874. /**
  36875. * Remembers the state of the bound property and copy it to both accus.
  36876. */
  36877. saveOriginalState() {
  36878. const binding = this.binding;
  36879. const buffer = this.buffer,
  36880. stride = this.valueSize,
  36881. originalValueOffset = stride * this._origIndex;
  36882. binding.getValue( buffer, originalValueOffset );
  36883. // accu[0..1] := orig -- initially detect changes against the original
  36884. for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {
  36885. buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
  36886. }
  36887. // Add to identity for additive
  36888. this._setIdentity();
  36889. this.cumulativeWeight = 0;
  36890. this.cumulativeWeightAdditive = 0;
  36891. }
  36892. /**
  36893. * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding.
  36894. */
  36895. restoreOriginalState() {
  36896. const originalValueOffset = this.valueSize * 3;
  36897. this.binding.setValue( this.buffer, originalValueOffset );
  36898. }
  36899. // internals
  36900. _setAdditiveIdentityNumeric() {
  36901. const startIndex = this._addIndex * this.valueSize;
  36902. const endIndex = startIndex + this.valueSize;
  36903. for ( let i = startIndex; i < endIndex; i ++ ) {
  36904. this.buffer[ i ] = 0;
  36905. }
  36906. }
  36907. _setAdditiveIdentityQuaternion() {
  36908. this._setAdditiveIdentityNumeric();
  36909. this.buffer[ this._addIndex * this.valueSize + 3 ] = 1;
  36910. }
  36911. _setAdditiveIdentityOther() {
  36912. const startIndex = this._origIndex * this.valueSize;
  36913. const targetIndex = this._addIndex * this.valueSize;
  36914. for ( let i = 0; i < this.valueSize; i ++ ) {
  36915. this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];
  36916. }
  36917. }
  36918. // mix functions
  36919. _select( buffer, dstOffset, srcOffset, t, stride ) {
  36920. if ( t >= 0.5 ) {
  36921. for ( let i = 0; i !== stride; ++ i ) {
  36922. buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
  36923. }
  36924. }
  36925. }
  36926. _slerp( buffer, dstOffset, srcOffset, t ) {
  36927. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
  36928. }
  36929. _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  36930. const workOffset = this._workIndex * stride;
  36931. // Store result in intermediate buffer offset
  36932. Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );
  36933. // Slerp to the intermediate result
  36934. Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );
  36935. }
  36936. _lerp( buffer, dstOffset, srcOffset, t, stride ) {
  36937. const s = 1 - t;
  36938. for ( let i = 0; i !== stride; ++ i ) {
  36939. const j = dstOffset + i;
  36940. buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
  36941. }
  36942. }
  36943. _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {
  36944. for ( let i = 0; i !== stride; ++ i ) {
  36945. const j = dstOffset + i;
  36946. buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;
  36947. }
  36948. }
  36949. }
  36950. // Characters [].:/ are reserved for track binding syntax.
  36951. const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
  36952. const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );
  36953. // Attempts to allow node names from any language. ES5's `\w` regexp matches
  36954. // only latin characters, and the unicode \p{L} is not yet supported. So
  36955. // instead, we exclude reserved characters and match everything else.
  36956. const _wordChar = '[^' + _RESERVED_CHARS_RE + ']';
  36957. const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
  36958. // Parent directories, delimited by '/' or ':'. Currently unused, but must
  36959. // be matched to parse the rest of the track name.
  36960. const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar );
  36961. // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
  36962. const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );
  36963. // Object on target node, and accessor. May not contain reserved
  36964. // characters. Accessor may contain any character except closing bracket.
  36965. const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar );
  36966. // Property and accessor. May not contain reserved characters. Accessor may
  36967. // contain any non-bracket characters.
  36968. const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar );
  36969. const _trackRe = new RegExp( ''
  36970. + '^'
  36971. + _directoryRe
  36972. + _nodeRe
  36973. + _objectRe
  36974. + _propertyRe
  36975. + '$'
  36976. );
  36977. const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];
  36978. class Composite {
  36979. constructor( targetGroup, path, optionalParsedPath ) {
  36980. const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
  36981. this._targetGroup = targetGroup;
  36982. this._bindings = targetGroup.subscribe_( path, parsedPath );
  36983. }
  36984. getValue( array, offset ) {
  36985. this.bind(); // bind all binding
  36986. const firstValidIndex = this._targetGroup.nCachedObjects_,
  36987. binding = this._bindings[ firstValidIndex ];
  36988. // and only call .getValue on the first
  36989. if ( binding !== undefined ) binding.getValue( array, offset );
  36990. }
  36991. setValue( array, offset ) {
  36992. const bindings = this._bindings;
  36993. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  36994. bindings[ i ].setValue( array, offset );
  36995. }
  36996. }
  36997. bind() {
  36998. const bindings = this._bindings;
  36999. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37000. bindings[ i ].bind();
  37001. }
  37002. }
  37003. unbind() {
  37004. const bindings = this._bindings;
  37005. for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
  37006. bindings[ i ].unbind();
  37007. }
  37008. }
  37009. }
  37010. // Note: This class uses a State pattern on a per-method basis:
  37011. // 'bind' sets 'this.getValue' / 'setValue' and shadows the
  37012. // prototype version of these methods with one that represents
  37013. // the bound state. When the property is not found, the methods
  37014. // become no-ops.
  37015. /**
  37016. * This holds a reference to a real property in the scene graph; used internally.
  37017. */
  37018. class PropertyBinding {
  37019. /**
  37020. * Constructs a new property binding.
  37021. *
  37022. * @param {Object} rootNode - The root node.
  37023. * @param {string} path - The path.
  37024. * @param {?Object} [parsedPath] - The parsed path.
  37025. */
  37026. constructor( rootNode, path, parsedPath ) {
  37027. /**
  37028. * The object path to the animated property.
  37029. *
  37030. * @type {string}
  37031. */
  37032. this.path = path;
  37033. /**
  37034. * An object holding information about the path.
  37035. *
  37036. * @type {Object}
  37037. */
  37038. this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
  37039. /**
  37040. * The object owns the animated property.
  37041. *
  37042. * @type {?Object}
  37043. */
  37044. this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );
  37045. /**
  37046. * The root node.
  37047. *
  37048. * @type {Object3D|Skeleton}
  37049. */
  37050. this.rootNode = rootNode;
  37051. // initial state of these methods that calls 'bind'
  37052. this.getValue = this._getValue_unbound;
  37053. this.setValue = this._setValue_unbound;
  37054. }
  37055. /**
  37056. * Factory method for creating a property binding from the given parameters.
  37057. *
  37058. * @static
  37059. * @param {Object} root - The root node.
  37060. * @param {string} path - The path.
  37061. * @param {?Object} [parsedPath] - The parsed path.
  37062. * @return {PropertyBinding|Composite} The created property binding or composite.
  37063. */
  37064. static create( root, path, parsedPath ) {
  37065. if ( ! ( root && root.isAnimationObjectGroup ) ) {
  37066. return new PropertyBinding( root, path, parsedPath );
  37067. } else {
  37068. return new PropertyBinding.Composite( root, path, parsedPath );
  37069. }
  37070. }
  37071. /**
  37072. * Replaces spaces with underscores and removes unsupported characters from
  37073. * node names, to ensure compatibility with parseTrackName().
  37074. *
  37075. * @param {string} name - Node name to be sanitized.
  37076. * @return {string} The sanitized node name.
  37077. */
  37078. static sanitizeNodeName( name ) {
  37079. return name.replace( /\s/g, '_' ).replace( _reservedRe, '' );
  37080. }
  37081. /**
  37082. * Parses the given track name (an object path to an animated property) and
  37083. * returns an object with information about the path. Matches strings in the following forms:
  37084. *
  37085. * - nodeName.property
  37086. * - nodeName.property[accessor]
  37087. * - nodeName.material.property[accessor]
  37088. * - uuid.property[accessor]
  37089. * - uuid.objectName[objectIndex].propertyName[propertyIndex]
  37090. * - parentName/nodeName.property
  37091. * - parentName/parentName/nodeName.property[index]
  37092. * - .bone[Armature.DEF_cog].position
  37093. * - scene:helium_balloon_model:helium_balloon_model.position
  37094. *
  37095. * @static
  37096. * @param {string} trackName - The track name to parse.
  37097. * @return {Object} The parsed track name as an object.
  37098. */
  37099. static parseTrackName( trackName ) {
  37100. const matches = _trackRe.exec( trackName );
  37101. if ( matches === null ) {
  37102. throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
  37103. }
  37104. const results = {
  37105. // directoryName: matches[ 1 ], // (tschw) currently unused
  37106. nodeName: matches[ 2 ],
  37107. objectName: matches[ 3 ],
  37108. objectIndex: matches[ 4 ],
  37109. propertyName: matches[ 5 ], // required
  37110. propertyIndex: matches[ 6 ]
  37111. };
  37112. const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
  37113. if ( lastDot !== undefined && lastDot !== -1 ) {
  37114. const objectName = results.nodeName.substring( lastDot + 1 );
  37115. // Object names must be checked against an allowlist. Otherwise, there
  37116. // is no way to parse 'foo.bar.baz': 'baz' must be a property, but
  37117. // 'bar' could be the objectName, or part of a nodeName (which can
  37118. // include '.' characters).
  37119. if ( _supportedObjectNames.indexOf( objectName ) !== -1 ) {
  37120. results.nodeName = results.nodeName.substring( 0, lastDot );
  37121. results.objectName = objectName;
  37122. }
  37123. }
  37124. if ( results.propertyName === null || results.propertyName.length === 0 ) {
  37125. throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
  37126. }
  37127. return results;
  37128. }
  37129. /**
  37130. * Searches for a node in the hierarchy of the given root object by the given
  37131. * node name.
  37132. *
  37133. * @static
  37134. * @param {Object} root - The root object.
  37135. * @param {string|number} nodeName - The name of the node.
  37136. * @return {?Object} The found node. Returns `null` if no object was found.
  37137. */
  37138. static findNode( root, nodeName ) {
  37139. if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {
  37140. return root;
  37141. }
  37142. // search into skeleton bones.
  37143. if ( root.skeleton ) {
  37144. const bone = root.skeleton.getBoneByName( nodeName );
  37145. if ( bone !== undefined ) {
  37146. return bone;
  37147. }
  37148. }
  37149. // search into node subtree.
  37150. if ( root.children ) {
  37151. const searchNodeSubtree = function ( children ) {
  37152. for ( let i = 0; i < children.length; i ++ ) {
  37153. const childNode = children[ i ];
  37154. if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
  37155. return childNode;
  37156. }
  37157. const result = searchNodeSubtree( childNode.children );
  37158. if ( result ) return result;
  37159. }
  37160. return null;
  37161. };
  37162. const subTreeNode = searchNodeSubtree( root.children );
  37163. if ( subTreeNode ) {
  37164. return subTreeNode;
  37165. }
  37166. }
  37167. return null;
  37168. }
  37169. // these are used to "bind" a nonexistent property
  37170. _getValue_unavailable() {}
  37171. _setValue_unavailable() {}
  37172. // Getters
  37173. _getValue_direct( buffer, offset ) {
  37174. buffer[ offset ] = this.targetObject[ this.propertyName ];
  37175. }
  37176. _getValue_array( buffer, offset ) {
  37177. const source = this.resolvedProperty;
  37178. for ( let i = 0, n = source.length; i !== n; ++ i ) {
  37179. buffer[ offset ++ ] = source[ i ];
  37180. }
  37181. }
  37182. _getValue_arrayElement( buffer, offset ) {
  37183. buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
  37184. }
  37185. _getValue_toArray( buffer, offset ) {
  37186. this.resolvedProperty.toArray( buffer, offset );
  37187. }
  37188. // Direct
  37189. _setValue_direct( buffer, offset ) {
  37190. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37191. }
  37192. _setValue_direct_setNeedsUpdate( buffer, offset ) {
  37193. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37194. this.targetObject.needsUpdate = true;
  37195. }
  37196. _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37197. this.targetObject[ this.propertyName ] = buffer[ offset ];
  37198. this.targetObject.matrixWorldNeedsUpdate = true;
  37199. }
  37200. // EntireArray
  37201. _setValue_array( buffer, offset ) {
  37202. const dest = this.resolvedProperty;
  37203. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37204. dest[ i ] = buffer[ offset ++ ];
  37205. }
  37206. }
  37207. _setValue_array_setNeedsUpdate( buffer, offset ) {
  37208. const dest = this.resolvedProperty;
  37209. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37210. dest[ i ] = buffer[ offset ++ ];
  37211. }
  37212. this.targetObject.needsUpdate = true;
  37213. }
  37214. _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37215. const dest = this.resolvedProperty;
  37216. for ( let i = 0, n = dest.length; i !== n; ++ i ) {
  37217. dest[ i ] = buffer[ offset ++ ];
  37218. }
  37219. this.targetObject.matrixWorldNeedsUpdate = true;
  37220. }
  37221. // ArrayElement
  37222. _setValue_arrayElement( buffer, offset ) {
  37223. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37224. }
  37225. _setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
  37226. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37227. this.targetObject.needsUpdate = true;
  37228. }
  37229. _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37230. this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
  37231. this.targetObject.matrixWorldNeedsUpdate = true;
  37232. }
  37233. // HasToFromArray
  37234. _setValue_fromArray( buffer, offset ) {
  37235. this.resolvedProperty.fromArray( buffer, offset );
  37236. }
  37237. _setValue_fromArray_setNeedsUpdate( buffer, offset ) {
  37238. this.resolvedProperty.fromArray( buffer, offset );
  37239. this.targetObject.needsUpdate = true;
  37240. }
  37241. _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
  37242. this.resolvedProperty.fromArray( buffer, offset );
  37243. this.targetObject.matrixWorldNeedsUpdate = true;
  37244. }
  37245. _getValue_unbound( targetArray, offset ) {
  37246. this.bind();
  37247. this.getValue( targetArray, offset );
  37248. }
  37249. _setValue_unbound( sourceArray, offset ) {
  37250. this.bind();
  37251. this.setValue( sourceArray, offset );
  37252. }
  37253. /**
  37254. * Creates a getter / setter pair for the property tracked by this binding.
  37255. */
  37256. bind() {
  37257. let targetObject = this.node;
  37258. const parsedPath = this.parsedPath;
  37259. const objectName = parsedPath.objectName;
  37260. const propertyName = parsedPath.propertyName;
  37261. let propertyIndex = parsedPath.propertyIndex;
  37262. if ( ! targetObject ) {
  37263. targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );
  37264. this.node = targetObject;
  37265. }
  37266. // set fail state so we can just 'return' on error
  37267. this.getValue = this._getValue_unavailable;
  37268. this.setValue = this._setValue_unavailable;
  37269. // ensure there is a value node
  37270. if ( ! targetObject ) {
  37271. console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );
  37272. return;
  37273. }
  37274. if ( objectName ) {
  37275. let objectIndex = parsedPath.objectIndex;
  37276. // special cases were we need to reach deeper into the hierarchy to get the face materials....
  37277. switch ( objectName ) {
  37278. case 'materials':
  37279. if ( ! targetObject.material ) {
  37280. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  37281. return;
  37282. }
  37283. if ( ! targetObject.material.materials ) {
  37284. console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
  37285. return;
  37286. }
  37287. targetObject = targetObject.material.materials;
  37288. break;
  37289. case 'bones':
  37290. if ( ! targetObject.skeleton ) {
  37291. console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
  37292. return;
  37293. }
  37294. // potential future optimization: skip this if propertyIndex is already an integer
  37295. // and convert the integer string to a true integer.
  37296. targetObject = targetObject.skeleton.bones;
  37297. // support resolving morphTarget names into indices.
  37298. for ( let i = 0; i < targetObject.length; i ++ ) {
  37299. if ( targetObject[ i ].name === objectIndex ) {
  37300. objectIndex = i;
  37301. break;
  37302. }
  37303. }
  37304. break;
  37305. case 'map':
  37306. if ( 'map' in targetObject ) {
  37307. targetObject = targetObject.map;
  37308. break;
  37309. }
  37310. if ( ! targetObject.material ) {
  37311. console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
  37312. return;
  37313. }
  37314. if ( ! targetObject.material.map ) {
  37315. console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );
  37316. return;
  37317. }
  37318. targetObject = targetObject.material.map;
  37319. break;
  37320. default:
  37321. if ( targetObject[ objectName ] === undefined ) {
  37322. console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
  37323. return;
  37324. }
  37325. targetObject = targetObject[ objectName ];
  37326. }
  37327. if ( objectIndex !== undefined ) {
  37328. if ( targetObject[ objectIndex ] === undefined ) {
  37329. console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
  37330. return;
  37331. }
  37332. targetObject = targetObject[ objectIndex ];
  37333. }
  37334. }
  37335. // resolve property
  37336. const nodeProperty = targetObject[ propertyName ];
  37337. if ( nodeProperty === undefined ) {
  37338. const nodeName = parsedPath.nodeName;
  37339. console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
  37340. '.' + propertyName + ' but it wasn\'t found.', targetObject );
  37341. return;
  37342. }
  37343. // determine versioning scheme
  37344. let versioning = this.Versioning.None;
  37345. this.targetObject = targetObject;
  37346. if ( targetObject.isMaterial === true ) {
  37347. versioning = this.Versioning.NeedsUpdate;
  37348. } else if ( targetObject.isObject3D === true ) {
  37349. versioning = this.Versioning.MatrixWorldNeedsUpdate;
  37350. }
  37351. // determine how the property gets bound
  37352. let bindingType = this.BindingType.Direct;
  37353. if ( propertyIndex !== undefined ) {
  37354. // access a sub element of the property array (only primitives are supported right now)
  37355. if ( propertyName === 'morphTargetInfluences' ) {
  37356. // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
  37357. // support resolving morphTarget names into indices.
  37358. if ( ! targetObject.geometry ) {
  37359. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
  37360. return;
  37361. }
  37362. if ( ! targetObject.geometry.morphAttributes ) {
  37363. console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
  37364. return;
  37365. }
  37366. if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {
  37367. propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];
  37368. }
  37369. }
  37370. bindingType = this.BindingType.ArrayElement;
  37371. this.resolvedProperty = nodeProperty;
  37372. this.propertyIndex = propertyIndex;
  37373. } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
  37374. // must use copy for Object3D.Euler/Quaternion
  37375. bindingType = this.BindingType.HasFromToArray;
  37376. this.resolvedProperty = nodeProperty;
  37377. } else if ( Array.isArray( nodeProperty ) ) {
  37378. bindingType = this.BindingType.EntireArray;
  37379. this.resolvedProperty = nodeProperty;
  37380. } else {
  37381. this.propertyName = propertyName;
  37382. }
  37383. // select getter / setter
  37384. this.getValue = this.GetterByBindingType[ bindingType ];
  37385. this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
  37386. }
  37387. /**
  37388. * Unbinds the property.
  37389. */
  37390. unbind() {
  37391. this.node = null;
  37392. // back to the prototype version of getValue / setValue
  37393. // note: avoiding to mutate the shape of 'this' via 'delete'
  37394. this.getValue = this._getValue_unbound;
  37395. this.setValue = this._setValue_unbound;
  37396. }
  37397. }
  37398. PropertyBinding.Composite = Composite;
  37399. PropertyBinding.prototype.BindingType = {
  37400. Direct: 0,
  37401. EntireArray: 1,
  37402. ArrayElement: 2,
  37403. HasFromToArray: 3
  37404. };
  37405. PropertyBinding.prototype.Versioning = {
  37406. None: 0,
  37407. NeedsUpdate: 1,
  37408. MatrixWorldNeedsUpdate: 2
  37409. };
  37410. PropertyBinding.prototype.GetterByBindingType = [
  37411. PropertyBinding.prototype._getValue_direct,
  37412. PropertyBinding.prototype._getValue_array,
  37413. PropertyBinding.prototype._getValue_arrayElement,
  37414. PropertyBinding.prototype._getValue_toArray,
  37415. ];
  37416. PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
  37417. [
  37418. // Direct
  37419. PropertyBinding.prototype._setValue_direct,
  37420. PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
  37421. PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,
  37422. ], [
  37423. // EntireArray
  37424. PropertyBinding.prototype._setValue_array,
  37425. PropertyBinding.prototype._setValue_array_setNeedsUpdate,
  37426. PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,
  37427. ], [
  37428. // ArrayElement
  37429. PropertyBinding.prototype._setValue_arrayElement,
  37430. PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
  37431. PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,
  37432. ], [
  37433. // HasToFromArray
  37434. PropertyBinding.prototype._setValue_fromArray,
  37435. PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
  37436. PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,
  37437. ]
  37438. ];
  37439. /**
  37440. * A group of objects that receives a shared animation state.
  37441. *
  37442. * Usage:
  37443. *
  37444. * - Add objects you would otherwise pass as 'root' to the
  37445. * constructor or the .clipAction method of AnimationMixer.
  37446. * - Instead pass this object as 'root'.
  37447. * - You can also add and remove objects later when the mixer is running.
  37448. *
  37449. * Note:
  37450. *
  37451. * - Objects of this class appear as one object to the mixer,
  37452. * so cache control of the individual objects must be done on the group.
  37453. *
  37454. * Limitation:
  37455. *
  37456. * - The animated properties must be compatible among the all objects in the group.
  37457. * - A single property can either be controlled through a target group or directly, but not both.
  37458. */
  37459. class AnimationObjectGroup {
  37460. /**
  37461. * Constructs a new animation group.
  37462. *
  37463. * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state.
  37464. */
  37465. constructor() {
  37466. /**
  37467. * This flag can be used for type testing.
  37468. *
  37469. * @type {boolean}
  37470. * @readonly
  37471. * @default true
  37472. */
  37473. this.isAnimationObjectGroup = true;
  37474. /**
  37475. * The UUID of the 3D object.
  37476. *
  37477. * @type {string}
  37478. * @readonly
  37479. */
  37480. this.uuid = generateUUID();
  37481. // cached objects followed by the active ones
  37482. this._objects = Array.prototype.slice.call( arguments );
  37483. this.nCachedObjects_ = 0; // threshold
  37484. // note: read by PropertyBinding.Composite
  37485. const indices = {};
  37486. this._indicesByUUID = indices; // for bookkeeping
  37487. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37488. indices[ arguments[ i ].uuid ] = i;
  37489. }
  37490. this._paths = []; // inside: string
  37491. this._parsedPaths = []; // inside: { we don't care, here }
  37492. this._bindings = []; // inside: Array< PropertyBinding >
  37493. this._bindingsIndicesByPath = {}; // inside: indices in these arrays
  37494. const scope = this;
  37495. this.stats = {
  37496. objects: {
  37497. get total() {
  37498. return scope._objects.length;
  37499. },
  37500. get inUse() {
  37501. return this.total - scope.nCachedObjects_;
  37502. }
  37503. },
  37504. get bindingsPerObject() {
  37505. return scope._bindings.length;
  37506. }
  37507. };
  37508. }
  37509. /**
  37510. * Adds an arbitrary number of objects to this animation group.
  37511. *
  37512. * @param {...Object3D} arguments - The 3D objects to add.
  37513. */
  37514. add() {
  37515. const objects = this._objects,
  37516. indicesByUUID = this._indicesByUUID,
  37517. paths = this._paths,
  37518. parsedPaths = this._parsedPaths,
  37519. bindings = this._bindings,
  37520. nBindings = bindings.length;
  37521. let knownObject = undefined,
  37522. nObjects = objects.length,
  37523. nCachedObjects = this.nCachedObjects_;
  37524. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37525. const object = arguments[ i ],
  37526. uuid = object.uuid;
  37527. let index = indicesByUUID[ uuid ];
  37528. if ( index === undefined ) {
  37529. // unknown object -> add it to the ACTIVE region
  37530. index = nObjects ++;
  37531. indicesByUUID[ uuid ] = index;
  37532. objects.push( object );
  37533. // accounting is done, now do the same for all bindings
  37534. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37535. bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
  37536. }
  37537. } else if ( index < nCachedObjects ) {
  37538. knownObject = objects[ index ];
  37539. // move existing object to the ACTIVE region
  37540. const firstActiveIndex = -- nCachedObjects,
  37541. lastCachedObject = objects[ firstActiveIndex ];
  37542. indicesByUUID[ lastCachedObject.uuid ] = index;
  37543. objects[ index ] = lastCachedObject;
  37544. indicesByUUID[ uuid ] = firstActiveIndex;
  37545. objects[ firstActiveIndex ] = object;
  37546. // accounting is done, now do the same for all bindings
  37547. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37548. const bindingsForPath = bindings[ j ],
  37549. lastCached = bindingsForPath[ firstActiveIndex ];
  37550. let binding = bindingsForPath[ index ];
  37551. bindingsForPath[ index ] = lastCached;
  37552. if ( binding === undefined ) {
  37553. // since we do not bother to create new bindings
  37554. // for objects that are cached, the binding may
  37555. // or may not exist
  37556. binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
  37557. }
  37558. bindingsForPath[ firstActiveIndex ] = binding;
  37559. }
  37560. } else if ( objects[ index ] !== knownObject ) {
  37561. console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
  37562. 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
  37563. } // else the object is already where we want it to be
  37564. } // for arguments
  37565. this.nCachedObjects_ = nCachedObjects;
  37566. }
  37567. /**
  37568. * Removes an arbitrary number of objects to this animation group
  37569. *
  37570. * @param {...Object3D} arguments - The 3D objects to remove.
  37571. */
  37572. remove() {
  37573. const objects = this._objects,
  37574. indicesByUUID = this._indicesByUUID,
  37575. bindings = this._bindings,
  37576. nBindings = bindings.length;
  37577. let nCachedObjects = this.nCachedObjects_;
  37578. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37579. const object = arguments[ i ],
  37580. uuid = object.uuid,
  37581. index = indicesByUUID[ uuid ];
  37582. if ( index !== undefined && index >= nCachedObjects ) {
  37583. // move existing object into the CACHED region
  37584. const lastCachedIndex = nCachedObjects ++,
  37585. firstActiveObject = objects[ lastCachedIndex ];
  37586. indicesByUUID[ firstActiveObject.uuid ] = index;
  37587. objects[ index ] = firstActiveObject;
  37588. indicesByUUID[ uuid ] = lastCachedIndex;
  37589. objects[ lastCachedIndex ] = object;
  37590. // accounting is done, now do the same for all bindings
  37591. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37592. const bindingsForPath = bindings[ j ],
  37593. firstActive = bindingsForPath[ lastCachedIndex ],
  37594. binding = bindingsForPath[ index ];
  37595. bindingsForPath[ index ] = firstActive;
  37596. bindingsForPath[ lastCachedIndex ] = binding;
  37597. }
  37598. }
  37599. } // for arguments
  37600. this.nCachedObjects_ = nCachedObjects;
  37601. }
  37602. /**
  37603. * Deallocates all memory resources for the passed 3D objects of this animation group.
  37604. *
  37605. * @param {...Object3D} arguments - The 3D objects to uncache.
  37606. */
  37607. uncache() {
  37608. const objects = this._objects,
  37609. indicesByUUID = this._indicesByUUID,
  37610. bindings = this._bindings,
  37611. nBindings = bindings.length;
  37612. let nCachedObjects = this.nCachedObjects_,
  37613. nObjects = objects.length;
  37614. for ( let i = 0, n = arguments.length; i !== n; ++ i ) {
  37615. const object = arguments[ i ],
  37616. uuid = object.uuid,
  37617. index = indicesByUUID[ uuid ];
  37618. if ( index !== undefined ) {
  37619. delete indicesByUUID[ uuid ];
  37620. if ( index < nCachedObjects ) {
  37621. // object is cached, shrink the CACHED region
  37622. const firstActiveIndex = -- nCachedObjects,
  37623. lastCachedObject = objects[ firstActiveIndex ],
  37624. lastIndex = -- nObjects,
  37625. lastObject = objects[ lastIndex ];
  37626. // last cached object takes this object's place
  37627. indicesByUUID[ lastCachedObject.uuid ] = index;
  37628. objects[ index ] = lastCachedObject;
  37629. // last object goes to the activated slot and pop
  37630. indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
  37631. objects[ firstActiveIndex ] = lastObject;
  37632. objects.pop();
  37633. // accounting is done, now do the same for all bindings
  37634. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37635. const bindingsForPath = bindings[ j ],
  37636. lastCached = bindingsForPath[ firstActiveIndex ],
  37637. last = bindingsForPath[ lastIndex ];
  37638. bindingsForPath[ index ] = lastCached;
  37639. bindingsForPath[ firstActiveIndex ] = last;
  37640. bindingsForPath.pop();
  37641. }
  37642. } else {
  37643. // object is active, just swap with the last and pop
  37644. const lastIndex = -- nObjects,
  37645. lastObject = objects[ lastIndex ];
  37646. if ( lastIndex > 0 ) {
  37647. indicesByUUID[ lastObject.uuid ] = index;
  37648. }
  37649. objects[ index ] = lastObject;
  37650. objects.pop();
  37651. // accounting is done, now do the same for all bindings
  37652. for ( let j = 0, m = nBindings; j !== m; ++ j ) {
  37653. const bindingsForPath = bindings[ j ];
  37654. bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
  37655. bindingsForPath.pop();
  37656. }
  37657. } // cached or active
  37658. } // if object is known
  37659. } // for arguments
  37660. this.nCachedObjects_ = nCachedObjects;
  37661. }
  37662. // Internal interface used by befriended PropertyBinding.Composite:
  37663. subscribe_( path, parsedPath ) {
  37664. // returns an array of bindings for the given path that is changed
  37665. // according to the contained objects in the group
  37666. const indicesByPath = this._bindingsIndicesByPath;
  37667. let index = indicesByPath[ path ];
  37668. const bindings = this._bindings;
  37669. if ( index !== undefined ) return bindings[ index ];
  37670. const paths = this._paths,
  37671. parsedPaths = this._parsedPaths,
  37672. objects = this._objects,
  37673. nObjects = objects.length,
  37674. nCachedObjects = this.nCachedObjects_,
  37675. bindingsForPath = new Array( nObjects );
  37676. index = bindings.length;
  37677. indicesByPath[ path ] = index;
  37678. paths.push( path );
  37679. parsedPaths.push( parsedPath );
  37680. bindings.push( bindingsForPath );
  37681. for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
  37682. const object = objects[ i ];
  37683. bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
  37684. }
  37685. return bindingsForPath;
  37686. }
  37687. unsubscribe_( path ) {
  37688. // tells the group to forget about a property path and no longer
  37689. // update the array previously obtained with 'subscribe_'
  37690. const indicesByPath = this._bindingsIndicesByPath,
  37691. index = indicesByPath[ path ];
  37692. if ( index !== undefined ) {
  37693. const paths = this._paths,
  37694. parsedPaths = this._parsedPaths,
  37695. bindings = this._bindings,
  37696. lastBindingsIndex = bindings.length - 1,
  37697. lastBindings = bindings[ lastBindingsIndex ],
  37698. lastBindingsPath = path[ lastBindingsIndex ];
  37699. indicesByPath[ lastBindingsPath ] = index;
  37700. bindings[ index ] = lastBindings;
  37701. bindings.pop();
  37702. parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
  37703. parsedPaths.pop();
  37704. paths[ index ] = paths[ lastBindingsIndex ];
  37705. paths.pop();
  37706. }
  37707. }
  37708. }
  37709. /**
  37710. * An instance of `AnimationAction` schedules the playback of an animation which is
  37711. * stored in {@link AnimationClip}.
  37712. */
  37713. class AnimationAction {
  37714. /**
  37715. * Constructs a new animation action.
  37716. *
  37717. * @param {AnimationMixer} mixer - The mixer that is controlled by this action.
  37718. * @param {AnimationClip} clip - The animation clip that holds the actual keyframes.
  37719. * @param {?Object3D} [localRoot=null] - The root object on which this action is performed.
  37720. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  37721. */
  37722. constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {
  37723. this._mixer = mixer;
  37724. this._clip = clip;
  37725. this._localRoot = localRoot;
  37726. /**
  37727. * Defines how the animation is blended/combined when two or more animations
  37728. * are simultaneously played.
  37729. *
  37730. * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)}
  37731. */
  37732. this.blendMode = blendMode;
  37733. const tracks = clip.tracks,
  37734. nTracks = tracks.length,
  37735. interpolants = new Array( nTracks );
  37736. const interpolantSettings = {
  37737. endingStart: ZeroCurvatureEnding,
  37738. endingEnd: ZeroCurvatureEnding
  37739. };
  37740. for ( let i = 0; i !== nTracks; ++ i ) {
  37741. const interpolant = tracks[ i ].createInterpolant( null );
  37742. interpolants[ i ] = interpolant;
  37743. interpolant.settings = interpolantSettings;
  37744. }
  37745. this._interpolantSettings = interpolantSettings;
  37746. this._interpolants = interpolants; // bound by the mixer
  37747. // inside: PropertyMixer (managed by the mixer)
  37748. this._propertyBindings = new Array( nTracks );
  37749. this._cacheIndex = null; // for the memory manager
  37750. this._byClipCacheIndex = null; // for the memory manager
  37751. this._timeScaleInterpolant = null;
  37752. this._weightInterpolant = null;
  37753. /**
  37754. * The loop mode, set via {@link AnimationAction#setLoop}.
  37755. *
  37756. * @type {(LoopRepeat|LoopOnce|LoopPingPong)}
  37757. * @default LoopRepeat
  37758. */
  37759. this.loop = LoopRepeat;
  37760. this._loopCount = -1;
  37761. // global mixer time when the action is to be started
  37762. // it's set back to 'null' upon start of the action
  37763. this._startTime = null;
  37764. /**
  37765. * The local time of this action (in seconds, starting with `0`).
  37766. *
  37767. * The value gets clamped or wrapped to `[0,clip.duration]` (according to the
  37768. * loop state).
  37769. *
  37770. * @type {number}
  37771. * @default Infinity
  37772. */
  37773. this.time = 0;
  37774. /**
  37775. * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the
  37776. * animation to pause. Negative values cause the animation to play backwards.
  37777. *
  37778. * @type {number}
  37779. * @default 1
  37780. */
  37781. this.timeScale = 1;
  37782. this._effectiveTimeScale = 1;
  37783. /**
  37784. * The degree of influence of this action (in the interval `[0, 1]`). Values
  37785. * between `0` (no impact) and `1` (full impact) can be used to blend between
  37786. * several actions.
  37787. *
  37788. * @type {number}
  37789. * @default 1
  37790. */
  37791. this.weight = 1;
  37792. this._effectiveWeight = 1;
  37793. /**
  37794. * The number of repetitions of the performed clip over the course of this action.
  37795. * Can be set via {@link AnimationAction#setLoop}.
  37796. *
  37797. * Setting this number has no effect if {@link AnimationAction#loop} is set to
  37798. * `THREE:LoopOnce`.
  37799. *
  37800. * @type {number}
  37801. * @default Infinity
  37802. */
  37803. this.repetitions = Infinity;
  37804. /**
  37805. * If set to `true`, the playback of the action is paused.
  37806. *
  37807. * @type {boolean}
  37808. * @default false
  37809. */
  37810. this.paused = false;
  37811. /**
  37812. * If set to `false`, the action is disabled so it has no impact.
  37813. *
  37814. * When the action is re-enabled, the animation continues from its current
  37815. * time (setting `enabled` to `false` doesn't reset the action).
  37816. *
  37817. * @type {boolean}
  37818. * @default true
  37819. */
  37820. this.enabled = true;
  37821. /**
  37822. * If set to true the animation will automatically be paused on its last frame.
  37823. *
  37824. * If set to false, {@link AnimationAction#enabled} will automatically be switched
  37825. * to `false` when the last loop of the action has finished, so that this action has
  37826. * no further impact.
  37827. *
  37828. * Note: This member has no impact if the action is interrupted (it
  37829. * has only an effect if its last loop has really finished).
  37830. *
  37831. * @type {boolean}
  37832. * @default false
  37833. */
  37834. this.clampWhenFinished = false;
  37835. /**
  37836. * Enables smooth interpolation without separate clips for start, loop and end.
  37837. *
  37838. * @type {boolean}
  37839. * @default true
  37840. */
  37841. this.zeroSlopeAtStart = true;
  37842. /**
  37843. * Enables smooth interpolation without separate clips for start, loop and end.
  37844. *
  37845. * @type {boolean}
  37846. * @default true
  37847. */
  37848. this.zeroSlopeAtEnd = true;
  37849. }
  37850. /**
  37851. * Starts the playback of the animation.
  37852. *
  37853. * @return {AnimationAction} A reference to this animation action.
  37854. */
  37855. play() {
  37856. this._mixer._activateAction( this );
  37857. return this;
  37858. }
  37859. /**
  37860. * Stops the playback of the animation.
  37861. *
  37862. * @return {AnimationAction} A reference to this animation action.
  37863. */
  37864. stop() {
  37865. this._mixer._deactivateAction( this );
  37866. return this.reset();
  37867. }
  37868. /**
  37869. * Resets the playback of the animation.
  37870. *
  37871. * @return {AnimationAction} A reference to this animation action.
  37872. */
  37873. reset() {
  37874. this.paused = false;
  37875. this.enabled = true;
  37876. this.time = 0; // restart clip
  37877. this._loopCount = -1;// forget previous loops
  37878. this._startTime = null;// forget scheduling
  37879. return this.stopFading().stopWarping();
  37880. }
  37881. /**
  37882. * Returns `true` if the animation is running.
  37883. *
  37884. * @return {boolean} Whether the animation is running or not.
  37885. */
  37886. isRunning() {
  37887. return this.enabled && ! this.paused && this.timeScale !== 0 &&
  37888. this._startTime === null && this._mixer._isActiveAction( this );
  37889. }
  37890. /**
  37891. * Returns `true` when {@link AnimationAction#play} has been called.
  37892. *
  37893. * @return {boolean} Whether the animation is scheduled or not.
  37894. */
  37895. isScheduled() {
  37896. return this._mixer._isActiveAction( this );
  37897. }
  37898. /**
  37899. * Defines the time when the animation should start.
  37900. *
  37901. * @param {number} time - The start time in seconds.
  37902. * @return {AnimationAction} A reference to this animation action.
  37903. */
  37904. startAt( time ) {
  37905. this._startTime = time;
  37906. return this;
  37907. }
  37908. /**
  37909. * Configures the loop settings for this action.
  37910. *
  37911. * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode.
  37912. * @param {number} repetitions - The number of repetitions.
  37913. * @return {AnimationAction} A reference to this animation action.
  37914. */
  37915. setLoop( mode, repetitions ) {
  37916. this.loop = mode;
  37917. this.repetitions = repetitions;
  37918. return this;
  37919. }
  37920. /**
  37921. * Sets the effective weight of this action.
  37922. *
  37923. * An action has no effect and thus an effective weight of zero when the
  37924. * action is disabled.
  37925. *
  37926. * @param {number} weight - The weight to set.
  37927. * @return {AnimationAction} A reference to this animation action.
  37928. */
  37929. setEffectiveWeight( weight ) {
  37930. this.weight = weight;
  37931. // note: same logic as when updated at runtime
  37932. this._effectiveWeight = this.enabled ? weight : 0;
  37933. return this.stopFading();
  37934. }
  37935. /**
  37936. * Returns the effective weight of this action.
  37937. *
  37938. * @return {number} The effective weight.
  37939. */
  37940. getEffectiveWeight() {
  37941. return this._effectiveWeight;
  37942. }
  37943. /**
  37944. * Fades the animation in by increasing its weight gradually from `0` to `1`,
  37945. * within the passed time interval.
  37946. *
  37947. * @param {number} duration - The duration of the fade.
  37948. * @return {AnimationAction} A reference to this animation action.
  37949. */
  37950. fadeIn( duration ) {
  37951. return this._scheduleFading( duration, 0, 1 );
  37952. }
  37953. /**
  37954. * Fades the animation out by decreasing its weight gradually from `1` to `0`,
  37955. * within the passed time interval.
  37956. *
  37957. * @param {number} duration - The duration of the fade.
  37958. * @return {AnimationAction} A reference to this animation action.
  37959. */
  37960. fadeOut( duration ) {
  37961. return this._scheduleFading( duration, 1, 0 );
  37962. }
  37963. /**
  37964. * Causes this action to fade in and the given action to fade out,
  37965. * within the passed time interval.
  37966. *
  37967. * @param {AnimationAction} fadeOutAction - The animation action to fade out.
  37968. * @param {number} duration - The duration of the fade.
  37969. * @param {boolean} [warp=false] - Whether warping should be used or not.
  37970. * @return {AnimationAction} A reference to this animation action.
  37971. */
  37972. crossFadeFrom( fadeOutAction, duration, warp = false ) {
  37973. fadeOutAction.fadeOut( duration );
  37974. this.fadeIn( duration );
  37975. if ( warp === true ) {
  37976. const fadeInDuration = this._clip.duration,
  37977. fadeOutDuration = fadeOutAction._clip.duration,
  37978. startEndRatio = fadeOutDuration / fadeInDuration,
  37979. endStartRatio = fadeInDuration / fadeOutDuration;
  37980. fadeOutAction.warp( 1.0, startEndRatio, duration );
  37981. this.warp( endStartRatio, 1.0, duration );
  37982. }
  37983. return this;
  37984. }
  37985. /**
  37986. * Causes this action to fade out and the given action to fade in,
  37987. * within the passed time interval.
  37988. *
  37989. * @param {AnimationAction} fadeInAction - The animation action to fade in.
  37990. * @param {number} duration - The duration of the fade.
  37991. * @param {boolean} [warp=false] - Whether warping should be used or not.
  37992. * @return {AnimationAction} A reference to this animation action.
  37993. */
  37994. crossFadeTo( fadeInAction, duration, warp = false ) {
  37995. return fadeInAction.crossFadeFrom( this, duration, warp );
  37996. }
  37997. /**
  37998. * Stops any fading which is applied to this action.
  37999. *
  38000. * @return {AnimationAction} A reference to this animation action.
  38001. */
  38002. stopFading() {
  38003. const weightInterpolant = this._weightInterpolant;
  38004. if ( weightInterpolant !== null ) {
  38005. this._weightInterpolant = null;
  38006. this._mixer._takeBackControlInterpolant( weightInterpolant );
  38007. }
  38008. return this;
  38009. }
  38010. /**
  38011. * Sets the effective time scale of this action.
  38012. *
  38013. * An action has no effect and thus an effective time scale of zero when the
  38014. * action is paused.
  38015. *
  38016. * @param {number} timeScale - The time scale to set.
  38017. * @return {AnimationAction} A reference to this animation action.
  38018. */
  38019. setEffectiveTimeScale( timeScale ) {
  38020. this.timeScale = timeScale;
  38021. this._effectiveTimeScale = this.paused ? 0 : timeScale;
  38022. return this.stopWarping();
  38023. }
  38024. /**
  38025. * Returns the effective time scale of this action.
  38026. *
  38027. * @return {number} The effective time scale.
  38028. */
  38029. getEffectiveTimeScale() {
  38030. return this._effectiveTimeScale;
  38031. }
  38032. /**
  38033. * Sets the duration for a single loop of this action.
  38034. *
  38035. * @param {number} duration - The duration to set.
  38036. * @return {AnimationAction} A reference to this animation action.
  38037. */
  38038. setDuration( duration ) {
  38039. this.timeScale = this._clip.duration / duration;
  38040. return this.stopWarping();
  38041. }
  38042. /**
  38043. * Synchronizes this action with the passed other action.
  38044. *
  38045. * @param {AnimationAction} action - The action to sync with.
  38046. * @return {AnimationAction} A reference to this animation action.
  38047. */
  38048. syncWith( action ) {
  38049. this.time = action.time;
  38050. this.timeScale = action.timeScale;
  38051. return this.stopWarping();
  38052. }
  38053. /**
  38054. * Decelerates this animation's speed to `0` within the passed time interval.
  38055. *
  38056. * @param {number} duration - The duration.
  38057. * @return {AnimationAction} A reference to this animation action.
  38058. */
  38059. halt( duration ) {
  38060. return this.warp( this._effectiveTimeScale, 0, duration );
  38061. }
  38062. /**
  38063. * Changes the playback speed, within the passed time interval, by modifying
  38064. * {@link AnimationAction#timeScale} gradually from `startTimeScale` to
  38065. * `endTimeScale`.
  38066. *
  38067. * @param {number} startTimeScale - The start time scale.
  38068. * @param {number} endTimeScale - The end time scale.
  38069. * @param {number} duration - The duration.
  38070. * @return {AnimationAction} A reference to this animation action.
  38071. */
  38072. warp( startTimeScale, endTimeScale, duration ) {
  38073. const mixer = this._mixer,
  38074. now = mixer.time,
  38075. timeScale = this.timeScale;
  38076. let interpolant = this._timeScaleInterpolant;
  38077. if ( interpolant === null ) {
  38078. interpolant = mixer._lendControlInterpolant();
  38079. this._timeScaleInterpolant = interpolant;
  38080. }
  38081. const times = interpolant.parameterPositions,
  38082. values = interpolant.sampleValues;
  38083. times[ 0 ] = now;
  38084. times[ 1 ] = now + duration;
  38085. values[ 0 ] = startTimeScale / timeScale;
  38086. values[ 1 ] = endTimeScale / timeScale;
  38087. return this;
  38088. }
  38089. /**
  38090. * Stops any scheduled warping which is applied to this action.
  38091. *
  38092. * @return {AnimationAction} A reference to this animation action.
  38093. */
  38094. stopWarping() {
  38095. const timeScaleInterpolant = this._timeScaleInterpolant;
  38096. if ( timeScaleInterpolant !== null ) {
  38097. this._timeScaleInterpolant = null;
  38098. this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
  38099. }
  38100. return this;
  38101. }
  38102. /**
  38103. * Returns the animation mixer of this animation action.
  38104. *
  38105. * @return {AnimationMixer} The animation mixer.
  38106. */
  38107. getMixer() {
  38108. return this._mixer;
  38109. }
  38110. /**
  38111. * Returns the animation clip of this animation action.
  38112. *
  38113. * @return {AnimationClip} The animation clip.
  38114. */
  38115. getClip() {
  38116. return this._clip;
  38117. }
  38118. /**
  38119. * Returns the root object of this animation action.
  38120. *
  38121. * @return {Object3D} The root object.
  38122. */
  38123. getRoot() {
  38124. return this._localRoot || this._mixer._root;
  38125. }
  38126. // Interna
  38127. _update( time, deltaTime, timeDirection, accuIndex ) {
  38128. // called by the mixer
  38129. if ( ! this.enabled ) {
  38130. // call ._updateWeight() to update ._effectiveWeight
  38131. this._updateWeight( time );
  38132. return;
  38133. }
  38134. const startTime = this._startTime;
  38135. if ( startTime !== null ) {
  38136. // check for scheduled start of action
  38137. const timeRunning = ( time - startTime ) * timeDirection;
  38138. if ( timeRunning < 0 || timeDirection === 0 ) {
  38139. deltaTime = 0;
  38140. } else {
  38141. this._startTime = null; // unschedule
  38142. deltaTime = timeDirection * timeRunning;
  38143. }
  38144. }
  38145. // apply time scale and advance time
  38146. deltaTime *= this._updateTimeScale( time );
  38147. const clipTime = this._updateTime( deltaTime );
  38148. // note: _updateTime may disable the action resulting in
  38149. // an effective weight of 0
  38150. const weight = this._updateWeight( time );
  38151. if ( weight > 0 ) {
  38152. const interpolants = this._interpolants;
  38153. const propertyMixers = this._propertyBindings;
  38154. switch ( this.blendMode ) {
  38155. case AdditiveAnimationBlendMode:
  38156. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38157. interpolants[ j ].evaluate( clipTime );
  38158. propertyMixers[ j ].accumulateAdditive( weight );
  38159. }
  38160. break;
  38161. case NormalAnimationBlendMode:
  38162. default:
  38163. for ( let j = 0, m = interpolants.length; j !== m; ++ j ) {
  38164. interpolants[ j ].evaluate( clipTime );
  38165. propertyMixers[ j ].accumulate( accuIndex, weight );
  38166. }
  38167. }
  38168. }
  38169. }
  38170. _updateWeight( time ) {
  38171. let weight = 0;
  38172. if ( this.enabled ) {
  38173. weight = this.weight;
  38174. const interpolant = this._weightInterpolant;
  38175. if ( interpolant !== null ) {
  38176. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38177. weight *= interpolantValue;
  38178. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38179. this.stopFading();
  38180. if ( interpolantValue === 0 ) {
  38181. // faded out, disable
  38182. this.enabled = false;
  38183. }
  38184. }
  38185. }
  38186. }
  38187. this._effectiveWeight = weight;
  38188. return weight;
  38189. }
  38190. _updateTimeScale( time ) {
  38191. let timeScale = 0;
  38192. if ( ! this.paused ) {
  38193. timeScale = this.timeScale;
  38194. const interpolant = this._timeScaleInterpolant;
  38195. if ( interpolant !== null ) {
  38196. const interpolantValue = interpolant.evaluate( time )[ 0 ];
  38197. timeScale *= interpolantValue;
  38198. if ( time > interpolant.parameterPositions[ 1 ] ) {
  38199. this.stopWarping();
  38200. if ( timeScale === 0 ) {
  38201. // motion has halted, pause
  38202. this.paused = true;
  38203. } else {
  38204. // warp done - apply final time scale
  38205. this.timeScale = timeScale;
  38206. }
  38207. }
  38208. }
  38209. }
  38210. this._effectiveTimeScale = timeScale;
  38211. return timeScale;
  38212. }
  38213. _updateTime( deltaTime ) {
  38214. const duration = this._clip.duration;
  38215. const loop = this.loop;
  38216. let time = this.time + deltaTime;
  38217. let loopCount = this._loopCount;
  38218. const pingPong = ( loop === LoopPingPong );
  38219. if ( deltaTime === 0 ) {
  38220. if ( loopCount === -1 ) return time;
  38221. return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
  38222. }
  38223. if ( loop === LoopOnce ) {
  38224. if ( loopCount === -1 ) {
  38225. // just started
  38226. this._loopCount = 0;
  38227. this._setEndings( true, true, false );
  38228. }
  38229. handle_stop: {
  38230. if ( time >= duration ) {
  38231. time = duration;
  38232. } else if ( time < 0 ) {
  38233. time = 0;
  38234. } else {
  38235. this.time = time;
  38236. break handle_stop;
  38237. }
  38238. if ( this.clampWhenFinished ) this.paused = true;
  38239. else this.enabled = false;
  38240. this.time = time;
  38241. this._mixer.dispatchEvent( {
  38242. type: 'finished', action: this,
  38243. direction: deltaTime < 0 ? -1 : 1
  38244. } );
  38245. }
  38246. } else { // repetitive Repeat or PingPong
  38247. if ( loopCount === -1 ) {
  38248. // just started
  38249. if ( deltaTime >= 0 ) {
  38250. loopCount = 0;
  38251. this._setEndings( true, this.repetitions === 0, pingPong );
  38252. } else {
  38253. // when looping in reverse direction, the initial
  38254. // transition through zero counts as a repetition,
  38255. // so leave loopCount at -1
  38256. this._setEndings( this.repetitions === 0, true, pingPong );
  38257. }
  38258. }
  38259. if ( time >= duration || time < 0 ) {
  38260. // wrap around
  38261. const loopDelta = Math.floor( time / duration ); // signed
  38262. time -= duration * loopDelta;
  38263. loopCount += Math.abs( loopDelta );
  38264. const pending = this.repetitions - loopCount;
  38265. if ( pending <= 0 ) {
  38266. // have to stop (switch state, clamp time, fire event)
  38267. if ( this.clampWhenFinished ) this.paused = true;
  38268. else this.enabled = false;
  38269. time = deltaTime > 0 ? duration : 0;
  38270. this.time = time;
  38271. this._mixer.dispatchEvent( {
  38272. type: 'finished', action: this,
  38273. direction: deltaTime > 0 ? 1 : -1
  38274. } );
  38275. } else {
  38276. // keep running
  38277. if ( pending === 1 ) {
  38278. // entering the last round
  38279. const atStart = deltaTime < 0;
  38280. this._setEndings( atStart, ! atStart, pingPong );
  38281. } else {
  38282. this._setEndings( false, false, pingPong );
  38283. }
  38284. this._loopCount = loopCount;
  38285. this.time = time;
  38286. this._mixer.dispatchEvent( {
  38287. type: 'loop', action: this, loopDelta: loopDelta
  38288. } );
  38289. }
  38290. } else {
  38291. this.time = time;
  38292. }
  38293. if ( pingPong && ( loopCount & 1 ) === 1 ) {
  38294. // invert time for the "pong round"
  38295. return duration - time;
  38296. }
  38297. }
  38298. return time;
  38299. }
  38300. _setEndings( atStart, atEnd, pingPong ) {
  38301. const settings = this._interpolantSettings;
  38302. if ( pingPong ) {
  38303. settings.endingStart = ZeroSlopeEnding;
  38304. settings.endingEnd = ZeroSlopeEnding;
  38305. } else {
  38306. // assuming for LoopOnce atStart == atEnd == true
  38307. if ( atStart ) {
  38308. settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38309. } else {
  38310. settings.endingStart = WrapAroundEnding;
  38311. }
  38312. if ( atEnd ) {
  38313. settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;
  38314. } else {
  38315. settings.endingEnd = WrapAroundEnding;
  38316. }
  38317. }
  38318. }
  38319. _scheduleFading( duration, weightNow, weightThen ) {
  38320. const mixer = this._mixer, now = mixer.time;
  38321. let interpolant = this._weightInterpolant;
  38322. if ( interpolant === null ) {
  38323. interpolant = mixer._lendControlInterpolant();
  38324. this._weightInterpolant = interpolant;
  38325. }
  38326. const times = interpolant.parameterPositions,
  38327. values = interpolant.sampleValues;
  38328. times[ 0 ] = now;
  38329. values[ 0 ] = weightNow;
  38330. times[ 1 ] = now + duration;
  38331. values[ 1 ] = weightThen;
  38332. return this;
  38333. }
  38334. }
  38335. const _controlInterpolantsResultBuffer = new Float32Array( 1 );
  38336. /**
  38337. * `AnimationMixer` is a player for animations on a particular object in
  38338. * the scene. When multiple objects in the scene are animated independently,
  38339. * one `AnimationMixer` may be used for each object.
  38340. */
  38341. class AnimationMixer extends EventDispatcher {
  38342. /**
  38343. * Constructs a new animation mixer.
  38344. *
  38345. * @param {Object3D} root - The object whose animations shall be played by this mixer.
  38346. */
  38347. constructor( root ) {
  38348. super();
  38349. this._root = root;
  38350. this._initMemoryManager();
  38351. this._accuIndex = 0;
  38352. /**
  38353. * The global mixer time (in seconds; starting with `0` on the mixer's creation).
  38354. *
  38355. * @type {number}
  38356. * @default 0
  38357. */
  38358. this.time = 0;
  38359. /**
  38360. * A scaling factor for the global time.
  38361. *
  38362. * Note: Setting this member to `0` and later back to `1` is a
  38363. * possibility to pause/unpause all actions that are controlled by this
  38364. * mixer.
  38365. *
  38366. * @type {number}
  38367. * @default 1
  38368. */
  38369. this.timeScale = 1.0;
  38370. }
  38371. _bindAction( action, prototypeAction ) {
  38372. const root = action._localRoot || this._root,
  38373. tracks = action._clip.tracks,
  38374. nTracks = tracks.length,
  38375. bindings = action._propertyBindings,
  38376. interpolants = action._interpolants,
  38377. rootUuid = root.uuid,
  38378. bindingsByRoot = this._bindingsByRootAndName;
  38379. let bindingsByName = bindingsByRoot[ rootUuid ];
  38380. if ( bindingsByName === undefined ) {
  38381. bindingsByName = {};
  38382. bindingsByRoot[ rootUuid ] = bindingsByName;
  38383. }
  38384. for ( let i = 0; i !== nTracks; ++ i ) {
  38385. const track = tracks[ i ],
  38386. trackName = track.name;
  38387. let binding = bindingsByName[ trackName ];
  38388. if ( binding !== undefined ) {
  38389. ++ binding.referenceCount;
  38390. bindings[ i ] = binding;
  38391. } else {
  38392. binding = bindings[ i ];
  38393. if ( binding !== undefined ) {
  38394. // existing binding, make sure the cache knows
  38395. if ( binding._cacheIndex === null ) {
  38396. ++ binding.referenceCount;
  38397. this._addInactiveBinding( binding, rootUuid, trackName );
  38398. }
  38399. continue;
  38400. }
  38401. const path = prototypeAction && prototypeAction.
  38402. _propertyBindings[ i ].binding.parsedPath;
  38403. binding = new PropertyMixer(
  38404. PropertyBinding.create( root, trackName, path ),
  38405. track.ValueTypeName, track.getValueSize() );
  38406. ++ binding.referenceCount;
  38407. this._addInactiveBinding( binding, rootUuid, trackName );
  38408. bindings[ i ] = binding;
  38409. }
  38410. interpolants[ i ].resultBuffer = binding.buffer;
  38411. }
  38412. }
  38413. _activateAction( action ) {
  38414. if ( ! this._isActiveAction( action ) ) {
  38415. if ( action._cacheIndex === null ) {
  38416. // this action has been forgotten by the cache, but the user
  38417. // appears to be still using it -> rebind
  38418. const rootUuid = ( action._localRoot || this._root ).uuid,
  38419. clipUuid = action._clip.uuid,
  38420. actionsForClip = this._actionsByClip[ clipUuid ];
  38421. this._bindAction( action,
  38422. actionsForClip && actionsForClip.knownActions[ 0 ] );
  38423. this._addInactiveAction( action, clipUuid, rootUuid );
  38424. }
  38425. const bindings = action._propertyBindings;
  38426. // increment reference counts / sort out state
  38427. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38428. const binding = bindings[ i ];
  38429. if ( binding.useCount ++ === 0 ) {
  38430. this._lendBinding( binding );
  38431. binding.saveOriginalState();
  38432. }
  38433. }
  38434. this._lendAction( action );
  38435. }
  38436. }
  38437. _deactivateAction( action ) {
  38438. if ( this._isActiveAction( action ) ) {
  38439. const bindings = action._propertyBindings;
  38440. // decrement reference counts / sort out state
  38441. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38442. const binding = bindings[ i ];
  38443. if ( -- binding.useCount === 0 ) {
  38444. binding.restoreOriginalState();
  38445. this._takeBackBinding( binding );
  38446. }
  38447. }
  38448. this._takeBackAction( action );
  38449. }
  38450. }
  38451. // Memory manager
  38452. _initMemoryManager() {
  38453. this._actions = []; // 'nActiveActions' followed by inactive ones
  38454. this._nActiveActions = 0;
  38455. this._actionsByClip = {};
  38456. // inside:
  38457. // {
  38458. // knownActions: Array< AnimationAction > - used as prototypes
  38459. // actionByRoot: AnimationAction - lookup
  38460. // }
  38461. this._bindings = []; // 'nActiveBindings' followed by inactive ones
  38462. this._nActiveBindings = 0;
  38463. this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
  38464. this._controlInterpolants = []; // same game as above
  38465. this._nActiveControlInterpolants = 0;
  38466. const scope = this;
  38467. this.stats = {
  38468. actions: {
  38469. get total() {
  38470. return scope._actions.length;
  38471. },
  38472. get inUse() {
  38473. return scope._nActiveActions;
  38474. }
  38475. },
  38476. bindings: {
  38477. get total() {
  38478. return scope._bindings.length;
  38479. },
  38480. get inUse() {
  38481. return scope._nActiveBindings;
  38482. }
  38483. },
  38484. controlInterpolants: {
  38485. get total() {
  38486. return scope._controlInterpolants.length;
  38487. },
  38488. get inUse() {
  38489. return scope._nActiveControlInterpolants;
  38490. }
  38491. }
  38492. };
  38493. }
  38494. // Memory management for AnimationAction objects
  38495. _isActiveAction( action ) {
  38496. const index = action._cacheIndex;
  38497. return index !== null && index < this._nActiveActions;
  38498. }
  38499. _addInactiveAction( action, clipUuid, rootUuid ) {
  38500. const actions = this._actions,
  38501. actionsByClip = this._actionsByClip;
  38502. let actionsForClip = actionsByClip[ clipUuid ];
  38503. if ( actionsForClip === undefined ) {
  38504. actionsForClip = {
  38505. knownActions: [ action ],
  38506. actionByRoot: {}
  38507. };
  38508. action._byClipCacheIndex = 0;
  38509. actionsByClip[ clipUuid ] = actionsForClip;
  38510. } else {
  38511. const knownActions = actionsForClip.knownActions;
  38512. action._byClipCacheIndex = knownActions.length;
  38513. knownActions.push( action );
  38514. }
  38515. action._cacheIndex = actions.length;
  38516. actions.push( action );
  38517. actionsForClip.actionByRoot[ rootUuid ] = action;
  38518. }
  38519. _removeInactiveAction( action ) {
  38520. const actions = this._actions,
  38521. lastInactiveAction = actions[ actions.length - 1 ],
  38522. cacheIndex = action._cacheIndex;
  38523. lastInactiveAction._cacheIndex = cacheIndex;
  38524. actions[ cacheIndex ] = lastInactiveAction;
  38525. actions.pop();
  38526. action._cacheIndex = null;
  38527. const clipUuid = action._clip.uuid,
  38528. actionsByClip = this._actionsByClip,
  38529. actionsForClip = actionsByClip[ clipUuid ],
  38530. knownActionsForClip = actionsForClip.knownActions,
  38531. lastKnownAction =
  38532. knownActionsForClip[ knownActionsForClip.length - 1 ],
  38533. byClipCacheIndex = action._byClipCacheIndex;
  38534. lastKnownAction._byClipCacheIndex = byClipCacheIndex;
  38535. knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
  38536. knownActionsForClip.pop();
  38537. action._byClipCacheIndex = null;
  38538. const actionByRoot = actionsForClip.actionByRoot,
  38539. rootUuid = ( action._localRoot || this._root ).uuid;
  38540. delete actionByRoot[ rootUuid ];
  38541. if ( knownActionsForClip.length === 0 ) {
  38542. delete actionsByClip[ clipUuid ];
  38543. }
  38544. this._removeInactiveBindingsForAction( action );
  38545. }
  38546. _removeInactiveBindingsForAction( action ) {
  38547. const bindings = action._propertyBindings;
  38548. for ( let i = 0, n = bindings.length; i !== n; ++ i ) {
  38549. const binding = bindings[ i ];
  38550. if ( -- binding.referenceCount === 0 ) {
  38551. this._removeInactiveBinding( binding );
  38552. }
  38553. }
  38554. }
  38555. _lendAction( action ) {
  38556. // [ active actions | inactive actions ]
  38557. // [ active actions >| inactive actions ]
  38558. // s a
  38559. // <-swap->
  38560. // a s
  38561. const actions = this._actions,
  38562. prevIndex = action._cacheIndex,
  38563. lastActiveIndex = this._nActiveActions ++,
  38564. firstInactiveAction = actions[ lastActiveIndex ];
  38565. action._cacheIndex = lastActiveIndex;
  38566. actions[ lastActiveIndex ] = action;
  38567. firstInactiveAction._cacheIndex = prevIndex;
  38568. actions[ prevIndex ] = firstInactiveAction;
  38569. }
  38570. _takeBackAction( action ) {
  38571. // [ active actions | inactive actions ]
  38572. // [ active actions |< inactive actions ]
  38573. // a s
  38574. // <-swap->
  38575. // s a
  38576. const actions = this._actions,
  38577. prevIndex = action._cacheIndex,
  38578. firstInactiveIndex = -- this._nActiveActions,
  38579. lastActiveAction = actions[ firstInactiveIndex ];
  38580. action._cacheIndex = firstInactiveIndex;
  38581. actions[ firstInactiveIndex ] = action;
  38582. lastActiveAction._cacheIndex = prevIndex;
  38583. actions[ prevIndex ] = lastActiveAction;
  38584. }
  38585. // Memory management for PropertyMixer objects
  38586. _addInactiveBinding( binding, rootUuid, trackName ) {
  38587. const bindingsByRoot = this._bindingsByRootAndName,
  38588. bindings = this._bindings;
  38589. let bindingByName = bindingsByRoot[ rootUuid ];
  38590. if ( bindingByName === undefined ) {
  38591. bindingByName = {};
  38592. bindingsByRoot[ rootUuid ] = bindingByName;
  38593. }
  38594. bindingByName[ trackName ] = binding;
  38595. binding._cacheIndex = bindings.length;
  38596. bindings.push( binding );
  38597. }
  38598. _removeInactiveBinding( binding ) {
  38599. const bindings = this._bindings,
  38600. propBinding = binding.binding,
  38601. rootUuid = propBinding.rootNode.uuid,
  38602. trackName = propBinding.path,
  38603. bindingsByRoot = this._bindingsByRootAndName,
  38604. bindingByName = bindingsByRoot[ rootUuid ],
  38605. lastInactiveBinding = bindings[ bindings.length - 1 ],
  38606. cacheIndex = binding._cacheIndex;
  38607. lastInactiveBinding._cacheIndex = cacheIndex;
  38608. bindings[ cacheIndex ] = lastInactiveBinding;
  38609. bindings.pop();
  38610. delete bindingByName[ trackName ];
  38611. if ( Object.keys( bindingByName ).length === 0 ) {
  38612. delete bindingsByRoot[ rootUuid ];
  38613. }
  38614. }
  38615. _lendBinding( binding ) {
  38616. const bindings = this._bindings,
  38617. prevIndex = binding._cacheIndex,
  38618. lastActiveIndex = this._nActiveBindings ++,
  38619. firstInactiveBinding = bindings[ lastActiveIndex ];
  38620. binding._cacheIndex = lastActiveIndex;
  38621. bindings[ lastActiveIndex ] = binding;
  38622. firstInactiveBinding._cacheIndex = prevIndex;
  38623. bindings[ prevIndex ] = firstInactiveBinding;
  38624. }
  38625. _takeBackBinding( binding ) {
  38626. const bindings = this._bindings,
  38627. prevIndex = binding._cacheIndex,
  38628. firstInactiveIndex = -- this._nActiveBindings,
  38629. lastActiveBinding = bindings[ firstInactiveIndex ];
  38630. binding._cacheIndex = firstInactiveIndex;
  38631. bindings[ firstInactiveIndex ] = binding;
  38632. lastActiveBinding._cacheIndex = prevIndex;
  38633. bindings[ prevIndex ] = lastActiveBinding;
  38634. }
  38635. // Memory management of Interpolants for weight and time scale
  38636. _lendControlInterpolant() {
  38637. const interpolants = this._controlInterpolants,
  38638. lastActiveIndex = this._nActiveControlInterpolants ++;
  38639. let interpolant = interpolants[ lastActiveIndex ];
  38640. if ( interpolant === undefined ) {
  38641. interpolant = new LinearInterpolant(
  38642. new Float32Array( 2 ), new Float32Array( 2 ),
  38643. 1, _controlInterpolantsResultBuffer );
  38644. interpolant.__cacheIndex = lastActiveIndex;
  38645. interpolants[ lastActiveIndex ] = interpolant;
  38646. }
  38647. return interpolant;
  38648. }
  38649. _takeBackControlInterpolant( interpolant ) {
  38650. const interpolants = this._controlInterpolants,
  38651. prevIndex = interpolant.__cacheIndex,
  38652. firstInactiveIndex = -- this._nActiveControlInterpolants,
  38653. lastActiveInterpolant = interpolants[ firstInactiveIndex ];
  38654. interpolant.__cacheIndex = firstInactiveIndex;
  38655. interpolants[ firstInactiveIndex ] = interpolant;
  38656. lastActiveInterpolant.__cacheIndex = prevIndex;
  38657. interpolants[ prevIndex ] = lastActiveInterpolant;
  38658. }
  38659. /**
  38660. * Returns an instance of {@link AnimationAction} for the passed clip.
  38661. *
  38662. * If an action fitting the clip and root parameters doesn't yet exist, it
  38663. * will be created by this method. Calling this method several times with the
  38664. * same clip and root parameters always returns the same action.
  38665. *
  38666. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38667. * @param {Object3D} [optionalRoot] - An alternative root object.
  38668. * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode.
  38669. * @return {?AnimationAction} The animation action.
  38670. */
  38671. clipAction( clip, optionalRoot, blendMode ) {
  38672. const root = optionalRoot || this._root,
  38673. rootUuid = root.uuid;
  38674. let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;
  38675. const clipUuid = clipObject !== null ? clipObject.uuid : clip;
  38676. const actionsForClip = this._actionsByClip[ clipUuid ];
  38677. let prototypeAction = null;
  38678. if ( blendMode === undefined ) {
  38679. if ( clipObject !== null ) {
  38680. blendMode = clipObject.blendMode;
  38681. } else {
  38682. blendMode = NormalAnimationBlendMode;
  38683. }
  38684. }
  38685. if ( actionsForClip !== undefined ) {
  38686. const existingAction = actionsForClip.actionByRoot[ rootUuid ];
  38687. if ( existingAction !== undefined && existingAction.blendMode === blendMode ) {
  38688. return existingAction;
  38689. }
  38690. // we know the clip, so we don't have to parse all
  38691. // the bindings again but can just copy
  38692. prototypeAction = actionsForClip.knownActions[ 0 ];
  38693. // also, take the clip from the prototype action
  38694. if ( clipObject === null )
  38695. clipObject = prototypeAction._clip;
  38696. }
  38697. // clip must be known when specified via string
  38698. if ( clipObject === null ) return null;
  38699. // allocate all resources required to run it
  38700. const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );
  38701. this._bindAction( newAction, prototypeAction );
  38702. // and make the action known to the memory manager
  38703. this._addInactiveAction( newAction, clipUuid, rootUuid );
  38704. return newAction;
  38705. }
  38706. /**
  38707. * Returns an existing animation action for the passed clip.
  38708. *
  38709. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38710. * @param {Object3D} [optionalRoot] - An alternative root object.
  38711. * @return {?AnimationAction} The animation action. Returns `null` if no action was found.
  38712. */
  38713. existingAction( clip, optionalRoot ) {
  38714. const root = optionalRoot || this._root,
  38715. rootUuid = root.uuid,
  38716. clipObject = typeof clip === 'string' ?
  38717. AnimationClip.findByName( root, clip ) : clip,
  38718. clipUuid = clipObject ? clipObject.uuid : clip,
  38719. actionsForClip = this._actionsByClip[ clipUuid ];
  38720. if ( actionsForClip !== undefined ) {
  38721. return actionsForClip.actionByRoot[ rootUuid ] || null;
  38722. }
  38723. return null;
  38724. }
  38725. /**
  38726. * Deactivates all previously scheduled actions on this mixer.
  38727. *
  38728. * @return {AnimationMixer} A reference to thi animation mixer.
  38729. */
  38730. stopAllAction() {
  38731. const actions = this._actions,
  38732. nActions = this._nActiveActions;
  38733. for ( let i = nActions - 1; i >= 0; -- i ) {
  38734. actions[ i ].stop();
  38735. }
  38736. return this;
  38737. }
  38738. /**
  38739. * Advances the global mixer time and updates the animation.
  38740. *
  38741. * This is usually done in the render loop by passing the delta
  38742. * time from {@link Clock} or {@link Timer}.
  38743. *
  38744. * @param {number} deltaTime - The delta time in seconds.
  38745. * @return {AnimationMixer} A reference to thi animation mixer.
  38746. */
  38747. update( deltaTime ) {
  38748. deltaTime *= this.timeScale;
  38749. const actions = this._actions,
  38750. nActions = this._nActiveActions,
  38751. time = this.time += deltaTime,
  38752. timeDirection = Math.sign( deltaTime ),
  38753. accuIndex = this._accuIndex ^= 1;
  38754. // run active actions
  38755. for ( let i = 0; i !== nActions; ++ i ) {
  38756. const action = actions[ i ];
  38757. action._update( time, deltaTime, timeDirection, accuIndex );
  38758. }
  38759. // update scene graph
  38760. const bindings = this._bindings,
  38761. nBindings = this._nActiveBindings;
  38762. for ( let i = 0; i !== nBindings; ++ i ) {
  38763. bindings[ i ].apply( accuIndex );
  38764. }
  38765. return this;
  38766. }
  38767. /**
  38768. * Sets the global mixer to a specific time and updates the animation accordingly.
  38769. *
  38770. * This is useful when you need to jump to an exact time in an animation. The
  38771. * input parameter will be scaled by {@link AnimationMixer#timeScale}
  38772. *
  38773. * @param {number} time - The time to set in seconds.
  38774. * @return {AnimationMixer} A reference to thi animation mixer.
  38775. */
  38776. setTime( time ) {
  38777. this.time = 0; // Zero out time attribute for AnimationMixer object;
  38778. for ( let i = 0; i < this._actions.length; i ++ ) {
  38779. this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.
  38780. }
  38781. return this.update( time ); // Update used to set exact time. Returns "this" AnimationMixer object.
  38782. }
  38783. /**
  38784. * Returns this mixer's root object.
  38785. *
  38786. * @return {Object3D} The mixer's root object.
  38787. */
  38788. getRoot() {
  38789. return this._root;
  38790. }
  38791. /**
  38792. * Deallocates all memory resources for a clip. Before using this method make
  38793. * sure to call {@link AnimationAction#stop} for all related actions.
  38794. *
  38795. * @param {AnimationClip} clip - The clip to uncache.
  38796. */
  38797. uncacheClip( clip ) {
  38798. const actions = this._actions,
  38799. clipUuid = clip.uuid,
  38800. actionsByClip = this._actionsByClip,
  38801. actionsForClip = actionsByClip[ clipUuid ];
  38802. if ( actionsForClip !== undefined ) {
  38803. // note: just calling _removeInactiveAction would mess up the
  38804. // iteration state and also require updating the state we can
  38805. // just throw away
  38806. const actionsToRemove = actionsForClip.knownActions;
  38807. for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
  38808. const action = actionsToRemove[ i ];
  38809. this._deactivateAction( action );
  38810. const cacheIndex = action._cacheIndex,
  38811. lastInactiveAction = actions[ actions.length - 1 ];
  38812. action._cacheIndex = null;
  38813. action._byClipCacheIndex = null;
  38814. lastInactiveAction._cacheIndex = cacheIndex;
  38815. actions[ cacheIndex ] = lastInactiveAction;
  38816. actions.pop();
  38817. this._removeInactiveBindingsForAction( action );
  38818. }
  38819. delete actionsByClip[ clipUuid ];
  38820. }
  38821. }
  38822. /**
  38823. * Deallocates all memory resources for a root object. Before using this
  38824. * method make sure to call {@link AnimationAction#stop} for all related
  38825. * actions or alternatively {@link AnimationMixer#stopAllAction} when the
  38826. * mixer operates on a single root.
  38827. *
  38828. * @param {Object3D} root - The root object to uncache.
  38829. */
  38830. uncacheRoot( root ) {
  38831. const rootUuid = root.uuid,
  38832. actionsByClip = this._actionsByClip;
  38833. for ( const clipUuid in actionsByClip ) {
  38834. const actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
  38835. action = actionByRoot[ rootUuid ];
  38836. if ( action !== undefined ) {
  38837. this._deactivateAction( action );
  38838. this._removeInactiveAction( action );
  38839. }
  38840. }
  38841. const bindingsByRoot = this._bindingsByRootAndName,
  38842. bindingByName = bindingsByRoot[ rootUuid ];
  38843. if ( bindingByName !== undefined ) {
  38844. for ( const trackName in bindingByName ) {
  38845. const binding = bindingByName[ trackName ];
  38846. binding.restoreOriginalState();
  38847. this._removeInactiveBinding( binding );
  38848. }
  38849. }
  38850. }
  38851. /**
  38852. * Deallocates all memory resources for an action. The action is identified by the
  38853. * given clip and an optional root object. Before using this method make
  38854. * sure to call {@link AnimationAction#stop} to deactivate the action.
  38855. *
  38856. * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip.
  38857. * @param {Object3D} [optionalRoot] - An alternative root object.
  38858. */
  38859. uncacheAction( clip, optionalRoot ) {
  38860. const action = this.existingAction( clip, optionalRoot );
  38861. if ( action !== null ) {
  38862. this._deactivateAction( action );
  38863. this._removeInactiveAction( action );
  38864. }
  38865. }
  38866. }
  38867. /**
  38868. * Represents a 3D render target.
  38869. *
  38870. * @augments RenderTarget
  38871. */
  38872. class RenderTarget3D extends RenderTarget {
  38873. /**
  38874. * Constructs a new 3D render target.
  38875. *
  38876. * @param {number} [width=1] - The width of the render target.
  38877. * @param {number} [height=1] - The height of the render target.
  38878. * @param {number} [depth=1] - The height of the render target.
  38879. * @param {RenderTarget~Options} [options] - The configuration object.
  38880. */
  38881. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  38882. super( width, height, options );
  38883. /**
  38884. * This flag can be used for type testing.
  38885. *
  38886. * @type {boolean}
  38887. * @readonly
  38888. * @default true
  38889. */
  38890. this.isRenderTarget3D = true;
  38891. this.depth = depth;
  38892. /**
  38893. * Overwritten with a different texture type.
  38894. *
  38895. * @type {Data3DTexture}
  38896. */
  38897. this.texture = new Data3DTexture( null, width, height, depth );
  38898. this.texture.isRenderTargetTexture = true;
  38899. }
  38900. }
  38901. /**
  38902. * Represents an array render target.
  38903. *
  38904. * @augments RenderTarget
  38905. */
  38906. class RenderTargetArray extends RenderTarget {
  38907. /**
  38908. * Constructs a new 3D render target.
  38909. *
  38910. * @param {number} [width=1] - The width of the render target.
  38911. * @param {number} [height=1] - The height of the render target.
  38912. * @param {number} [depth=1] - The height of the render target.
  38913. * @param {RenderTarget~Options} [options] - The configuration object.
  38914. */
  38915. constructor( width = 1, height = 1, depth = 1, options = {} ) {
  38916. super( width, height, options );
  38917. this.isRenderTargetArray = true;
  38918. this.depth = depth;
  38919. /**
  38920. * Overwritten with a different texture type.
  38921. *
  38922. * @type {DataArrayTexture}
  38923. */
  38924. this.texture = new DataArrayTexture( null, width, height, depth );
  38925. this.texture.isRenderTargetTexture = true;
  38926. }
  38927. }
  38928. /**
  38929. * Represents a uniform which is a global shader variable. They are passed to shader programs.
  38930. *
  38931. * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object.
  38932. * ```js
  38933. * uniforms: {
  38934. * time: { value: 1.0 },
  38935. * resolution: new Uniform( new Vector2() )
  38936. * };
  38937. * ```
  38938. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  38939. * in {@link WebGLRenderer}.
  38940. */
  38941. class Uniform {
  38942. /**
  38943. * Constructs a new uniform.
  38944. *
  38945. * @param {any} value - The uniform value.
  38946. */
  38947. constructor( value ) {
  38948. /**
  38949. * The uniform value.
  38950. *
  38951. * @type {any}
  38952. */
  38953. this.value = value;
  38954. }
  38955. /**
  38956. * Returns a new uniform with copied values from this instance.
  38957. * If the value has a `clone()` method, the value is cloned as well.
  38958. *
  38959. * @return {Uniform} A clone of this instance.
  38960. */
  38961. clone() {
  38962. return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
  38963. }
  38964. }
  38965. let _id = 0;
  38966. /**
  38967. * A class for managing multiple uniforms in a single group. The renderer will process
  38968. * such a definition as a single UBO.
  38969. *
  38970. * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported
  38971. * in {@link WebGLRenderer}.
  38972. *
  38973. * @augments EventDispatcher
  38974. */
  38975. class UniformsGroup extends EventDispatcher {
  38976. /**
  38977. * Constructs a new uniforms group.
  38978. */
  38979. constructor() {
  38980. super();
  38981. /**
  38982. * This flag can be used for type testing.
  38983. *
  38984. * @type {boolean}
  38985. * @readonly
  38986. * @default true
  38987. */
  38988. this.isUniformsGroup = true;
  38989. /**
  38990. * The ID of the 3D object.
  38991. *
  38992. * @name UniformsGroup#id
  38993. * @type {number}
  38994. * @readonly
  38995. */
  38996. Object.defineProperty( this, 'id', { value: _id ++ } );
  38997. /**
  38998. * The name of the uniforms group.
  38999. *
  39000. * @type {string}
  39001. */
  39002. this.name = '';
  39003. /**
  39004. * The buffer usage.
  39005. *
  39006. * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
  39007. * @default StaticDrawUsage
  39008. */
  39009. this.usage = StaticDrawUsage;
  39010. /**
  39011. * An array holding the uniforms.
  39012. *
  39013. * @type {Array<Uniform>}
  39014. */
  39015. this.uniforms = [];
  39016. }
  39017. /**
  39018. * Adds the given uniform to this uniforms group.
  39019. *
  39020. * @param {Uniform} uniform - The uniform to add.
  39021. * @return {UniformsGroup} A reference to this uniforms group.
  39022. */
  39023. add( uniform ) {
  39024. this.uniforms.push( uniform );
  39025. return this;
  39026. }
  39027. /**
  39028. * Removes the given uniform from this uniforms group.
  39029. *
  39030. * @param {Uniform} uniform - The uniform to remove.
  39031. * @return {UniformsGroup} A reference to this uniforms group.
  39032. */
  39033. remove( uniform ) {
  39034. const index = this.uniforms.indexOf( uniform );
  39035. if ( index !== -1 ) this.uniforms.splice( index, 1 );
  39036. return this;
  39037. }
  39038. /**
  39039. * Sets the name of this uniforms group.
  39040. *
  39041. * @param {string} name - The name to set.
  39042. * @return {UniformsGroup} A reference to this uniforms group.
  39043. */
  39044. setName( name ) {
  39045. this.name = name;
  39046. return this;
  39047. }
  39048. /**
  39049. * Sets the usage of this uniforms group.
  39050. *
  39051. * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
  39052. * @return {UniformsGroup} A reference to this uniforms group.
  39053. */
  39054. setUsage( value ) {
  39055. this.usage = value;
  39056. return this;
  39057. }
  39058. /**
  39059. * Frees the GPU-related resources allocated by this instance. Call this
  39060. * method whenever this instance is no longer used in your app.
  39061. *
  39062. * @fires Texture#dispose
  39063. */
  39064. dispose() {
  39065. this.dispatchEvent( { type: 'dispose' } );
  39066. }
  39067. /**
  39068. * Copies the values of the given uniforms group to this instance.
  39069. *
  39070. * @param {UniformsGroup} source - The uniforms group to copy.
  39071. * @return {UniformsGroup} A reference to this uniforms group.
  39072. */
  39073. copy( source ) {
  39074. this.name = source.name;
  39075. this.usage = source.usage;
  39076. const uniformsSource = source.uniforms;
  39077. this.uniforms.length = 0;
  39078. for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {
  39079. const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];
  39080. for ( let j = 0; j < uniforms.length; j ++ ) {
  39081. this.uniforms.push( uniforms[ j ].clone() );
  39082. }
  39083. }
  39084. return this;
  39085. }
  39086. /**
  39087. * Returns a new uniforms group with copied values from this instance.
  39088. *
  39089. * @return {UniformsGroup} A clone of this instance.
  39090. */
  39091. clone() {
  39092. return new this.constructor().copy( this );
  39093. }
  39094. }
  39095. /**
  39096. * An instanced version of an interleaved buffer.
  39097. *
  39098. * @augments InterleavedBuffer
  39099. */
  39100. class InstancedInterleavedBuffer extends InterleavedBuffer {
  39101. /**
  39102. * Constructs a new instanced interleaved buffer.
  39103. *
  39104. * @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
  39105. * @param {number} stride - The number of typed-array elements per vertex.
  39106. * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated.
  39107. */
  39108. constructor( array, stride, meshPerAttribute = 1 ) {
  39109. super( array, stride );
  39110. /**
  39111. * This flag can be used for type testing.
  39112. *
  39113. * @type {boolean}
  39114. * @readonly
  39115. * @default true
  39116. */
  39117. this.isInstancedInterleavedBuffer = true;
  39118. /**
  39119. * Defines how often a value of this buffer attribute should be repeated,
  39120. * see {@link InstancedBufferAttribute#meshPerAttribute}.
  39121. *
  39122. * @type {number}
  39123. * @default 1
  39124. */
  39125. this.meshPerAttribute = meshPerAttribute;
  39126. }
  39127. copy( source ) {
  39128. super.copy( source );
  39129. this.meshPerAttribute = source.meshPerAttribute;
  39130. return this;
  39131. }
  39132. clone( data ) {
  39133. const ib = super.clone( data );
  39134. ib.meshPerAttribute = this.meshPerAttribute;
  39135. return ib;
  39136. }
  39137. toJSON( data ) {
  39138. const json = super.toJSON( data );
  39139. json.isInstancedInterleavedBuffer = true;
  39140. json.meshPerAttribute = this.meshPerAttribute;
  39141. return json;
  39142. }
  39143. }
  39144. /**
  39145. * An alternative version of a buffer attribute with more control over the VBO.
  39146. *
  39147. * The renderer does not construct a VBO for this kind of attribute. Instead, it uses
  39148. * whatever VBO is passed in constructor and can later be altered via the `buffer` property.
  39149. *
  39150. * The most common use case for this class is when some kind of GPGPU calculation interferes
  39151. * or even produces the VBOs in question.
  39152. *
  39153. * Notice that this class can only be used with {@link WebGLRenderer}.
  39154. */
  39155. class GLBufferAttribute {
  39156. /**
  39157. * Constructs a new GL buffer attribute.
  39158. *
  39159. * @param {WebGLBuffer} buffer - The native WebGL buffer.
  39160. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39161. * @param {number} itemSize - The item size.
  39162. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39163. * @param {number} count - The expected number of vertices in VBO.
  39164. */
  39165. constructor( buffer, type, itemSize, elementSize, count ) {
  39166. /**
  39167. * This flag can be used for type testing.
  39168. *
  39169. * @type {boolean}
  39170. * @readonly
  39171. * @default true
  39172. */
  39173. this.isGLBufferAttribute = true;
  39174. /**
  39175. * The name of the buffer attribute.
  39176. *
  39177. * @type {string}
  39178. */
  39179. this.name = '';
  39180. /**
  39181. * The native WebGL buffer.
  39182. *
  39183. * @type {WebGLBuffer}
  39184. */
  39185. this.buffer = buffer;
  39186. /**
  39187. * The native data type.
  39188. *
  39189. * @type {number}
  39190. */
  39191. this.type = type;
  39192. /**
  39193. * The item size, see {@link BufferAttribute#itemSize}.
  39194. *
  39195. * @type {number}
  39196. */
  39197. this.itemSize = itemSize;
  39198. /**
  39199. * The corresponding size (in bytes) for the given `type` parameter.
  39200. *
  39201. * @type {number}
  39202. */
  39203. this.elementSize = elementSize;
  39204. /**
  39205. * The expected number of vertices in VBO.
  39206. *
  39207. * @type {number}
  39208. */
  39209. this.count = count;
  39210. /**
  39211. * A version number, incremented every time the `needsUpdate` is set to `true`.
  39212. *
  39213. * @type {number}
  39214. */
  39215. this.version = 0;
  39216. }
  39217. /**
  39218. * Flag to indicate that this attribute has changed and should be re-sent to
  39219. * the GPU. Set this to `true` when you modify the value of the array.
  39220. *
  39221. * @type {number}
  39222. * @default false
  39223. * @param {boolean} value
  39224. */
  39225. set needsUpdate( value ) {
  39226. if ( value === true ) this.version ++;
  39227. }
  39228. /**
  39229. * Sets the given native WebGL buffer.
  39230. *
  39231. * @param {WebGLBuffer} buffer - The buffer to set.
  39232. * @return {BufferAttribute} A reference to this instance.
  39233. */
  39234. setBuffer( buffer ) {
  39235. this.buffer = buffer;
  39236. return this;
  39237. }
  39238. /**
  39239. * Sets the given native data type and element size.
  39240. *
  39241. * @param {number} type - The native data type (e.g. `gl.FLOAT`).
  39242. * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter.
  39243. * @return {BufferAttribute} A reference to this instance.
  39244. */
  39245. setType( type, elementSize ) {
  39246. this.type = type;
  39247. this.elementSize = elementSize;
  39248. return this;
  39249. }
  39250. /**
  39251. * Sets the item size.
  39252. *
  39253. * @param {number} itemSize - The item size.
  39254. * @return {BufferAttribute} A reference to this instance.
  39255. */
  39256. setItemSize( itemSize ) {
  39257. this.itemSize = itemSize;
  39258. return this;
  39259. }
  39260. /**
  39261. * Sets the count (the expected number of vertices in VBO).
  39262. *
  39263. * @param {number} count - The count.
  39264. * @return {BufferAttribute} A reference to this instance.
  39265. */
  39266. setCount( count ) {
  39267. this.count = count;
  39268. return this;
  39269. }
  39270. }
  39271. const _matrix = /*@__PURE__*/ new Matrix4();
  39272. /**
  39273. * This class is designed to assist with raycasting. Raycasting is used for
  39274. * mouse picking (working out what objects in the 3d space the mouse is over)
  39275. * amongst other things.
  39276. */
  39277. class Raycaster {
  39278. /**
  39279. * Constructs a new raycaster.
  39280. *
  39281. * @param {Vector3} origin - The origin vector where the ray casts from.
  39282. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39283. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative.
  39284. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near.
  39285. */
  39286. constructor( origin, direction, near = 0, far = Infinity ) {
  39287. /**
  39288. * The ray used for raycasting.
  39289. *
  39290. * @type {Ray}
  39291. */
  39292. this.ray = new Ray( origin, direction );
  39293. /**
  39294. * All results returned are further away than near. Near can't be negative.
  39295. *
  39296. * @type {number}
  39297. * @default 0
  39298. */
  39299. this.near = near;
  39300. /**
  39301. * All results returned are further away than near. Near can't be negative.
  39302. *
  39303. * @type {number}
  39304. * @default Infinity
  39305. */
  39306. this.far = far;
  39307. /**
  39308. * The camera to use when raycasting against view-dependent objects such as
  39309. * billboarded objects like sprites. This field can be set manually or
  39310. * is set when calling `setFromCamera()`.
  39311. *
  39312. * @type {?Camera}
  39313. * @default null
  39314. */
  39315. this.camera = null;
  39316. /**
  39317. * Allows to selectively ignore 3D objects when performing intersection tests.
  39318. * The following code example ensures that only 3D objects on layer `1` will be
  39319. * honored by raycaster.
  39320. * ```js
  39321. * raycaster.layers.set( 1 );
  39322. * object.layers.enable( 1 );
  39323. * ```
  39324. *
  39325. * @type {Layers}
  39326. */
  39327. this.layers = new Layers();
  39328. /**
  39329. * A parameter object that configures the raycasting. It has the structure:
  39330. *
  39331. * ```
  39332. * {
  39333. * Mesh: {},
  39334. * Line: { threshold: 1 },
  39335. * LOD: {},
  39336. * Points: { threshold: 1 },
  39337. * Sprite: {}
  39338. * }
  39339. * ```
  39340. * Where `threshold` is the precision of the raycaster when intersecting objects, in world units.
  39341. *
  39342. * @type {Object}
  39343. */
  39344. this.params = {
  39345. Mesh: {},
  39346. Line: { threshold: 1 },
  39347. LOD: {},
  39348. Points: { threshold: 1 },
  39349. Sprite: {}
  39350. };
  39351. }
  39352. /**
  39353. * Updates the ray with a new origin and direction by copying the values from the arguments.
  39354. *
  39355. * @param {Vector3} origin - The origin vector where the ray casts from.
  39356. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray.
  39357. */
  39358. set( origin, direction ) {
  39359. // direction is assumed to be normalized (for accurate distance calculations)
  39360. this.ray.set( origin, direction );
  39361. }
  39362. /**
  39363. * Uses the given coordinates and camera to compute a new origin and direction for the internal ray.
  39364. *
  39365. * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC).
  39366. * X and Y components should be between `-1` and `1`.
  39367. * @param {Camera} camera - The camera from which the ray should originate.
  39368. */
  39369. setFromCamera( coords, camera ) {
  39370. if ( camera.isPerspectiveCamera ) {
  39371. this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  39372. this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  39373. this.camera = camera;
  39374. } else if ( camera.isOrthographicCamera ) {
  39375. this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  39376. this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
  39377. this.camera = camera;
  39378. } else {
  39379. console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
  39380. }
  39381. }
  39382. /**
  39383. * Uses the given WebXR controller to compute a new origin and direction for the internal ray.
  39384. *
  39385. * @param {WebXRController} controller - The controller to copy the position and direction from.
  39386. * @return {Raycaster} A reference to this raycaster.
  39387. */
  39388. setFromXRController( controller ) {
  39389. _matrix.identity().extractRotation( controller.matrixWorld );
  39390. this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  39391. this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
  39392. return this;
  39393. }
  39394. /**
  39395. * The intersection point of a raycaster intersection test.
  39396. * @typedef {Object} Raycaster~Intersection
  39397. * @property {number} distance - The distance from the ray's origin to the intersection point.
  39398. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the
  39399. * intersection to the nearest point on the ray. For other objects it will be `undefined`.
  39400. * @property {Vector3} point - The intersection point, in world coordinates.
  39401. * @property {Object} face - The face that has been intersected.
  39402. * @property {number} faceIndex - The face index.
  39403. * @property {Object3D} object - The 3D object that has been intersected.
  39404. * @property {Vector2} uv - U,V coordinates at point of intersection.
  39405. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection.
  39406. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection.
  39407. * @property {number} instanceId - The index number of the instance where the ray
  39408. * intersects the {@link InstancedMesh}.
  39409. */
  39410. /**
  39411. * Checks all intersection between the ray and the object with or without the
  39412. * descendants. Intersections are returned sorted by distance, closest first.
  39413. *
  39414. * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when
  39415. * evaluating whether the ray intersects the object or not. This allows meshes to respond
  39416. * differently to ray casting than lines or points.
  39417. *
  39418. * Note that for meshes, faces must be pointed towards the origin of the ray in order
  39419. * to be detected; intersections of the ray passing through the back of a face will not
  39420. * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side}
  39421. * to `THREE.DoubleSide`.
  39422. *
  39423. * @param {Object3D} object - The 3D object to check for intersection with the ray.
  39424. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39425. * Otherwise it only checks intersection with the object.
  39426. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39427. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39428. */
  39429. intersectObject( object, recursive = true, intersects = [] ) {
  39430. intersect( object, this, intersects, recursive );
  39431. intersects.sort( ascSort );
  39432. return intersects;
  39433. }
  39434. /**
  39435. * Checks all intersection between the ray and the objects with or without
  39436. * the descendants. Intersections are returned sorted by distance, closest first.
  39437. *
  39438. * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray.
  39439. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants.
  39440. * Otherwise it only checks intersection with the object.
  39441. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method.
  39442. * @return {Array<Raycaster~Intersection>} An array holding the intersection points.
  39443. */
  39444. intersectObjects( objects, recursive = true, intersects = [] ) {
  39445. for ( let i = 0, l = objects.length; i < l; i ++ ) {
  39446. intersect( objects[ i ], this, intersects, recursive );
  39447. }
  39448. intersects.sort( ascSort );
  39449. return intersects;
  39450. }
  39451. }
  39452. function ascSort( a, b ) {
  39453. return a.distance - b.distance;
  39454. }
  39455. function intersect( object, raycaster, intersects, recursive ) {
  39456. let propagate = true;
  39457. if ( object.layers.test( raycaster.layers ) ) {
  39458. const result = object.raycast( raycaster, intersects );
  39459. if ( result === false ) propagate = false;
  39460. }
  39461. if ( propagate === true && recursive === true ) {
  39462. const children = object.children;
  39463. for ( let i = 0, l = children.length; i < l; i ++ ) {
  39464. intersect( children[ i ], raycaster, intersects, true );
  39465. }
  39466. }
  39467. }
  39468. /**
  39469. * This class can be used to represent points in 3D space as
  39470. * [Spherical coordinates]{@link https://en.wikipedia.org/wiki/Spherical_coordinate_system}.
  39471. */
  39472. class Spherical {
  39473. /**
  39474. * Constructs a new spherical.
  39475. *
  39476. * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39477. * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.
  39478. * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.
  39479. */
  39480. constructor( radius = 1, phi = 0, theta = 0 ) {
  39481. /**
  39482. * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.
  39483. *
  39484. * @type {number}
  39485. * @default 1
  39486. */
  39487. this.radius = radius;
  39488. /**
  39489. * The polar angle in radians from the y (up) axis.
  39490. *
  39491. * @type {number}
  39492. * @default 0
  39493. */
  39494. this.phi = phi;
  39495. /**
  39496. * The equator/azimuthal angle in radians around the y (up) axis.
  39497. *
  39498. * @type {number}
  39499. * @default 0
  39500. */
  39501. this.theta = theta;
  39502. }
  39503. /**
  39504. * Sets the spherical components by copying the given values.
  39505. *
  39506. * @param {number} radius - The radius.
  39507. * @param {number} phi - The polar angle.
  39508. * @param {number} theta - The azimuthal angle.
  39509. * @return {Spherical} A reference to this spherical.
  39510. */
  39511. set( radius, phi, theta ) {
  39512. this.radius = radius;
  39513. this.phi = phi;
  39514. this.theta = theta;
  39515. return this;
  39516. }
  39517. /**
  39518. * Copies the values of the given spherical to this instance.
  39519. *
  39520. * @param {Spherical} other - The spherical to copy.
  39521. * @return {Spherical} A reference to this spherical.
  39522. */
  39523. copy( other ) {
  39524. this.radius = other.radius;
  39525. this.phi = other.phi;
  39526. this.theta = other.theta;
  39527. return this;
  39528. }
  39529. /**
  39530. * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi -
  39531. * `0.000001`.
  39532. *
  39533. * @return {Spherical} A reference to this spherical.
  39534. */
  39535. makeSafe() {
  39536. const EPS = 0.000001;
  39537. this.phi = clamp( this.phi, EPS, Math.PI - EPS );
  39538. return this;
  39539. }
  39540. /**
  39541. * Sets the spherical components from the given vector which is assumed to hold
  39542. * Cartesian coordinates.
  39543. *
  39544. * @param {Vector3} v - The vector to set.
  39545. * @return {Spherical} A reference to this spherical.
  39546. */
  39547. setFromVector3( v ) {
  39548. return this.setFromCartesianCoords( v.x, v.y, v.z );
  39549. }
  39550. /**
  39551. * Sets the spherical components from the given Cartesian coordinates.
  39552. *
  39553. * @param {number} x - The x value.
  39554. * @param {number} y - The x value.
  39555. * @param {number} z - The x value.
  39556. * @return {Spherical} A reference to this spherical.
  39557. */
  39558. setFromCartesianCoords( x, y, z ) {
  39559. this.radius = Math.sqrt( x * x + y * y + z * z );
  39560. if ( this.radius === 0 ) {
  39561. this.theta = 0;
  39562. this.phi = 0;
  39563. } else {
  39564. this.theta = Math.atan2( x, z );
  39565. this.phi = Math.acos( clamp( y / this.radius, -1, 1 ) );
  39566. }
  39567. return this;
  39568. }
  39569. /**
  39570. * Returns a new spherical with copied values from this instance.
  39571. *
  39572. * @return {Spherical} A clone of this instance.
  39573. */
  39574. clone() {
  39575. return new this.constructor().copy( this );
  39576. }
  39577. }
  39578. /**
  39579. * This class can be used to represent points in 3D space as
  39580. * [Cylindrical coordinates]{@link https://en.wikipedia.org/wiki/Cylindrical_coordinate_system}.
  39581. */
  39582. class Cylindrical {
  39583. /**
  39584. * Constructs a new cylindrical.
  39585. *
  39586. * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.
  39587. * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  39588. * @param {number} [y=0] - The height above the x-z plane.
  39589. */
  39590. constructor( radius = 1, theta = 0, y = 0 ) {
  39591. /**
  39592. * The distance from the origin to a point in the x-z plane.
  39593. *
  39594. * @type {number}
  39595. * @default 1
  39596. */
  39597. this.radius = radius;
  39598. /**
  39599. * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.
  39600. *
  39601. * @type {number}
  39602. * @default 0
  39603. */
  39604. this.theta = theta;
  39605. /**
  39606. * The height above the x-z plane.
  39607. *
  39608. * @type {number}
  39609. * @default 0
  39610. */
  39611. this.y = y;
  39612. }
  39613. /**
  39614. * Sets the cylindrical components by copying the given values.
  39615. *
  39616. * @param {number} radius - The radius.
  39617. * @param {number} theta - The theta angle.
  39618. * @param {number} y - The height value.
  39619. * @return {Cylindrical} A reference to this cylindrical.
  39620. */
  39621. set( radius, theta, y ) {
  39622. this.radius = radius;
  39623. this.theta = theta;
  39624. this.y = y;
  39625. return this;
  39626. }
  39627. /**
  39628. * Copies the values of the given cylindrical to this instance.
  39629. *
  39630. * @param {Cylindrical} other - The cylindrical to copy.
  39631. * @return {Cylindrical} A reference to this cylindrical.
  39632. */
  39633. copy( other ) {
  39634. this.radius = other.radius;
  39635. this.theta = other.theta;
  39636. this.y = other.y;
  39637. return this;
  39638. }
  39639. /**
  39640. * Sets the cylindrical components from the given vector which is assumed to hold
  39641. * Cartesian coordinates.
  39642. *
  39643. * @param {Vector3} v - The vector to set.
  39644. * @return {Cylindrical} A reference to this cylindrical.
  39645. */
  39646. setFromVector3( v ) {
  39647. return this.setFromCartesianCoords( v.x, v.y, v.z );
  39648. }
  39649. /**
  39650. * Sets the cylindrical components from the given Cartesian coordinates.
  39651. *
  39652. * @param {number} x - The x value.
  39653. * @param {number} y - The x value.
  39654. * @param {number} z - The x value.
  39655. * @return {Cylindrical} A reference to this cylindrical.
  39656. */
  39657. setFromCartesianCoords( x, y, z ) {
  39658. this.radius = Math.sqrt( x * x + z * z );
  39659. this.theta = Math.atan2( x, z );
  39660. this.y = y;
  39661. return this;
  39662. }
  39663. /**
  39664. * Returns a new cylindrical with copied values from this instance.
  39665. *
  39666. * @return {Cylindrical} A clone of this instance.
  39667. */
  39668. clone() {
  39669. return new this.constructor().copy( this );
  39670. }
  39671. }
  39672. /**
  39673. * Represents a 2x2 matrix.
  39674. *
  39675. * A Note on Row-Major and Column-Major Ordering:
  39676. *
  39677. * The constructor and {@link Matrix2#set} method take arguments in
  39678. * [row-major]{@link https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order}
  39679. * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order.
  39680. * This means that calling:
  39681. * ```js
  39682. * const m = new THREE.Matrix2();
  39683. * m.set( 11, 12,
  39684. * 21, 22 );
  39685. * ```
  39686. * will result in the elements array containing:
  39687. * ```js
  39688. * m.elements = [ 11, 21,
  39689. * 12, 22 ];
  39690. * ```
  39691. * and internally all calculations are performed using column-major ordering.
  39692. * However, as the actual ordering makes no difference mathematically and
  39693. * most people are used to thinking about matrices in row-major order, the
  39694. * three.js documentation shows matrices in row-major order. Just bear in
  39695. * mind that if you are reading the source code, you'll have to take the
  39696. * transpose of any matrices outlined here to make sense of the calculations.
  39697. */
  39698. class Matrix2 {
  39699. /**
  39700. * Constructs a new 2x2 matrix. The arguments are supposed to be
  39701. * in row-major order. If no arguments are provided, the constructor
  39702. * initializes the matrix as an identity matrix.
  39703. *
  39704. * @param {number} [n11] - 1-1 matrix element.
  39705. * @param {number} [n12] - 1-2 matrix element.
  39706. * @param {number} [n21] - 2-1 matrix element.
  39707. * @param {number} [n22] - 2-2 matrix element.
  39708. */
  39709. constructor( n11, n12, n21, n22 ) {
  39710. /**
  39711. * This flag can be used for type testing.
  39712. *
  39713. * @type {boolean}
  39714. * @readonly
  39715. * @default true
  39716. */
  39717. Matrix2.prototype.isMatrix2 = true;
  39718. /**
  39719. * A column-major list of matrix values.
  39720. *
  39721. * @type {Array<number>}
  39722. */
  39723. this.elements = [
  39724. 1, 0,
  39725. 0, 1,
  39726. ];
  39727. if ( n11 !== undefined ) {
  39728. this.set( n11, n12, n21, n22 );
  39729. }
  39730. }
  39731. /**
  39732. * Sets this matrix to the 2x2 identity matrix.
  39733. *
  39734. * @return {Matrix2} A reference to this matrix.
  39735. */
  39736. identity() {
  39737. this.set(
  39738. 1, 0,
  39739. 0, 1,
  39740. );
  39741. return this;
  39742. }
  39743. /**
  39744. * Sets the elements of the matrix from the given array.
  39745. *
  39746. * @param {Array<number>} array - The matrix elements in column-major order.
  39747. * @param {number} [offset=0] - Index of the first element in the array.
  39748. * @return {Matrix2} A reference to this matrix.
  39749. */
  39750. fromArray( array, offset = 0 ) {
  39751. for ( let i = 0; i < 4; i ++ ) {
  39752. this.elements[ i ] = array[ i + offset ];
  39753. }
  39754. return this;
  39755. }
  39756. /**
  39757. * Sets the elements of the matrix.The arguments are supposed to be
  39758. * in row-major order.
  39759. *
  39760. * @param {number} n11 - 1-1 matrix element.
  39761. * @param {number} n12 - 1-2 matrix element.
  39762. * @param {number} n21 - 2-1 matrix element.
  39763. * @param {number} n22 - 2-2 matrix element.
  39764. * @return {Matrix2} A reference to this matrix.
  39765. */
  39766. set( n11, n12, n21, n22 ) {
  39767. const te = this.elements;
  39768. te[ 0 ] = n11; te[ 2 ] = n12;
  39769. te[ 1 ] = n21; te[ 3 ] = n22;
  39770. return this;
  39771. }
  39772. }
  39773. const _vector$4 = /*@__PURE__*/ new Vector2();
  39774. /**
  39775. * Represents an axis-aligned bounding box (AABB) in 2D space.
  39776. */
  39777. class Box2 {
  39778. /**
  39779. * Constructs a new bounding box.
  39780. *
  39781. * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.
  39782. * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
  39783. */
  39784. constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {
  39785. /**
  39786. * This flag can be used for type testing.
  39787. *
  39788. * @type {boolean}
  39789. * @readonly
  39790. * @default true
  39791. */
  39792. this.isBox2 = true;
  39793. /**
  39794. * The lower boundary of the box.
  39795. *
  39796. * @type {Vector2}
  39797. */
  39798. this.min = min;
  39799. /**
  39800. * The upper boundary of the box.
  39801. *
  39802. * @type {Vector2}
  39803. */
  39804. this.max = max;
  39805. }
  39806. /**
  39807. * Sets the lower and upper boundaries of this box.
  39808. * Please note that this method only copies the values from the given objects.
  39809. *
  39810. * @param {Vector2} min - The lower boundary of the box.
  39811. * @param {Vector2} max - The upper boundary of the box.
  39812. * @return {Box2} A reference to this bounding box.
  39813. */
  39814. set( min, max ) {
  39815. this.min.copy( min );
  39816. this.max.copy( max );
  39817. return this;
  39818. }
  39819. /**
  39820. * Sets the upper and lower bounds of this box so it encloses the position data
  39821. * in the given array.
  39822. *
  39823. * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.
  39824. * @return {Box2} A reference to this bounding box.
  39825. */
  39826. setFromPoints( points ) {
  39827. this.makeEmpty();
  39828. for ( let i = 0, il = points.length; i < il; i ++ ) {
  39829. this.expandByPoint( points[ i ] );
  39830. }
  39831. return this;
  39832. }
  39833. /**
  39834. * Centers this box on the given center vector and sets this box's width, height and
  39835. * depth to the given size values.
  39836. *
  39837. * @param {Vector2} center - The center of the box.
  39838. * @param {Vector2} size - The x and y dimensions of the box.
  39839. * @return {Box2} A reference to this bounding box.
  39840. */
  39841. setFromCenterAndSize( center, size ) {
  39842. const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );
  39843. this.min.copy( center ).sub( halfSize );
  39844. this.max.copy( center ).add( halfSize );
  39845. return this;
  39846. }
  39847. /**
  39848. * Returns a new box with copied values from this instance.
  39849. *
  39850. * @return {Box2} A clone of this instance.
  39851. */
  39852. clone() {
  39853. return new this.constructor().copy( this );
  39854. }
  39855. /**
  39856. * Copies the values of the given box to this instance.
  39857. *
  39858. * @param {Box2} box - The box to copy.
  39859. * @return {Box2} A reference to this bounding box.
  39860. */
  39861. copy( box ) {
  39862. this.min.copy( box.min );
  39863. this.max.copy( box.max );
  39864. return this;
  39865. }
  39866. /**
  39867. * Makes this box empty which means in encloses a zero space in 2D.
  39868. *
  39869. * @return {Box2} A reference to this bounding box.
  39870. */
  39871. makeEmpty() {
  39872. this.min.x = this.min.y = + Infinity;
  39873. this.max.x = this.max.y = - Infinity;
  39874. return this;
  39875. }
  39876. /**
  39877. * Returns true if this box includes zero points within its bounds.
  39878. * Note that a box with equal lower and upper bounds still includes one
  39879. * point, the one both bounds share.
  39880. *
  39881. * @return {boolean} Whether this box is empty or not.
  39882. */
  39883. isEmpty() {
  39884. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  39885. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  39886. }
  39887. /**
  39888. * Returns the center point of this box.
  39889. *
  39890. * @param {Vector2} target - The target vector that is used to store the method's result.
  39891. * @return {Vector2} The center point.
  39892. */
  39893. getCenter( target ) {
  39894. return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  39895. }
  39896. /**
  39897. * Returns the dimensions of this box.
  39898. *
  39899. * @param {Vector2} target - The target vector that is used to store the method's result.
  39900. * @return {Vector2} The size.
  39901. */
  39902. getSize( target ) {
  39903. return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
  39904. }
  39905. /**
  39906. * Expands the boundaries of this box to include the given point.
  39907. *
  39908. * @param {Vector2} point - The point that should be included by the bounding box.
  39909. * @return {Box2} A reference to this bounding box.
  39910. */
  39911. expandByPoint( point ) {
  39912. this.min.min( point );
  39913. this.max.max( point );
  39914. return this;
  39915. }
  39916. /**
  39917. * Expands this box equilaterally by the given vector. The width of this
  39918. * box will be expanded by the x component of the vector in both
  39919. * directions. The height of this box will be expanded by the y component of
  39920. * the vector in both directions.
  39921. *
  39922. * @param {Vector2} vector - The vector that should expand the bounding box.
  39923. * @return {Box2} A reference to this bounding box.
  39924. */
  39925. expandByVector( vector ) {
  39926. this.min.sub( vector );
  39927. this.max.add( vector );
  39928. return this;
  39929. }
  39930. /**
  39931. * Expands each dimension of the box by the given scalar. If negative, the
  39932. * dimensions of the box will be contracted.
  39933. *
  39934. * @param {number} scalar - The scalar value that should expand the bounding box.
  39935. * @return {Box2} A reference to this bounding box.
  39936. */
  39937. expandByScalar( scalar ) {
  39938. this.min.addScalar( - scalar );
  39939. this.max.addScalar( scalar );
  39940. return this;
  39941. }
  39942. /**
  39943. * Returns `true` if the given point lies within or on the boundaries of this box.
  39944. *
  39945. * @param {Vector2} point - The point to test.
  39946. * @return {boolean} Whether the bounding box contains the given point or not.
  39947. */
  39948. containsPoint( point ) {
  39949. return point.x >= this.min.x && point.x <= this.max.x &&
  39950. point.y >= this.min.y && point.y <= this.max.y;
  39951. }
  39952. /**
  39953. * Returns `true` if this bounding box includes the entirety of the given bounding box.
  39954. * If this box and the given one are identical, this function also returns `true`.
  39955. *
  39956. * @param {Box2} box - The bounding box to test.
  39957. * @return {boolean} Whether the bounding box contains the given bounding box or not.
  39958. */
  39959. containsBox( box ) {
  39960. return this.min.x <= box.min.x && box.max.x <= this.max.x &&
  39961. this.min.y <= box.min.y && box.max.y <= this.max.y;
  39962. }
  39963. /**
  39964. * Returns a point as a proportion of this box's width and height.
  39965. *
  39966. * @param {Vector2} point - A point in 2D space.
  39967. * @param {Vector2} target - The target vector that is used to store the method's result.
  39968. * @return {Vector2} A point as a proportion of this box's width and height.
  39969. */
  39970. getParameter( point, target ) {
  39971. // This can potentially have a divide by zero if the box
  39972. // has a size dimension of 0.
  39973. return target.set(
  39974. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  39975. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  39976. );
  39977. }
  39978. /**
  39979. * Returns `true` if the given bounding box intersects with this bounding box.
  39980. *
  39981. * @param {Box2} box - The bounding box to test.
  39982. * @return {boolean} Whether the given bounding box intersects with this bounding box.
  39983. */
  39984. intersectsBox( box ) {
  39985. // using 4 splitting planes to rule out intersections
  39986. return box.max.x >= this.min.x && box.min.x <= this.max.x &&
  39987. box.max.y >= this.min.y && box.min.y <= this.max.y;
  39988. }
  39989. /**
  39990. * Clamps the given point within the bounds of this box.
  39991. *
  39992. * @param {Vector2} point - The point to clamp.
  39993. * @param {Vector2} target - The target vector that is used to store the method's result.
  39994. * @return {Vector2} The clamped point.
  39995. */
  39996. clampPoint( point, target ) {
  39997. return target.copy( point ).clamp( this.min, this.max );
  39998. }
  39999. /**
  40000. * Returns the euclidean distance from any edge of this box to the specified point. If
  40001. * the given point lies inside of this box, the distance will be `0`.
  40002. *
  40003. * @param {Vector2} point - The point to compute the distance to.
  40004. * @return {number} The euclidean distance.
  40005. */
  40006. distanceToPoint( point ) {
  40007. return this.clampPoint( point, _vector$4 ).distanceTo( point );
  40008. }
  40009. /**
  40010. * Computes the intersection of this bounding box and the given one, setting the upper
  40011. * bound of this box to the lesser of the two boxes' upper bounds and the
  40012. * lower bound of this box to the greater of the two boxes' lower bounds. If
  40013. * there's no overlap, makes this box empty.
  40014. *
  40015. * @param {Box2} box - The bounding box to intersect with.
  40016. * @return {Box2} A reference to this bounding box.
  40017. */
  40018. intersect( box ) {
  40019. this.min.max( box.min );
  40020. this.max.min( box.max );
  40021. if ( this.isEmpty() ) this.makeEmpty();
  40022. return this;
  40023. }
  40024. /**
  40025. * Computes the union of this box and another and the given one, setting the upper
  40026. * bound of this box to the greater of the two boxes' upper bounds and the
  40027. * lower bound of this box to the lesser of the two boxes' lower bounds.
  40028. *
  40029. * @param {Box2} box - The bounding box that will be unioned with this instance.
  40030. * @return {Box2} A reference to this bounding box.
  40031. */
  40032. union( box ) {
  40033. this.min.min( box.min );
  40034. this.max.max( box.max );
  40035. return this;
  40036. }
  40037. /**
  40038. * Adds the given offset to both the upper and lower bounds of this bounding box,
  40039. * effectively moving it in 2D space.
  40040. *
  40041. * @param {Vector2} offset - The offset that should be used to translate the bounding box.
  40042. * @return {Box2} A reference to this bounding box.
  40043. */
  40044. translate( offset ) {
  40045. this.min.add( offset );
  40046. this.max.add( offset );
  40047. return this;
  40048. }
  40049. /**
  40050. * Returns `true` if this bounding box is equal with the given one.
  40051. *
  40052. * @param {Box2} box - The box to test for equality.
  40053. * @return {boolean} Whether this bounding box is equal with the given one.
  40054. */
  40055. equals( box ) {
  40056. return box.min.equals( this.min ) && box.max.equals( this.max );
  40057. }
  40058. }
  40059. const _startP = /*@__PURE__*/ new Vector3();
  40060. const _startEnd = /*@__PURE__*/ new Vector3();
  40061. /**
  40062. * An analytical line segment in 3D space represented by a start and end point.
  40063. */
  40064. class Line3 {
  40065. /**
  40066. * Constructs a new line segment.
  40067. *
  40068. * @param {Vector3} [start=(0,0,0)] - Start of the line segment.
  40069. * @param {Vector3} [end=(0,0,0)] - End of the line segment.
  40070. */
  40071. constructor( start = new Vector3(), end = new Vector3() ) {
  40072. /**
  40073. * Start of the line segment.
  40074. *
  40075. * @type {Vector3}
  40076. */
  40077. this.start = start;
  40078. /**
  40079. * End of the line segment.
  40080. *
  40081. * @type {Vector3}
  40082. */
  40083. this.end = end;
  40084. }
  40085. /**
  40086. * Sets the start and end values by copying the given vectors.
  40087. *
  40088. * @param {Vector3} start - The start point.
  40089. * @param {Vector3} end - The end point.
  40090. * @return {Line3} A reference to this line segment.
  40091. */
  40092. set( start, end ) {
  40093. this.start.copy( start );
  40094. this.end.copy( end );
  40095. return this;
  40096. }
  40097. /**
  40098. * Copies the values of the given line segment to this instance.
  40099. *
  40100. * @param {Line3} line - The line segment to copy.
  40101. * @return {Line3} A reference to this line segment.
  40102. */
  40103. copy( line ) {
  40104. this.start.copy( line.start );
  40105. this.end.copy( line.end );
  40106. return this;
  40107. }
  40108. /**
  40109. * Returns the center of the line segment.
  40110. *
  40111. * @param {Vector3} target - The target vector that is used to store the method's result.
  40112. * @return {Vector3} The center point.
  40113. */
  40114. getCenter( target ) {
  40115. return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  40116. }
  40117. /**
  40118. * Returns the delta vector of the line segment's start and end point.
  40119. *
  40120. * @param {Vector3} target - The target vector that is used to store the method's result.
  40121. * @return {Vector3} The delta vector.
  40122. */
  40123. delta( target ) {
  40124. return target.subVectors( this.end, this.start );
  40125. }
  40126. /**
  40127. * Returns the squared Euclidean distance between the line' start and end point.
  40128. *
  40129. * @return {number} The squared Euclidean distance.
  40130. */
  40131. distanceSq() {
  40132. return this.start.distanceToSquared( this.end );
  40133. }
  40134. /**
  40135. * Returns the Euclidean distance between the line' start and end point.
  40136. *
  40137. * @return {number} The Euclidean distance.
  40138. */
  40139. distance() {
  40140. return this.start.distanceTo( this.end );
  40141. }
  40142. /**
  40143. * Returns a vector at a certain position along the line segment.
  40144. *
  40145. * @param {number} t - A value between `[0,1]` to represent a position along the line segment.
  40146. * @param {Vector3} target - The target vector that is used to store the method's result.
  40147. * @return {Vector3} The delta vector.
  40148. */
  40149. at( t, target ) {
  40150. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40151. }
  40152. /**
  40153. * Returns a point parameter based on the closest point as projected on the line segment.
  40154. *
  40155. * @param {Vector3} point - The point for which to return a point parameter.
  40156. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40157. * @return {number} The point parameter.
  40158. */
  40159. closestPointToPointParameter( point, clampToLine ) {
  40160. _startP.subVectors( point, this.start );
  40161. _startEnd.subVectors( this.end, this.start );
  40162. const startEnd2 = _startEnd.dot( _startEnd );
  40163. const startEnd_startP = _startEnd.dot( _startP );
  40164. let t = startEnd_startP / startEnd2;
  40165. if ( clampToLine ) {
  40166. t = clamp( t, 0, 1 );
  40167. }
  40168. return t;
  40169. }
  40170. /**
  40171. * Returns the closets point on the line for a given point.
  40172. *
  40173. * @param {Vector3} point - The point to compute the closest point on the line for.
  40174. * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.
  40175. * @param {Vector3} target - The target vector that is used to store the method's result.
  40176. * @return {Vector3} The closest point on the line.
  40177. */
  40178. closestPointToPoint( point, clampToLine, target ) {
  40179. const t = this.closestPointToPointParameter( point, clampToLine );
  40180. return this.delta( target ).multiplyScalar( t ).add( this.start );
  40181. }
  40182. /**
  40183. * Applies a 4x4 transformation matrix to this line segment.
  40184. *
  40185. * @param {Matrix4} matrix - The transformation matrix.
  40186. * @return {Line3} A reference to this line segment.
  40187. */
  40188. applyMatrix4( matrix ) {
  40189. this.start.applyMatrix4( matrix );
  40190. this.end.applyMatrix4( matrix );
  40191. return this;
  40192. }
  40193. /**
  40194. * Returns `true` if this line segment is equal with the given one.
  40195. *
  40196. * @param {Line3} line - The line segment to test for equality.
  40197. * @return {boolean} Whether this line segment is equal with the given one.
  40198. */
  40199. equals( line ) {
  40200. return line.start.equals( this.start ) && line.end.equals( this.end );
  40201. }
  40202. /**
  40203. * Returns a new line segment with copied values from this instance.
  40204. *
  40205. * @return {Line3} A clone of this instance.
  40206. */
  40207. clone() {
  40208. return new this.constructor().copy( this );
  40209. }
  40210. }
  40211. const _vector$3 = /*@__PURE__*/ new Vector3();
  40212. /**
  40213. * This displays a cone shaped helper object for a {@link SpotLight}.
  40214. *
  40215. * ```js
  40216. * const spotLight = new THREE.SpotLight( 0xffffff );
  40217. * spotLight.position.set( 10, 10, 10 );
  40218. * scene.add( spotLight );
  40219. *
  40220. * const spotLightHelper = new THREE.SpotLightHelper( spotLight );
  40221. * scene.add( spotLightHelper );
  40222. * ```
  40223. *
  40224. * @augments Object3D
  40225. */
  40226. class SpotLightHelper extends Object3D {
  40227. /**
  40228. * Constructs a new spot light helper.
  40229. *
  40230. * @param {HemisphereLight} light - The light to be visualized.
  40231. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40232. * the color of the light.
  40233. */
  40234. constructor( light, color ) {
  40235. super();
  40236. /**
  40237. * The light being visualized.
  40238. *
  40239. * @type {SpotLight}
  40240. */
  40241. this.light = light;
  40242. this.matrixAutoUpdate = false;
  40243. /**
  40244. * The color parameter passed in the constructor.
  40245. * If not set, the helper will take the color of the light.
  40246. *
  40247. * @type {number|Color|string}
  40248. */
  40249. this.color = color;
  40250. this.type = 'SpotLightHelper';
  40251. const geometry = new BufferGeometry();
  40252. const positions = [
  40253. 0, 0, 0, 0, 0, 1,
  40254. 0, 0, 0, 1, 0, 1,
  40255. 0, 0, 0, -1, 0, 1,
  40256. 0, 0, 0, 0, 1, 1,
  40257. 0, 0, 0, 0, -1, 1
  40258. ];
  40259. for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
  40260. const p1 = ( i / l ) * Math.PI * 2;
  40261. const p2 = ( j / l ) * Math.PI * 2;
  40262. positions.push(
  40263. Math.cos( p1 ), Math.sin( p1 ), 1,
  40264. Math.cos( p2 ), Math.sin( p2 ), 1
  40265. );
  40266. }
  40267. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  40268. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40269. this.cone = new LineSegments( geometry, material );
  40270. this.add( this.cone );
  40271. this.update();
  40272. }
  40273. /**
  40274. * Frees the GPU-related resources allocated by this instance. Call this
  40275. * method whenever this instance is no longer used in your app.
  40276. */
  40277. dispose() {
  40278. this.cone.geometry.dispose();
  40279. this.cone.material.dispose();
  40280. }
  40281. /**
  40282. * Updates the helper to match the position and direction of the
  40283. * light being visualized.
  40284. */
  40285. update() {
  40286. this.light.updateWorldMatrix( true, false );
  40287. this.light.target.updateWorldMatrix( true, false );
  40288. // update the local matrix based on the parent and light target transforms
  40289. if ( this.parent ) {
  40290. this.parent.updateWorldMatrix( true );
  40291. this.matrix
  40292. .copy( this.parent.matrixWorld )
  40293. .invert()
  40294. .multiply( this.light.matrixWorld );
  40295. } else {
  40296. this.matrix.copy( this.light.matrixWorld );
  40297. }
  40298. this.matrixWorld.copy( this.light.matrixWorld );
  40299. const coneLength = this.light.distance ? this.light.distance : 1000;
  40300. const coneWidth = coneLength * Math.tan( this.light.angle );
  40301. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  40302. _vector$3.setFromMatrixPosition( this.light.target.matrixWorld );
  40303. this.cone.lookAt( _vector$3 );
  40304. if ( this.color !== undefined ) {
  40305. this.cone.material.color.set( this.color );
  40306. } else {
  40307. this.cone.material.color.copy( this.light.color );
  40308. }
  40309. }
  40310. }
  40311. const _vector$2 = /*@__PURE__*/ new Vector3();
  40312. const _boneMatrix = /*@__PURE__*/ new Matrix4();
  40313. const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
  40314. /**
  40315. * A helper object to assist with visualizing a {@link Skeleton}.
  40316. *
  40317. * ```js
  40318. * const helper = new THREE.SkeletonHelper( skinnedMesh );
  40319. * scene.add( helper );
  40320. * ```
  40321. *
  40322. * @augments LineSegments
  40323. */
  40324. class SkeletonHelper extends LineSegments {
  40325. /**
  40326. * Constructs a new hemisphere light helper.
  40327. *
  40328. * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object
  40329. * can be used if it represents a hierarchy of bones (see {@link Bone}).
  40330. */
  40331. constructor( object ) {
  40332. const bones = getBoneList( object );
  40333. const geometry = new BufferGeometry();
  40334. const vertices = [];
  40335. const colors = [];
  40336. const color1 = new Color( 0, 0, 1 );
  40337. const color2 = new Color( 0, 1, 0 );
  40338. for ( let i = 0; i < bones.length; i ++ ) {
  40339. const bone = bones[ i ];
  40340. if ( bone.parent && bone.parent.isBone ) {
  40341. vertices.push( 0, 0, 0 );
  40342. vertices.push( 0, 0, 0 );
  40343. colors.push( color1.r, color1.g, color1.b );
  40344. colors.push( color2.r, color2.g, color2.b );
  40345. }
  40346. }
  40347. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40348. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40349. const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
  40350. super( geometry, material );
  40351. /**
  40352. * This flag can be used for type testing.
  40353. *
  40354. * @type {boolean}
  40355. * @readonly
  40356. * @default true
  40357. */
  40358. this.isSkeletonHelper = true;
  40359. this.type = 'SkeletonHelper';
  40360. /**
  40361. * The object being visualized.
  40362. *
  40363. * @type {Object3D}
  40364. */
  40365. this.root = object;
  40366. /**
  40367. * he list of bones that the helper visualizes.
  40368. *
  40369. * @type {Array<Bone>}
  40370. */
  40371. this.bones = bones;
  40372. this.matrix = object.matrixWorld;
  40373. this.matrixAutoUpdate = false;
  40374. }
  40375. updateMatrixWorld( force ) {
  40376. const bones = this.bones;
  40377. const geometry = this.geometry;
  40378. const position = geometry.getAttribute( 'position' );
  40379. _matrixWorldInv.copy( this.root.matrixWorld ).invert();
  40380. for ( let i = 0, j = 0; i < bones.length; i ++ ) {
  40381. const bone = bones[ i ];
  40382. if ( bone.parent && bone.parent.isBone ) {
  40383. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
  40384. _vector$2.setFromMatrixPosition( _boneMatrix );
  40385. position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );
  40386. _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
  40387. _vector$2.setFromMatrixPosition( _boneMatrix );
  40388. position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );
  40389. j += 2;
  40390. }
  40391. }
  40392. geometry.getAttribute( 'position' ).needsUpdate = true;
  40393. super.updateMatrixWorld( force );
  40394. }
  40395. /**
  40396. * Frees the GPU-related resources allocated by this instance. Call this
  40397. * method whenever this instance is no longer used in your app.
  40398. */
  40399. dispose() {
  40400. this.geometry.dispose();
  40401. this.material.dispose();
  40402. }
  40403. }
  40404. function getBoneList( object ) {
  40405. const boneList = [];
  40406. if ( object.isBone === true ) {
  40407. boneList.push( object );
  40408. }
  40409. for ( let i = 0; i < object.children.length; i ++ ) {
  40410. boneList.push( ...getBoneList( object.children[ i ] ) );
  40411. }
  40412. return boneList;
  40413. }
  40414. /**
  40415. * This displays a helper object consisting of a spherical mesh for
  40416. * visualizing an instance of {@link PointLight}.
  40417. *
  40418. * ```js
  40419. * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 );
  40420. * pointLight.position.set( 10, 10, 10 );
  40421. * scene.add( pointLight );
  40422. *
  40423. * const sphereSize = 1;
  40424. * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize );
  40425. * scene.add( pointLightHelper );
  40426. * ```
  40427. *
  40428. * @augments Mesh
  40429. */
  40430. class PointLightHelper extends Mesh {
  40431. /**
  40432. * Constructs a new point light helper.
  40433. *
  40434. * @param {PointLight} light - The light to be visualized.
  40435. * @param {number} [sphereSize=1] - The size of the sphere helper.
  40436. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40437. * the color of the light.
  40438. */
  40439. constructor( light, sphereSize, color ) {
  40440. const geometry = new SphereGeometry( sphereSize, 4, 2 );
  40441. const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  40442. super( geometry, material );
  40443. /**
  40444. * The light being visualized.
  40445. *
  40446. * @type {HemisphereLight}
  40447. */
  40448. this.light = light;
  40449. /**
  40450. * The color parameter passed in the constructor.
  40451. * If not set, the helper will take the color of the light.
  40452. *
  40453. * @type {number|Color|string}
  40454. */
  40455. this.color = color;
  40456. this.type = 'PointLightHelper';
  40457. this.matrix = this.light.matrixWorld;
  40458. this.matrixAutoUpdate = false;
  40459. this.update();
  40460. /*
  40461. // TODO: delete this comment?
  40462. const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  40463. const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  40464. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  40465. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  40466. const d = light.distance;
  40467. if ( d === 0.0 ) {
  40468. this.lightDistance.visible = false;
  40469. } else {
  40470. this.lightDistance.scale.set( d, d, d );
  40471. }
  40472. this.add( this.lightDistance );
  40473. */
  40474. }
  40475. /**
  40476. * Frees the GPU-related resources allocated by this instance. Call this
  40477. * method whenever this instance is no longer used in your app.
  40478. */
  40479. dispose() {
  40480. this.geometry.dispose();
  40481. this.material.dispose();
  40482. }
  40483. /**
  40484. * Updates the helper to match the position of the
  40485. * light being visualized.
  40486. */
  40487. update() {
  40488. this.light.updateWorldMatrix( true, false );
  40489. if ( this.color !== undefined ) {
  40490. this.material.color.set( this.color );
  40491. } else {
  40492. this.material.color.copy( this.light.color );
  40493. }
  40494. /*
  40495. const d = this.light.distance;
  40496. if ( d === 0.0 ) {
  40497. this.lightDistance.visible = false;
  40498. } else {
  40499. this.lightDistance.visible = true;
  40500. this.lightDistance.scale.set( d, d, d );
  40501. }
  40502. */
  40503. }
  40504. }
  40505. const _vector$1 = /*@__PURE__*/ new Vector3();
  40506. const _color1 = /*@__PURE__*/ new Color();
  40507. const _color2 = /*@__PURE__*/ new Color();
  40508. /**
  40509. * Creates a visual aid consisting of a spherical mesh for a
  40510. * given {@link HemisphereLight}.
  40511. *
  40512. * ```js
  40513. * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
  40514. * const helper = new THREE.HemisphereLightHelper( light, 5 );
  40515. * scene.add( helper );
  40516. * ```
  40517. *
  40518. * @augments Object3D
  40519. */
  40520. class HemisphereLightHelper extends Object3D {
  40521. /**
  40522. * Constructs a new hemisphere light helper.
  40523. *
  40524. * @param {HemisphereLight} light - The light to be visualized.
  40525. * @param {number} [size=1] - The size of the mesh used to visualize the light.
  40526. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40527. * the color of the light.
  40528. */
  40529. constructor( light, size, color ) {
  40530. super();
  40531. /**
  40532. * The light being visualized.
  40533. *
  40534. * @type {HemisphereLight}
  40535. */
  40536. this.light = light;
  40537. this.matrix = light.matrixWorld;
  40538. this.matrixAutoUpdate = false;
  40539. /**
  40540. * The color parameter passed in the constructor.
  40541. * If not set, the helper will take the color of the light.
  40542. *
  40543. * @type {number|Color|string}
  40544. */
  40545. this.color = color;
  40546. this.type = 'HemisphereLightHelper';
  40547. const geometry = new OctahedronGeometry( size );
  40548. geometry.rotateY( Math.PI * 0.5 );
  40549. this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );
  40550. if ( this.color === undefined ) this.material.vertexColors = true;
  40551. const position = geometry.getAttribute( 'position' );
  40552. const colors = new Float32Array( position.count * 3 );
  40553. geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );
  40554. this.add( new Mesh( geometry, this.material ) );
  40555. this.update();
  40556. }
  40557. /**
  40558. * Frees the GPU-related resources allocated by this instance. Call this
  40559. * method whenever this instance is no longer used in your app.
  40560. */
  40561. dispose() {
  40562. this.children[ 0 ].geometry.dispose();
  40563. this.children[ 0 ].material.dispose();
  40564. }
  40565. /**
  40566. * Updates the helper to match the position and direction of the
  40567. * light being visualized.
  40568. */
  40569. update() {
  40570. const mesh = this.children[ 0 ];
  40571. if ( this.color !== undefined ) {
  40572. this.material.color.set( this.color );
  40573. } else {
  40574. const colors = mesh.geometry.getAttribute( 'color' );
  40575. _color1.copy( this.light.color );
  40576. _color2.copy( this.light.groundColor );
  40577. for ( let i = 0, l = colors.count; i < l; i ++ ) {
  40578. const color = ( i < ( l / 2 ) ) ? _color1 : _color2;
  40579. colors.setXYZ( i, color.r, color.g, color.b );
  40580. }
  40581. colors.needsUpdate = true;
  40582. }
  40583. this.light.updateWorldMatrix( true, false );
  40584. mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  40585. }
  40586. }
  40587. /**
  40588. * The helper is an object to define grids. Grids are two-dimensional
  40589. * arrays of lines.
  40590. *
  40591. * ```js
  40592. * const size = 10;
  40593. * const divisions = 10;
  40594. *
  40595. * const gridHelper = new THREE.GridHelper( size, divisions );
  40596. * scene.add( gridHelper );
  40597. * ```
  40598. *
  40599. * @augments LineSegments
  40600. */
  40601. class GridHelper extends LineSegments {
  40602. /**
  40603. * Constructs a new grid helper.
  40604. *
  40605. * @param {number} [size=10] - The size of the grid.
  40606. * @param {number} [divisions=10] - The number of divisions across the grid.
  40607. * @param {number|Color|string} [color1=0x444444] - The color of the center line.
  40608. * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.
  40609. */
  40610. constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {
  40611. color1 = new Color( color1 );
  40612. color2 = new Color( color2 );
  40613. const center = divisions / 2;
  40614. const step = size / divisions;
  40615. const halfSize = size / 2;
  40616. const vertices = [], colors = [];
  40617. for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
  40618. vertices.push( - halfSize, 0, k, halfSize, 0, k );
  40619. vertices.push( k, 0, - halfSize, k, 0, halfSize );
  40620. const color = i === center ? color1 : color2;
  40621. color.toArray( colors, j ); j += 3;
  40622. color.toArray( colors, j ); j += 3;
  40623. color.toArray( colors, j ); j += 3;
  40624. color.toArray( colors, j ); j += 3;
  40625. }
  40626. const geometry = new BufferGeometry();
  40627. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40628. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40629. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  40630. super( geometry, material );
  40631. this.type = 'GridHelper';
  40632. }
  40633. /**
  40634. * Frees the GPU-related resources allocated by this instance. Call this
  40635. * method whenever this instance is no longer used in your app.
  40636. */
  40637. dispose() {
  40638. this.geometry.dispose();
  40639. this.material.dispose();
  40640. }
  40641. }
  40642. /**
  40643. * This helper is an object to define polar grids. Grids are
  40644. * two-dimensional arrays of lines.
  40645. *
  40646. * ```js
  40647. * const radius = 10;
  40648. * const sectors = 16;
  40649. * const rings = 8;
  40650. * const divisions = 64;
  40651. *
  40652. * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions );
  40653. * scene.add( helper );
  40654. * ```
  40655. *
  40656. * @augments LineSegments
  40657. */
  40658. class PolarGridHelper extends LineSegments {
  40659. /**
  40660. * Constructs a new polar grid helper.
  40661. *
  40662. * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.
  40663. * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.
  40664. * @param {number} [rings=16] - The number of rings. This can be any positive integer.
  40665. * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.
  40666. * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.
  40667. * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements.
  40668. */
  40669. constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {
  40670. color1 = new Color( color1 );
  40671. color2 = new Color( color2 );
  40672. const vertices = [];
  40673. const colors = [];
  40674. // create the sectors
  40675. if ( sectors > 1 ) {
  40676. for ( let i = 0; i < sectors; i ++ ) {
  40677. const v = ( i / sectors ) * ( Math.PI * 2 );
  40678. const x = Math.sin( v ) * radius;
  40679. const z = Math.cos( v ) * radius;
  40680. vertices.push( 0, 0, 0 );
  40681. vertices.push( x, 0, z );
  40682. const color = ( i & 1 ) ? color1 : color2;
  40683. colors.push( color.r, color.g, color.b );
  40684. colors.push( color.r, color.g, color.b );
  40685. }
  40686. }
  40687. // create the rings
  40688. for ( let i = 0; i < rings; i ++ ) {
  40689. const color = ( i & 1 ) ? color1 : color2;
  40690. const r = radius - ( radius / rings * i );
  40691. for ( let j = 0; j < divisions; j ++ ) {
  40692. // first vertex
  40693. let v = ( j / divisions ) * ( Math.PI * 2 );
  40694. let x = Math.sin( v ) * r;
  40695. let z = Math.cos( v ) * r;
  40696. vertices.push( x, 0, z );
  40697. colors.push( color.r, color.g, color.b );
  40698. // second vertex
  40699. v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
  40700. x = Math.sin( v ) * r;
  40701. z = Math.cos( v ) * r;
  40702. vertices.push( x, 0, z );
  40703. colors.push( color.r, color.g, color.b );
  40704. }
  40705. }
  40706. const geometry = new BufferGeometry();
  40707. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40708. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40709. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  40710. super( geometry, material );
  40711. this.type = 'PolarGridHelper';
  40712. }
  40713. /**
  40714. * Frees the GPU-related resources allocated by this instance. Call this
  40715. * method whenever this instance is no longer used in your app.
  40716. */
  40717. dispose() {
  40718. this.geometry.dispose();
  40719. this.material.dispose();
  40720. }
  40721. }
  40722. const _v1 = /*@__PURE__*/ new Vector3();
  40723. const _v2 = /*@__PURE__*/ new Vector3();
  40724. const _v3 = /*@__PURE__*/ new Vector3();
  40725. /**
  40726. * Helper object to assist with visualizing a {@link DirectionalLight}'s
  40727. * effect on the scene. This consists of plane and a line representing the
  40728. * light's position and direction.
  40729. *
  40730. * ```js
  40731. * const light = new THREE.DirectionalLight( 0xFFFFFF );
  40732. * scene.add( light );
  40733. *
  40734. * const helper = new THREE.DirectionalLightHelper( light, 5 );
  40735. * scene.add( helper );
  40736. * ```
  40737. *
  40738. * @augments Object3D
  40739. */
  40740. class DirectionalLightHelper extends Object3D {
  40741. /**
  40742. * Constructs a new directional light helper.
  40743. *
  40744. * @param {DirectionalLight} light - The light to be visualized.
  40745. * @param {number} [size=1] - The dimensions of the plane.
  40746. * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take
  40747. * the color of the light.
  40748. */
  40749. constructor( light, size, color ) {
  40750. super();
  40751. /**
  40752. * The light being visualized.
  40753. *
  40754. * @type {DirectionalLight}
  40755. */
  40756. this.light = light;
  40757. this.matrix = light.matrixWorld;
  40758. this.matrixAutoUpdate = false;
  40759. /**
  40760. * The color parameter passed in the constructor.
  40761. * If not set, the helper will take the color of the light.
  40762. *
  40763. * @type {number|Color|string}
  40764. */
  40765. this.color = color;
  40766. this.type = 'DirectionalLightHelper';
  40767. if ( size === undefined ) size = 1;
  40768. let geometry = new BufferGeometry();
  40769. geometry.setAttribute( 'position', new Float32BufferAttribute( [
  40770. - size, size, 0,
  40771. size, size, 0,
  40772. size, - size, 0,
  40773. - size, - size, 0,
  40774. - size, size, 0
  40775. ], 3 ) );
  40776. const material = new LineBasicMaterial( { fog: false, toneMapped: false } );
  40777. /**
  40778. * Contains the line showing the location of the directional light.
  40779. *
  40780. * @type {Line}
  40781. */
  40782. this.lightPlane = new Line( geometry, material );
  40783. this.add( this.lightPlane );
  40784. geometry = new BufferGeometry();
  40785. geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
  40786. /**
  40787. * Represents the target line of the directional light.
  40788. *
  40789. * @type {Line}
  40790. */
  40791. this.targetLine = new Line( geometry, material );
  40792. this.add( this.targetLine );
  40793. this.update();
  40794. }
  40795. /**
  40796. * Frees the GPU-related resources allocated by this instance. Call this
  40797. * method whenever this instance is no longer used in your app.
  40798. */
  40799. dispose() {
  40800. this.lightPlane.geometry.dispose();
  40801. this.lightPlane.material.dispose();
  40802. this.targetLine.geometry.dispose();
  40803. this.targetLine.material.dispose();
  40804. }
  40805. /**
  40806. * Updates the helper to match the position and direction of the
  40807. * light being visualized.
  40808. */
  40809. update() {
  40810. this.light.updateWorldMatrix( true, false );
  40811. this.light.target.updateWorldMatrix( true, false );
  40812. _v1.setFromMatrixPosition( this.light.matrixWorld );
  40813. _v2.setFromMatrixPosition( this.light.target.matrixWorld );
  40814. _v3.subVectors( _v2, _v1 );
  40815. this.lightPlane.lookAt( _v2 );
  40816. if ( this.color !== undefined ) {
  40817. this.lightPlane.material.color.set( this.color );
  40818. this.targetLine.material.color.set( this.color );
  40819. } else {
  40820. this.lightPlane.material.color.copy( this.light.color );
  40821. this.targetLine.material.color.copy( this.light.color );
  40822. }
  40823. this.targetLine.lookAt( _v2 );
  40824. this.targetLine.scale.z = _v3.length();
  40825. }
  40826. }
  40827. const _vector = /*@__PURE__*/ new Vector3();
  40828. const _camera = /*@__PURE__*/ new Camera();
  40829. /**
  40830. * This helps with visualizing what a camera contains in its frustum. It
  40831. * visualizes the frustum of a camera using a line segments.
  40832. *
  40833. * Based on frustum visualization in [lightgl.js shadowmap example]{@link https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html}.
  40834. *
  40835. * `CameraHelper` must be a child of the scene.
  40836. *
  40837. * ```js
  40838. * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
  40839. * const helper = new THREE.CameraHelper( camera );
  40840. * scene.add( helper );
  40841. * ```
  40842. *
  40843. * @augments LineSegments
  40844. */
  40845. class CameraHelper extends LineSegments {
  40846. /**
  40847. * Constructs a new arrow helper.
  40848. *
  40849. * @param {Camera} camera - The camera to visualize.
  40850. */
  40851. constructor( camera ) {
  40852. const geometry = new BufferGeometry();
  40853. const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );
  40854. const vertices = [];
  40855. const colors = [];
  40856. const pointMap = {};
  40857. // near
  40858. addLine( 'n1', 'n2' );
  40859. addLine( 'n2', 'n4' );
  40860. addLine( 'n4', 'n3' );
  40861. addLine( 'n3', 'n1' );
  40862. // far
  40863. addLine( 'f1', 'f2' );
  40864. addLine( 'f2', 'f4' );
  40865. addLine( 'f4', 'f3' );
  40866. addLine( 'f3', 'f1' );
  40867. // sides
  40868. addLine( 'n1', 'f1' );
  40869. addLine( 'n2', 'f2' );
  40870. addLine( 'n3', 'f3' );
  40871. addLine( 'n4', 'f4' );
  40872. // cone
  40873. addLine( 'p', 'n1' );
  40874. addLine( 'p', 'n2' );
  40875. addLine( 'p', 'n3' );
  40876. addLine( 'p', 'n4' );
  40877. // up
  40878. addLine( 'u1', 'u2' );
  40879. addLine( 'u2', 'u3' );
  40880. addLine( 'u3', 'u1' );
  40881. // target
  40882. addLine( 'c', 't' );
  40883. addLine( 'p', 'c' );
  40884. // cross
  40885. addLine( 'cn1', 'cn2' );
  40886. addLine( 'cn3', 'cn4' );
  40887. addLine( 'cf1', 'cf2' );
  40888. addLine( 'cf3', 'cf4' );
  40889. function addLine( a, b ) {
  40890. addPoint( a );
  40891. addPoint( b );
  40892. }
  40893. function addPoint( id ) {
  40894. vertices.push( 0, 0, 0 );
  40895. colors.push( 0, 0, 0 );
  40896. if ( pointMap[ id ] === undefined ) {
  40897. pointMap[ id ] = [];
  40898. }
  40899. pointMap[ id ].push( ( vertices.length / 3 ) - 1 );
  40900. }
  40901. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  40902. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  40903. super( geometry, material );
  40904. this.type = 'CameraHelper';
  40905. /**
  40906. * The camera being visualized.
  40907. *
  40908. * @type {Camera}
  40909. */
  40910. this.camera = camera;
  40911. if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();
  40912. this.matrix = camera.matrixWorld;
  40913. this.matrixAutoUpdate = false;
  40914. /**
  40915. * This contains the points used to visualize the camera.
  40916. *
  40917. * @type {Object<string,Array<number>>}
  40918. */
  40919. this.pointMap = pointMap;
  40920. this.update();
  40921. // colors
  40922. const colorFrustum = new Color( 0xffaa00 );
  40923. const colorCone = new Color( 0xff0000 );
  40924. const colorUp = new Color( 0x00aaff );
  40925. const colorTarget = new Color( 0xffffff );
  40926. const colorCross = new Color( 0x333333 );
  40927. this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );
  40928. }
  40929. /**
  40930. * Defines the colors of the helper.
  40931. *
  40932. * @param {Color} frustum - The frustum line color.
  40933. * @param {Color} cone - The cone line color.
  40934. * @param {Color} up - The up line color.
  40935. * @param {Color} target - The target line color.
  40936. * @param {Color} cross - The cross line color.
  40937. */
  40938. setColors( frustum, cone, up, target, cross ) {
  40939. const geometry = this.geometry;
  40940. const colorAttribute = geometry.getAttribute( 'color' );
  40941. // near
  40942. colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2
  40943. colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4
  40944. colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3
  40945. colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1
  40946. // far
  40947. colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2
  40948. colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4
  40949. colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3
  40950. colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1
  40951. // sides
  40952. colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1
  40953. colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2
  40954. colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3
  40955. colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4
  40956. // cone
  40957. colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1
  40958. colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2
  40959. colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3
  40960. colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4
  40961. // up
  40962. colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2
  40963. colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3
  40964. colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1
  40965. // target
  40966. colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t
  40967. colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c
  40968. // cross
  40969. colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2
  40970. colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4
  40971. colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2
  40972. colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4
  40973. colorAttribute.needsUpdate = true;
  40974. }
  40975. /**
  40976. * Updates the helper based on the projection matrix of the camera.
  40977. */
  40978. update() {
  40979. const geometry = this.geometry;
  40980. const pointMap = this.pointMap;
  40981. const w = 1, h = 1;
  40982. // we need just camera projection matrix inverse
  40983. // world matrix must be identity
  40984. _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
  40985. // Adjust z values based on coordinate system
  40986. const nearZ = this.camera.coordinateSystem === WebGLCoordinateSystem ? -1 : 0;
  40987. // center / target
  40988. setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ );
  40989. setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );
  40990. // near
  40991. setPoint( 'n1', pointMap, geometry, _camera, -1, -1, nearZ );
  40992. setPoint( 'n2', pointMap, geometry, _camera, w, -1, nearZ );
  40993. setPoint( 'n3', pointMap, geometry, _camera, -1, h, nearZ );
  40994. setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ );
  40995. // far
  40996. setPoint( 'f1', pointMap, geometry, _camera, -1, -1, 1 );
  40997. setPoint( 'f2', pointMap, geometry, _camera, w, -1, 1 );
  40998. setPoint( 'f3', pointMap, geometry, _camera, -1, h, 1 );
  40999. setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );
  41000. // up
  41001. setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ );
  41002. setPoint( 'u2', pointMap, geometry, _camera, -1 * 0.7, h * 1.1, nearZ );
  41003. setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ );
  41004. // cross
  41005. setPoint( 'cf1', pointMap, geometry, _camera, -1, 0, 1 );
  41006. setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );
  41007. setPoint( 'cf3', pointMap, geometry, _camera, 0, -1, 1 );
  41008. setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );
  41009. setPoint( 'cn1', pointMap, geometry, _camera, -1, 0, nearZ );
  41010. setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ );
  41011. setPoint( 'cn3', pointMap, geometry, _camera, 0, -1, nearZ );
  41012. setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ );
  41013. geometry.getAttribute( 'position' ).needsUpdate = true;
  41014. }
  41015. /**
  41016. * Frees the GPU-related resources allocated by this instance. Call this
  41017. * method whenever this instance is no longer used in your app.
  41018. */
  41019. dispose() {
  41020. this.geometry.dispose();
  41021. this.material.dispose();
  41022. }
  41023. }
  41024. function setPoint( point, pointMap, geometry, camera, x, y, z ) {
  41025. _vector.set( x, y, z ).unproject( camera );
  41026. const points = pointMap[ point ];
  41027. if ( points !== undefined ) {
  41028. const position = geometry.getAttribute( 'position' );
  41029. for ( let i = 0, l = points.length; i < l; i ++ ) {
  41030. position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );
  41031. }
  41032. }
  41033. }
  41034. const _box = /*@__PURE__*/ new Box3();
  41035. /**
  41036. * Helper object to graphically show the world-axis-aligned bounding box
  41037. * around an object. The actual bounding box is handled with {@link Box3},
  41038. * this is just a visual helper for debugging. It can be automatically
  41039. * resized with {@link BoxHelper#update} when the object it's created from
  41040. * is transformed. Note that the object must have a geometry for this to work,
  41041. * so it won't work with sprites.
  41042. *
  41043. * ```js
  41044. * const sphere = new THREE.SphereGeometry();
  41045. * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
  41046. * const box = new THREE.BoxHelper( object, 0xffff00 );
  41047. * scene.add( box );
  41048. * ```
  41049. *
  41050. * @augments LineSegments
  41051. */
  41052. class BoxHelper extends LineSegments {
  41053. /**
  41054. * Constructs a new box helper.
  41055. *
  41056. * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.
  41057. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41058. */
  41059. constructor( object, color = 0xffff00 ) {
  41060. 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 ] );
  41061. const positions = new Float32Array( 8 * 3 );
  41062. const geometry = new BufferGeometry();
  41063. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41064. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  41065. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41066. /**
  41067. * The 3D object being visualized.
  41068. *
  41069. * @type {Object3D}
  41070. */
  41071. this.object = object;
  41072. this.type = 'BoxHelper';
  41073. this.matrixAutoUpdate = false;
  41074. this.update();
  41075. }
  41076. /**
  41077. * Updates the helper's geometry to match the dimensions of the object,
  41078. * including any children.
  41079. */
  41080. update() {
  41081. if ( this.object !== undefined ) {
  41082. _box.setFromObject( this.object );
  41083. }
  41084. if ( _box.isEmpty() ) return;
  41085. const min = _box.min;
  41086. const max = _box.max;
  41087. /*
  41088. 5____4
  41089. 1/___0/|
  41090. | 6__|_7
  41091. 2/___3/
  41092. 0: max.x, max.y, max.z
  41093. 1: min.x, max.y, max.z
  41094. 2: min.x, min.y, max.z
  41095. 3: max.x, min.y, max.z
  41096. 4: max.x, max.y, min.z
  41097. 5: min.x, max.y, min.z
  41098. 6: min.x, min.y, min.z
  41099. 7: max.x, min.y, min.z
  41100. */
  41101. const position = this.geometry.attributes.position;
  41102. const array = position.array;
  41103. array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;
  41104. array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;
  41105. array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;
  41106. array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
  41107. array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
  41108. array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
  41109. array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
  41110. array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;
  41111. position.needsUpdate = true;
  41112. this.geometry.computeBoundingSphere();
  41113. }
  41114. /**
  41115. * Updates the wireframe box for the passed object.
  41116. *
  41117. * @param {Object3D} object - The 3D object to create the helper for.
  41118. * @return {BoxHelper} A reference to this instance.
  41119. */
  41120. setFromObject( object ) {
  41121. this.object = object;
  41122. this.update();
  41123. return this;
  41124. }
  41125. copy( source, recursive ) {
  41126. super.copy( source, recursive );
  41127. this.object = source.object;
  41128. return this;
  41129. }
  41130. /**
  41131. * Frees the GPU-related resources allocated by this instance. Call this
  41132. * method whenever this instance is no longer used in your app.
  41133. */
  41134. dispose() {
  41135. this.geometry.dispose();
  41136. this.material.dispose();
  41137. }
  41138. }
  41139. /**
  41140. * A helper object to visualize an instance of {@link Box3}.
  41141. *
  41142. * ```js
  41143. * const box = new THREE.Box3();
  41144. * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
  41145. *
  41146. * const helper = new THREE.Box3Helper( box, 0xffff00 );
  41147. * scene.add( helper )
  41148. * ```
  41149. *
  41150. * @augments LineSegments
  41151. */
  41152. class Box3Helper extends LineSegments {
  41153. /**
  41154. * Constructs a new box3 helper.
  41155. *
  41156. * @param {Box3} box - The box to visualize.
  41157. * @param {number|Color|string} [color=0xffff00] - The box's color.
  41158. */
  41159. constructor( box, color = 0xffff00 ) {
  41160. 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 ] );
  41161. 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 ];
  41162. const geometry = new BufferGeometry();
  41163. geometry.setIndex( new BufferAttribute( indices, 1 ) );
  41164. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41165. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41166. /**
  41167. * The box being visualized.
  41168. *
  41169. * @type {Box3}
  41170. */
  41171. this.box = box;
  41172. this.type = 'Box3Helper';
  41173. this.geometry.computeBoundingSphere();
  41174. }
  41175. updateMatrixWorld( force ) {
  41176. const box = this.box;
  41177. if ( box.isEmpty() ) return;
  41178. box.getCenter( this.position );
  41179. box.getSize( this.scale );
  41180. this.scale.multiplyScalar( 0.5 );
  41181. super.updateMatrixWorld( force );
  41182. }
  41183. /**
  41184. * Frees the GPU-related resources allocated by this instance. Call this
  41185. * method whenever this instance is no longer used in your app.
  41186. */
  41187. dispose() {
  41188. this.geometry.dispose();
  41189. this.material.dispose();
  41190. }
  41191. }
  41192. /**
  41193. * A helper object to visualize an instance of {@link Plane}.
  41194. *
  41195. * ```js
  41196. * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 );
  41197. * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 );
  41198. * scene.add( helper );
  41199. * ```
  41200. *
  41201. * @augments Line
  41202. */
  41203. class PlaneHelper extends Line {
  41204. /**
  41205. * Constructs a new plane helper.
  41206. *
  41207. * @param {Plane} plane - The plane to be visualized.
  41208. * @param {number} [size=1] - The side length of plane helper.
  41209. * @param {number|Color|string} [hex=0xffff00] - The helper's color.
  41210. */
  41211. constructor( plane, size = 1, hex = 0xffff00 ) {
  41212. const color = hex;
  41213. 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 ];
  41214. const geometry = new BufferGeometry();
  41215. geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
  41216. geometry.computeBoundingSphere();
  41217. super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41218. this.type = 'PlaneHelper';
  41219. /**
  41220. * The plane being visualized.
  41221. *
  41222. * @type {Plane}
  41223. */
  41224. this.plane = plane;
  41225. /**
  41226. * The side length of plane helper.
  41227. *
  41228. * @type {number}
  41229. * @default 1
  41230. */
  41231. this.size = size;
  41232. const positions2 = [ 1, 1, 0, -1, 1, 0, -1, -1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0 ];
  41233. const geometry2 = new BufferGeometry();
  41234. geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
  41235. geometry2.computeBoundingSphere();
  41236. this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );
  41237. }
  41238. updateMatrixWorld( force ) {
  41239. this.position.set( 0, 0, 0 );
  41240. this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );
  41241. this.lookAt( this.plane.normal );
  41242. this.translateZ( - this.plane.constant );
  41243. super.updateMatrixWorld( force );
  41244. }
  41245. /**
  41246. * Updates the helper to match the position and direction of the
  41247. * light being visualized.
  41248. */
  41249. dispose() {
  41250. this.geometry.dispose();
  41251. this.material.dispose();
  41252. this.children[ 0 ].geometry.dispose();
  41253. this.children[ 0 ].material.dispose();
  41254. }
  41255. }
  41256. const _axis = /*@__PURE__*/ new Vector3();
  41257. let _lineGeometry, _coneGeometry;
  41258. /**
  41259. * An 3D arrow object for visualizing directions.
  41260. *
  41261. * ```js
  41262. * const dir = new THREE.Vector3( 1, 2, 0 );
  41263. *
  41264. * //normalize the direction vector (convert to vector of length 1)
  41265. * dir.normalize();
  41266. *
  41267. * const origin = new THREE.Vector3( 0, 0, 0 );
  41268. * const length = 1;
  41269. * const hex = 0xffff00;
  41270. *
  41271. * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex );
  41272. * scene.add( arrowHelper );
  41273. * ```
  41274. *
  41275. * @augments Object3D
  41276. */
  41277. class ArrowHelper extends Object3D {
  41278. /**
  41279. * Constructs a new arrow helper.
  41280. *
  41281. * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.
  41282. * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.
  41283. * @param {number} [length=1] - Length of the arrow in world units.
  41284. * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.
  41285. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41286. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41287. */
  41288. 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 ) {
  41289. super();
  41290. this.type = 'ArrowHelper';
  41291. if ( _lineGeometry === undefined ) {
  41292. _lineGeometry = new BufferGeometry();
  41293. _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
  41294. _coneGeometry = new ConeGeometry( 0.5, 1, 5, 1 );
  41295. _coneGeometry.translate( 0, -0.5, 0 );
  41296. }
  41297. this.position.copy( origin );
  41298. /**
  41299. * The line part of the arrow helper.
  41300. *
  41301. * @type {Line}
  41302. */
  41303. this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
  41304. this.line.matrixAutoUpdate = false;
  41305. this.add( this.line );
  41306. /**
  41307. * The cone part of the arrow helper.
  41308. *
  41309. * @type {Mesh}
  41310. */
  41311. this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );
  41312. this.cone.matrixAutoUpdate = false;
  41313. this.add( this.cone );
  41314. this.setDirection( dir );
  41315. this.setLength( length, headLength, headWidth );
  41316. }
  41317. /**
  41318. * Sets the direction of the helper.
  41319. *
  41320. * @param {Vector3} dir - The normalized direction vector.
  41321. */
  41322. setDirection( dir ) {
  41323. // dir is assumed to be normalized
  41324. if ( dir.y > 0.99999 ) {
  41325. this.quaternion.set( 0, 0, 0, 1 );
  41326. } else if ( dir.y < -0.99999 ) {
  41327. this.quaternion.set( 1, 0, 0, 0 );
  41328. } else {
  41329. _axis.set( dir.z, 0, - dir.x ).normalize();
  41330. const radians = Math.acos( dir.y );
  41331. this.quaternion.setFromAxisAngle( _axis, radians );
  41332. }
  41333. }
  41334. /**
  41335. * Sets the length of the helper.
  41336. *
  41337. * @param {number} length - Length of the arrow in world units.
  41338. * @param {number} [headLength=length*0.2] - The length of the head of the arrow.
  41339. * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.
  41340. */
  41341. setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {
  41342. this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
  41343. this.line.updateMatrix();
  41344. this.cone.scale.set( headWidth, headLength, headWidth );
  41345. this.cone.position.y = length;
  41346. this.cone.updateMatrix();
  41347. }
  41348. /**
  41349. * Sets the color of the helper.
  41350. *
  41351. * @param {number|Color|string} color - The color to set.
  41352. */
  41353. setColor( color ) {
  41354. this.line.material.color.set( color );
  41355. this.cone.material.color.set( color );
  41356. }
  41357. copy( source ) {
  41358. super.copy( source, false );
  41359. this.line.copy( source.line );
  41360. this.cone.copy( source.cone );
  41361. return this;
  41362. }
  41363. /**
  41364. * Frees the GPU-related resources allocated by this instance. Call this
  41365. * method whenever this instance is no longer used in your app.
  41366. */
  41367. dispose() {
  41368. this.line.geometry.dispose();
  41369. this.line.material.dispose();
  41370. this.cone.geometry.dispose();
  41371. this.cone.material.dispose();
  41372. }
  41373. }
  41374. /**
  41375. * An axis object to visualize the 3 axes in a simple way.
  41376. * The X axis is red. The Y axis is green. The Z axis is blue.
  41377. *
  41378. * ```js
  41379. * const axesHelper = new THREE.AxesHelper( 5 );
  41380. * scene.add( axesHelper );
  41381. * ```
  41382. *
  41383. * @augments LineSegments
  41384. */
  41385. class AxesHelper extends LineSegments {
  41386. /**
  41387. * Constructs a new axes helper.
  41388. *
  41389. * @param {number} [size=1] - Size of the lines representing the axes.
  41390. */
  41391. constructor( size = 1 ) {
  41392. const vertices = [
  41393. 0, 0, 0, size, 0, 0,
  41394. 0, 0, 0, 0, size, 0,
  41395. 0, 0, 0, 0, 0, size
  41396. ];
  41397. const colors = [
  41398. 1, 0, 0, 1, 0.6, 0,
  41399. 0, 1, 0, 0.6, 1, 0,
  41400. 0, 0, 1, 0, 0.6, 1
  41401. ];
  41402. const geometry = new BufferGeometry();
  41403. geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
  41404. geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
  41405. const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );
  41406. super( geometry, material );
  41407. this.type = 'AxesHelper';
  41408. }
  41409. /**
  41410. * Defines the colors of the axes helper.
  41411. *
  41412. * @param {number|Color|string} xAxisColor - The color for the x axis.
  41413. * @param {number|Color|string} yAxisColor - The color for the y axis.
  41414. * @param {number|Color|string} zAxisColor - The color for the z axis.
  41415. * @return {AxesHelper} A reference to this axes helper.
  41416. */
  41417. setColors( xAxisColor, yAxisColor, zAxisColor ) {
  41418. const color = new Color();
  41419. const array = this.geometry.attributes.color.array;
  41420. color.set( xAxisColor );
  41421. color.toArray( array, 0 );
  41422. color.toArray( array, 3 );
  41423. color.set( yAxisColor );
  41424. color.toArray( array, 6 );
  41425. color.toArray( array, 9 );
  41426. color.set( zAxisColor );
  41427. color.toArray( array, 12 );
  41428. color.toArray( array, 15 );
  41429. this.geometry.attributes.color.needsUpdate = true;
  41430. return this;
  41431. }
  41432. /**
  41433. * Frees the GPU-related resources allocated by this instance. Call this
  41434. * method whenever this instance is no longer used in your app.
  41435. */
  41436. dispose() {
  41437. this.geometry.dispose();
  41438. this.material.dispose();
  41439. }
  41440. }
  41441. /**
  41442. * This class is used to convert a series of paths to an array of
  41443. * shapes. It is specifically used in context of fonts and SVG.
  41444. */
  41445. class ShapePath {
  41446. /**
  41447. * Constructs a new shape path.
  41448. */
  41449. constructor() {
  41450. this.type = 'ShapePath';
  41451. /**
  41452. * The color of the shape.
  41453. *
  41454. * @type {Color}
  41455. */
  41456. this.color = new Color();
  41457. /**
  41458. * The paths that have been generated for this shape.
  41459. *
  41460. * @type {Array<Path>}
  41461. * @default null
  41462. */
  41463. this.subPaths = [];
  41464. /**
  41465. * The current path that is being generated.
  41466. *
  41467. * @type {?Path}
  41468. * @default null
  41469. */
  41470. this.currentPath = null;
  41471. }
  41472. /**
  41473. * Creates a new path and moves it current point to the given one.
  41474. *
  41475. * @param {number} x - The x coordinate.
  41476. * @param {number} y - The y coordinate.
  41477. * @return {ShapePath} A reference to this shape path.
  41478. */
  41479. moveTo( x, y ) {
  41480. this.currentPath = new Path();
  41481. this.subPaths.push( this.currentPath );
  41482. this.currentPath.moveTo( x, y );
  41483. return this;
  41484. }
  41485. /**
  41486. * Adds an instance of {@link LineCurve} to the path by connecting
  41487. * the current point with the given one.
  41488. *
  41489. * @param {number} x - The x coordinate of the end point.
  41490. * @param {number} y - The y coordinate of the end point.
  41491. * @return {ShapePath} A reference to this shape path.
  41492. */
  41493. lineTo( x, y ) {
  41494. this.currentPath.lineTo( x, y );
  41495. return this;
  41496. }
  41497. /**
  41498. * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting
  41499. * the current point with the given one.
  41500. *
  41501. * @param {number} aCPx - The x coordinate of the control point.
  41502. * @param {number} aCPy - The y coordinate of the control point.
  41503. * @param {number} aX - The x coordinate of the end point.
  41504. * @param {number} aY - The y coordinate of the end point.
  41505. * @return {ShapePath} A reference to this shape path.
  41506. */
  41507. quadraticCurveTo( aCPx, aCPy, aX, aY ) {
  41508. this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
  41509. return this;
  41510. }
  41511. /**
  41512. * Adds an instance of {@link CubicBezierCurve} to the path by connecting
  41513. * the current point with the given one.
  41514. *
  41515. * @param {number} aCP1x - The x coordinate of the first control point.
  41516. * @param {number} aCP1y - The y coordinate of the first control point.
  41517. * @param {number} aCP2x - The x coordinate of the second control point.
  41518. * @param {number} aCP2y - The y coordinate of the second control point.
  41519. * @param {number} aX - The x coordinate of the end point.
  41520. * @param {number} aY - The y coordinate of the end point.
  41521. * @return {ShapePath} A reference to this shape path.
  41522. */
  41523. bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
  41524. this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
  41525. return this;
  41526. }
  41527. /**
  41528. * Adds an instance of {@link SplineCurve} to the path by connecting
  41529. * the current point with the given list of points.
  41530. *
  41531. * @param {Array<Vector2>} pts - An array of points in 2D space.
  41532. * @return {ShapePath} A reference to this shape path.
  41533. */
  41534. splineThru( pts ) {
  41535. this.currentPath.splineThru( pts );
  41536. return this;
  41537. }
  41538. /**
  41539. * Converts the paths into an array of shapes.
  41540. *
  41541. * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW).
  41542. * If this flag is set to `true`, then those are flipped.
  41543. * @return {Array<Shape>} An array of shapes.
  41544. */
  41545. toShapes( isCCW ) {
  41546. function toShapesNoHoles( inSubpaths ) {
  41547. const shapes = [];
  41548. for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {
  41549. const tmpPath = inSubpaths[ i ];
  41550. const tmpShape = new Shape();
  41551. tmpShape.curves = tmpPath.curves;
  41552. shapes.push( tmpShape );
  41553. }
  41554. return shapes;
  41555. }
  41556. function isPointInsidePolygon( inPt, inPolygon ) {
  41557. const polyLen = inPolygon.length;
  41558. // inPt on polygon contour => immediate success or
  41559. // toggling of inside/outside at every single! intersection point of an edge
  41560. // with the horizontal line through inPt, left of inPt
  41561. // not counting lowerY endpoints of edges and whole edges on that line
  41562. let inside = false;
  41563. for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  41564. let edgeLowPt = inPolygon[ p ];
  41565. let edgeHighPt = inPolygon[ q ];
  41566. let edgeDx = edgeHighPt.x - edgeLowPt.x;
  41567. let edgeDy = edgeHighPt.y - edgeLowPt.y;
  41568. if ( Math.abs( edgeDy ) > Number.EPSILON ) {
  41569. // not parallel
  41570. if ( edgeDy < 0 ) {
  41571. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  41572. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  41573. }
  41574. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  41575. if ( inPt.y === edgeLowPt.y ) {
  41576. if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
  41577. // continue; // no intersection or edgeLowPt => doesn't count !!!
  41578. } else {
  41579. const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  41580. if ( perpEdge === 0 ) return true; // inPt is on contour ?
  41581. if ( perpEdge < 0 ) continue;
  41582. inside = ! inside; // true intersection left of inPt
  41583. }
  41584. } else {
  41585. // parallel or collinear
  41586. if ( inPt.y !== edgeLowPt.y ) continue; // parallel
  41587. // edge lies on the same horizontal line as inPt
  41588. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  41589. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  41590. // continue;
  41591. }
  41592. }
  41593. return inside;
  41594. }
  41595. const isClockWise = ShapeUtils.isClockWise;
  41596. const subPaths = this.subPaths;
  41597. if ( subPaths.length === 0 ) return [];
  41598. let solid, tmpPath, tmpShape;
  41599. const shapes = [];
  41600. if ( subPaths.length === 1 ) {
  41601. tmpPath = subPaths[ 0 ];
  41602. tmpShape = new Shape();
  41603. tmpShape.curves = tmpPath.curves;
  41604. shapes.push( tmpShape );
  41605. return shapes;
  41606. }
  41607. let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  41608. holesFirst = isCCW ? ! holesFirst : holesFirst;
  41609. // console.log("Holes first", holesFirst);
  41610. const betterShapeHoles = [];
  41611. const newShapes = [];
  41612. let newShapeHoles = [];
  41613. let mainIdx = 0;
  41614. let tmpPoints;
  41615. newShapes[ mainIdx ] = undefined;
  41616. newShapeHoles[ mainIdx ] = [];
  41617. for ( let i = 0, l = subPaths.length; i < l; i ++ ) {
  41618. tmpPath = subPaths[ i ];
  41619. tmpPoints = tmpPath.getPoints();
  41620. solid = isClockWise( tmpPoints );
  41621. solid = isCCW ? ! solid : solid;
  41622. if ( solid ) {
  41623. if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
  41624. newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  41625. newShapes[ mainIdx ].s.curves = tmpPath.curves;
  41626. if ( holesFirst ) mainIdx ++;
  41627. newShapeHoles[ mainIdx ] = [];
  41628. //console.log('cw', i);
  41629. } else {
  41630. newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
  41631. //console.log('ccw', i);
  41632. }
  41633. }
  41634. // only Holes? -> probably all Shapes with wrong orientation
  41635. if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
  41636. if ( newShapes.length > 1 ) {
  41637. let ambiguous = false;
  41638. let toChange = 0;
  41639. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  41640. betterShapeHoles[ sIdx ] = [];
  41641. }
  41642. for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  41643. const sho = newShapeHoles[ sIdx ];
  41644. for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  41645. const ho = sho[ hIdx ];
  41646. let hole_unassigned = true;
  41647. for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  41648. if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
  41649. if ( sIdx !== s2Idx ) toChange ++;
  41650. if ( hole_unassigned ) {
  41651. hole_unassigned = false;
  41652. betterShapeHoles[ s2Idx ].push( ho );
  41653. } else {
  41654. ambiguous = true;
  41655. }
  41656. }
  41657. }
  41658. if ( hole_unassigned ) {
  41659. betterShapeHoles[ sIdx ].push( ho );
  41660. }
  41661. }
  41662. }
  41663. if ( toChange > 0 && ambiguous === false ) {
  41664. newShapeHoles = betterShapeHoles;
  41665. }
  41666. }
  41667. let tmpHoles;
  41668. for ( let i = 0, il = newShapes.length; i < il; i ++ ) {
  41669. tmpShape = newShapes[ i ].s;
  41670. shapes.push( tmpShape );
  41671. tmpHoles = newShapeHoles[ i ];
  41672. for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  41673. tmpShape.holes.push( tmpHoles[ j ].h );
  41674. }
  41675. }
  41676. //console.log("shape", shapes);
  41677. return shapes;
  41678. }
  41679. }
  41680. /**
  41681. * Abstract base class for controls.
  41682. *
  41683. * @abstract
  41684. * @augments EventDispatcher
  41685. */
  41686. class Controls extends EventDispatcher {
  41687. /**
  41688. * Constructs a new controls instance.
  41689. *
  41690. * @param {Object3D} object - The object that is managed by the controls.
  41691. * @param {?HTMLDOMElement} domElement - The HTML element used for event listeners.
  41692. */
  41693. constructor( object, domElement = null ) {
  41694. super();
  41695. /**
  41696. * The object that is managed by the controls.
  41697. *
  41698. * @type {Object3D}
  41699. */
  41700. this.object = object;
  41701. /**
  41702. * The HTML element used for event listeners.
  41703. *
  41704. * @type {?HTMLDOMElement}
  41705. * @default null
  41706. */
  41707. this.domElement = domElement;
  41708. /**
  41709. * Whether the controls responds to user input or not.
  41710. *
  41711. * @type {boolean}
  41712. * @default true
  41713. */
  41714. this.enabled = true;
  41715. /**
  41716. * The internal state of the controls.
  41717. *
  41718. * @type {number}
  41719. * @default -1
  41720. */
  41721. this.state = -1;
  41722. /**
  41723. * This object defines the keyboard input of the controls.
  41724. *
  41725. * @type {Object}
  41726. */
  41727. this.keys = {};
  41728. /**
  41729. * This object defines what type of actions are assigned to the available mouse buttons.
  41730. * It depends on the control implementation what kind of mouse buttons and actions are supported.
  41731. *
  41732. * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}
  41733. */
  41734. this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null };
  41735. /**
  41736. * This object defines what type of actions are assigned to what kind of touch interaction.
  41737. * It depends on the control implementation what kind of touch interaction and actions are supported.
  41738. *
  41739. * @type {{ONE: ?number, TWO: ?number}}
  41740. */
  41741. this.touches = { ONE: null, TWO: null };
  41742. }
  41743. /**
  41744. * Connects the controls to the DOM. This method has so called "side effects" since
  41745. * it adds the module's event listeners to the DOM.
  41746. *
  41747. * @param {HTMLDOMElement} element - The DOM element to connect to.
  41748. */
  41749. connect( element ) {
  41750. if ( element === undefined ) {
  41751. console.warn( 'THREE.Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185
  41752. return;
  41753. }
  41754. if ( this.domElement !== null ) this.disconnect();
  41755. this.domElement = element;
  41756. }
  41757. /**
  41758. * Disconnects the controls from the DOM.
  41759. */
  41760. disconnect() {}
  41761. /**
  41762. * Call this method if you no longer want use to the controls. It frees all internal
  41763. * resources and removes all event listeners.
  41764. */
  41765. dispose() {}
  41766. /**
  41767. * Controls should implement this method if they have to update their internal state
  41768. * per simulation step.
  41769. *
  41770. * @param {number} [delta] - The time delta in seconds.
  41771. */
  41772. update( /* delta */ ) {}
  41773. }
  41774. /**
  41775. * Scales the texture as large as possible within its surface without cropping
  41776. * or stretching the texture. The method preserves the original aspect ratio of
  41777. * the texture. Akin to CSS `object-fit: contain`
  41778. *
  41779. * @param {Texture} texture - The texture.
  41780. * @param {number} aspect - The texture's aspect ratio.
  41781. * @return {Texture} The updated texture.
  41782. */
  41783. function contain( texture, aspect ) {
  41784. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  41785. if ( imageAspect > aspect ) {
  41786. texture.repeat.x = 1;
  41787. texture.repeat.y = imageAspect / aspect;
  41788. texture.offset.x = 0;
  41789. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  41790. } else {
  41791. texture.repeat.x = aspect / imageAspect;
  41792. texture.repeat.y = 1;
  41793. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  41794. texture.offset.y = 0;
  41795. }
  41796. return texture;
  41797. }
  41798. /**
  41799. * Scales the texture to the smallest possible size to fill the surface, leaving
  41800. * no empty space. The method preserves the original aspect ratio of the texture.
  41801. * Akin to CSS `object-fit: cover`.
  41802. *
  41803. * @param {Texture} texture - The texture.
  41804. * @param {number} aspect - The texture's aspect ratio.
  41805. * @return {Texture} The updated texture.
  41806. */
  41807. function cover( texture, aspect ) {
  41808. const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1;
  41809. if ( imageAspect > aspect ) {
  41810. texture.repeat.x = aspect / imageAspect;
  41811. texture.repeat.y = 1;
  41812. texture.offset.x = ( 1 - texture.repeat.x ) / 2;
  41813. texture.offset.y = 0;
  41814. } else {
  41815. texture.repeat.x = 1;
  41816. texture.repeat.y = imageAspect / aspect;
  41817. texture.offset.x = 0;
  41818. texture.offset.y = ( 1 - texture.repeat.y ) / 2;
  41819. }
  41820. return texture;
  41821. }
  41822. /**
  41823. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  41824. *
  41825. * @param {Texture} texture - The texture.
  41826. * @return {Texture} The updated texture.
  41827. */
  41828. function fill( texture ) {
  41829. texture.repeat.x = 1;
  41830. texture.repeat.y = 1;
  41831. texture.offset.x = 0;
  41832. texture.offset.y = 0;
  41833. return texture;
  41834. }
  41835. /**
  41836. * Determines how many bytes must be used to represent the texture.
  41837. *
  41838. * @param {number} width - The width of the texture.
  41839. * @param {number} height - The height of the texture.
  41840. * @param {number} format - The texture's format.
  41841. * @param {number} type - The texture's type.
  41842. * @return {number} The byte length.
  41843. */
  41844. function getByteLength( width, height, format, type ) {
  41845. const typeByteLength = getTextureTypeByteLength( type );
  41846. switch ( format ) {
  41847. // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
  41848. case AlphaFormat:
  41849. return width * height;
  41850. case LuminanceFormat:
  41851. return width * height;
  41852. case LuminanceAlphaFormat:
  41853. return width * height * 2;
  41854. case RedFormat:
  41855. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  41856. case RedIntegerFormat:
  41857. return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
  41858. case RGFormat:
  41859. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41860. case RGIntegerFormat:
  41861. return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41862. case RGBFormat:
  41863. return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41864. case RGBAFormat:
  41865. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41866. case RGBAIntegerFormat:
  41867. return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
  41868. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
  41869. case RGB_S3TC_DXT1_Format:
  41870. case RGBA_S3TC_DXT1_Format:
  41871. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  41872. case RGBA_S3TC_DXT3_Format:
  41873. case RGBA_S3TC_DXT5_Format:
  41874. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41875. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
  41876. case RGB_PVRTC_2BPPV1_Format:
  41877. case RGBA_PVRTC_2BPPV1_Format:
  41878. return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
  41879. case RGB_PVRTC_4BPPV1_Format:
  41880. case RGBA_PVRTC_4BPPV1_Format:
  41881. return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
  41882. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
  41883. case RGB_ETC1_Format:
  41884. case RGB_ETC2_Format:
  41885. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
  41886. case RGBA_ETC2_EAC_Format:
  41887. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41888. // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
  41889. case RGBA_ASTC_4x4_Format:
  41890. return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41891. case RGBA_ASTC_5x4_Format:
  41892. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
  41893. case RGBA_ASTC_5x5_Format:
  41894. return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41895. case RGBA_ASTC_6x5_Format:
  41896. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41897. case RGBA_ASTC_6x6_Format:
  41898. return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  41899. case RGBA_ASTC_8x5_Format:
  41900. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41901. case RGBA_ASTC_8x6_Format:
  41902. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  41903. case RGBA_ASTC_8x8_Format:
  41904. return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  41905. case RGBA_ASTC_10x5_Format:
  41906. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
  41907. case RGBA_ASTC_10x6_Format:
  41908. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
  41909. case RGBA_ASTC_10x8_Format:
  41910. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
  41911. case RGBA_ASTC_10x10_Format:
  41912. return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  41913. case RGBA_ASTC_12x10_Format:
  41914. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
  41915. case RGBA_ASTC_12x12_Format:
  41916. return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
  41917. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
  41918. case RGBA_BPTC_Format:
  41919. case RGB_BPTC_SIGNED_Format:
  41920. case RGB_BPTC_UNSIGNED_Format:
  41921. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  41922. // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
  41923. case RED_RGTC1_Format:
  41924. case SIGNED_RED_RGTC1_Format:
  41925. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
  41926. case RED_GREEN_RGTC2_Format:
  41927. case SIGNED_RED_GREEN_RGTC2_Format:
  41928. return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
  41929. }
  41930. throw new Error(
  41931. `Unable to determine texture byte length for ${format} format.`,
  41932. );
  41933. }
  41934. function getTextureTypeByteLength( type ) {
  41935. switch ( type ) {
  41936. case UnsignedByteType:
  41937. case ByteType:
  41938. return { byteLength: 1, components: 1 };
  41939. case UnsignedShortType:
  41940. case ShortType:
  41941. case HalfFloatType:
  41942. return { byteLength: 2, components: 1 };
  41943. case UnsignedShort4444Type:
  41944. case UnsignedShort5551Type:
  41945. return { byteLength: 2, components: 4 };
  41946. case UnsignedIntType:
  41947. case IntType:
  41948. case FloatType:
  41949. return { byteLength: 4, components: 1 };
  41950. case UnsignedInt5999Type:
  41951. return { byteLength: 4, components: 3 };
  41952. }
  41953. throw new Error( `Unknown texture type ${type}.` );
  41954. }
  41955. /**
  41956. * A class containing utility functions for textures.
  41957. *
  41958. * @hideconstructor
  41959. */
  41960. class TextureUtils {
  41961. /**
  41962. * Scales the texture as large as possible within its surface without cropping
  41963. * or stretching the texture. The method preserves the original aspect ratio of
  41964. * the texture. Akin to CSS `object-fit: contain`
  41965. *
  41966. * @param {Texture} texture - The texture.
  41967. * @param {number} aspect - The texture's aspect ratio.
  41968. * @return {Texture} The updated texture.
  41969. */
  41970. static contain( texture, aspect ) {
  41971. return contain( texture, aspect );
  41972. }
  41973. /**
  41974. * Scales the texture to the smallest possible size to fill the surface, leaving
  41975. * no empty space. The method preserves the original aspect ratio of the texture.
  41976. * Akin to CSS `object-fit: cover`.
  41977. *
  41978. * @param {Texture} texture - The texture.
  41979. * @param {number} aspect - The texture's aspect ratio.
  41980. * @return {Texture} The updated texture.
  41981. */
  41982. static cover( texture, aspect ) {
  41983. return cover( texture, aspect );
  41984. }
  41985. /**
  41986. * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.
  41987. *
  41988. * @param {Texture} texture - The texture.
  41989. * @return {Texture} The updated texture.
  41990. */
  41991. static fill( texture ) {
  41992. return fill( texture );
  41993. }
  41994. /**
  41995. * Determines how many bytes must be used to represent the texture.
  41996. *
  41997. * @param {number} width - The width of the texture.
  41998. * @param {number} height - The height of the texture.
  41999. * @param {number} format - The texture's format.
  42000. * @param {number} type - The texture's type.
  42001. * @return {number} The byte length.
  42002. */
  42003. static getByteLength( width, height, format, type ) {
  42004. return getByteLength( width, height, format, type );
  42005. }
  42006. }
  42007. if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
  42008. __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  42009. revision: REVISION,
  42010. } } ) );
  42011. }
  42012. if ( typeof window !== 'undefined' ) {
  42013. if ( window.__THREE__ ) {
  42014. console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
  42015. } else {
  42016. window.__THREE__ = REVISION;
  42017. }
  42018. }
  42019. 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, DepthArrayTexture, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, 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, LuminanceAlphaFormat, LuminanceFormat, 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, RenderTargetArray, 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, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, 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, getByteLength, getUnlitUniformColorSpace, mergeUniforms, probeAsync, toNormalizedProjectionMatrix, toReversedProjectionMatrix, warnOnce };
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